-- 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