blob: c02ffbf00cebdf8caa0bb21126c5d0ae7db90788 [file] [log] [blame]
// Copyright 2012 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gfx/animation/tween.h"
#include <math.h>
#include <stdint.h>
#include <algorithm>
#include "base/check_op.h"
#include "base/notreached.h"
#include "base/numerics/safe_conversions.h"
#include "base/time/time.h"
#include "build/build_config.h"
#include "ui/gfx/geometry/cubic_bezier.h"
#include "ui/gfx/geometry/rect.h"
#include "ui/gfx/geometry/rect_f.h"
#include "ui/gfx/geometry/size_f.h"
#include "ui/gfx/geometry/transform.h"
#include "ui/gfx/geometry/transform_operations.h"
#if BUILDFLAG(IS_WIN)
#include <float.h>
#endif
namespace gfx {
// static
double Tween::CalculateValue(Tween::Type type, double state) {
DCHECK_GE(state, 0);
DCHECK_LE(state, 1);
switch (type) {
case EASE_IN:
return pow(state, 2);
case EASE_IN_2:
return pow(state, 4);
case EASE_IN_OUT:
if (state < 0.5)
return pow(state * 2, 2) / 2.0;
return 1.0 - (pow((state - 1.0) * 2, 2) / 2.0);
case EASE_IN_OUT_2:
return gfx::CubicBezier(0.33, 0, 0.67, 1).Solve(state);
case EASE_OUT_3:
return gfx::CubicBezier(0.6, 0, 0, 1).Solve(state);
case EASE_OUT_4:
return gfx::CubicBezier(1, 0, 0.8, 1).Solve(state);
case LINEAR:
return state;
case EASE_OUT:
return 1.0 - pow(1.0 - state, 2);
case EASE_OUT_2:
return gfx::CubicBezier(0.4, 0, 0, 1).Solve(state);
case SMOOTH_IN_OUT:
return sin(state);
case FAST_OUT_SLOW_IN:
return gfx::CubicBezier(0.4, 0, 0.2, 1).Solve(state);
case FAST_OUT_SLOW_IN_2:
return gfx::CubicBezier(0.2, 0, 0.2, 1).Solve(state);
case FAST_OUT_SLOW_IN_3:
return gfx::CubicBezier(0.2, 0, 0, 1).Solve(state);
case LINEAR_OUT_SLOW_IN:
return gfx::CubicBezier(0, 0, .2, 1).Solve(state);
case SLOW_OUT_LINEAR_IN:
return gfx::CubicBezier(0, 0, 1, .2).Solve(state);
case FAST_OUT_LINEAR_IN:
return gfx::CubicBezier(0.4, 0, 1, 1).Solve(state);
case ZERO:
return 0;
case ACCEL_LIN_DECEL_60:
return gfx::CubicBezier(0, 0, 0.4, 1).Solve(state);
case ACCEL_LIN_DECEL_100:
return gfx::CubicBezier(0, 0, 0, 1).Solve(state);
case ACCEL_LIN_DECEL_100_3:
return gfx::CubicBezier(0, 0, 0, 0.97).Solve(state);
case ACCEL_20_DECEL_60:
return gfx::CubicBezier(0.2, 0, 0.4, 1).Solve(state);
case ACCEL_20_DECEL_100:
return gfx::CubicBezier(0.2, 0, 0, 1).Solve(state);
case ACCEL_30_DECEL_20_85:
return gfx::CubicBezier(0.3, 0, 0.8, 0.15).Solve(state);
case ACCEL_40_DECEL_20:
return gfx::CubicBezier(0.4, 0, 0.8, 1).Solve(state);
case ACCEL_80_DECEL_20:
return gfx::CubicBezier(0.8, 0, 0.8, 1).Solve(state);
case ACCEL_0_40_DECEL_100:
return gfx::CubicBezier(0, 0.4, 0, 1).Solve(state);
case ACCEL_40_DECEL_100_3:
return gfx::CubicBezier(0.40, 0, 0, 0.97).Solve(state);
case ACCEL_0_80_DECEL_80:
return gfx::CubicBezier(0, 0.8, 0.2, 1).Solve(state);
case ACCEL_0_100_DECEL_80:
return gfx::CubicBezier(0, 1, 0.2, 1).Solve(state);
case ACCEL_5_70_DECEL_90:
return gfx::CubicBezier(0.05, 0.7, 0.1, 1).Solve(state);
}
NOTREACHED();
return state;
}
namespace {
uint8_t FloatToColorByte(float f) {
return base::ClampRound<uint8_t>(f * 255.0f);
}
uint8_t BlendColorComponents(uint8_t start,
uint8_t target,
float start_alpha,
float target_alpha,
float blended_alpha,
double progress) {
// Since progress can be outside [0, 1], blending can produce a value outside
// [0, 255].
float blended_premultiplied = Tween::FloatValueBetween(
progress, start / 255.f * start_alpha, target / 255.f * target_alpha);
return FloatToColorByte(blended_premultiplied / blended_alpha);
}
float BlendColorComponentsFloat(float start,
float target,
float start_alpha,
float target_alpha,
float blended_alpha,
double progress) {
// Since progress can be outside [0, 1], blending can produce a value outside
// [0, 1].
float blended_premultiplied = Tween::FloatValueBetween(
progress, start * start_alpha, target * target_alpha);
return blended_premultiplied / blended_alpha;
}
} // namespace
// static
SkColor4f Tween::ColorValueBetween(double value,
SkColor4f start,
SkColor4f target) {
float start_a = start.fA;
float target_a = target.fA;
float blended_a = FloatValueBetween(value, start_a, target_a);
if (blended_a <= 0.f)
return SkColors::kTransparent;
blended_a = std::min(blended_a, 1.f);
auto blended_r = BlendColorComponentsFloat(start.fR, target.fR, start_a,
target_a, blended_a, value);
auto blended_g = BlendColorComponentsFloat(start.fG, target.fG, start_a,
target_a, blended_a, value);
auto blended_b = BlendColorComponentsFloat(start.fB, target.fB, start_a,
target_a, blended_a, value);
return SkColor4f{blended_r, blended_g, blended_b, blended_a};
}
SkColor Tween::ColorValueBetween(double value, SkColor start, SkColor target) {
float start_a = SkColorGetA(start) / 255.f;
float target_a = SkColorGetA(target) / 255.f;
float blended_a = FloatValueBetween(value, start_a, target_a);
if (blended_a <= 0.f)
return SK_ColorTRANSPARENT;
blended_a = std::min(blended_a, 1.f);
uint8_t blended_r =
BlendColorComponents(SkColorGetR(start), SkColorGetR(target), start_a,
target_a, blended_a, value);
uint8_t blended_g =
BlendColorComponents(SkColorGetG(start), SkColorGetG(target), start_a,
target_a, blended_a, value);
uint8_t blended_b =
BlendColorComponents(SkColorGetB(start), SkColorGetB(target), start_a,
target_a, blended_a, value);
return SkColorSetARGB(FloatToColorByte(blended_a), blended_r, blended_g,
blended_b);
}
// static
double Tween::DoubleValueBetween(double value, double start, double target) {
return start + (target - start) * value;
}
// static
float Tween::FloatValueBetween(double value, float start, float target) {
return static_cast<float>(start + (target - start) * value);
}
// static
float Tween::ClampedFloatValueBetween(const base::TimeTicks& time,
const base::TimeTicks& start_time,
float start,
const base::TimeTicks& target_time,
float target) {
if (time <= start_time)
return start;
if (time >= target_time)
return target;
const double progress = (time - start_time) / (target_time - start_time);
return FloatValueBetween(progress, start, target);
}
// static
int Tween::IntValueBetween(double value, int start, int target) {
if (start == target)
return start;
double delta = static_cast<double>(target - start);
if (delta < 0)
delta--;
else
delta++;
#if BUILDFLAG(IS_WIN)
return start + static_cast<int>(value * _nextafter(delta, 0));
#else
return start + static_cast<int>(value * nextafter(delta, 0));
#endif
}
// static
int Tween::LinearIntValueBetween(double value, int start, int target) {
// NOTE: Do not use base::ClampRound()! See comments on function declaration.
return base::ClampFloor(0.5 + DoubleValueBetween(value, start, target));
}
// static
gfx::Rect Tween::RectValueBetween(double value,
const gfx::Rect& start,
const gfx::Rect& target) {
const int x = LinearIntValueBetween(value, start.x(), target.x());
const int y = LinearIntValueBetween(value, start.y(), target.y());
const int right = LinearIntValueBetween(value, start.right(), target.right());
const int bottom =
LinearIntValueBetween(value, start.bottom(), target.bottom());
return gfx::Rect(x, y, right - x, bottom - y);
}
// static
gfx::RectF Tween::RectFValueBetween(double value,
const gfx::RectF& start,
const gfx::RectF& target) {
const float x = FloatValueBetween(value, start.x(), target.x());
const float y = FloatValueBetween(value, start.y(), target.y());
const float right = FloatValueBetween(value, start.right(), target.right());
const float bottom =
FloatValueBetween(value, start.bottom(), target.bottom());
return gfx::RectF(x, y, right - x, bottom - y);
}
// static
gfx::Transform Tween::TransformValueBetween(double value,
const gfx::Transform& start,
const gfx::Transform& target) {
if (value >= 1.0)
return target;
if (value <= 0.0)
return start;
gfx::Transform to_return = target;
to_return.Blend(start, value);
return to_return;
}
// static
gfx::TransformOperations Tween::TransformOperationsValueBetween(
double value,
const gfx::TransformOperations& start,
const gfx::TransformOperations& target) {
return target.Blend(start, value);
}
gfx::Size Tween::SizeValueBetween(double value,
const gfx::Size& start,
const gfx::Size& target) {
return gfx::Size(
Tween::LinearIntValueBetween(value, start.width(), target.width()),
Tween::LinearIntValueBetween(value, start.height(), target.height()));
}
gfx::SizeF Tween::SizeFValueBetween(double value,
const gfx::SizeF& start,
const gfx::SizeF& target) {
return gfx::SizeF(
Tween::FloatValueBetween(value, start.width(), target.width()),
Tween::FloatValueBetween(value, start.height(), target.height()));
}
} // namespace gfx