# split pd-maths into pd-core and pd-image (0.2.3)
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include/pd/core/tween.hpp
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include/pd/core/tween.hpp
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 René Amthor (tobid7)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/core/vec.hpp>
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namespace PD {
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template <typename T>
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class Tween {
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public:
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enum Effect {
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Linear,
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EaseInQuad,
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EaseOutQuad,
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EaseInOutQuad,
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EaseInCubic,
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EaseOutCubic,
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EaseInOutCubic,
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EaseInSine,
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EaseOutSine,
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EaseInOutSine,
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};
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Tween() {}
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~Tween() {}
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void Update(float delta) {
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time += delta / 1000.f;
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if (time > tend) {
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finished = true;
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time = tend;
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}
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}
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bool IsFinished() const { return finished; }
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Tween& Finish() {
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time = tend;
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finished = true;
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return *this;
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}
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Tween& From(const T& start) {
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Reset();
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this->start = start;
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return *this;
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}
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Tween& To(const T& end) {
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Reset();
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this->end = end;
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return *this;
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}
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Tween& In(float seconds) {
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Reset();
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tend = seconds;
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return *this;
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}
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Tween& As(const Effect& e) {
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effect = e;
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return *this;
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}
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Tween& Reset() {
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finished = false;
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time = 0.f;
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return *this;
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}
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/// @brief Probably usefull for fading colors by animation
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/// Used to create this caus dont wanted to create a
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/// fade effect fpr keyboard without having to Tween functions
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/// @return
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float Progress() const { return time / tend; }
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Tween& Swap() {
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T temp = start;
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start = end;
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end = temp;
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return *this;
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}
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operator T() {
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float t = 0.f;
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switch (effect) {
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case EaseInQuad:
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t = time / tend;
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return (end - start) * t * t + start;
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break;
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case EaseOutQuad:
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t = time / tend;
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return -(end - start) * t * (t - 2) + start;
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break;
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case EaseInOutQuad:
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t = time / (tend / 2);
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if (t < 1) return (end - start) / 2 * t * t + start;
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t--;
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return -(end - start) / 2 * (t * (t - 2) - 1) + start;
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break;
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case EaseInCubic:
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t = time / tend;
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return (end - start) * t * t * t + start;
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break;
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case EaseOutCubic:
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t = time / tend;
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t--;
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return (end - start) * (t * t * t + 1) + start;
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break;
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// case EaseInOutCubic:
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// t = time / (tend / 2);
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// if (t < 1) return (end - start) / 2 * t * t * t + start;
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// t--;
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// return (end - start) / 2 * (t * t * t * 2) + start;
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// break;
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case EaseInSine:
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return -(end - start) * cos(time / tend * (M_PI / 2)) + (end - start) +
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start;
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break;
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case EaseOutSine:
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return (end - start) * sin(time / tend * (M_PI / 2)) + start;
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break;
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case EaseInOutSine:
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return -(end - start) / 2 * (cos(M_PI * time / tend) - 1) + start;
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break;
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default: // Linear
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return (end - start) * (time / tend) + start;
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break;
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}
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}
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private:
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Effect effect;
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float time = 0.f;
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// Defaulting to one to prevent div zero
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// without a safetey check
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// not implementing one cause if the user is
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// Writing a In(0.f) its their fault
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float tend = 1.f;
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T start;
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T end;
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bool finished = false;
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};
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} // namespace PD
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