Dalamud/Dalamud/Interface/Animation/Easing.cs

126 lines
3.3 KiB
C#

using System.Diagnostics;
using System.Numerics;
using Dalamud.Utility;
namespace Dalamud.Interface.Animation;
/// <summary>
/// Base class facilitating the implementation of easing functions.
/// </summary>
[Api11ToDo("Re-apply https://github.com/goatcorp/Dalamud/commit/1aada983931d9e45a250eebbc17c8b782d07701b")]
public abstract class Easing
{
// TODO: Use game delta time here instead
private readonly Stopwatch animationTimer = new();
private double valueInternal;
/// <summary>
/// Initializes a new instance of the <see cref="Easing"/> class with the specified duration.
/// </summary>
/// <param name="duration">The animation duration.</param>
protected Easing(TimeSpan duration)
{
this.Duration = duration;
}
/// <summary>
/// Gets or sets the origin point of the animation.
/// </summary>
public Vector2? Point1 { get; set; }
/// <summary>
/// Gets or sets the destination point of the animation.
/// </summary>
public Vector2? Point2 { get; set; }
/// <summary>
/// Gets the resulting point at the current timestep.
/// </summary>
public Vector2 EasedPoint { get; private set; }
/// <summary>
/// Gets or sets a value indicating whether the result of the easing should be inversed.
/// </summary>
public bool IsInverse { get; set; }
/// <summary>
/// Gets or sets the current value of the animation, from 0 to 1.
/// </summary>
public double Value
{
get
{
if (this.IsInverse)
return 1 - this.valueInternal;
return this.valueInternal;
}
protected set
{
this.valueInternal = value;
if (this.Point1.HasValue && this.Point2.HasValue)
this.EasedPoint = AnimUtil.Lerp(this.Point1.Value, this.Point2.Value, (float)this.valueInternal);
}
}
/// <summary>
/// Gets or sets the duration of the animation.
/// </summary>
public TimeSpan Duration { get; set; }
/// <summary>
/// Gets a value indicating whether or not the animation is running.
/// </summary>
public bool IsRunning => this.animationTimer.IsRunning;
/// <summary>
/// Gets a value indicating whether or not the animation is done.
/// </summary>
public bool IsDone => this.animationTimer.ElapsedMilliseconds > this.Duration.TotalMilliseconds;
/// <summary>
/// Gets the progress of the animation, from 0 to 1.
/// </summary>
protected double Progress => this.animationTimer.ElapsedMilliseconds / this.Duration.TotalMilliseconds;
/// <summary>
/// Starts the animation from where it was last stopped, or from the start if it was never started before.
/// </summary>
public void Start()
{
this.animationTimer.Start();
}
/// <summary>
/// Stops the animation at the current point.
/// </summary>
public void Stop()
{
this.animationTimer.Stop();
}
/// <summary>
/// Restarts the animation.
/// </summary>
public void Restart()
{
this.animationTimer.Restart();
}
/// <summary>
/// Resets the animation.
/// </summary>
public void Reset()
{
this.animationTimer.Reset();
}
/// <summary>
/// Updates the animation.
/// </summary>
public abstract void Update();
}