Added easing to the animations

git-svn-id: http://svn.code.sf.net/p/greenshot/code/trunk@2340 7dccd23d-a4a3-4e1f-8c07-b4c1b4018ab4
This commit is contained in:
RKrom 2012-11-30 11:44:34 +00:00
commit 3b9cc41832
2 changed files with 193 additions and 62 deletions

View file

@ -34,13 +34,36 @@ namespace Greenshot.Helpers {
protected T current;
protected double frames;
protected double currentFrame = 0;
public EasingType EasingType {
get;
set;
}
public EasingMode EasingMode {
get;
set;
}
public AnimatorBase(T first, T last, int frames) {
protected double EasingValue {
get {
switch (EasingMode) {
case EasingMode.EaseOut:
return Easing.EaseOut(currentFrame / frames, EasingType);
case EasingMode.EaseInOut:
return Easing.EaseInOut(currentFrame / frames, EasingType);
case EasingMode.EaseIn:
default:
return Easing.EaseIn(currentFrame / frames, EasingType);
}
}
}
public AnimatorBase(T first, T last, int frames, EasingType easingType, EasingMode easingMode) {
this.first = first;
this.last = last;
this.frames = frames;
LOG.DebugFormat("First {0} Last {1} frames {2}", first, last, frames);
current = first;
this.current = first;
this.EasingType = easingType;
this.EasingMode = easingMode;
}
public virtual void Reset() {
@ -69,25 +92,32 @@ namespace Greenshot.Helpers {
public class RectangleAnimator : AnimatorBase<Rectangle> {
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(RectangleAnimator));
public RectangleAnimator(Rectangle first, Rectangle last, int frames) : base(first, last, frames) {
public RectangleAnimator(Rectangle first, Rectangle last, int frames)
: base(first, last, frames, EasingType.Linear, EasingMode.EaseIn) {
}
public RectangleAnimator(Rectangle first, Rectangle last, int frames, EasingType easingType)
: base(first, last, frames, easingType, EasingMode.EaseIn) {
}
public RectangleAnimator(Rectangle first, Rectangle last, int frames, EasingType easingType, EasingMode easingMode)
: base(first, last, frames, easingType, easingMode) {
}
public override Rectangle Next() {
if (hasNext) {
currentFrame++;
double dx = (last.X - first.X) / frames;
double dy = (last.Y - first.Y) / frames;
double dw = (last.Width - first.Width) / frames;
double dh = (last.Height - first.Height) / frames;
double easingValue = EasingValue;
double dx = last.X - first.X;
double dy = last.Y - first.Y;
LOG.DebugFormat("dx {0}, dy {1}, dw {2}, dh {3}", dx, dy, dw, dh);
int x = first.X + (int)(currentFrame * dx);
int y = first.Y + (int)(currentFrame * dy);
int width = first.Width + (int)(currentFrame * dw);
int height = first.Height + (int)(currentFrame * dh);
int x = first.X + (int)(easingValue * dx);
int y = first.Y + (int)(easingValue * dy);
double dw = last.Width - first.Width;
double dh = last.Height - first.Height;
int width = first.Width + (int)(easingValue * dw);
int height = first.Height + (int)(easingValue * dh);
current = new Rectangle(x, y, width, height);
LOG.DebugFormat("frame {0} : {1}", currentFrame, current);
}
return current;
}
@ -99,20 +129,25 @@ namespace Greenshot.Helpers {
public class PointAnimator : AnimatorBase<Point> {
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(PointAnimator));
public PointAnimator(Point first, Point last, int frames)
: base(first, last, frames) {
: base(first, last, frames, EasingType.Linear, EasingMode.EaseIn) {
}
public PointAnimator(Point first, Point last, int frames, EasingType easingType)
: base(first, last, frames, easingType, EasingMode.EaseIn) {
}
public PointAnimator(Point first, Point last, int frames, EasingType easingType, EasingMode easingMode)
: base(first, last, frames, easingType, easingMode) {
}
public override Point Next() {
if (hasNext) {
currentFrame++;
double dx = (last.X - first.X) / frames;
double dy = (last.Y - first.Y) / frames;
LOG.DebugFormat("dx {0}, dy {1}", dx ,dy);
int x = first.X + (int)(currentFrame * dx);
int y = first.Y + (int)(currentFrame * dy);
double easingValue = EasingValue;
double dx = last.X - first.X;
double dy = last.Y - first.Y;
int x = first.X + (int)(easingValue * dx);
int y = first.Y + (int)(easingValue * dy);
current = new Point(x, y);
LOG.DebugFormat("frame {0} : {1}", currentFrame, current);
}
return current;
}
@ -124,54 +159,157 @@ namespace Greenshot.Helpers {
public class SizeAnimator : AnimatorBase<Size> {
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(SizeAnimator));
public SizeAnimator(Size first, Size last, int frames)
: base(first, last, frames) {
: base(first, last, frames, EasingType.Linear, EasingMode.EaseIn) {
}
public SizeAnimator(Size first, Size last, int frames, EasingType easingType)
: base(first, last, frames, easingType, EasingMode.EaseIn) {
}
public SizeAnimator(Size first, Size last, int frames, EasingType easingType, EasingMode easingMode)
: base(first, last, frames, easingType, easingMode) {
}
public override Size Next() {
if (hasNext) {
currentFrame++;
double dw = (last.Width - first.Width) / frames;
double dh = (last.Height - first.Height) / frames;
LOG.DebugFormat("dw {0}, dh {1}", dw, dh);
int width = first.Width + (int)(currentFrame * dw);
int height = first.Height + (int)(currentFrame * dh);
double easingValue = EasingValue;
double dw = last.Width - first.Width;
double dh = last.Height - first.Height;
int width = first.Width + (int)(easingValue * dw);
int height = first.Height + (int)(easingValue * dh);
current = new Size(width, height);
LOG.DebugFormat("frame {0} : {1}", currentFrame, current);
}
return current;
}
}
/// <summary>
/// Implementation of the FlexibleSizeAnimator
/// Easing logic, to make the animations more "fluent"
/// </summary>
public class FlexibleAnimator<T> : AnimatorBase<T> {
private static readonly log4net.ILog LOG = log4net.LogManager.GetLogger(typeof(FlexibleAnimator<T>));
public delegate bool HasNextValue(T current);
public delegate T NextValue(T current);
private HasNextValue hasNextValue;
private NextValue nextValue;
public static class Easing {
// Adapted from http://www.robertpenner.com/easing/penner_chapter7_tweening.pdf
public FlexibleAnimator(T first, HasNextValue hasNextDelegate, NextValue nextValueDelegate)
: base(first, default(T) , 0) {
this.hasNextValue = hasNextDelegate;
this.nextValue = nextValueDelegate;
public static float Ease(double linearStep, float acceleration, EasingType type) {
double easedStep = acceleration > 0 ? EaseIn(linearStep, type) : acceleration < 0 ? EaseOut(linearStep, type) : (float)linearStep;
return MathHelper.Lerp(linearStep, easedStep, Math.Abs(acceleration));
}
public override bool hasNext {
get {
return hasNextValue(current);
public static double EaseIn(double linearStep, EasingType type) {
switch (type) {
case EasingType.Step:
return linearStep < 0.5 ? 0 : 1;
case EasingType.Linear:
return (double)linearStep;
case EasingType.Sine:
return Sine.EaseIn(linearStep);
case EasingType.Quadratic:
return Power.EaseIn(linearStep, 2);
case EasingType.Cubic:
return Power.EaseIn(linearStep, 3);
case EasingType.Quartic:
return Power.EaseIn(linearStep, 4);
case EasingType.Quintic:
return Power.EaseIn(linearStep, 5);
}
throw new NotImplementedException();
}
public static double EaseOut(double linearStep, EasingType type) {
switch (type) {
case EasingType.Step:
return linearStep < 0.5 ? 0 : 1;
case EasingType.Linear:
return (double)linearStep;
case EasingType.Sine:
return Sine.EaseOut(linearStep);
case EasingType.Quadratic:
return Power.EaseOut(linearStep, 2);
case EasingType.Cubic:
return Power.EaseOut(linearStep, 3);
case EasingType.Quartic:
return Power.EaseOut(linearStep, 4);
case EasingType.Quintic:
return Power.EaseOut(linearStep, 5);
}
throw new NotImplementedException();
}
public static double EaseInOut(double linearStep, EasingType easeInType, EasingType easeOutType) {
return linearStep < 0.5 ? EaseInOut(linearStep, easeInType) : EaseInOut(linearStep, easeOutType);
}
public static double EaseInOut(double linearStep, EasingType type) {
switch (type) {
case EasingType.Step:
return linearStep < 0.5 ? 0 : 1;
case EasingType.Linear:
return (float)linearStep;
case EasingType.Sine:
return Sine.EaseInOut(linearStep);
case EasingType.Quadratic:
return Power.EaseInOut(linearStep, 2);
case EasingType.Cubic:
return Power.EaseInOut(linearStep, 3);
case EasingType.Quartic:
return Power.EaseInOut(linearStep, 4);
case EasingType.Quintic:
return Power.EaseInOut(linearStep, 5);
}
throw new NotImplementedException();
}
static class Sine {
public static double EaseIn(double s) {
return (double)Math.Sin(s * MathHelper.HalfPi - MathHelper.HalfPi) + 1;
}
public static double EaseOut(double s) {
return (double)Math.Sin(s * MathHelper.HalfPi);
}
public static double EaseInOut(double s) {
return (double)(Math.Sin(s * MathHelper.Pi - MathHelper.HalfPi) + 1) / 2;
}
}
public override T Next() {
if (hasNext) {
current = nextValue(current);
static class Power {
public static double EaseIn(double s, int power) {
return (double)Math.Pow(s, power);
}
return current;
public static double EaseOut(double s, int power) {
var sign = power % 2 == 0 ? -1 : 1;
return (double)(sign * (Math.Pow(s - 1, power) + sign));
}
public static double EaseInOut(double s, int power) {
s *= 2;
if (s < 1)
return EaseIn(s, power) / 2;
var sign = power % 2 == 0 ? -1 : 1;
return (float)(sign / 2.0 * (Math.Pow(s - 2, power) + sign * 2));
}
}
}
public enum EasingType {
Step,
Linear,
Sine,
Quadratic,
Cubic,
Quartic,
Quintic
}
public enum EasingMode {
EaseIn,
EaseOut,
EaseInOut
}
public static class MathHelper {
public const float Pi = (float)Math.PI;
public const float HalfPi = (float)(Math.PI / 2);
public static float Lerp(double from, double to, double step) {
return (float)((to - from) * step + from);
}
}
}