// 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. #ifndef UI_GFX_ANIMATION_TWEEN_H_ #define UI_GFX_ANIMATION_TWEEN_H_ #include "third_party/skia/include/core/SkColor.h" #include "ui/gfx/animation/animation_export.h" namespace base { class TimeTicks; } namespace gfx { class Rect; class RectF; class Size; class SizeF; class Transform; class TransformOperations; 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_20 = (0.4, 0, 0.8, 1): https://cubic-bezier.com/#.4,0,.8,1 // ACCEL_<1>_<2>_DECEL_<3>_<4> correspond to cubic bezier with curve // parameters (0.01 * <1>, 0.01 * <2>, 1 - 0.01 * <3>, 1 - 0.01 * <4>). For // example, // ACCEL_0_20_DECEL_100_10 = (0, 0.2, 0, 0.9): // https://cubic-bezier.com/#0,.2,0,.9 // ACCEL_40_DECEL_100_3 = (0.4, 0, 0,0.97): // https://cubic-bezier.com/#.4,0,0,.97 // ACCEL_LIN_DECEL_100_3 = (0, 0, 0, 0.97): // https://cubic-bezier.com/#0,0,0,.97 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. // Starts with linear speed and soft deceleration. Use for elements that are // not visible at the beginning of a transition, but are visible at the end. ACCEL_LIN_DECEL_100_3, ACCEL_20_DECEL_60, // Moving a small, low emphasis or responsive elements. ACCEL_20_DECEL_100, ACCEL_30_DECEL_20_85, ACCEL_40_DECEL_20, // Moderate acceleration and soft deceleration. Used for elements that are // visible at the beginning and end of a transition. ACCEL_40_DECEL_100_3, ACCEL_80_DECEL_20, // Slow in and fast out with ease. 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. ACCEL_0_100_DECEL_80, // Variant of ACCEL_0_80_DECEL_80 which drops in // value even faster. ACCEL_5_70_DECEL_90, // Start at peak velocity and very soft // deceleration. }; 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 SkColor4f ColorValueBetween(double value, SkColor4f start, SkColor4f target); 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_