MxW_Addon/Libraries/LibAnim/LibAnim.lua

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2018-01-05 06:40:15 -05:00
-- LibAnim by Hydra
local Version = 2.01
if (_LibAnim and _LibAnim >= Version) then
return
end
local cos = cos
local sin = sin
local pairs = pairs
local floor = floor
local tinsert = tinsert
local tremove = tremove
local strlower = strlower
local Updater = CreateFrame("StatusBar")
local Texture = Updater:CreateTexture()
local Text = Updater:CreateFontString()
local AnimTypes = {}
local UpdateFuncs = {}
local Callbacks = {["onplay"] = {}, ["onpause"] = {}, ["onresume"] = {}, ["onstop"] = {}, ["onreset"] = {}, ["onfinished"] = {}}
-- Update all current animations
local AnimationOnUpdate = function(self, elapsed)
for i = 1, #self do
if self[i] then -- Double check the 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"] = Text.SetTextColor,
["texture"] = Texture.SetTexture,
["vertex"] = Texture.SetVertexColor,
}
local Get = {
["backdrop"] = Updater.GetBackdropColor,
["border"] = Updater.GetBackdropBorderColor,
["statusbar"] = Updater.GetStatusBarColor,
["text"] = Text.GetTextColor,
["texture"] = Texture.GetVertexColor,
["vertex"] = Texture.GetVertexColor,
}
local Smoothing = {
["none"] = function(t, b, c, d)
return c * t / d + b
end,
["in"] = function(t, b, c, d)
t = t / d
return c * t * t + b
end,
["out"] = function(t, b, c, d)
t = t / d
return -c * t * (t - 2) + b
end,
["inout"] = function(t, b, c, d)
t = t / (d / 2)
if (t < 1) then
return c / 2 * t * t + b
end
t = t - 1
return -c / 2 * (t * (t - 2) - 1) + b
end,
["bounce"] = 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,
["elastic"] = function(t, b, c, d)
local s, p, a = 1.70158, d * .3, c;
if t == 0 then
return b
end
t = t / d
if t == 1 then
return b + c
end
if a < math.abs(c) then
a = c
s = p / 4
else
s = p / (2 * math.pi) * math.asin(c / a)
end
return a * math.pow(2, -10 * t) * math.sin((t * d - s) * (2 * math.pi) / p) + c + b
end
}
local AnimMethods = {
All = {
Play = function(self)
if (not self.Paused) then
AnimTypes[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
if reset then
self:Reset()
self:Callback("OnReset")
else
self:Callback("OnStop")
end
end,
IsStopped = function(self)
return self.Stopped
end,
SetSmoothing = function(self, smoothType)
smoothType = strlower(smoothType)
self.Smoothing = Smoothing[smoothType] and smoothType or "none"
end,
GetSmoothing = function(self)
return self.Smoothing
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,
SetScript = function(self, handler, func)
handler = strlower(handler)
if (not Callbacks[handler]) then
return
end
Callbacks[handler][self] = func
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.Parent:ClearAllPoints()
self.Parent:SetPoint(self.A1, self.P, self.A2, self.StartX, self.StartY)
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.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.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.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, type)
type = strlower(type)
self.ColorType = Set[type] and type or "border"
end,
GetColorType = function(self)
return self.ColorType
end,
GetProgress = function(self)
return self.ColorOffset
end,
Reset = function(self)
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.Parent:SetValue(self.StartValue)
end,
},
number = {
SetChange = function(self, value)
self.EndNumberSetting = value or 0
end,
GetChange = function(self)
return self.EndNumberSetting
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.Parent:SetText(self.StartNumer)
end,
},
}
local GroupMethods = {
Play = function(self)
-- Play!
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
end,
IsPlaying = function(self)
return self.Playing
end,
Pause = function(self)
-- Only pause current order
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
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
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,
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
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, type)
type = strlower(type)
if (not AnimTypes[type]) then
return
end
local Animation = {}
-- General methods
for key, func in pairs(AnimMethods.All) do
Animation[key] = func
end
-- Animation specific methods
if AnimMethods[type] then
for key, func in pairs(AnimMethods[type]) 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 = type
Animation.Group = self
Animation.Parent = self.Parent
Animation.Order = 1
Animation.Duration = 0.3
Animation.Smoothing = "none"
Animation.Update = UpdateFuncs[type]
tinsert(self.Animations, Animation)
return Animation
end,
}
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
UpdateFuncs["move"] = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
if self.IsRounded then
self.ModTimer = Smoothing[self.Smoothing](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 = Smoothing[self.Smoothing](self.Timer, self.StartX, self.XChange, self.Duration)
self.YOffset = Smoothing[self.Smoothing](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))
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()
end
end
AnimTypes["move"] = function(self)
if self:IsPlaying() 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
-- Fade
UpdateFuncs["fade"] = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
self.AlphaOffset = Smoothing[self.Smoothing](self.Timer, self.StartAlpha, self.Change, self.Duration)
self.Parent:SetAlpha(self.AlphaOffset)
if (self.Timer >= self.Duration) then
tremove(Updater, i)
self.Parent:SetAlpha(self.EndAlpha)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
end
end
AnimTypes["fade"] = function(self)
if self:IsPlaying() then
return
end
self.Timer = 0
self.StartAlpha = self.Parent:GetAlpha() or 1
self.EndAlpha = self.EndAlphaSetting or 0
self.Change = self.EndAlpha - self.StartAlpha
StartUpdating(self)
end
-- Height
UpdateFuncs["height"] = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
self.HeightOffset = Smoothing[self.Smoothing](self.Timer, self.StartHeight, self.HeightChange, self.Duration)
self.Parent:SetHeight(self.HeightOffset)
if (self.Timer >= self.Duration) then
tremove(Updater, i)
self.Parent:SetHeight(self.EndHeight)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
end
end
AnimTypes["height"] = function(self)
if self:IsPlaying() 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
-- Width
UpdateFuncs["width"] = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
self.WidthOffset = Smoothing[self.Smoothing](self.Timer, self.StartWidth, self.WidthChange, self.Duration)
self.Parent:SetWidth(self.WidthOffset)
if (self.Timer >= self.Duration) then
tremove(Updater, i)
self.Parent:SetWidth(self.EndWidth)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
end
end
AnimTypes["width"] = function(self)
if self:IsPlaying() 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
-- Color
UpdateFuncs["color"] = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
self.ColorOffset = Smoothing[self.Smoothing](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))
if (self.Timer >= self.Duration) then
tremove(Updater, i)
Set[self.ColorType](self.Parent, self.EndR, self.EndG, self.EndB)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
end
end
AnimTypes["color"] = function(self)
self.Timer = 0
self.ColorType = self.ColorType or "backdrop"
self.StartR, self.StartG, self.StartB = Get[self.ColorType](self.Parent)
self.EndR = self.EndRSetting or 1
self.EndG = self.EndGSetting or 1
self.EndB = self.EndBSetting or 1
StartUpdating(self)
end
-- Progress
UpdateFuncs["progress"] = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
self.ValueOffset = Smoothing[self.Smoothing](self.Timer, self.StartValue, self.ProgressChange, self.Duration)
self.Parent:SetValue(self.ValueOffset)
if (self.Timer >= self.Duration) then
tremove(Updater, i)
self.Parent:SetValue(self.EndValue)
self.Playing = false
self:Callback("OnFinished")
self.Group:CheckOrder()
end
end
AnimTypes["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
-- Sleep
UpdateFuncs["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
AnimTypes["sleep"] = function(self)
self.Timer = 0
StartUpdating(self)
end
-- Number
UpdateFuncs["number"] = function(self, elapsed, i)
self.Timer = self.Timer + elapsed
self.NumberOffset = Smoothing[self.Smoothing](self.Timer, self.StartNumber, self.NumberChange, self.Duration)
self.Parent:SetText(self.Prefix..floor(self.NumberOffset)..self.Postfix)
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()
end
end
AnimTypes["number"] = function(self)
self.Timer = 0
self.StartNumber = tonumber(self.Parent:GetText()) or 0
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
_G["_LibAnim"] = Version