image and animation progress

This commit is contained in:
Michael Freno
2025-11-18 10:42:20 -05:00
parent 92ed25cac5
commit 9f147c1d84
22 changed files with 2747 additions and 502 deletions

View File

@@ -46,22 +46,27 @@ local Easing = {
}
---@class AnimationProps
---@field duration number Duration in seconds
---@field start {width?:number, height?:number, opacity?:number} Starting values
---@field final {width?:number, height?:number, opacity?:number} Final values
---@field start table Starting values (can contain: width, height, opacity, x, y, gap, imageOpacity, backgroundColor, borderColor, textColor, padding, margin, cornerRadius, etc.)
---@field final table Final values (same properties as start)
---@field easing string? Easing function name (default: "linear")
---@field transform table? Additional transform properties
---@field transition table? Transition properties
---@field onStart function? Called when animation starts: (animation, element)
---@field onUpdate function? Called each frame: (animation, element, progress)
---@field onComplete function? Called when animation completes: (animation, element)
---@field onCancel function? Called when animation is cancelled: (animation, element)
---@class Animation
---@field duration number Duration in seconds
---@field start {width?:number, height?:number, opacity?:number} Starting values
---@field final {width?:number, height?:number, opacity?:number} Final values
---@field start table Starting values
---@field final table Final values
---@field elapsed number Elapsed time in seconds
---@field easing EasingFunction Easing function
---@field transform table? Additional transform properties
---@field transition table? Transition properties
---@field _cachedResult table Cached interpolation result
---@field _resultDirty boolean Whether cached result needs recalculation
---@field _Color table? Reference to Color module (for lerp)
local Animation = {}
Animation.__index = Animation
@@ -94,6 +99,19 @@ function Animation.new(props)
self.transition = props.transition
self.elapsed = 0
-- Lifecycle callbacks
self.onStart = props.onStart
self.onUpdate = props.onUpdate
self.onComplete = props.onComplete
self.onCancel = props.onCancel
self._hasStarted = false
-- Control state
self._paused = false
self._reversed = false
self._speed = 1.0
self._state = "pending" -- "pending", "playing", "paused", "completed", "cancelled"
-- Validate and set easing function
local easingName = props.easing or "linear"
if type(easingName) == "string" then
@@ -113,24 +131,140 @@ end
---Update the animation with delta time
---@param dt number Delta time in seconds
---@param element table? Optional element reference for callbacks
---@return boolean completed True if animation is complete
function Animation:update(dt)
function Animation:update(dt, element)
-- Sanitize dt
if type(dt) ~= "number" or dt < 0 or dt ~= dt or dt == math.huge then
dt = 0
end
self.elapsed = self.elapsed + dt
self._resultDirty = true
if self.elapsed >= self.duration then
return true
else
-- Don't update if paused
if self._paused then
return false
end
-- Call onStart on first update
if not self._hasStarted then
self._hasStarted = true
self._state = "playing"
if self.onStart and type(self.onStart) == "function" then
local success, err = pcall(self.onStart, self, element)
if not success then
-- Log error but don't crash
print(string.format("[Animation] onStart error: %s", tostring(err)))
end
end
end
-- Apply speed multiplier
dt = dt * self._speed
-- Update elapsed time (reversed if needed)
if self._reversed then
self.elapsed = self.elapsed - dt
if self.elapsed <= 0 then
self.elapsed = 0
self._state = "completed"
self._resultDirty = true
-- Call onComplete callback
if self.onComplete and type(self.onComplete) == "function" then
local success, err = pcall(self.onComplete, self, element)
if not success then
print(string.format("[Animation] onComplete error: %s", tostring(err)))
end
end
return true
end
else
self.elapsed = self.elapsed + dt
if self.elapsed >= self.duration then
self.elapsed = self.duration
self._state = "completed"
self._resultDirty = true
-- Call onComplete callback
if self.onComplete and type(self.onComplete) == "function" then
local success, err = pcall(self.onComplete, self, element)
if not success then
print(string.format("[Animation] onComplete error: %s", tostring(err)))
end
end
return true
end
end
self._resultDirty = true
-- Call onUpdate callback
if self.onUpdate and type(self.onUpdate) == "function" then
local progress = self.elapsed / self.duration
local success, err = pcall(self.onUpdate, self, element, progress)
if not success then
print(string.format("[Animation] onUpdate error: %s", tostring(err)))
end
end
return false
end
--- Helper function to interpolate numeric values
---@param startValue number Starting value
---@param finalValue number Final value
---@param easedT number Eased time (0-1)
---@return number interpolated Interpolated value
local function lerpNumber(startValue, finalValue, easedT)
return startValue * (1 - easedT) + finalValue * easedT
end
--- Helper function to interpolate Color values
---@param startColor any Starting color (Color instance or parseable color)
---@param finalColor any Final color (Color instance or parseable color)
---@param easedT number Eased time (0-1)
---@param ColorModule table Color module reference
---@return any interpolated Interpolated Color instance
local function lerpColor(startColor, finalColor, easedT, ColorModule)
if not ColorModule then
return nil
end
-- Parse colors if needed
local colorA = ColorModule.parse(startColor)
local colorB = ColorModule.parse(finalColor)
return ColorModule.lerp(colorA, colorB, easedT)
end
--- Helper function to interpolate table values (padding, margin, cornerRadius)
---@param startTable table Starting table
---@param finalTable table Final table
---@param easedT number Eased time (0-1)
---@return table interpolated Interpolated table
local function lerpTable(startTable, finalTable, easedT)
local result = {}
-- Iterate through all keys in both tables
local keys = {}
for k in pairs(startTable) do keys[k] = true end
for k in pairs(finalTable) do keys[k] = true end
for key in pairs(keys) do
local startVal = startTable[key]
local finalVal = finalTable[key]
if type(startVal) == "number" and type(finalVal) == "number" then
result[key] = lerpNumber(startVal, finalVal, easedT)
elseif startVal ~= nil then
result[key] = startVal
else
result[key] = finalVal
end
end
return result
end
---Interpolate animation values at current time
---@return table result Interpolated values {width?, height?, opacity?, ...}
---@return table result Interpolated values {width?, height?, opacity?, x?, y?, backgroundColor?, ...}
function Animation:interpolate()
-- Return cached result if not dirty (avoids recalculation)
if not self._resultDirty then
@@ -146,27 +280,68 @@ function Animation:interpolate()
end
local result = self._cachedResult -- Reuse existing table
result.width = nil
result.height = nil
result.opacity = nil
-- Interpolate width if both start and final are valid numbers
if type(self.start.width) == "number" and type(self.final.width) == "number" then
result.width = self.start.width * (1 - easedT) + self.final.width * easedT
-- Clear previous results
for k in pairs(result) do
result[k] = nil
end
-- Define properties that should be animated as numbers
local numericProperties = {
"width", "height", "opacity", "x", "y",
"gap", "imageOpacity", "scrollbarWidth",
"borderWidth", "fontSize", "lineHeight"
}
-- Define properties that should be animated as Colors
local colorProperties = {
"backgroundColor", "borderColor", "textColor",
"scrollbarColor", "scrollbarBackgroundColor", "imageTint"
}
-- Define properties that should be animated as tables
local tableProperties = {
"padding", "margin", "cornerRadius"
}
-- Interpolate numeric properties
for _, prop in ipairs(numericProperties) do
local startVal = self.start[prop]
local finalVal = self.final[prop]
if type(startVal) == "number" and type(finalVal) == "number" then
result[prop] = lerpNumber(startVal, finalVal, easedT)
end
end
-- Interpolate color properties (if Color module is available)
if self._Color then
for _, prop in ipairs(colorProperties) do
local startVal = self.start[prop]
local finalVal = self.final[prop]
if startVal ~= nil and finalVal ~= nil then
result[prop] = lerpColor(startVal, finalVal, easedT, self._Color)
end
end
end
-- Interpolate table properties
for _, prop in ipairs(tableProperties) do
local startVal = self.start[prop]
local finalVal = self.final[prop]
if type(startVal) == "table" and type(finalVal) == "table" then
result[prop] = lerpTable(startVal, finalVal, easedT)
end
end
-- Interpolate height if both start and final are valid numbers
if type(self.start.height) == "number" and type(self.final.height) == "number" then
result.height = self.start.height * (1 - easedT) + self.final.height * easedT
-- Interpolate transform property (if Transform module is available)
if self._Transform and self.start.transform and self.final.transform then
result.transform = self._Transform.lerp(self.start.transform, self.final.transform, easedT)
end
-- Interpolate opacity if both start and final are valid numbers
if type(self.start.opacity) == "number" and type(self.final.opacity) == "number" then
result.opacity = self.start.opacity * (1 - easedT) + self.final.opacity * easedT
end
-- Copy transform properties
-- Copy transform properties (legacy support)
if self.transform and type(self.transform) == "table" then
for key, value in pairs(self.transform) do
result[key] = value
@@ -186,6 +361,109 @@ function Animation:apply(element)
element.animation = self
end
--- Set Color module reference for color interpolation
---@param ColorModule table Color module
function Animation:setColorModule(ColorModule)
self._Color = ColorModule
end
--- Set Transform module reference for transform interpolation
---@param TransformModule table Transform module
function Animation:setTransformModule(TransformModule)
self._Transform = TransformModule
end
---Pause the animation
function Animation:pause()
if self._state == "playing" or self._state == "pending" then
self._paused = true
self._state = "paused"
end
end
---Resume the animation
function Animation:resume()
if self._state == "paused" then
self._paused = false
self._state = "playing"
end
end
---Check if animation is paused
---@return boolean paused
function Animation:isPaused()
return self._paused
end
---Reverse the animation direction
function Animation:reverse()
self._reversed = not self._reversed
end
---Check if animation is reversed
---@return boolean reversed
function Animation:isReversed()
return self._reversed
end
---Set animation playback speed
---@param speed number Speed multiplier (1.0 = normal, 2.0 = double speed, 0.5 = half speed)
function Animation:setSpeed(speed)
if type(speed) == "number" and speed > 0 then
self._speed = speed
end
end
---Get animation playback speed
---@return number speed Current speed multiplier
function Animation:getSpeed()
return self._speed
end
---Seek to a specific time in the animation
---@param time number Time in seconds (clamped to 0-duration)
function Animation:seek(time)
if type(time) == "number" then
self.elapsed = math.max(0, math.min(time, self.duration))
self._resultDirty = true
end
end
---Get current animation state
---@return string state Current state: "pending", "playing", "paused", "completed", "cancelled"
function Animation:getState()
return self._state
end
---Cancel the animation
---@param element table? Optional element reference for callback
function Animation:cancel(element)
if self._state ~= "cancelled" and self._state ~= "completed" then
self._state = "cancelled"
if self.onCancel and type(self.onCancel) == "function" then
local success, err = pcall(self.onCancel, self, element)
if not success then
print(string.format("[Animation] onCancel error: %s", tostring(err)))
end
end
end
end
---Reset the animation to its initial state
function Animation:reset()
self.elapsed = 0
self._hasStarted = false
self._paused = false
self._state = "pending"
self._resultDirty = true
end
---Get the current progress of the animation
---@return number progress Progress from 0 to 1
function Animation:getProgress()
return math.min(self.elapsed / self.duration, 1)
end
--- Create a simple fade animation
---@param duration number Duration in seconds
---@param fromOpacity number Starting opacity (0-1)