ElvUI/Libraries/LibAnim/LibAnim.lua

1236 lines
25 KiB
Lua

-- LibAnim by Hydra (modified by Simpy for ElvUI)
local Version = 2.901 -- based on 2.03
-- Note, deprecated items will be removed next version.
-- Please update your usage accordingly. (ctrl + f - "Deprecated")
if _G._LibAnim and _G._LibAnim >= Version then
return
end
-- GLOBALS: ElvUI
local Updater = CreateFrame("StatusBar", nil, nil, "BackdropTemplate")
local Texture = Updater:CreateTexture()
local FontString = Updater:CreateFontString()
local Initialize, Update, Easing = {}, {}, {}
local Callbacks = {onplay = {}, onpause = {}, onresume = {}, onstop = {}, onreset = {}, onfinished = {}}
local pi, cos, sin, sqrt, floor = math.pi, math.cos, math.sin, math.sqrt, math.floor
local type, pairs, ipairs, tonumber = type, pairs, ipairs, tonumber
local tinsert, tremove, strlower = tinsert, tremove, strlower
-- Update all current animations
local AnimationOnUpdate = function(self, elapsed)
for i = 1, #self do
if self[i] then -- Double check that the index still exists, due to pauses/stops removing them on the fly
self[i]:Update(elapsed, i)
end
end
if #self == 0 then
self:SetScript("OnUpdate", nil)
end
end
local StartUpdating = function(anim)
tinsert(Updater, anim)
if not Updater:GetScript("OnUpdate") then
Updater:SetScript("OnUpdate", AnimationOnUpdate)
end
end
local GetColor = function(p, r1, g1, b1, r2, g2, b2)
return r1 + (r2 - r1) * p, g1 + (g2 - g1) * p, b1 + (b2 - b1) * p
end
local Set = {
backdrop = Updater.SetBackdropColor,
border = Updater.SetBackdropBorderColor,
statusbar = Updater.SetStatusBarColor,
text = FontString.SetTextColor,
texture = Texture.SetTexture,
vertex = Texture.SetVertexColor
}
local Get = {
backdrop = Updater.GetBackdropColor,
border = Updater.GetBackdropBorderColor,
statusbar = Updater.GetStatusBarColor,
text = FontString.GetTextColor,
texture = Texture.GetVertexColor,
vertex = Texture.GetVertexColor
}
-- Linear
local Linear = function(t, b, c, d)
return c * t / d + b
end
-- Quadratic
local InQuadratic = function(t, b, c, d)
t = t / d
return c * (t ^ 2) + b
end
local OutQuadratic = function(t, b, c, d)
t = t / d
return -c * t * (t - 2) + b
end
local InOutQuadratic = function(t, b, c, d)
t = t / d * 2
if t < 1 then
return c / 2 * (t ^ 2) + b
else
return -c / 2 * ((t - 1) * (t - 3) - 1) + b
end
end
-- Cubic
local InCubic = function(t, b, c, d)
t = t / d
return c * (t ^ 3) + b
end
local OutCubic = function(t, b, c, d)
t = t / d - 1
return c * (t ^ 3 + 1) + b
end
local InOutCubic = function(t, b, c, d)
t = t / d * 2
if t < 1 then
return c / 2 * (t ^ 3) + b
else
t = t - 2
return c / 2 * (t ^ 3 + 2) + b
end
end
-- Quartic
local InQuartic = function(t, b, c, d)
t = t / d
return c * (t ^ 4) + b
end
local OutQuartic = function(t, b, c, d)
t = t / d - 1
return -c * (t ^ 4 - 1) + b
end
local InOutQuartic = function(t, b, c, d)
t = t / d * 2
if t < 1 then
return c / 2 * t ^ 4 + b
else
t = t - 2
return -c / 2 * (t ^ 4 - 2) + b
end
end
-- Quintic
local InQuintic = function(t, b, c, d)
t = t / d
return c * (t ^ 5) + b
end
local OutQuintic = function(t, b, c, d)
t = t / d - 1
return c * (t ^ 5 + 1) + b
end
local InOutQuintic = function(t, b, c, d)
t = t / d * 2
if t < 1 then
return c / 2 * t ^ 5 + b
else
t = t - 2
return c / 2 * (t ^ 5 + 2) + b
end
end
-- Sinusoidal
local InSinusoidal = function(t, b, c, d)
return -c * cos(t / d * (pi / 2)) + c + b
end
local OutSinusoidal = function(t, b, c, d)
return c * sin(t / d * (pi / 2)) + b
end
local InOutSinusoidal = function(t, b, c, d)
return -c / 2 * (cos(pi * t / d) - 1) + b
end
-- Exponential
local InExponential = function(t, b, c, d)
if t == 0 then
return b
else
return c * (2 ^ (10 * (t / d - 1))) + b - c * 0.001
end
end
local OutExponential = function(t, b, c, d)
if t == d then
return b + c
else
return c * 1.001 * (-(2 ^ (-10 * t / d)) + 1) + b
end
end
local InOutExponential = function(t, b, c, d)
if t == 0 then
return b
end
if t == d then
return b + c
end
t = t / d * 2
if t < 1 then
return c / 2 * (2 ^ (10 * (t - 1))) + b - c * 0.0005
else
t = t - 1
return c / 2 * 1.0005 * (-(2 ^ (-10 * t)) + 2) + b
end
end
-- Circular
local InCircular = function(t, b, c, d)
t = t / d
return (-c * (sqrt(1 - t * t) - 1) + b)
end
local OutCircular = function(t, b, c, d)
t = t / d - 1
return (c * sqrt(1 - t * t) + b)
end
local InOutCircular = function(t, b, c, d)
t = t / d * 2
if t < 1 then
return -c / 2 * (sqrt(1 - t * t) - 1) + b
else
t = t - 2
return c / 2 * (sqrt(1 - t * t) + 1) + b
end
end
-- Bounce
local OutBounce = function(t, b, c, d)
t = t / d
if t < (1 / 2.75) then
return c * (7.5625 * t * t) + b
elseif t < (2 / 2.75) then
t = t - (1.5 / 2.75)
return c * (7.5625 * t * t + 0.75) + b
elseif t < (2.5 / 2.75) then
t = t - (2.25 / 2.75)
return c * (7.5625 * t * t + 0.9375) + b
else
t = t - (2.625 / 2.75)
return c * (7.5625 * t * t + 0.984375) + b
end
end
local InBounce = function(t, b, c, d)
return c - OutBounce(d - t, 0, c, d) + b
end
local InOutBounce = function(t, b, c, d)
if t < d / 2 then
return InBounce(t * 2, 0, c, d) * 0.5 + b
else
return OutBounce(t * 2 - d, 0, c, d) * 0.5 + c * 0.5 + b
end
end
-- Elastic
local InElastic = function(t, b, c, d)
if t == 0 then
return b
end
t = t / d
if t == 1 then
return b + c
end
local a = c
local p = d * 0.3
local s = p / 4
t = t - 1
return -(a * 2 ^ (10 * t) * sin((t * d - s) * (2 * pi) / p)) + b
end
local OutElastic = function(t, b, c, d)
if t == 0 then
return b
end
t = t / d
if t == 1 then
return b + c
end
local a = c
local p = d * 0.3
local s = p / 4
return a * 2 ^ (-10 * t) * sin((t * d - s) * (2 * pi) / p) + c + b
end
local InOutElastic = function(t, b, c, d)
if t == 0 then
return b
end
t = t / d * 2
if t == 2 then
return b + c
end
local a = c
local p = d * (0.3 * 1.5)
local s = p / 4
if t < 1 then
t = t - 1
return -0.5 * (a * 2 ^ (10 * t) * sin((t * d - s) * (2 * pi) / p)) + b
else
t = t - 1
return a * 2 ^ (-10 * t) * sin((t * d - s) * (2 * pi) / p ) * 0.5 + c + b
end
end
Easing["linear"] = Linear
Easing["in-quadratic"] = InQuadratic
Easing["out-quadratic"] = OutQuadratic
Easing["inout-quadratic"] = InOutQuadratic
Easing["in-cubic"] = InCubic
Easing["out-cubic"] = OutCubic
Easing["inout-cubic"] = InOutCubic
Easing["in-quartic"] = InQuartic
Easing["out-quartic"] = OutQuartic
Easing["inout-quartic"] = InOutQuartic
Easing["in-quintic"] = InQuintic
Easing["out-quintic"] = OutQuintic
Easing["inout-quintic"] = InOutQuintic
Easing["in-sinusoidal"] = InSinusoidal
Easing["out-sinusoidal"] = OutSinusoidal
Easing["inout-sinusoidal"] = InOutSinusoidal
Easing["in-exponential"] = InExponential
Easing["out-exponential"] = OutExponential
Easing["inout-exponential"] = InOutExponential
Easing["in-circular"] = InCircular
Easing["out-circular"] = OutCircular
Easing["inout-circular"] = InOutCircular
Easing["in-bounce"] = InBounce
Easing["out-bounce"] = OutBounce
Easing["inout-bounce"] = InOutBounce
Easing["in-elastic"] = InElastic
Easing["out-elastic"] = OutElastic
Easing["inout-elastic"] = InOutElastic
-- Some fallbacks / lazy options
Easing["in"] = Easing["in-quadratic"]
Easing["out"] = Easing["out-quadratic"]
Easing["inout"] = Easing["inout-quadratic"]
Easing["bounce"] = Easing["out-bounce"] -- Deprecated, don't use bounce without an explicit motion anymore
local AnimMethods = {
All = {
Play = function(self)
if not self.Paused then
Initialize[self.Type](self)
self:Callback("OnPlay")
else
StartUpdating(self)
self:Callback("OnResume")
end
self.Playing = true
self.Paused = false
self.Stopped = false
end,
IsPlaying = function(self)
return self.Playing
end,
Pause = function(self)
for i = 1, #Updater do
if Updater[i] == self then
tremove(Updater, i)
break
end
end
self.Playing = false
self.Paused = true
self.Stopped = false
self:Callback("OnPause")
end,
IsPaused = function(self)
return self.Paused
end,
Stop = function(self, reset)
for i = 1, #Updater do
if Updater[i] == self then
tremove(Updater, i)
break
end
end
self.Playing = false
self.Paused = false
self.Stopped = true
self.Timer = 0
if reset then
self:Reset()
self:Callback("OnReset")
else
self:Callback("OnStop")
end
end,
IsStopped = function(self)
return self.Stopped
end,
SetEasing = function(self, easing)
easing = strlower(easing)
self.Easing = Easing[easing] and easing or "linear"
end,
GetEasing = function(self)
return self.Easing
end,
SetSmoothing = function(self, easing) -- Deprecated, change "SetSmoothing" to "SetEasing"
easing = strlower(easing)
self.Easing = Easing[easing] and easing or "linear"
end,
GetSmoothing = function(self) -- Deprecated, change "GetSmoothing" to "GetEasing"
return self.Easing
end,
SetDuration = function(self, duration)
self.Duration = duration or 0
end,
GetDuration = function(self)
return self.Duration
end,
GetProgressByTimer = function(self)
return self.Timer
end,
SetOrder = function(self, order)
self.Order = order or 1
if order > self.Group.MaxOrder then
self.Group.MaxOrder = order
end
end,
GetOrder = function(self)
return self.Order
end,
GetParent = function(self)
return self.Parent
end,
AddChild = function(self, child, mainChild)
if not self.children then self.children = {} end
if not self.mainChild then
self.mainChild = mainChild or child
elseif mainChild then
self.mainChild = mainChild
end
tinsert(self.children, child)
end,
RemoveChild = function(self, child)
if not self.children then return end
local checkIndex = type(child) == 'number'
for index, tchild in ipairs(self.children) do
if (checkIndex and index == child) or tchild == child then
tremove(self.children, index)
break
end
end
end,
SetScript = function(self, handler, func)
handler = strlower(handler)
if Callbacks[handler] then
Callbacks[handler][self] = func
end
end,
GetScript = function(self, handler)
handler = strlower(handler)
if Callbacks[handler] and Callbacks[handler][self] then
return Callbacks[handler][self]
end
end,
Callback = function(self, handler)
handler = strlower(handler)
if Callbacks[handler][self] then
Callbacks[handler][self](self)
end
end,
},
move = {
SetOffset = function(self, x, y)
self.XSetting = x or 0
self.YSetting = y or 0
end,
GetOffset = function(self)
return self.XSetting, self.YSetting
end,
SetRounded = function(self, flag)
self.IsRounded = flag
end,
GetRounded = function(self)
return self.IsRounded
end,
GetProgress = function(self)
return self.XOffset, self.YOffset
end,
Reset = function(self)
self.Timer = 0
self.Parent:ClearAllPoints()
self.Parent:SetPoint(self.A1, self.P, self.A2, self.StartX, self.StartY)
if self.IsRounded then
self.ModTimer = 0
end
end,
},
fade = {
SetChange = function(self, alpha)
self.EndAlphaSetting = alpha or 0
end,
GetChange = function(self)
return self.EndAlphaSetting
end,
GetProgress = function(self)
return self.AlphaOffset
end,
Reset = function(self)
self.Timer = 0
self.Parent:SetAlpha(self.StartAlpha)
end,
},
height = {
SetChange = function(self, height)
self.EndHeightSetting = height or 0
end,
GetChange = function(self)
return self.EndHeightSetting
end,
GetProgress = function(self)
return self.HeightOffset
end,
Reset = function(self)
self.Timer = 0
self.Parent:SetHeight(self.StartHeight)
end,
},
width = {
SetChange = function(self, width)
self.EndWidthSetting = width or 0
end,
GetChange = function(self)
return self.EndWidthSetting
end,
GetProgress = function(self)
return self.WidthOffset
end,
Reset = function(self)
self.Timer = 0
self.Parent:SetWidth(self.StartWidth)
end,
},
color = {
SetChange = function(self, r, g, b)
self.EndRSetting = r or 1
self.EndGSetting = g or 1
self.EndBSetting = b or 1
end,
GetChange = function(self)
return self.EndRSetting, self.EndGSetting, self.EndBSetting
end,
SetColorType = function(self, region)
region = strlower(region)
self.ColorType = (Set[region] and region) or "border"
end,
GetColorType = function(self)
return self.ColorType
end,
GetProgress = function(self)
return self.ColorOffset
end,
Reset = function(self)
self.Timer = 0
Set[self.ColorType](self.Parent, self.StartR, self.StartG, self.StartB)
end,
},
progress = {
SetChange = function(self, value)
self.EndValueSetting = value or 0
end,
GetChange = function(self)
return self.EndValueSetting
end,
GetProgress = function(self)
return self.ValueOffset
end,
Reset = function(self)
self.Timer = 0
self.Parent:SetValue(self.StartValue)
end,
},
number = {
SetChange = function(self, value)
self.EndNumberSetting = value or 0
end,
GetChange = function(self)
return self.EndNumberSetting
end,
SetStart = function(self, value)
self.StartNumber = value
end,
GetStart = function(self, value)
return self.StartNumber
end,
SetPrefix = function(self, text)
self.Prefix = text or ""
end,
GetPrefix = function(self)
return self.Prefix
end,
SetPostfix = function(self, text)
self.Postfix = text or ""
end,
GetPostfix = function(self)
return self.Postfix
end,
GetProgress = function(self)
return self.NumberOffset
end,
Reset = function(self)
self.Timer = 0
self.Parent:SetText(self.StartNumber)
end,
},
sleep = {
GetProgress = function(self)
return self.Timer
end,
Reset = function(self)
self.Timer = 0
end,
},
}
local GroupMethods = {
Play = function(self)
for i = 1, #self.Animations do
if self.Animations[i].Order == self.Order then
self.Animations[i]:Play()
end
end
self.Playing = true
self.Paused = false
self.Stopped = false
self:Callback("OnPlay")
end,
IsPlaying = function(self)
return self.Playing
end,
Pause = function(self)
for i = 1, #self.Animations do
if self.Animations[i].Order == self.Order then
self.Animations[i]:Pause()
end
end
self.Playing = false
self.Paused = true
self.Stopped = false
self:Callback("OnPause")
end,
IsPaused = function(self)
return self.Paused
end,
Stop = function(self)
for i = 1, #self.Animations do
self.Animations[i]:Stop()
end
self.Playing = false
self.Paused = false
self.Stopped = true
self.Order = 1
self:Callback("OnStop")
end,
IsStopped = function(self)
return self.Stopped
end,
SetLooping = function(self, shouldLoop)
self.Looping = shouldLoop
end,
GetLooping = function(self)
return self.Looping
end,
GetParent = function(self)
return self.Parent
end,
SetScript = function(self, handler, func)
handler = strlower(handler)
if Callbacks[handler] then
Callbacks[handler][self] = func
end
end,
GetScript = function(self, handler)
handler = strlower(handler)
if Callbacks[handler] and Callbacks[handler][self] then
return Callbacks[handler][self]
end
end,
Callback = function(self, handler)
handler = strlower(handler)
if Callbacks[handler][self] then
Callbacks[handler][self](self)
end
end,
CheckOrder = function(self)
-- Check if we're done all animations at the current order, then proceed to the next order.
local NumAtOrder = 0
local NumDoneAtOrder = 0
for i = 1, #self.Animations do
if self.Animations[i].Order == self.Order then
NumAtOrder = NumAtOrder + 1
if not self.Animations[i].Playing then
NumDoneAtOrder = NumDoneAtOrder + 1
end
end
end
-- All the animations at x order finished, go to next order
if NumAtOrder == NumDoneAtOrder then
self.Order = self.Order + 1
-- We exceeded max order, reset to 1 and bail the function, or restart if we're looping
if self.Order > self.MaxOrder then
self.Order = 1
self:Callback("OnFinished")
if self.Stopped or not self.Looping then
self.Playing = false
return
end
end
-- Play!
for i = 1, #self.Animations do
if self.Animations[i].Order == self.Order then
self.Animations[i]:Play()
end
end
end
end,
CreateAnimation = function(self, style)
style = strlower(style)
if not Initialize[style] then
return
end
local Animation = {}
-- General methods
for key, func in pairs(AnimMethods.All) do
Animation[key] = func
end
-- Animation specific methods
if AnimMethods[style] then
for key, func in pairs(AnimMethods[style]) do
Animation[key] = func
end
end
-- Set some attributes and defaults
Animation.Paused = false
Animation.Playing = false
Animation.Stopped = false
Animation.Looping = false
Animation.Type = style
Animation.Group = self
Animation.Parent = self.Parent
Animation.Order = 1
Animation.Duration = 0.3
Animation.Easing = "linear"
Animation.Update = Update[style]
tinsert(self.Animations, Animation)
return Animation
end,
}
_G.CreateAnimationGroup = function(parent)
local Group = {Animations = {}}
-- Add methods to the group
for key, func in pairs(GroupMethods) do
Group[key] = func
end
Group.Parent = parent
Group.Playing = false
Group.Paused = false
Group.Stopped = false
Group.Order = 1
Group.MaxOrder = 1
return Group
end
-- Movement
Initialize.move = function(self)
if self.Playing then
return
end
local A1, P, A2, X, Y = self.Parent:GetPoint()
self.Timer = 0
self.A1 = A1
self.P = P
self.A2 = A2
self.StartX = X
self.EndX = X + self.XSetting or 0
self.StartY = Y
self.EndY = Y + self.YSetting or 0
self.XChange = self.EndX - self.StartX
self.YChange = self.EndY - self.StartY
if self.IsRounded then
if self.XChange == 0 or self.YChange == 0 then -- Double check if we're valid to be rounded
self.IsRounded = false
else
self.ModTimer = 0
end
end
StartUpdating(self)
end
Update.move = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
tremove(Updater, i)
self.Parent:SetPoint(self.A1, self.P, self.A2, self.EndX, self.EndY)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
else
if self.IsRounded then
self.ModTimer = Easing[self.Easing](self.Timer, 0, self.Duration, self.Duration)
self.XOffset = self.StartX - (-1) * (self.XChange * (1 - cos(90 * self.ModTimer / self.Duration)))
self.YOffset = self.StartY + self.YChange * sin(90 * self.ModTimer / self.Duration)
else
self.XOffset = Easing[self.Easing](self.Timer, self.StartX, self.XChange, self.Duration)
self.YOffset = Easing[self.Easing](self.Timer, self.StartY, self.YChange, self.Duration)
end
self.Parent:SetPoint(self.A1, self.P, self.A2, (self.EndX ~= 0 and self.XOffset or self.StartX), (self.EndY ~= 0 and self.YOffset or self.StartY))
end
end
-- Fade
Initialize.fade = function(self)
if self.Playing then
return
end
self.Timer = 0
self.StartAlpha = (self.mainChild or self.Parent):GetAlpha() or 1
self.EndAlpha = self.EndAlphaSetting or 0
self.Change = self.EndAlpha - self.StartAlpha
StartUpdating(self)
end
Update.fade = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
tremove(Updater, i)
if self.children then
for _, child in pairs(self.children) do
child:SetAlpha(self.EndAlpha)
end
else
self.Parent:SetAlpha(self.EndAlpha)
end
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
elseif self.children then
self.AlphaOffset = Easing[self.Easing](self.Timer, self.StartAlpha, self.Change, self.Duration)
for _, child in pairs(self.children) do
if child:IsShown() then
child:SetAlpha(self.AlphaOffset)
end
end
elseif self.Parent:IsShown() then
self.AlphaOffset = Easing[self.Easing](self.Timer, self.StartAlpha, self.Change, self.Duration)
self.Parent:SetAlpha(self.AlphaOffset)
end
end
-- Height
Initialize.height = function(self)
if self.Playing then
return
end
self.Timer = 0
self.StartHeight = self.Parent:GetHeight() or 0
self.EndHeight = self.EndHeightSetting or 0
self.HeightChange = self.EndHeight - self.StartHeight
StartUpdating(self)
end
Update.height = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
tremove(Updater, i)
self.Parent:SetHeight(self.EndHeight)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
else
self.HeightOffset = Easing[self.Easing](self.Timer, self.StartHeight, self.HeightChange, self.Duration)
self.Parent:SetHeight(self.HeightOffset)
end
end
-- Width
Initialize.width = function(self)
if self.Playing then
return
end
self.Timer = 0
self.StartWidth = self.Parent:GetWidth() or 0
self.EndWidth = self.EndWidthSetting or 0
self.WidthChange = self.EndWidth - self.StartWidth
StartUpdating(self)
end
Update.width = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
tremove(Updater, i)
self.Parent:SetWidth(self.EndWidth)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
else
self.WidthOffset = Easing[self.Easing](self.Timer, self.StartWidth, self.WidthChange, self.Duration)
self.Parent:SetWidth(self.WidthOffset)
end
end
-- Color
Initialize.color = function(self)
self.Timer = 0
self.ColorType = self.ColorType or "backdrop"
self.StartR, self.StartG, self.StartB = Get[self.ColorType](self.mainChild or self.Parent)
self.EndR = self.EndRSetting or 1
self.EndG = self.EndGSetting or 1
self.EndB = self.EndBSetting or 1
StartUpdating(self)
end
Update.color = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
tremove(Updater, i)
if self.children then
for _, child in pairs(self.children) do
Set[self.ColorType](child, self.EndR, self.EndG, self.EndB)
end
else
Set[self.ColorType](self.Parent, self.EndR, self.EndG, self.EndB)
end
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
elseif self.children then
self.ColorOffset = Easing[self.Easing](self.Timer, 0, self.Duration, self.Duration)
for _, child in pairs(self.children) do
Set[self.ColorType](child, GetColor(self.Timer / self.Duration, self.StartR, self.StartG, self.StartB, self.EndR, self.EndG, self.EndB))
end
else
self.ColorOffset = Easing[self.Easing](self.Timer, 0, self.Duration, self.Duration)
Set[self.ColorType](self.Parent, GetColor(self.Timer / self.Duration, self.StartR, self.StartG, self.StartB, self.EndR, self.EndG, self.EndB))
end
end
-- Progress
Initialize.progress = function(self)
self.Timer = 0
self.StartValue = self.Parent:GetValue() or 0
self.EndValue = self.EndValueSetting or 0
self.ProgressChange = self.EndValue - self.StartValue
StartUpdating(self)
end
Update.progress = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
tremove(Updater, i)
self.Parent:SetValue(self.EndValue)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
else
self.ValueOffset = Easing[self.Easing](self.Timer, self.StartValue, self.ProgressChange, self.Duration)
self.Parent:SetValue(self.ValueOffset)
end
end
-- Sleep
Initialize.sleep = function(self)
self.Timer = 0
StartUpdating(self)
end
Update.sleep = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
tremove(Updater, i)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
end
end
-- Number
Initialize.number = function(self)
self.Timer = 0
if not self.StartNumber then
self.StartNumber = tonumber(self.Parent:GetText()) or 0
end
self.EndNumber = self.EndNumberSetting or 0
self.NumberChange = self.EndNumberSetting - self.StartNumber
self.Prefix = self.Prefix or ""
self.Postfix = self.Postfix or ""
StartUpdating(self)
end
Update.number = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
tremove(Updater, i)
self.Parent:SetText(self.Prefix..floor(self.EndNumber)..self.Postfix)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
else
self.NumberOffset = Easing[self.Easing](self.Timer, self.StartNumber, self.NumberChange, self.Duration)
self.Parent:SetText(self.Prefix..floor(self.NumberOffset)..self.Postfix)
end
end
-- Global exposure
_G._LibAnim = Version
_G.LibAnimStartUpdating = StartUpdating
_G.LibAnimUpdater = Updater
_G.LibAnimAddType = function(name, init, update)
if type(init) ~= "function" or type(update) ~= "function" then
return
end
name = strlower(name)
if Initialize[name] then
return
end
Initialize[name] = init
Update[name] = update
end
--[[
Want to create your own animations for this system? Follow the example below
If you make a custom animation I would love to see it!
Example:
local MyInitialize = function(self)
self.Timer = 0
-- do any initialization right before the animation plays
LibAnimStartUpdating(self)
end
local MyUpdate = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.Timer >= self.Duration then
table.remove(LibAnimUpdater, i)
-- Set finished attributes here
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
else
-- Do any updating necessary here
end
end
LibAnimAddType("MyAnim", MyInitialize, MyUpdate)
--]]