Attempt to add GUI animations

This commit is contained in:
Yousef Khadadeh 2026-04-24 10:06:45 +03:00
parent fe04cbb597
commit 4e17d6e40c
4 changed files with 79 additions and 0 deletions

View file

@ -9,6 +9,8 @@
BezierEasing BezierEasing::linear{0.0, 1.0, 0.0, 1.0};
BezierEasing::BezierEasing() {}
BezierEasing::BezierEasing(Eigen::Vector4f c):
BezierEasing(c.x(), c.y(), c.z(), c.w()) {}

View file

@ -11,8 +11,10 @@
class BezierEasing {
public:
BezierEasing();
BezierEasing(Eigen::Vector4f c);
BezierEasing(float x1, float y1, float x2, float y2);
BezierEasing& operator=(const BezierEasing& b) = default;
float operator() (float x) const;
static BezierEasing linear;
private:

View file

@ -1,5 +1,6 @@
#include "LayoutElement.hpp"
#include "Helpers/ConvertVec.hpp"
#include "../GUIManager.hpp"
namespace GUIStuff {
@ -10,6 +11,59 @@ void LayoutElement::layout(const Clay_ElementId& id, const std::function<void(La
layout(this, id);
}
void LayoutElement::update() {
for(auto& [id, animation] : animations) {
switch(animation.state) {
case InternalFloatAnimation::State::RUN: {
animation.currentTime += gui.io.deltaTime;
if(animation.currentTime >= animation.anim.duration) {
animation.currentTime = animation.anim.duration;
animation.state = InternalFloatAnimation::State::DONE;
}
gui.set_to_layout();
break;
}
case InternalFloatAnimation::State::RUN_REVERSE: {
animation.currentTime -= gui.io.deltaTime;
if(animation.currentTime <= 0.0f) {
animation.currentTime = 0.0f;
animation.state = InternalFloatAnimation::State::DONE;
}
gui.set_to_layout();
break;
}
case InternalFloatAnimation::State::DONE:
break;
}
}
}
float LayoutElement::get_float_animation(const char* animationID, const FloatAnimation& animation) {
InternalFloatAnimation internalAnim;
internalAnim.anim = animation;
auto [it, placed] = animations.emplace(animationID, internalAnim);
const InternalFloatAnimation& actualInternalAnim = it->second;
return std::lerp(actualInternalAnim.anim.startVal, actualInternalAnim.anim.endVal, actualInternalAnim.anim.easing(it->second.currentTime / actualInternalAnim.anim.duration));
}
void LayoutElement::animation_trigger(const char* animationID) {
auto it = animations.find(animationID);
if(it != animations.end()) {
InternalFloatAnimation& animation = it->second;
if(animation.currentTime < animation.anim.duration)
animation.state = InternalFloatAnimation::State::RUN;
}
}
void LayoutElement::animation_trigger_reverse(const char* animationID) {
auto it = animations.find(animationID);
if(it != animations.end()) {
InternalFloatAnimation& animation = it->second;
if(animation.currentTime > 0.0f)
animation.state = InternalFloatAnimation::State::RUN_REVERSE;
}
}
void LayoutElement::input_mouse_button_callback(const InputManager::MouseButtonCallbackArgs& button) {
if(c.mouseButton) c.mouseButton(this, button);
}

View file

@ -1,5 +1,6 @@
#pragma once
#include "Element.hpp"
#include "Helpers/BezierEasing.hpp"
namespace GUIStuff {
@ -12,12 +13,32 @@ class LayoutElement : public Element {
std::function<void(LayoutElement* l, const InputManager::MouseWheelCallbackArgs& wheel)> mouseWheel;
std::function<void(LayoutElement* l, const InputManager::KeyCallbackArgs& key)> key;
};
struct FloatAnimation {
float startVal = 0.0f;
float endVal = 1.0f;
float duration = 1.0f;
BezierEasing easing = BezierEasing::linear;
};
void layout(const Clay_ElementId& id, const std::function<void(LayoutElement*, const Clay_ElementId&)>& layout, const Callbacks& c = {});
virtual void update() override;
float get_float_animation(const char* animationID, const FloatAnimation& animation);
void animation_trigger(const char* animationID);
void animation_trigger_reverse(const char* animationID);
virtual void input_mouse_button_callback(const InputManager::MouseButtonCallbackArgs& button) override;
virtual void input_mouse_motion_callback(const InputManager::MouseMotionCallbackArgs& motion) override;
virtual void input_mouse_wheel_callback(const InputManager::MouseWheelCallbackArgs& wheel) override;
virtual void input_key_callback(const InputManager::KeyCallbackArgs& key) override;
private:
struct InternalFloatAnimation {
enum class State {
RUN,
RUN_REVERSE,
DONE
} state = State::DONE;
float currentTime = 0.0f;
FloatAnimation anim;
};
std::unordered_map<const char*, InternalFloatAnimation> animations;
Callbacks c;
};