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//! # Timing functions for animations:
//! * `Easing`: a quadratic bezier curve timing defined by two points and a duration
//! * `Spring`: a physics-based spring timing, emulating a dumped harmonic oscillator
//!
//! # Helper functions:
//! * `Transition::ease_in(duration: f32) -> Transition`
//! * `Transition::ease_out(duration: f32) -> Transition`
//! * `Transition::ease_in_out(duration: f32) -> Transition`
//! * `Transition::ease_out_quad(duration: f32) -> Transition`
//! * `Transition::ease_in_quad(duration: f32) -> Transition`
//! * `Transition::ease_in_out_quad(duration: f32) -> Transition`
//! * `Transition::spring(duration: f32, bounce: f32) -> Transition`
//! * `Transition::spring_with_velocity(duration: f32, bounce: f32, velocity: f32) -> Transition`
//! ...
//!
//! # Usage
//! ```rust
//! // use default easing function
//! layer.set_position((100.0, 100.0), Transition::ease_in(0.3));
//!
//! // spring helper with perceptual duration and bounce
//! layer.set_position((100.0, 100.0), Transition::spring(0.3, 0.3));
//!
//! // spring helper with perceptual duration and initial velocity
//! layer.set_position((100.0, 100.0), Transition::spring_with_velocity(0.3, 0.3, 0.3));
//! ```
//!
//! # Advanced Easing usage
//! ```rust
//! // use custom set a delay and easing function
//! layer.set_position((100.0, 100.0), Transition {
//! delay: 0.1,
//! timing: TimingFunction::ease_in_out_quad(1.0)
//! });
//! // use predefined easing functions
//! layer.set_position((100.0, 100.0), Transition {
//! delay: 0.0,
//! timing: TimingFunction::Easing(Easing::ease_in_out_quad(), 0.3)
//! });
//!
//! // access the easing parameters directly
//! layer.set_position((100.0, 100.0), Transition {
//! delay: 0.0,
//! timing: TimingFunction::Easing(Easing{x1: 0.0, y1: 0.0, x2: 1.0, y2: 1.0}, 0.3)
//! });
//! ```
//!
use core::fmt;
mod easing;
mod spring;
mod timing;
pub use self::timing::TimingFunction;
pub use easing::Easing;
pub use spring::Spring;
/// Transition is a data structure that contains the information needed to
/// create an animation that can start at a later time.
#[repr(C)]
#[derive(Clone, Copy, Debug)]
pub struct Transition {
// pub duration: f32,
pub delay: f32,
// easing
pub timing: TimingFunction,
}
/// Default Transition, 0.3 seconds, no delay, ease out
impl Default for Transition {
fn default() -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::Easing(Easing::default(), 0.3),
}
}
}
impl Transition {
pub fn linear(duration: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::linear(duration),
}
}
pub fn ease_in(duration: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::ease_in(duration),
}
}
pub fn ease_out(duration: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::ease_out(duration),
}
}
pub fn ease_in_out(duration: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::ease_in_out(duration),
}
}
pub fn ease_out_quad(duration: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::ease_out_quad(duration),
}
}
pub fn ease_in_quad(duration: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::ease_in_quad(duration),
}
}
pub fn ease_in_out_quad(duration: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::ease_in_out_quad(duration),
}
}
pub fn spring(duration: f32, bounce: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::spring(duration, bounce),
}
}
pub fn spring_with_velocity(duration: f32, bounce: f32, velocity: f32) -> Self {
Transition {
delay: 0.0,
timing: TimingFunction::spring_with_initial_velocity(duration, bounce, velocity),
}
}
}
/// Animation is a data structure that contains the information needed to
/// animate a property.
#[derive(Clone, Default)]
pub struct Animation {
pub start: f32,
// pub duration: f32,
pub timing: TimingFunction,
}
// getter for Animation value
impl Animation {
pub fn update_at(&mut self, current_time: f32) -> (f32, f32) {
let Animation {
start,
// duration,
timing,
} = self;
let elapsed = current_time - *start;
// t = t.clamp(0.0, 1.0);
// println!("[{} / {}] ({}, {})", time, duration, t, timing.value_at(t));
timing.update_at(elapsed)
}
pub fn done(&self, current_time: f32) -> bool {
self.timing.done(self.start, current_time)
}
}
impl fmt::Debug for Animation {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "([{:.5}]->{:?})", self.start, self.timing)
}
}