- Added Overlays (Performance / Keyboaed) - Keyboard has Gamepad Movement WIP (kinda) - Work on UI7 Started - Added Input Manager - Added Message Boxes (Animated) - Added Signle Header Tween func for animated stuff (Keyboard Messages, etc) - Add FastHash (Maybe useful later) - Using const & for vec in lithium - Add ability to copy a command by a Ref - Make Lists in Commands OpenAccess for Modification (StaticObject) - Add Static Object (System to PreRender Suff that never changes) but can still be recolored or moved - Add Layer and Font change functions - Make Renderer Tools (RotateCorner, CreateRect, CreateLine, InBox, OptiCommandList) static (OpenAccess) - Add ReIndexing to PushCommand - Add Ability to Init vec3 and vec4 with vec2 and add .xy and .zw to vec4 - Fully Animated Keyboard that currently has problem of Top Down GamePad movement - Add Func to Get GamePad Icon Codepoints for TextRenderer - Made deltatime a float - Using filesystem::path().wstring for convertation (works) - Add a New InBox to Renderer that only checks if a point is inside a boundingbox - Disable Font loading on Renderer Init due to 3ds Freezes when using SystemFont - Make SystemFont lineheight 10% larger than it is to be nearly the same size as the ttf fonts - Fix Some SpaceOffsets between TTF and SystemFont Rendering - Cleanup the Update Rendermode Func - Use LayerRenderSystem by default now as it now runs faster even with ttf fonts
138 lines
3.0 KiB
C++
138 lines
3.0 KiB
C++
#pragma once
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#include <pd/maths/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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