diff options
Diffstat (limited to 'src/animation.zig')
| -rw-r--r-- | src/animation.zig | 147 |
1 files changed, 130 insertions, 17 deletions
diff --git a/src/animation.zig b/src/animation.zig index b02a242b..9b43644e 100644 --- a/src/animation.zig +++ b/src/animation.zig @@ -129,7 +129,9 @@ pub const Track = extern struct { pane: u8 = 0, phase: Phase = .moving, effect: Transition = .off, - _padding: u8 = 0, + /// The Motion flavour a pane's move follows, plus one; 0 is the + /// effect's own easing (Presentation.stamp). + motion: u8 = 0, frame: u16 = 0, frame_count: u16 = 0, from: Box = .{}, @@ -148,11 +150,47 @@ pub const Track = extern struct { // accelerates down out of the fixed clip. if (track.phase == .closing and track.effect == .vertical) return progressEased(.in_cubic, track.frames(), track.frame); + if (track.flavour()) |motion| + return motion.ease(track.progress()); return progressEased(track.effect.easing(), track.frames(), track.frame); } + /// The flavour an opening or moving pane follows; a closing one keeps + /// its effect's own exit. + fn flavour(track: Track) ?Motion { + if (track.motion == 0 or track.phase == .closing) return null; + const which = std.enums.fromInt(Motion.Flavour, track.motion - 1) orelse return null; + return Motion.of(which); + } + + fn progress(track: Track) f32 { + if (track.frames() <= 1 or track.frame >= track.frames() - 1) return 1; + return @as(f32, @floatFromInt(track.frame)) / @as(f32, @floatFromInt(track.frames() - 1)); + } + pub fn presented(track: Track) Box { - return lerpBox(track.from, track.to, track.amount()); + // A flavour's wind-up goes back past where the move began. + const t = track.amount(); + // Landed, it is exactly where it goes: no stretch or float residue. + if (track.flavour() != null and track.progress() >= 1) return track.to; + var box = if (t < 0) lerpBox(track.to, track.from, 1 - t) else lerpBox(track.from, track.to, t); + // Squash and stretch: along its path a moving pane lengthens with + // its speed and, landing past its mark and coming back, squashes + // (the user's choice: its text with it; a pointer inverts the same + // box, so a click lands on the glyph it is drawn as). + const motion = track.flavour() orelse return box; + if (motion.stretch == 0) return box; + const factor = 1 + motion.stretch * std.math.clamp(motion.speed(track.progress()) / 4, -1, 1); + if (@abs(track.to.x - track.from.x) >= @abs(track.to.y - track.from.y)) { + const w = box.w * factor; + box.x -= (w - box.w) / 2; + box.w = w; + } else { + const h = box.h * factor; + box.y -= (h - box.h) / 2; + box.h = h; + } + return box; } pub fn visualBox(track: Track) Box { @@ -613,20 +651,51 @@ pub const Motion = struct { /// Arcs: how far a two-dimensional path bows, as a fraction of its /// length (the cursor's glide). arc: f32 = 0, + /// Exaggeration: how far a small motion goes, as a multiple of its + /// plain distance (a lift of 1 rises `gain`), so a flavour's character + /// shows on a motion only a few pixels big. + gain: f32 = 1, + /// Timing: a move from rest leaves at this fraction of full speed (1: + /// out of the gate at once and easing in, 0: slow in and slow out). + launch: f32 = 0, + /// For a motion of fixed length (a pane's move, a notice's drop): its + /// length as a multiple of the effect's own, and the spring's frequency + /// over that length (`ease`). + span: f32 = 1, + norm: f32 = 10, pub fn of(flavour: Flavour) Motion { return switch (flavour) { .off => .{ .instant = true }, // Productivity: quick and exact, nothing past its mark. - .crisp => .{ .omega = 44 }, - // A longer, softer ease in and out, still without a bounce. - .smooth => .{ .omega = 26, .follow = 0.85, .arc = 0.04 }, - // Settles past and back, and stretches with its speed. - .bouncy => .{ .omega = 30, .zeta = 0.55, .stretch = 0.12, .follow = 0.8, .arc = 0.08 }, - // A cartoon's: winds up, overshoots, stretches, follows through. - .playful => .{ .omega = 24, .zeta = 0.42, .anticipate = 0.08, .stretch = 0.25, .follow = 0.7, .arc = 0.15 }, + .crisp => .{ .omega = 60, .launch = 1, .span = 0.6, .norm = 10 }, + // Longer and softer, easing in and out, still without a bounce. + // The default: within §8.1's 220 ms for an arrival. + .smooth => .{ .omega = 34, .follow = 0.85, .arc = 0.04, .span = 1.1, .norm = 6 }, + // Clearly past its mark and back, once or twice, stretching + // with its speed. + .bouncy => .{ .omega = 24, .zeta = 0.35, .stretch = 0.15, .follow = 0.8, .arc = 0.08, .gain = 1.25, .span = 1.4, .norm = 13 }, + // A cartoon's: winds up, flies past, squashes as it lands, + // its followers trailing. + .playful => .{ .omega = 18, .zeta = 0.28, .anticipate = 0.15, .stretch = 0.35, .follow = 0.55, .arc = 0.15, .gain = 1.4, .span = 1.7, .norm = 18 }, }; } + + /// A move of fixed length from 0 to 1, `u` of the way through it: the + /// flavour's spring (wind-up, overshoot and all), landing exactly on 1 + /// at its end. `instant` is there at once. + pub fn ease(motion: Motion, u: f32) f32 { + if (motion.instant or u >= 1) return 1; + if (u <= 0) return 0; + const spring: Spring = .{ .omega = motion.norm, .zeta = motion.zeta, .target = 1, .from = 0, .velocity = (motion.launch - 2 * motion.anticipate) * motion.norm, .settled = false }; + return spring.value(@intFromFloat(u * std.time.ns_per_s)); + } + + /// The same move's speed at `u`, in lengths per unit of `u`. + pub fn speed(motion: Motion, u: f32) f32 { + const h: f32 = 1.0 / 256.0; + return (motion.ease(@min(1, u + h)) - motion.ease(@max(0, u - h))) / (@min(1, u + h) - @max(0, u - h)); + } }; /// A value that follows its target on a damped spring, in closed form @@ -684,8 +753,8 @@ pub const Spring = struct { return; } const state = spring.at(now_ns); - // From rest, a wind-up: set off the other way, just a little. - const kick: f32 = if (spring.settled) -motion.anticipate * (target - state.value) * motion.omega * 2 else 0; + // From rest, a launch, or a wind-up: set off the other way, a little. + const kick: f32 = if (spring.settled) (motion.launch - 2 * motion.anticipate) * (target - state.value) * motion.omega else 0; spring.* = .{ .omega = motion.omega, .zeta = motion.zeta, .target = target, .from = state.value, .velocity = state.velocity + kick, .from_ns = now_ns, .settled = false }; } @@ -712,7 +781,7 @@ test "a spring settles without overshoot and keeps its velocity when retargeted" try std.testing.expect(v >= last and v <= 1); last = v; } - try std.testing.expect(t >= 150 * ms and t <= 260 * ms); + try std.testing.expect(t >= 80 * ms and t <= 200 * ms); try std.testing.expectEqual(@as(f32, 1), spring.value(t + 5 * ms)); // Back the other way partway up: it carries on up for a moment, then // turns, never jumping. @@ -723,7 +792,7 @@ test "a spring settles without overshoot and keeps its velocity when retargeted" const after = spring.at(60 * ms); try std.testing.expectApproxEqAbs(before.value, after.value, 1e-6); try std.testing.expectApproxEqAbs(before.velocity, after.velocity, 1e-4); - try std.testing.expect(spring.value(64 * ms) > before.value); + try std.testing.expect(spring.value(60 * ms + 500_000) > before.value); } test "each flavour is its own motion: off lands at once, bouncy overshoots, playful winds up first" { @@ -732,6 +801,7 @@ test "each flavour is its own motion: off lands at once, bouncy overshoots, play spring.retarget(1, 0, Motion.of(.off)); try std.testing.expect(spring.settled); try std.testing.expectEqual(@as(f32, 1), spring.value(0)); + var settle: [5]u64 = @splat(0); for ([_]Motion.Flavour{ .crisp, .smooth, .bouncy, .playful }) |flavour| { spring = .{}; spring.retarget(1, 0, Motion.of(flavour)); @@ -744,17 +814,60 @@ test "each flavour is its own motion: off lands at once, bouncy overshoots, play peak = @max(peak, now.value); low = @min(low, now.value); // Continuous, a millisecond at a time: no jump anywhere. - try std.testing.expect(@abs(now.value - last.value) < 0.05); + try std.testing.expect(@abs(now.value - last.value) < 0.07); last = now; } - try std.testing.expect(t < 1200 * ms); + try std.testing.expect(t < 1600 * ms); + settle[@intFromEnum(flavour)] = t; switch (flavour) { .crisp, .smooth => try std.testing.expect(peak <= 1.0005 and low >= 0), - .bouncy => try std.testing.expect(peak > 1.05 and low >= 0), - .playful => try std.testing.expect(peak > 1.05 and low < -0.01), + // Clearly past the mark, not a hint of it. + .bouncy => try std.testing.expect(peak > 1.25 and low >= 0), + .playful => try std.testing.expect(peak > 1.35 and low < -0.03), .off => unreachable, } } + // Smooth takes twice crisp's time and more: a character, not a tuning. + // Yet as the default a pane's arrival (a slide's 12 frames, scaled) is + // inside §8.1's 220 ms, and a lift is still before 300 ms. + try std.testing.expect(settle[@intFromEnum(Motion.Flavour.smooth)] > 2 * settle[@intFromEnum(Motion.Flavour.crisp)]); + try std.testing.expect(settle[@intFromEnum(Motion.Flavour.smooth)] <= 300 * ms); + try std.testing.expect(@round(@as(f32, 12) * Motion.of(.smooth).span) * frame_ms <= 220); + // A fixed-length move lands exactly on its mark, whatever the flavour. + for (std.enums.values(Motion.Flavour)) |flavour| try std.testing.expectEqual(@as(f32, 1), Motion.of(flavour).ease(1)); +} + +test "a flavour's stretched pane lands exactly on its box, and a click finds the glyph drawn there" { + const from: Box = .{ .x = 0, .y = 2, .w = 30, .h = 10 }; + const to: Box = .{ .x = 37.3, .y = 2, .w = 30, .h = 10 }; + for (std.enums.values(Motion.Flavour)) |flavour| { + var track: Track = .{ .effect = .slide, .motion = @intFromEnum(flavour) + 1, .frame_count = 20, .from = from, .to = to }; + track.frame = track.frames() - 1; + const landed = track.presented(); + // Bit for bit: no stretch or float residue once it lands. + try std.testing.expectEqual(to, landed); + } + // Playful at its most stretched: the pane is drawn wider than its box, + // and the drawn place of a cell maps back to that cell (the pointer + // inverts the same box: target + (x - shown.x) / shown.w * target.w). + var track: Track = .{ .effect = .slide, .motion = @intFromEnum(Motion.Flavour.playful) + 1, .frame_count = 20, .from = from, .to = to }; + var most: u16 = 0; + var widest: f32 = 0; + while (track.frame < track.frames()) : (track.frame += 1) { + if (track.presented().w > widest) { + widest = track.presented().w; + most = track.frame; + } + } + track.frame = most; + const shown = track.presented(); + try std.testing.expect(shown.w > to.w * 1.05); + for (0..30) |k| { + const cell = to.x + @as(f32, @floatFromInt(k)) + 0.5; + const drawn = shown.x + (cell - to.x) / to.w * shown.w; + const back = to.x + (drawn - shown.x) / shown.w * to.w; + try std.testing.expectApproxEqAbs(cell, back, 1e-3); + } } /// A displayed value that fades from one target to the next over |
