1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
|
// Copyright (c) 2006-2008 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "app/slide_animation.h"
#include <math.h>
// How many frames per second to target.
static const int kDefaultFramerateHz = 50;
// How long animations should take by default.
static const int kDefaultDurationMs = 120;
SlideAnimation::SlideAnimation(AnimationDelegate* target)
: Animation(kDefaultFramerateHz, target),
target_(target),
tween_type_(EASE_OUT),
showing_(false),
value_start_(0),
value_end_(0),
value_current_(0),
slide_duration_(kDefaultDurationMs) {
}
SlideAnimation::~SlideAnimation() {
}
void SlideAnimation::Reset() {
Reset(0);
}
void SlideAnimation::Reset(double value) {
Stop();
showing_ = static_cast<bool>(value == 1);
value_current_ = value;
}
void SlideAnimation::Show() {
// If we're already showing (or fully shown), we have nothing to do.
if (showing_)
return;
showing_ = true;
value_start_ = value_current_;
value_end_ = 1.0;
// Make sure we actually have something to do.
if (slide_duration_ == 0) {
AnimateToState(1.0); // Skip to the end of the animation.
return;
} else if (value_current_ == value_end_) {
return;
}
// This will also reset the currently-occuring animation.
SetDuration(static_cast<int>(slide_duration_ * (1 - value_current_)));
Start();
}
void SlideAnimation::Hide() {
// If we're already hiding (or hidden), we have nothing to do.
if (!showing_)
return;
showing_ = false;
value_start_ = value_current_;
value_end_ = 0.0;
// Make sure we actually have something to do.
if (slide_duration_ == 0) {
AnimateToState(0.0); // Skip to the end of the animation.
return;
} else if (value_current_ == value_end_) {
return;
}
// This will also reset the currently-occuring animation.
SetDuration(static_cast<int>(slide_duration_ * value_current_));
Start();
}
void SlideAnimation::AnimateToState(double state) {
if (state > 1.0)
state = 1.0;
// Make our animation ease-out.
switch (tween_type_) {
case EASE_IN:
state = pow(state, 2);
break;
case EASE_IN_OUT:
if (state < 0.5)
state = pow(state * 2, 2) / 2.0;
else
state = 1.0 - (pow((state - 1.0) * 2, 2) / 2.0);
break;
case FAST_IN_OUT:
state = (pow(state - 0.5, 3) + 0.125) / 0.25;
break;
case NONE:
// state remains linear.
break;
case EASE_OUT_SNAP:
state = 0.95 * (1.0 - pow(1.0 - state, 2));
break;
case EASE_OUT:
default:
state = 1.0 - pow(1.0 - state, 2);
break;
}
value_current_ = value_start_ + (value_end_ - value_start_) * state;
// Implement snapping.
if (tween_type_ == EASE_OUT_SNAP && fabs(value_current_ - value_end_) <= 0.06)
value_current_ = value_end_;
// Correct for any overshoot (while state may be capped at 1.0, let's not
// take any rounding error chances.
if ((value_end_ >= value_start_ && value_current_ > value_end_) ||
(value_end_ < value_start_ && value_current_ < value_end_)) {
value_current_ = value_end_;
}
}
|