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/////////////////////////////////////////////////////////////////////////
// Copyright 2011-2018 Simon Schneegans
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to
// the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
// SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
/////////////////////////////////////////////////////////////////////////
namespace GnomePie {
/////////////////////////////////////////////////////////////////////////
/// A class which interpolates smoothly between to given values.
/// Duration and interpolation mode can be specified.
/////////////////////////////////////////////////////////////////////////
public class AnimatedValue : GLib.Object {
/////////////////////////////////////////////////////////////////////
/// The direction of the interpolation.
/////////////////////////////////////////////////////////////////////
public enum Direction { IN, OUT, IN_OUT, OUT_IN }
/////////////////////////////////////////////////////////////////////
/// Type of the interpolation, linear or cubic.
/////////////////////////////////////////////////////////////////////
private enum Type { LINEAR, CUBIC }
/////////////////////////////////////////////////////////////////////
/// Current value, interpolated.
/////////////////////////////////////////////////////////////////////
public double val { get; private set; }
/////////////////////////////////////////////////////////////////////
/// Starting value of the interpolation.
/////////////////////////////////////////////////////////////////////
public double start { get; private set; default=0.0; }
/////////////////////////////////////////////////////////////////////
/// Final value of the interpolation.
/////////////////////////////////////////////////////////////////////
public double end { get; private set; default=0.0; }
/////////////////////////////////////////////////////////////////////
/// The current state. In range 0 .. 1
/////////////////////////////////////////////////////////////////////
private double state = 0.0;
/////////////////////////////////////////////////////////////////////
/// Duration of the interpolation. Should be in the same unit as
/// taken for the update() method.
/////////////////////////////////////////////////////////////////////
private double duration = 0.0;
/////////////////////////////////////////////////////////////////////
/// The amount of over-shooting of the cubicly interpolated value.
/////////////////////////////////////////////////////////////////////
private double multiplier = 0.0;
/////////////////////////////////////////////////////////////////////
/// Type of the interpolation, linear or cubic.
/////////////////////////////////////////////////////////////////////
private Type type = Type.LINEAR;
/////////////////////////////////////////////////////////////////////
/// The direction of the interpolation.
/////////////////////////////////////////////////////////////////////
private Direction direction = Direction.IN;
/////////////////////////////////////////////////////////////////////
/// Creates a new linearly interpolated value.
/////////////////////////////////////////////////////////////////////
public AnimatedValue.linear(double start, double end, double duration) {
this.val = start;
this.start = start;
this.end = end;
this.duration = duration;
}
/////////////////////////////////////////////////////////////////////
/// Creates a new cubicly interpolated value.
/////////////////////////////////////////////////////////////////////
public AnimatedValue.cubic(Direction direction, double start, double end, double duration, double multiplier = 0) {
this.val = start;
this.start = start;
this.end = end;
this.duration = duration;
this.direction = direction;
this.type = Type.CUBIC;
this.multiplier = multiplier;
}
/////////////////////////////////////////////////////////////////////
/// Resets the final value of the interpolation to a new value. The
/// current state is taken for the beginning from now.
/////////////////////////////////////////////////////////////////////
public void reset_target(double end, double duration) {
this.end = end;
this.duration = duration;
this.start = this.val;
if (duration == 0.0) {
this.val = end;
this.state = 1.0;
} else {
this.state = 0.0;
}
}
/////////////////////////////////////////////////////////////////////
/// Updates the interpolated value according to it's type.
/////////////////////////////////////////////////////////////////////
public void update(double time) {
this.state += time/this.duration;
if (this.state < 1) {
switch (this.type) {
case Type.LINEAR:
this.val = update_linear();
break;
case Type.CUBIC:
switch (this.direction) {
case Direction.IN:
this.val = update_ease_in();
return;
case Direction.OUT:
this.val = update_ease_out();
return;
case Direction.IN_OUT:
this.val = update_ease_in_out();
return;
case Direction.OUT_IN:
this.val = update_ease_out_in();
return;
}
break;
}
} else if (this.val != this.end) {
this.val = this.end;
}
}
/////////////////////////////////////////////////////////////////////
/// The following equations are based on Robert Penner's easing
/// equations. See (http://www.robertpenner.com/easing/) and their
/// adaption by Zeh Fernando, Nate Chatellier and Arthur Debert for
/// the Tweener class. See (http://code.google.com/p/tweener/).
/////////////////////////////////////////////////////////////////////
private double update_linear(double t = this.state, double s = this.start, double e = this.end) {
return (s + t*(e - s));
}
private double update_ease_in(double t = this.state, double s = this.start, double e = this.end) {
return (s + (t*t*((multiplier+1)*t-multiplier))*(e - s));
}
private double update_ease_out(double t = this.state, double s = this.start, double e = this.end) {
return (s + ((t-1) * (t-1) * ((multiplier+1)*(t-1)+multiplier) + 1) * (e - s));
}
private double update_ease_in_out(double t = this.state, double s = this.start, double e = this.end) {
if (this.state < 0.5) return update_ease_in(t*2, s, e - (e-s)*0.5);
else return update_ease_out(t*2-1, s + (e-s)*0.5, e);
}
private double update_ease_out_in(double t = this.state, double s = this.start, double e = this.end) {
if (this.state < 0.5) return update_ease_out(t*2, s, e - (e-s)*0.5);
else return update_ease_in(t*2-1, s + (e-s)*0.5, e);
}
}
}
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