// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #include "ui/gfx/animation/slide_animation.h" #include #include "base/numerics/ranges.h" #include "ui/gfx/animation/animation_delegate.h" namespace gfx { SlideAnimation::SlideAnimation(AnimationDelegate* target) : LinearAnimation(target), target_(target) {} SlideAnimation::~SlideAnimation() = default; void SlideAnimation::Reset(double value) { direction_ = base::nullopt; value_current_ = value; Stop(); } void SlideAnimation::Show() { BeginAnimating(Direction::kShowing); } void SlideAnimation::Hide() { BeginAnimating(Direction::kHiding); } void SlideAnimation::SetSlideDuration(base::TimeDelta duration) { slide_duration_ = duration; } void SlideAnimation::SetDampeningValue(double dampening_value) { dampening_value_ = dampening_value; } double SlideAnimation::GetCurrentValue() const { return value_current_; } base::TimeDelta SlideAnimation::GetDuration() { const double current_progress = direction_ == Direction::kShowing ? value_current_ : 1.0 - value_current_; return slide_duration_ * (1 - pow(current_progress, dampening_value_)); } void SlideAnimation::BeginAnimating(Direction direction) { if (direction_ == direction) return; direction_ = direction; value_start_ = value_current_; value_end_ = (direction_ == Direction::kShowing) ? 1.0 : 0.0; // Make sure we actually have something to do. if (slide_duration_.is_zero()) { AnimateToState(1.0); // Skip to the end of the animation. if (delegate()) { delegate()->AnimationProgressed(this); delegate()->AnimationEnded(this); } } else if (value_current_ != value_end_) { // This will also reset the currently-occurring animation. SetDuration(GetDuration()); Start(); } } void SlideAnimation::AnimateToState(double state) { state = Tween::CalculateValue(tween_type_, base::ClampToRange(state, 0.0, 1.0)); if (state == 1.0) direction_ = base::nullopt; value_current_ = value_start_ + (value_end_ - value_start_) * state; // Correct for any overshoot (while state may be capped at 1.0, let's not // take any rounding error chances. if ((value_end_ >= value_start_) ? (value_current_ > value_end_) : (value_current_ < value_end_)) { value_current_ = value_end_; } } } // namespace gfx