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animation_manager.rs
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animation_manager.rs
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use crate::{emath::remap_clamp, Id, IdMap, InputState};
#[derive(Clone, Default)]
pub(crate) struct AnimationManager {
bools: IdMap<BoolAnim>,
values: IdMap<ValueAnim>,
}
#[derive(Clone, Debug)]
struct BoolAnim {
value: bool,
/// when did `value` last toggle?
toggle_time: f64,
}
#[derive(Clone, Debug)]
struct ValueAnim {
from_value: f32,
to_value: f32,
/// when did `value` last toggle?
toggle_time: f64,
}
impl AnimationManager {
/// See `Context::animate_bool` for documentation
pub fn animate_bool(
&mut self,
input: &InputState,
animation_time: f32,
id: Id,
value: bool,
) -> f32 {
match self.bools.get_mut(&id) {
None => {
self.bools.insert(
id,
BoolAnim {
value,
toggle_time: -f64::INFINITY, // long time ago
},
);
if value {
1.0
} else {
0.0
}
}
Some(anim) => {
if anim.value != value {
anim.value = value;
anim.toggle_time = input.time;
}
let time_since_toggle = (input.time - anim.toggle_time) as f32;
// On the frame we toggle we don't want to return the old value,
// so we extrapolate forwards:
let time_since_toggle = time_since_toggle + input.predicted_dt;
if value {
remap_clamp(time_since_toggle, 0.0..=animation_time, 0.0..=1.0)
} else {
remap_clamp(time_since_toggle, 0.0..=animation_time, 1.0..=0.0)
}
}
}
}
pub fn animate_value(
&mut self,
input: &InputState,
animation_time: f32,
id: Id,
value: f32,
) -> f32 {
match self.values.get_mut(&id) {
None => {
self.values.insert(
id,
ValueAnim {
from_value: value,
to_value: value,
toggle_time: -f64::INFINITY, // long time ago
},
);
value
}
Some(anim) => {
let time_since_toggle = (input.time - anim.toggle_time) as f32;
// On the frame we toggle we don't want to return the old value,
// so we extrapolate forwards:
let time_since_toggle = time_since_toggle + input.predicted_dt;
let current_value = remap_clamp(
time_since_toggle,
0.0..=animation_time,
anim.from_value..=anim.to_value,
);
if anim.to_value != value {
anim.from_value = current_value; //start new animation from current position of playing animation
anim.to_value = value;
anim.toggle_time = input.time;
}
if animation_time == 0.0 {
anim.from_value = value;
anim.to_value = value;
}
current_value
}
}
}
}