# anim.ludic - CSS animation: `@keyframes fade { from { opacity: 0 } to { opacity: 1 } }` and # `animation: fade 0.25s [infinite] [alternate]` interpolate numeric properties from when the # element first appeared; `transition: opacity 0.2s` eases a property that changed. Wall-clock time. export property UiKeyframes { name: string = "" stops: []float = null rules: []UiRule = null } # the renderer's clock in seconds, or the frames shown at sixty a second (a test, a still picture) function an_now(ui_st: UiState) -> float { if ui_st.ui_be != null and ui_st.ui_be.now != null { return ui_st.ui_be.now() } return float(ui_st.an_frame) / 60.0 } # @keyframes NAME { from {...} 50% {...} to {...} } function an_read(ui_st: mut UiState, name: string, body: string, err: []string) -> void { let k = new UiKeyframes k.name = tpl_words(name) k.stops = new []float k.rules = new []UiRule let r = new UiRd r.s = body while r.err == "" { rd_ws(r) if r.i >= len(r.s) { break } let stop = tpl_words(lss_upto(r, 123)) let decls = lss_decls(lss_upto(r, 125), err) var at = el_num(stop) / 100.0 if stop == "from" { at = 0.0 } if stop == "to" { at = 1.0 } push(k.stops, at) push(k.rules, decls) } push(ui_st.an_frames, k) } function an_find(ui_st: UiState, name: string) -> UiKeyframes { for i in 0 .. len(ui_st.an_frames) { if ui_st.an_frames[i].name == name { return ui_st.an_frames[i] } } return null } # when this element's animation began: the first frame it was seen with it function an_began(ui_st: mut UiState, key: string) -> float { for i in 0 .. len(ui_st.an_keys) { if ui_st.an_keys[i] == key { return ui_st.an_start[i] } } push(ui_st.an_keys, key) push(ui_st.an_start, an_now(ui_st)) return an_now(ui_st) } # the element's animation at this moment: each property between the stops around it function an_apply(ui_st: mut UiState, n: UiNode) -> void { if n.anim == "" or n.anim_dur <= 0.0 { return } let k = an_find(ui_st, n.anim) if k == null { ui_err(ui_st, `animation {n.anim}: there is no @keyframes of that name`) return } var t = (an_now(ui_st) - an_began(ui_st, mm_join(ui_st, n.key, "@", n.anim))) / n.anim_dur if n.anim_loop { let lap = int(t) t = t - float(lap) if n.anim_alt and lap % 2 == 1 { t = 1.0 - t } } else { t = Math.clamp(t, 0.0, 1.0) } an_at(ui_st, n, k, t) } function an_at(ui_st: mut UiState, n: UiNode, k: UiKeyframes, t: float) -> void { var lo = 0 var hi = len(k.stops) - 1 for i in 0 .. len(k.stops) { if k.stops[i] <= t and k.stops[i] >= k.stops[lo] { lo = i } if k.stops[i] >= t and k.stops[i] <= k.stops[hi] { hi = i } } var f = 0.0 if k.stops[hi] > k.stops[lo] { f = (t - k.stops[lo]) / (k.stops[hi] - k.stops[lo]) } let a = k.rules[lo] let b = k.rules[hi] for i in 0 .. len(a.keys) { let va = el_num(vl_text(ui_eval(ui_st, a.vals[i], n.env))) var vb = va for j in 0 .. len(b.keys) { if b.keys[j] == a.keys[i] { vb = el_num(vl_text(ui_eval(ui_st, b.vals[j], n.env))) } } el_apply(ui_st, n, a.keys[i], Value.float(va + (vb - va) * f)) } }