- the scrollbar is .ui-scrollbar with a .ui-thumb, styled by the default sheet or a theme; a press on the thumb holds it at the point it was taken and the pointer moves it in proportion, a press on the track jumps the thumb's middle there and holds it, and neither presses what is under the bar (it used to centre the thumb on the pointer and press the row beneath as well); - while a popover is up only scroll boxes inside it take the pointer, and a press outside it that closes it forgets any press in progress; - a transition ends exactly on its value (it stopped a rounding error short, at every frame rate). Tests: ui_popover_mouse, ui_scrollbar, ui_ease (60/120/180/240 Hz). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
32 lines
1 KiB
Text
32 lines
1 KiB
Text
# transition.ludic - `transition: opacity 0.2s`: when an element's opacity changes from one frame to
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# the next it eases to the new value over that time instead of jumping (opacity is the property a
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# game fades most; the others arrive as they are)
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var tr_keys: []string = new []string
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var tr_from: []float = new []float
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var tr_to: []float = new []float
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var tr_at: []float = new []float
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function tr_apply(n: UiNode) -> void {
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if n.tr_dur <= 0.0 { return }
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let now = an_now()
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let want = n.alpha
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for i in 0 .. len(tr_keys) {
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if tr_keys[i] == n.key {
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if tr_to[i] != want {
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tr_from[i] = tr_value(i, now, n.tr_dur)
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tr_to[i] = want
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tr_at[i] = now
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}
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n.alpha = tr_value(i, now, n.tr_dur)
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return
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}
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}
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push(tr_keys, n.key)
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push(tr_from, want)
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push(tr_to, want)
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push(tr_at, now)
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}
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function tr_value(i: int, now: float, dur: float) -> float {
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let t = Math.clamp((now - tr_at[i]) / dur, 0.0, 1.0)
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if t >= 1.0 { return tr_to[i] }
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return tr_from[i] + (tr_to[i] - tr_from[i]) * t
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}
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