raui_core/animator.rs
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//! Animation engine
//!
//! RAUI widget components can be animated by updating and adding animations using the [`Animator`]
//! inside of widget lifecycle hooks and by reading the progress of those animations from the
//! [`AnimatorStates`] provided by the [`WidgetContext`].
//!
//! See [`Animator`] and [`AnimatorStates`] for code samples.
//!
//! [`WidgetContext`]: crate::widget::context::WidgetContext
use crate::{messenger::MessageSender, widget::WidgetId, MessageData, Scalar};
use serde::{Deserialize, Serialize};
use std::{collections::HashMap, sync::mpsc::Sender};
/// An error that may occur when animating a value
pub enum AnimationError {
/// Could not read animation data
CouldNotReadData,
/// Could not write animation data
CouldNotWriteData,
}
/// Handle to an animation sending channel used internally to update widget animations values in
/// lifecycle hooks
#[derive(Clone)]
pub(crate) struct AnimationUpdate(Sender<(String, Option<Animation>)>);
impl AnimationUpdate {
pub fn new(sender: Sender<(String, Option<Animation>)>) -> Self {
Self(sender)
}
pub fn change(&self, name: &str, data: Option<Animation>) -> Result<(), AnimationError> {
if self.0.send((name.to_owned(), data)).is_err() {
Err(AnimationError::CouldNotWriteData)
} else {
Ok(())
}
}
}
/// Allows manipulating widget animations
///
/// An [`Animator`] can be used inside of the [`WidgetMountOrChangeContext`] that is provided when
/// setting widget lifecycle handlers.
///
/// # Example
///
/// ```
/// # use raui_core::prelude::*;
/// fn my_widget(context: WidgetContext) -> WidgetNode {
/// // When my_widget changes
/// context.life_cycle.change(|change_context| {
/// // Get the `Animator`
/// let animator = change_context.animator;
///
/// // Stop "my_animation"
/// animator.change("my_animation", None);
/// });
///
/// // some widget stuff...
/// # Default::default()
/// }
/// ```
///
/// # Animations & Values
///
/// The animator can manage any number of different animations identified by a string `anim_id`.
/// Additionally each animation can have more than one _value_ that is animated and each of these
/// values has a `value_name` that can be used to get the animated value.
///
/// [`WidgetMountOrChangeContext`]: crate::widget::context::WidgetMountOrChangeContext
pub struct Animator<'a> {
states: &'a AnimatorStates,
update: AnimationUpdate,
}
impl<'a> Animator<'a> {
/// Create a new [`Animator`]
#[inline]
pub(crate) fn new(states: &'a AnimatorStates, update: AnimationUpdate) -> Self {
Self { states, update }
}
/// Check whether or not the widget has an animation with the given `anim_id`
#[inline]
pub fn has(&self, anim_id: &str) -> bool {
self.states.has(anim_id)
}
/// Change the animation associated to a given `anim_id`
#[inline]
pub fn change(
&self,
anim_id: &str,
animation: Option<Animation>,
) -> Result<(), AnimationError> {
self.update.change(anim_id, animation)
}
/// Get the current progress of the animation of a given value
///
/// This will return [`None`] if the value is not currently being animated.
#[inline]
pub fn value_progress(&self, anim_id: &str, value_name: &str) -> Option<AnimatedValueProgress> {
self.states.value_progress(anim_id, value_name)
}
/// Get the current progress factor of the animation of a given value
///
/// If the value is currently being animated this will return [`Some`] [`Scalar`] between `0`
/// and `1` with `0` meaning just started and `1` meaning finished.
///
/// If the value is **not** currently being animated [`None`] will be returned
#[inline]
pub fn value_progress_factor(&self, anim_id: &str, value_name: &str) -> Option<Scalar> {
self.states
.value_progress(anim_id, value_name)
.map(|x| x.progress_factor)
}
/// Same as [`value_progress_factor`][Self::value_progress_factor] but returning `default` instead of [`None`]
#[inline]
pub fn value_progress_factor_or(
&self,
anim_id: &str,
value_name: &str,
default: Scalar,
) -> Scalar {
self.value_progress_factor(anim_id, value_name)
.unwrap_or(default)
}
/// Same as [`value_progress_factor`][Self::value_progress_factor] but returning `0` instead of [`None`]
#[inline]
pub fn value_progress_factor_or_zero(&self, anim_id: &str, value_name: &str) -> Scalar {
self.value_progress_factor(anim_id, value_name)
.unwrap_or(0.)
}
}
/// The amount of progress made for a value in an animation
#[derive(Debug, Default, Clone, Copy)]
pub struct AnimatedValueProgress {
/// How far along this animation is from 0 to 1
pub progress_factor: Scalar,
/// The amount of time this animation has been running
pub time: Scalar,
/// The amount of time that this animation will run for
pub duration: Scalar,
}
/// The current state of animations in a component
///
/// The [`AnimatorStates`] can be accessed from the [`WidgetContext`] to get information about the
/// current state of all component animations.
///
/// # Example
///
/// ```
/// # use raui_core::prelude::*;
/// # fn my_button(_: WidgetContext) -> WidgetNode { Default::default() }
/// fn my_widget(context: WidgetContext) -> WidgetNode {
/// // Get the animator from our context
/// let WidgetContext { animator, .. } = context;
///
/// // Create the properties for a size box
/// let size_box_props = Props::new(SizeBoxProps {
/// transform: Transform {
/// // Get the `scale` value of the `my_anim` animation or and
/// // scale our button based on the animation progress
/// scale: Vec2::from(animator.value_progress_factor_or("my_anim", "scale", 1.)),
/// ..Default::default()
/// },
/// ..Default::default()
/// });
///
/// // Wrap our button in our animated size box
/// make_widget!(size_box)
/// .merge_props(size_box_props)
/// .named_slot("content", make_widget!(my_button))
/// .into()
/// }
/// ```
///
/// # Animations & Values
///
/// A component may have any number of different animations identified by a string `anim_id`.
/// Additionally each animation can have more than one _value_ that is animated and each of these
/// values has a `value_name` that can be used to get the animated value.
///
/// [`WidgetContext`]: crate::widget::context::WidgetContext
#[derive(Debug, Default, Clone, Serialize, Deserialize)]
pub struct AnimatorStates(
#[serde(default)]
#[serde(skip_serializing_if = "HashMap::is_empty")]
pub HashMap<String, AnimatorState>,
);
impl AnimatorStates {
/// Initialize a new [`AnimatorStates`] that contains a single animation
pub(crate) fn new(anim_id: String, animation: Animation) -> Self {
let mut result = HashMap::with_capacity(1);
result.insert(anim_id, AnimatorState::new(animation));
Self(result)
}
/// Returns whether or not _any_ of the animations for this component are in-progress
pub fn in_progress(&self) -> bool {
self.0.values().any(|s| s.in_progress())
}
/// Returns `true` if none of this component's animations are currently running
#[inline]
pub fn is_done(&self) -> bool {
!self.in_progress()
}
/// Returns true if the widget has an animation with the given `anim_id`
#[inline]
pub fn has(&self, anim_id: &str) -> bool {
self.0.contains_key(anim_id)
}
/// Get the current progress of the animation of a given value
///
/// This will return [`None`] if the value is not currently being animated.
#[inline]
pub fn value_progress(&self, anim_id: &str, value_name: &str) -> Option<AnimatedValueProgress> {
if let Some(state) = self.0.get(anim_id) {
state.value_progress(value_name)
} else {
None
}
}
/// Get the current progress factor of the animation of a given value
///
/// If the value is currently being animated this will return [`Some`] [`Scalar`] between `0`
/// and `1` with `0` meaning just started and `1` meaning finished.
///
/// If the value is **not** currently being animated [`None`] will be returned
#[inline]
pub fn value_progress_factor(&self, anim_id: &str, value_name: &str) -> Option<Scalar> {
if let Some(state) = self.0.get(anim_id) {
state.value_progress_factor(value_name)
} else {
None
}
}
/// Same as [`value_progress_factor`][Self::value_progress_factor] but returning `default` instead of [`None`]
#[inline]
pub fn value_progress_factor_or(
&self,
anim_id: &str,
value_name: &str,
default: Scalar,
) -> Scalar {
self.value_progress_factor(anim_id, value_name)
.unwrap_or(default)
}
/// Same as [`value_progress_factor`][Self::value_progress_factor] but returning `0` instead of [`None`]
#[inline]
pub fn value_progress_factor_or_zero(&self, anim_id: &str, value_name: &str) -> Scalar {
self.value_progress_factor(anim_id, value_name)
.unwrap_or(0.)
}
/// Update the animation with the given `anim_id`
///
/// If `animation` is [`None`] the animation will be removed.
pub fn change(&mut self, anim_id: String, animation: Option<Animation>) {
if let Some(animation) = animation {
self.0.insert(anim_id, AnimatorState::new(animation));
} else {
self.0.remove(&anim_id);
}
}
/// Processes the animations, updating the values of each animation baed on the progressed time
pub(crate) fn process(
&mut self,
delta_time: Scalar,
owner: &WidgetId,
message_sender: &MessageSender,
) {
for state in self.0.values_mut() {
state.process(delta_time, owner, message_sender);
}
}
}
/// The state of a single animation in a component
///
/// This is most often accessed though [`AnimatorStates`] in the [`WidgetContext`].
///
/// [`WidgetContext`]: crate::widget::context::WidgetContext
#[derive(Debug, Default, Clone, Serialize, Deserialize)]
pub struct AnimatorState {
#[serde(default)]
#[serde(skip_serializing_if = "HashMap::is_empty")]
sheet: HashMap<String, AnimationPhase>,
#[serde(default)]
#[serde(skip_serializing_if = "Vec::is_empty")]
messages: Vec<(Scalar, String)>,
#[serde(default)]
time: Scalar,
#[serde(default)]
duration: Scalar,
#[serde(default)]
looped: bool,
}
impl AnimatorState {
/// Initialize a new [`AnimatorState`] given an animation
pub(crate) fn new(animation: Animation) -> Self {
let mut sheet = HashMap::new();
let mut messages = vec![];
let (time, looped) = Self::include_animation(animation, &mut sheet, &mut messages, 0.0);
Self {
sheet,
messages,
time: 0.0,
duration: time,
looped,
}
}
/// Returns whether or not the animations is in-progress
#[inline]
pub fn in_progress(&self) -> bool {
self.looped || (self.time <= self.duration && !self.sheet.is_empty())
}
/// Returns `true` if this animation is not in-progress
#[inline]
pub fn is_done(&self) -> bool {
!self.in_progress()
}
/// Get the current progress of the animation of a given value
///
/// This will return [`None`] if the value is not currently being animated.
#[inline]
pub fn value_progress(&self, name: &str) -> Option<AnimatedValueProgress> {
self.sheet.get(name).map(|p| AnimatedValueProgress {
progress_factor: p.cached_progress,
time: p.cached_time,
duration: p.duration,
})
}
/// Get the current progress factor of the animation of a given value
///
/// If the value is currently being animated this will return [`Some`] [`Scalar`] between `0`
/// and `1` with `0` meaning just started and `1` meaning finished.
///
/// If the value is **not** currently being animated [`None`] will be returned
#[inline]
pub fn value_progress_factor(&self, name: &str) -> Option<Scalar> {
self.sheet.get(name).map(|p| p.cached_progress)
}
/// Same as [`value_progress_factor`][Self::value_progress_factor] but returning `default` instead of [`None`]
#[inline]
pub fn value_progress_factor_or(&self, name: &str, default: Scalar) -> Scalar {
self.value_progress_factor(name).unwrap_or(default)
}
/// Same as [`value_progress_factor`][Self::value_progress_factor] but returning `0` instead of [`None`]
#[inline]
pub fn value_progress_factor_or_zero(&self, name: &str) -> Scalar {
self.value_progress_factor(name).unwrap_or(0.)
}
/// Processes the animations, updating the values of each animation baed on the progressed time
pub(crate) fn process(
&mut self,
delta_time: Scalar,
owner: &WidgetId,
message_sender: &MessageSender,
) {
if delta_time > 0.0 {
if self.looped && self.time > self.duration {
self.time = 0.0;
}
let old_time = self.time;
self.time += delta_time;
for phase in self.sheet.values_mut() {
phase.cached_time = (self.time - phase.start).min(phase.duration).max(0.0);
phase.cached_progress = if phase.duration > 0.0 {
phase.cached_time / phase.duration
} else {
0.0
};
}
for (time, message) in &self.messages {
if *time >= old_time && *time < self.time {
message_sender.write(owner.to_owned(), AnimationMessage(message.to_owned()));
}
}
}
}
// Add an animation to this [`AnimatorState`] recursively
fn include_animation(
animation: Animation,
sheet: &mut HashMap<String, AnimationPhase>,
messages: &mut Vec<(Scalar, String)>,
mut time: Scalar,
) -> (Scalar, bool) {
match animation {
Animation::Value(value) => {
let duration = value.duration.max(0.0);
let phase = AnimationPhase {
start: time,
duration,
cached_time: 0.0,
cached_progress: 0.0,
};
sheet.insert(value.name, phase);
(time + duration, false)
}
Animation::Sequence(anims) => {
for anim in anims {
time = Self::include_animation(anim, sheet, messages, time).0;
}
(time, false)
}
Animation::Parallel(anims) => {
let mut result = time;
for anim in anims {
result = Self::include_animation(anim, sheet, messages, time)
.0
.max(result);
}
(result, false)
}
Animation::Looped(anim) => {
let looped = sheet.is_empty();
time = Self::include_animation(*anim, sheet, messages, time).0;
(time, looped)
}
Animation::TimeShift(v) => ((time - v).max(0.0), false),
Animation::Message(message) => {
messages.push((time, message));
(time, false)
}
}
}
}
#[derive(Debug, Default, Clone, Serialize, Deserialize)]
struct AnimationPhase {
#[serde(default)]
pub start: Scalar,
#[serde(default)]
pub duration: Scalar,
#[serde(default)]
pub cached_time: Scalar,
#[serde(default)]
pub cached_progress: Scalar,
}
/// Defines a widget animation
///
/// [`Animation`]'s can be added to widget component's [`AnimatorStates`] to animate values.
///
/// Creating an [`Animation`] doesn't actually animate a specific value, but instead gives you a way
/// to track the _progress_ of an animated value using the
/// [`value_progress`][AnimatorStates::value_progress] function. This allows you to use the progress
/// to calculate how to interpolate the real values when you build your widget.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum Animation {
/// A single animated value with a name and a duration
Value(AnimatedValue),
/// A sequence of animations that will be run in a row
Sequence(Vec<Animation>),
/// A set of animations that will be run at the same time
Parallel(Vec<Animation>),
/// An animation that will play in a loop
Looped(Box<Animation>),
/// TODO: Document `TimeShift`
TimeShift(Scalar),
/// Send an [`AnimationMessage`]
Message(String),
}
impl Default for Animation {
fn default() -> Self {
Self::TimeShift(0.0)
}
}
/// A single, animated value with a name and a duration
#[derive(Debug, Default, Clone, Serialize, Deserialize)]
pub struct AnimatedValue {
/// The name of the animated value
///
/// This is used to get the progress of the animation value with the
/// [`value_progress`][AnimatorStates::value_progress] function.
#[serde(default)]
pub name: String,
/// The duration of the animation
#[serde(default)]
pub duration: Scalar,
}
/// A [`MessageData`][crate::messenger::MessageData] implementation sent by running an
/// [`Animation::Message`] animation
#[derive(MessageData, Debug, Default, Clone)]
#[message_data(crate::messenger::MessageData)]
pub struct AnimationMessage(pub String);
#[cfg(test)]
mod tests {
use super::*;
use std::{str::FromStr, sync::mpsc::channel};
#[test]
fn test_animator() {
let animation = Animation::Sequence(vec![
Animation::Value(AnimatedValue {
name: "fade-in".to_owned(),
duration: 0.2,
}),
Animation::Value(AnimatedValue {
name: "delay".to_owned(),
duration: 0.6,
}),
Animation::Value(AnimatedValue {
name: "fade-out".to_owned(),
duration: 0.2,
}),
Animation::Message("next".to_owned()),
]);
println!("Animation: {:#?}", animation);
let mut states = AnimatorStates::new("".to_owned(), animation);
println!("States 0: {:#?}", states);
let id = WidgetId::from_str("type:/widget").unwrap();
let (sender, receiver) = channel();
let sender = MessageSender::new(sender);
states.process(0.5, &id, &sender);
println!("States 1: {:#?}", states);
states.process(0.6, &id, &sender);
println!("States 2: {:#?}", states);
println!(
"Message: {:#?}",
receiver
.try_recv()
.unwrap()
.1
.as_any()
.downcast_ref::<AnimationMessage>()
.unwrap()
);
}
}