mirror of
https://github.com/Show-maket/Tween.git
synced 2025-06-27 20:59:36 +00:00
181 lines
4.0 KiB
C++
181 lines
4.0 KiB
C++
#pragma once
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#include "Easing.h"
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#include "TimeWarp.h"
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namespace EasingFunc {
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// typedef float (*eFunc)(float); // тип easing-функции, как у Вас
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// Статические данные для обёртки
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static const TimeWarp* g_warp = nullptr;
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static eFunc g_baseEasing = nullptr;
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// Обёртка с модификатором времени (вызывается Tween'ом)
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inline float _easingWithWarp(float t) {
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if (!g_warp || !g_baseEasing) return t;
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float warpedT = g_warp->apply(t);
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return g_baseEasing(warpedT);
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}
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// Установить текущий модификатор времени
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inline eFunc withTimeWarp(eFunc easing, const TimeWarp& warp) {
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g_warp = &warp;
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g_baseEasing = easing;
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return _easingWithWarp;
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}
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}; // namespace EasingFunc
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class Tween {
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private:
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static inline Tween* head = nullptr;
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static inline Tween* last = nullptr;
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static inline uint32_t frameRateTimer;
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Tween* next;
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public:
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Tween(uint16_t fps = 30) {
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setFps(fps);
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if (Tween::head == nullptr) {
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Tween::head = this;
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}
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if (last != nullptr) {
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last->next = this;
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}
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last = this;
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}
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static void tick() {
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Tween* current = Tween::head;
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while (current != nullptr) {
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current->update();
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current = current->next;
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}
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}
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///////
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private:
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uint16_t frameTime;
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float dt;
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uint32_t oldMillis;
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float from;
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float to;
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float duration;
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EasingFunc::eFunc easing = nullptr;
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float progress;
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bool isPlayingF;
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bool triggerLastTick = false; // Флаг последнего тика
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public:
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float current;
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void dtTick() {
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uint32_t loopStartTime = millis();
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dt = (loopStartTime - oldMillis) / 1000.0;
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oldMillis = loopStartTime;
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}
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void update() {
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if (millis() - frameRateTimer > frameTime) {
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uint32_t now = millis();
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dt = (now - oldMillis) / 1000.0;
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oldMillis = now;
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if (!isPlayingF && triggerLastTick) {
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triggerLastTick = false;
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current = to;
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return;
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}
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if (!isPlayingF || easing == nullptr) return;
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progress = constrain(progress + dt, 0, duration);
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float normProgress = constrain(progress / duration, 0, 1);
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current = Tween::lerp(from, to, easing(normProgress));
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if (progress >= duration) {
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current = to;
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triggerLastTick = true;
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isPlayingF = false;
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}
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frameRateTimer = millis();
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}
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}
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float getProgress() {
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return constrain(progress / duration, 0, 1);
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}
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void start(float from, float to, uint16_t duration, EasingFunc::eFunc easing) {
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current = from;
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if (from == to) {
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current = to;
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isPlayingF = false;
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triggerLastTick = true;
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return;
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}
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this->from = from;
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this->to = to;
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this->duration = duration / 1000.0;
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this->easing = easing;
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progress = 0;
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oldMillis = millis();
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isPlayingF = true;
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triggerLastTick = false;
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}
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void resetToStart() {
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progress = 0;
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}
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void stop() {
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isPlayingF = false;
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current = to;
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triggerLastTick = true;
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}
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bool isPlaying() const {
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return isPlayingF || triggerLastTick; // Учитываем последний тик
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}
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void setFps(uint16_t fps){
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frameTime = 1000 / fps;
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}
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float getFrom() const {
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return from;
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}
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float getTo() const {
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return to;
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}
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static float integrateEasing(EasingFunc::eFunc easing, int steps = 100) {
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float sum = 0;
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for (int i = 0; i <= steps; ++i) {
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float t = i / (float)steps;
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sum += easing(t);
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}
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return sum / (steps + 1); // Среднее значение функции
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}
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static float lerp(float a, float b, float t) {
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return a + (b - a) * t;
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}
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private:
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// int clamp(int value, int a, int b) {
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// if (a > b) {
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// a ^= b;
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// b ^= a;
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// a ^= b;
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// }
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// if (value < a) return a;
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// else if (value > b) return b;
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// else return value;
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// }
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}; |