using System;
using System.Diagnostics;
using System.Numerics;
namespace Dalamud.Interface.Animation
{
public abstract class Easing
{
private readonly Stopwatch animationTimer = new();
private double valueInternal;
///
/// Initializes a new instance of the class with the specified duration.
///
/// The animation duration.
protected Easing(TimeSpan duration)
{
this.Duration = duration;
}
///
/// Gets or sets the origin point of the animation.
///
public Vector2? Point1 { get; set; }
///
/// Gets or sets the destination point of the animation.
///
public Vector2? Point2 { get; set; }
///
/// Gets the resulting point at the current timestep.
///
public Vector2 EasedPoint { get; private set; }
///
/// Gets the current value of the animation, from 0 to 1.
///
public double Value
{
get => this.valueInternal;
set
{
this.valueInternal = Math.Min(value, 1);
if (Point1.HasValue && Point2.HasValue)
EasedPoint = Lerp(Point1.Value, Point2.Value, (float)this.valueInternal);
}
}
///
/// Gets or sets the duration of the animation.
///
public TimeSpan Duration { get; set; }
///
/// Gets the progress of the animation, from 0 to 1.
///
protected double Progress => this.animationTimer.ElapsedMilliseconds / this.Duration.TotalMilliseconds;
///
/// Starts the animation from where it was last stopped, or from the start if it was never started before.
///
public void Start()
{
this.animationTimer.Start();
}
///
/// Stops the animation at the current point.
///
public void Stop()
{
this.animationTimer.Stop();
}
///
/// Restarts the animation.
///
public void Restart()
{
this.animationTimer.Restart();
}
///
/// Updates the animation.
///
public abstract void Update();
private static float Lerp(float firstFloat, float secondFloat, float by)
{
return (firstFloat * (1 - @by)) + (secondFloat * by);
}
private static Vector2 Lerp(Vector2 firstVector, Vector2 secondVector, float by)
{
var retX = Lerp(firstVector.X, secondVector.X, by);
var retY = Lerp(firstVector.Y, secondVector.Y, by);
return new Vector2(retX, retY);
}
}
}