mutter/clutter/clutter-easing.c
Emmanuele Bassi 12c75e9737 timeline: Add cubic-bezier() progress functions
Another progress function from the CSS3 Transitions specification, using
a parametrices cubic bezier curve between (0, 0) and (1, 1) with two
control points.

(sadly, no ASCII art can approximate a cubic bezier, so no graph)

The cubic-bezier() progress function comes with a bunch of preset easing
modes: ease, ease-in, ease-out, and ease-in-out, that we can map to
enumeration values.
2012-07-19 22:13:24 -04:00

556 lines
12 KiB
C

#include "config.h"
#include "clutter-easing.h"
#include <math.h>
double
clutter_linear (double t,
double d)
{
return t / d;
}
double
clutter_ease_in_quad (double t,
double d)
{
double p = t / d;
return p * p;
}
double
clutter_ease_out_quad (double t,
double d)
{
double p = t / d;
return -1.0 * p * (p - 2);
}
double
clutter_ease_in_out_quad (double t,
double d)
{
double p = t / (d / 2);
if (p < 1)
return 0.5 * p * p;
p -= 1;
return -0.5 * (p * (p - 2) - 1);
}
double
clutter_ease_in_cubic (double t,
double d)
{
double p = t / d;
return p * p * p;
}
double
clutter_ease_out_cubic (double t,
double d)
{
double p = t / d - 1;
return p * p * p + 1;
}
double
clutter_ease_in_out_cubic (double t,
double d)
{
double p = t / (d / 2);
if (p < 1)
return 0.5 * p * p * p;
p -= 2;
return 0.5 * (p * p * p + 2);
}
double
clutter_ease_in_quart (double t,
double d)
{
double p = t / d;
return p * p * p * p;
}
double
clutter_ease_out_quart (double t,
double d)
{
double p = t / d - 1;
return -1.0 * (p * p * p * p - 1);
}
double
clutter_ease_in_out_quart (double t,
double d)
{
double p = t / (d / 2);
if (p < 1)
return 0.5 * p * p * p * p;
p -= 2;
return -0.5 * (p * p * p * p - 2);
}
double
clutter_ease_in_quint (double t,
double d)
{
double p = t / d;
return p * p * p * p * p;
}
double
clutter_ease_out_quint (double t,
double d)
{
double p = t / d - 1;
return p * p * p * p * p + 1;
}
double
clutter_ease_in_out_quint (double t,
double d)
{
double p = t / (d / 2);
if (p < 1)
return 0.5 * p * p * p * p * p;
p -= 2;
return 0.5 * (p * p * p * p * p + 2);
}
double
clutter_ease_in_sine (double t,
double d)
{
return -1.0 * cos (t / d * G_PI_2) + 1.0;
}
double
clutter_ease_out_sine (double t,
double d)
{
return sin (t / d * G_PI_2);
}
double
clutter_ease_in_out_sine (double t,
double d)
{
return -0.5 * (cos (G_PI * t / d) - 1);
}
double
clutter_ease_in_expo (double t,
double d)
{
return (t == 0) ? 0.0 : pow (2, 10 * (t / d - 1));
}
double
clutter_ease_out_expo (double t,
double d)
{
return (t == d) ? 1.0 : -pow (2, -10 * t / d) + 1;
}
double
clutter_ease_in_out_expo (double t,
double d)
{
double p;
if (t == 0)
return 0.0;
if (t == d)
return 1.0;
p = t / (d / 2);
if (p < 1)
return 0.5 * pow (2, 10 * (p - 1));
p -= 1;
return 0.5 * (-pow (2, -10 * p) + 2);
}
double
clutter_ease_in_circ (double t,
double d)
{
double p = t / d;
return -1.0 * (sqrt (1 - p * p) - 1);
}
double
clutter_ease_out_circ (double t,
double d)
{
double p = t / d - 1;
return sqrt (1 - p * p);
}
double
clutter_ease_in_out_circ (double t,
double d)
{
double p = t / (d / 2);
if (p < 1)
return -0.5 * (sqrt (1 - p * p) - 1);
p -= 2;
return 0.5 * (sqrt (1 - p * p) + 1);
}
double
clutter_ease_in_elastic (double t,
double d)
{
double p = d * .3;
double s = p / 4;
double q = t / d;
if (q == 1)
return 1.0;
q -= 1;
return -(pow (2, 10 * q) * sin ((q * d - s) * (2 * G_PI) / p));
}
double
clutter_ease_out_elastic (double t,
double d)
{
double p = d * .3;
double s = p / 4;
double q = t / d;
if (q == 1)
return 1.0;
return pow (2, -10 * q) * sin ((q * d - s) * (2 * G_PI) / p) + 1.0;
}
double
clutter_ease_in_out_elastic (double t,
double d)
{
double p = d * (.3 * 1.5);
double s = p / 4;
double q = t / (d / 2);
if (q == 2)
return 1.0;
if (q < 1)
{
q -= 1;
return -.5 * (pow (2, 10 * q) * sin ((q * d - s) * (2 * G_PI) / p));
}
else
{
q -= 1;
return pow (2, -10 * q)
* sin ((q * d - s) * (2 * G_PI) / p)
* .5 + 1.0;
}
}
double
clutter_ease_in_back (double t,
double d)
{
double p = t / d;
return p * p * ((1.70158 + 1) * p - 1.70158);
}
double
clutter_ease_out_back (double t,
double d)
{
double p = t / d - 1;
return p * p * ((1.70158 + 1) * p + 1.70158) + 1;
}
double
clutter_ease_in_out_back (double t,
double d)
{
double p = t / (d / 2);
double s = 1.70158 * 1.525;
if (p < 1)
return 0.5 * (p * p * ((s + 1) * p - s));
p -= 2;
return 0.5 * (p * p * ((s + 1) * p + s) + 2);
}
static inline double
ease_out_bounce_internal (double t,
double d)
{
double p = t / d;
if (p < (1 / 2.75))
{
return 7.5625 * p * p;
}
else if (p < (2 / 2.75))
{
p -= (1.5 / 2.75);
return 7.5625 * p * p + .75;
}
else if (p < (2.5 / 2.75))
{
p -= (2.25 / 2.75);
return 7.5625 * p * p + .9375;
}
else
{
p -= (2.625 / 2.75);
return 7.5625 * p * p + .984375;
}
}
static inline double
ease_in_bounce_internal (double t,
double d)
{
return 1.0 - ease_out_bounce_internal (d - t, d);
}
double
clutter_ease_in_bounce (double t,
double d)
{
return ease_in_bounce_internal (t, d);
}
double
clutter_ease_out_bounce (double t,
double d)
{
return ease_out_bounce_internal (t, d);
}
double
clutter_ease_in_out_bounce (double t,
double d)
{
if (t < d / 2)
return ease_in_bounce_internal (t * 2, d) * 0.5;
else
return ease_out_bounce_internal (t * 2 - d, d) * 0.5 + 1.0 * 0.5;
}
static inline double
ease_steps_end (double p,
int n_steps)
{
return floor (p * (double) n_steps) / (double) n_steps;
}
double
clutter_ease_steps_start (double t,
double d,
int n_steps)
{
return 1.0 - ease_steps_end (1.0 - (t / d), n_steps);
}
double
clutter_ease_steps_end (double t,
double d,
int n_steps)
{
return ease_steps_end ((t / d), n_steps);
}
static inline double
x_for_t (double t,
double x_1,
double x_2)
{
double omt = 1.0 - t;
return 3.0 * omt * omt * t * x_1
+ 3.0 * omt * t * t * x_2
+ t * t * t;
}
static inline double
y_for_t (double t,
double y_1,
double y_2)
{
double omt = 1.0 - t;
return 3.0 * omt * omt * t * y_1
+ 3.0 * omt * t * t * y_2
+ t * t * t;
}
static inline double
t_for_x (double x,
double x_1,
double x_2)
{
double min_t = 0, max_t = 1;
int i;
for (i = 0; i < 30; ++i)
{
double guess_t = (min_t + max_t) / 2.0;
double guess_x = x_for_t (guess_t, x_1, x_2);
if (x < guess_x)
max_t = guess_t;
else
min_t = guess_t;
}
return (min_t + max_t) / 2.0;
}
double
clutter_ease_cubic_bezier (double t,
double d,
double x_1,
double y_1,
double x_2,
double y_2)
{
double p = t / d;
if (p == 0.0)
return 0.0;
if (p == 1.0)
return 1.0;
return y_for_t (t_for_x (p, x_1, x_2), y_1, y_2);
}
/*< private >
* _clutter_animation_modes:
*
* A mapping of animation modes and easing functions.
*/
static const struct {
ClutterAnimationMode mode;
ClutterEasingFunc func;
const char *name;
} _clutter_animation_modes[] = {
{ CLUTTER_CUSTOM_MODE, NULL, "custom" },
{ CLUTTER_LINEAR, clutter_linear, "linear" },
{ CLUTTER_EASE_IN_QUAD, clutter_ease_in_quad, "easeInQuad" },
{ CLUTTER_EASE_OUT_QUAD, clutter_ease_out_quad, "easeOutQuad" },
{ CLUTTER_EASE_IN_OUT_QUAD, clutter_ease_in_out_quad, "easeInOutQuad" },
{ CLUTTER_EASE_IN_CUBIC, clutter_ease_in_cubic, "easeInCubic" },
{ CLUTTER_EASE_OUT_CUBIC, clutter_ease_out_cubic, "easeOutCubic" },
{ CLUTTER_EASE_IN_OUT_CUBIC, clutter_ease_in_out_cubic, "easeInOutCubic" },
{ CLUTTER_EASE_IN_QUART, clutter_ease_in_quart, "easeInQuart" },
{ CLUTTER_EASE_OUT_QUART, clutter_ease_out_quart, "easeOutQuart" },
{ CLUTTER_EASE_IN_OUT_QUART, clutter_ease_in_out_quart, "easeInOutQuart" },
{ CLUTTER_EASE_IN_QUINT, clutter_ease_in_quint, "easeInQuint" },
{ CLUTTER_EASE_OUT_QUINT, clutter_ease_out_quint, "easeOutQuint" },
{ CLUTTER_EASE_IN_OUT_QUINT, clutter_ease_in_out_quint, "easeInOutQuint" },
{ CLUTTER_EASE_IN_SINE, clutter_ease_in_sine, "easeInSine" },
{ CLUTTER_EASE_OUT_SINE, clutter_ease_out_sine, "easeOutSine" },
{ CLUTTER_EASE_IN_OUT_SINE, clutter_ease_in_out_sine, "easeInOutSine" },
{ CLUTTER_EASE_IN_EXPO, clutter_ease_in_expo, "easeInExpo" },
{ CLUTTER_EASE_OUT_EXPO, clutter_ease_out_expo, "easeOutExpo" },
{ CLUTTER_EASE_IN_OUT_EXPO, clutter_ease_in_out_expo, "easeInOutExpo" },
{ CLUTTER_EASE_IN_CIRC, clutter_ease_in_circ, "easeInCirc" },
{ CLUTTER_EASE_OUT_CIRC, clutter_ease_out_circ, "easeOutCirc" },
{ CLUTTER_EASE_IN_OUT_CIRC, clutter_ease_in_out_circ, "easeInOutCirc" },
{ CLUTTER_EASE_IN_ELASTIC, clutter_ease_in_elastic, "easeInElastic" },
{ CLUTTER_EASE_OUT_ELASTIC, clutter_ease_out_elastic, "easeOutElastic" },
{ CLUTTER_EASE_IN_OUT_ELASTIC, clutter_ease_in_out_elastic, "easeInOutElastic" },
{ CLUTTER_EASE_IN_BACK, clutter_ease_in_back, "easeInBack" },
{ CLUTTER_EASE_OUT_BACK, clutter_ease_out_back, "easeOutBack" },
{ CLUTTER_EASE_IN_OUT_BACK, clutter_ease_in_out_back, "easeInOutBack" },
{ CLUTTER_EASE_IN_BOUNCE, clutter_ease_in_bounce, "easeInBounce" },
{ CLUTTER_EASE_OUT_BOUNCE, clutter_ease_out_bounce, "easeOutBounce" },
{ CLUTTER_EASE_IN_OUT_BOUNCE, clutter_ease_in_out_bounce, "easeInOutBounce" },
/* the parametrized functions need a cast */
{ CLUTTER_STEPS, (ClutterEasingFunc) clutter_ease_steps_end, "steps" },
{ CLUTTER_STEP_START, (ClutterEasingFunc) clutter_ease_steps_start, "stepStart" },
{ CLUTTER_STEP_END, (ClutterEasingFunc) clutter_ease_steps_end, "stepEnd" },
{ CLUTTER_CUBIC_BEZIER, (ClutterEasingFunc) clutter_ease_cubic_bezier, "cubicBezier" },
{ CLUTTER_EASE, (ClutterEasingFunc) clutter_ease_cubic_bezier, "ease" },
{ CLUTTER_EASE_IN, (ClutterEasingFunc) clutter_ease_cubic_bezier, "easeIn" },
{ CLUTTER_EASE_OUT, (ClutterEasingFunc) clutter_ease_cubic_bezier, "easeOut" },
{ CLUTTER_EASE_IN_OUT, (ClutterEasingFunc) clutter_ease_cubic_bezier, "easeInOut" },
{ CLUTTER_ANIMATION_LAST, NULL, "sentinel" },
};
ClutterEasingFunc
clutter_get_easing_func_for_mode (ClutterAnimationMode mode)
{
g_assert (_clutter_animation_modes[mode].mode == mode);
g_assert (_clutter_animation_modes[mode].func != NULL);
return _clutter_animation_modes[mode].func;
}
const char *
clutter_get_easing_name_for_mode (ClutterAnimationMode mode)
{
g_assert (_clutter_animation_modes[mode].mode == mode);
g_assert (_clutter_animation_modes[mode].func != NULL);
return _clutter_animation_modes[mode].name;
}
double
clutter_easing_for_mode (ClutterAnimationMode mode,
double t,
double d)
{
g_assert (_clutter_animation_modes[mode].mode == mode);
g_assert (_clutter_animation_modes[mode].func != NULL);
return _clutter_animation_modes[mode].func (t, d);
}