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// Copyright (c) 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef UI_GFX_ANIMATION_TWEEN_H_
#define UI_GFX_ANIMATION_TWEEN_H_
#include "base/macros.h"
#include "third_party/skia/include/core/SkColor.h"
#include "ui/gfx/animation/animation_export.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"
namespace base {
class TimeTicks;
}
namespace gfx {
class ANIMATION_EXPORT Tween {
public:
enum Type {
LINEAR, // Linear.
EASE_OUT, // Fast in, slow out (default).
EASE_OUT_2, // Variant of EASE_OUT that ends slower than EASE_OUT.
EASE_OUT_3, // Variant of EASE_OUT that ends slower than EASE_OUT_2.
EASE_OUT_4, // Variant of EASE_OUT that start slower than EASE_OUT_3,
// and ends faster. Best used to lead into a bounce
// animation.
EASE_IN, // Slow in, fast out.
EASE_IN_2, // Variant of EASE_IN that starts out slower than
// EASE_IN.
EASE_IN_OUT, // Slow in and out, fast in the middle.
EASE_IN_OUT_2, // Variant of EASE_IN_OUT that starts and ends slower
// than EASE_IN_OUT.
SMOOTH_IN_OUT, // Smooth, consistent speeds in and out (sine wave).
FAST_OUT_SLOW_IN, // Variant of EASE_IN_OUT which should be used in most
// cases.
FAST_OUT_SLOW_IN_2, // Variant of FAST_OUT_SLOW_IN that starts out quicker.
FAST_OUT_SLOW_IN_3, // Variant of FAST_OUT_SLOW_IN that starts out quicker
// than FAST_OUT_SLOW_IN_2. Best used for rebound in
// bounce animation.
LINEAR_OUT_SLOW_IN, // Variant of EASE_OUT which should be used for
// fading in from 0% or motion when entering a scene.
SLOW_OUT_LINEAR_IN, // Reverse of LINEAR_OUT_SLOW_IN which should be used
// in reverse animation to create a rubberband effect.
FAST_OUT_LINEAR_IN, // Variant of EASE_IN which should should be used for
// fading out to 0% or motion when exiting a scene.
ZERO, // Returns a value of 0 always.
// TODO(zxdan): New animation curve name convention will be used to resolve
// the confusion caused by "IN" and "OUT".
// The new name convention is below:
// ACCEL_<1>_DECEL_<2> where <1> and <2> are used to express the
// acceleration and deceleration speeds. The corresponding cubic bezier
// curve parameters would be ( 0.01 * <1>, 0, 1 - 0.01 * <2>, 1 ). Note that
// LIN means the speed is 0. For example,
// ACCEL_20_DECEL_20 = (0.2, 0, 0.8, 1): https://cubic-bezier.com/#.2,0,.8,1
// ACCEL_100_DECEL_100 = (1, 0, 0, 1): https://cubic-bezier.com/#1,0,0,1
// ACCEL_LIN_DECEL_LIN = (0, 0, 1, 1): https://cubic-bezier.com/#0,0,1,1
// ACCEL_40_DECEL_80 = (0.4, 0, 0.2, 1): https://cubic-bezier.com/#.4,0,.2,1
ACCEL_LIN_DECEL_60, // Pulling a small to medium element into a place.
ACCEL_LIN_DECEL_100, // Pulling a small to medium element into a place that
// has very fast deceleration.
ACCEL_20_DECEL_60, // Moving a small, low emphasis or responsive elements.
ACCEL_80_DECEL_20, // Slow in and fast out with ease.
// ACCEL_0_<1>_DECEL_<2> where <1> and <2> are used to express the
// acceleration and deceleration speeds. The corresponding cubic bezier
// curve parameters would be ( 0, 0.01 * <1>, 1 - 0.01 * <2>, 1 ).
ACCEL_0_40_DECEL_100, // Specialized curve with an emphasized deceleration
// drift.
ACCEL_0_80_DECEL_80, // Variant of ACCEL_0_40_DECEL_100 which drops in
// value faster, but flattens out into the drift
// sooner.
};
Tween(const Tween&) = delete;
Tween& operator=(const Tween&) = delete;
// Returns the value based on the tween type. |state| is from 0-1.
static double CalculateValue(Type type, double state);
// Conveniences for getting a value between a start and end point.
static SkColor ColorValueBetween(double value, SkColor start, SkColor target);
static double DoubleValueBetween(double value, double start, double target);
static float FloatValueBetween(double value, float start, float target);
static float ClampedFloatValueBetween(const base::TimeTicks& time,
const base::TimeTicks& start_time,
float start,
const base::TimeTicks& target_time,
float target);
// Interpolated between start and target, with every integer in this range
// given equal weight.
static int IntValueBetween(double value, int start, int target);
// Interpolates between start and target as real numbers, and rounds the
// result to the nearest integer, with ties broken by rounding towards
// positive infinity. This gives start and target half the weight of the
// other integers in the range. This is the integer interpolation approach
// specified by www.w3.org/TR/css3-transitions.
static int LinearIntValueBetween(double value, int start, int target);
// Interpolates between |start| and |target| rects, animating the rect corners
// (as opposed to animating the rect origin and size) to minimize rounding
// error accumulation at intermediate stages.
static gfx::Rect RectValueBetween(double value,
const gfx::Rect& start,
const gfx::Rect& target);
static gfx::RectF RectFValueBetween(double value,
const gfx::RectF& start,
const gfx::RectF& target);
static gfx::Transform TransformValueBetween(double value,
const gfx::Transform& start,
const gfx::Transform& target);
static gfx::TransformOperations TransformOperationsValueBetween(
double value,
const gfx::TransformOperations& start,
const gfx::TransformOperations& target);
static gfx::Size SizeValueBetween(double value,
const gfx::Size& start,
const gfx::Size& target);
static gfx::SizeF SizeFValueBetween(double value,
const gfx::SizeF& start,
const gfx::SizeF& target);
private:
Tween();
~Tween();
};
} // namespace gfx
#endif // UI_GFX_ANIMATION_TWEEN_H_