/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2018 Michael Ragazzon
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#ifndef RMLUICOREELEMENTANIMATION_H
#define RMLUICOREELEMENTANIMATION_H
#include "../../Include/RmlUi/Core/Header.h"
#include "../../Include/RmlUi/Core/Property.h"
#include "../../Include/RmlUi/Core/Tween.h"
namespace Rml {
namespace Core {
struct AnimationKey {
float time; // Local animation time (Zero means the time when the animation iteration starts)
Property property;
Tween tween; // Tweening between the previous and this key. Ignored for the first animation key.
};
class ElementAnimation
{
private:
String property_name;
float duration; // for a single iteration
int num_iterations; // -1 for infinity
bool alternate_direction; // between iterations
std::vector keys;
double last_update_world_time;
float time_since_iteration_start;
int current_iteration;
bool reverse_direction;
bool animation_complete;
bool is_transition;
bool InternalAddKey(AnimationKey key);
float GetInterpolationFactorAndKeys(int* out_key0, int* out_key1) const;
public:
ElementAnimation() {}
ElementAnimation(const String& property_name, const Property& current_value, double start_world_time, float duration, int num_iterations, bool alternate_direction, bool is_transition);
bool AddKey(float target_time, const Property & property, Element & element, Tween tween, bool extend_duration);
Property UpdateAndGetProperty(double time, Element& element);
const String& GetPropertyName() const { return property_name; }
float GetDuration() const { return duration; }
bool IsComplete() const { return animation_complete; }
bool IsTransition() const { return is_transition; }
float GetInterpolationFactor() const { return GetInterpolationFactorAndKeys(nullptr, nullptr); }
};
}
}
#endif