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
|
// -*- Mode: C++; indent-tabs-mode: nil; tab-width: 2 -*-
/*
* Copyright (C) 2013 Canonical Ltd
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 3 as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* Authored by: Marco Trevisan <marco.trevisan@canonical.com>
*/
#ifndef UNITY_ANIMATION_UTILS
#define UNITY_ANIMATION_UTILS
#include <NuxCore/Animation.h>
namespace na = nux::animation;
namespace unity
{
namespace animation
{
enum class Direction
{
FORWARD,
BACKWARD
};
template <typename VALUE>
inline Direction GetDirection(na::AnimateValue<VALUE> const& animation)
{
if (animation.GetFinishValue() < animation.GetStartValue())
return Direction::BACKWARD;
return Direction::FORWARD;
}
template <typename VALUE>
inline VALUE StartValueForDirection(Direction dir)
{
return (dir == Direction::FORWARD) ? 0.0f : 1.0f;
}
template <>
inline unsigned StartValueForDirection(Direction dir)
{
return (dir == Direction::FORWARD) ? 0 : 100;
}
template <>
inline int StartValueForDirection(Direction dir)
{
return StartValueForDirection<unsigned>(dir);
}
template <typename VALUE>
inline VALUE FinishValueForDirection(Direction dir)
{
return StartValueForDirection<VALUE>(dir == Direction::FORWARD ? Direction::BACKWARD : Direction::FORWARD);
}
template <class VALUE_TYPE>
void Start(na::AnimateValue<VALUE_TYPE>& animation, VALUE_TYPE start, VALUE_TYPE finish);
template <typename VALUE>
inline void Start(na::AnimateValue<VALUE>& animation, Direction dir)
{
Start<VALUE>(animation, StartValueForDirection<VALUE>(dir), FinishValueForDirection<VALUE>(dir));
}
template <class VALUE_TYPE>
void StartOrReverse(na::AnimateValue<VALUE_TYPE>& animation, VALUE_TYPE start, VALUE_TYPE finish);
template <typename VALUE>
inline void StartOrReverse(na::AnimateValue<VALUE>& animation, Direction dir)
{
StartOrReverse<VALUE>(animation, StartValueForDirection<VALUE>(dir), FinishValueForDirection<VALUE>(dir));
}
template <typename VALUE>
inline void StartOrReverseIf(na::AnimateValue<VALUE>& animation, bool condition)
{
StartOrReverse(animation, condition ? Direction::FORWARD : Direction::BACKWARD);
}
template <typename VALUE>
inline void SetValue(na::AnimateValue<VALUE>& animation, VALUE const& value)
{
Start(animation, value, value);
}
template <typename VALUE>
inline void SetValue(na::AnimateValue<VALUE>& animation, Direction dir)
{
SetValue(animation, FinishValueForDirection<VALUE>(dir));
}
template <typename VALUE>
inline void Skip(na::AnimateValue<VALUE>& animation)
{
VALUE old_start = animation.GetStartValue();
SetValue(animation, animation.GetFinishValue());
animation.SetStartValue(old_start);
}
} // animation namespace
} // unity namespace
#include "AnimationUtils-inl.h"
#endif // UNITY_ANIMATION_UTILS
|