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/* -*- Mode: Vala; indent-tabs-mode: nil; tab-width: 4 -*-
*
* Copyright (C) 2011,2012 Canonical Ltd
* Copyright (C) 2015 Mike Gabriel <mike.gabriel@das-netzwerkteam.de>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3 as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Authors: Robert Ancell <robert.ancell@canonical.com>
* Michael Terry <michael.terry@canonical.com>
* Mike Gabriel <mike.gabriel@das-netzwerkteam.de>
*/
private class AnimateTimer : Object
{
/* x and y are 0.0 to 1.0 */
public delegate double EasingFunc (double x);
/* The following are the same intervals that Unity uses */
public const int INSTANT = 150; /* Good for animations that don't convey any information */
public const int FAST = 250; /* Good for animations that convey duplicated information */
public const int NORMAL = 500;
public const int SLOW = 1000; /* Good for animations that convey information that is only presented in the animation */
/* speed is in milliseconds */
public unowned EasingFunc easing_func { get; private set; }
public int speed { get; set; }
public bool is_running { get { return timeout != 0; } }
public double progress { get; private set; }
/* progress is from 0.0 to 1.0 */
public signal void animate (double progress);
/* AnimateTimer requires two things: an easing function and a speed.
The speed is just the duration of the animation in milliseconds.
The easing function describes how fast the animation occurs at different
parts of the duration.
See http://hosted.zeh.com.br/tweener/docs/en-us/misc/transitions.html
for examples of various easing functions.
A few are provided with this class, notably ease_in_out and
ease_out_quint.
*/
/* speed is in milliseconds */
public AnimateTimer (EasingFunc func, int speed)
{
Object (speed: speed);
this.easing_func = func;
}
~AnimateTimer ()
{
stop ();
}
/* temp_speed is in milliseconds */
public void reset (int temp_speed = -1)
{
stop ();
timeout = Timeout.add (16, animate_cb);
progress = 0;
start_time = 0;
extra_time = 0;
extra_progress = 0;
if (temp_speed == -1)
temp_speed = speed;
length = temp_speed * TimeSpan.MILLISECOND;
}
public void stop ()
{
if (timeout != 0)
Source.remove (timeout);
timeout = 0;
}
private uint timeout = 0;
private TimeSpan start_time = 0;
private TimeSpan length = 0;
private TimeSpan extra_time = 0;
private double extra_progress = 0.0;
private bool animate_cb ()
{
if (start_time == 0)
start_time = GLib.get_monotonic_time ();
var time_progress = normalize_time (GLib.get_monotonic_time ());
progress = calculate_progress (time_progress);
animate (progress);
if (time_progress >= 1.0)
{
timeout = 0;
return false;
}
else
return true;
}
/* Returns 0.0 to 1.0 where 1.0 is at or past end_time */
private double normalize_time (TimeSpan now)
{
if (length == 0)
return 1.0f;
return (((double)(now - start_time)) / length).clamp (0.0, 1.0);
}
/* Returns 0.0 to 1.0 where 1.0 is done.
time is not normalized yet! */
private double calculate_progress (double time_progress)
{
var y = easing_func (time_progress);
return y.clamp (0.0, 1.0);
}
public static double ease_in_out (double x)
{
return (1 - Math.cos (Math.PI * x)) / 2;
}
/*public static double ease_in_quad (double x)
{
return Math.pow (x, 2);
}*/
/*public static double ease_out_quad (double x)
{
return -1 * Math.pow (x - 1, 2) + 1;
}*/
/*public static double ease_in_quint (double x)
{
return Math.pow (x, 5);
}*/
public static double ease_out_quint (double x)
{
return Math.pow (x - 1, 5) + 1;
}
}
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