# transition.ludic - `transition: opacity 0.2s`: when an element's opacity changes from one frame to # the next it eases to the new value over that time instead of jumping (opacity is the property a # game fades most; the others arrive as they are) function tr_apply(ui_st: mut UiState, n: UiNode) -> void { if n.tr_dur <= 0.0 { return } let now = an_now(ui_st) let want = n.alpha for i in 0 .. len(ui_st.tr_keys) { if ui_st.tr_keys[i] == n.key { if ui_st.tr_to[i] != want { ui_st.tr_from[i] = tr_value(ui_st, i, now, n.tr_dur) ui_st.tr_to[i] = want ui_st.tr_at[i] = now } n.alpha = tr_value(ui_st, i, now, n.tr_dur) return } } ui_kept(ui_st.tr_keys, n.key) ui_kept(ui_st.tr_from, want) ui_kept(ui_st.tr_to, want) ui_kept(ui_st.tr_at, now) } function tr_value(ui_st: UiState, i: int, now: float, dur: float) -> float { let t = Math.clamp((now - ui_st.tr_at[i]) / dur, 0.0, 1.0) if t >= 1.0 { return ui_st.tr_to[i] } return ui_st.tr_from[i] + (ui_st.tr_to[i] - ui_st.tr_from[i]) * t }