Files
FlexLove/modules/Animation.lua
2025-11-20 09:30:01 -05:00

1540 lines
41 KiB
Lua

---@alias EasingFunction fun(t: number): number
local Easing = {}
---@type EasingFunction
function Easing.linear(t)
return t
end
---@type EasingFunction
function Easing.easeInQuad(t)
return t * t
end
---@type EasingFunction
function Easing.easeOutQuad(t)
return t * (2 - t)
end
---@type EasingFunction
function Easing.easeInOutQuad(t)
return t < 0.5 and 2 * t * t or -1 + (4 - 2 * t) * t
end
---@type EasingFunction
function Easing.easeInCubic(t)
return t * t * t
end
---@type EasingFunction
function Easing.easeOutCubic(t)
local t1 = t - 1
return t1 * t1 * t1 + 1
end
---@type EasingFunction
function Easing.easeInOutCubic(t)
return t < 0.5 and 4 * t * t * t or (t - 1) * (2 * t - 2) * (2 * t - 2) + 1
end
---@type EasingFunction
function Easing.easeInQuart(t)
return t * t * t * t
end
---@type EasingFunction
function Easing.easeOutQuart(t)
local t1 = t - 1
return 1 - t1 * t1 * t1 * t1
end
---@type EasingFunction
function Easing.easeInOutQuart(t)
if t < 0.5 then
return 8 * t * t * t * t
else
local t1 = t - 1
return 1 - 8 * t1 * t1 * t1 * t1
end
end
---@type EasingFunction
function Easing.easeInQuint(t)
return t * t * t * t * t
end
---@type EasingFunction
function Easing.easeOutQuint(t)
local t1 = t - 1
return 1 + t1 * t1 * t1 * t1 * t1
end
---@type EasingFunction
function Easing.easeInOutQuint(t)
if t < 0.5 then
return 16 * t * t * t * t * t
else
local t1 = t - 1
return 1 + 16 * t1 * t1 * t1 * t1 * t1
end
end
---@type EasingFunction
function Easing.easeInExpo(t)
return t == 0 and 0 or math.pow(2, 10 * (t - 1))
end
---@type EasingFunction
function Easing.easeOutExpo(t)
return t == 1 and 1 or 1 - math.pow(2, -10 * t)
end
---@type EasingFunction
function Easing.easeInOutExpo(t)
if t == 0 then
return 0
end
if t == 1 then
return 1
end
if t < 0.5 then
return 0.5 * math.pow(2, 20 * t - 10)
else
return 1 - 0.5 * math.pow(2, -20 * t + 10)
end
end
---@type EasingFunction
function Easing.easeInSine(t)
return 1 - math.cos(t * math.pi / 2)
end
---@type EasingFunction
function Easing.easeOutSine(t)
return math.sin(t * math.pi / 2)
end
---@type EasingFunction
function Easing.easeInOutSine(t)
return -(math.cos(math.pi * t) - 1) / 2
end
---@type EasingFunction
function Easing.easeInCirc(t)
return 1 - math.sqrt(1 - t * t)
end
---@type EasingFunction
function Easing.easeOutCirc(t)
local t1 = t - 1
return math.sqrt(1 - t1 * t1)
end
---@type EasingFunction
function Easing.easeInOutCirc(t)
if t < 0.5 then
return (1 - math.sqrt(1 - 4 * t * t)) / 2
else
local t1 = -2 * t + 2
return (math.sqrt(1 - t1 * t1) + 1) / 2
end
end
---@type EasingFunction
function Easing.easeInBack(t)
local c1 = 1.70158
local c3 = c1 + 1
return c3 * t * t * t - c1 * t * t
end
---@type EasingFunction
function Easing.easeOutBack(t)
local c1 = 1.70158
local c3 = c1 + 1
local t1 = t - 1
return 1 + c3 * t1 * t1 * t1 + c1 * t1 * t1
end
---@type EasingFunction
function Easing.easeInOutBack(t)
local c1 = 1.70158
local c2 = c1 * 1.525
if t < 0.5 then
return (2 * t * 2 * t * ((c2 + 1) * 2 * t - c2)) / 2
else
local t1 = 2 * t - 2
return (t1 * t1 * ((c2 + 1) * t1 + c2) + 2) / 2
end
end
---@type EasingFunction
function Easing.easeInElastic(t)
if t == 0 then
return 0
end
if t == 1 then
return 1
end
local c4 = (2 * math.pi) / 3
return -math.pow(2, 10 * t - 10) * math.sin((t * 10 - 10.75) * c4)
end
---@type EasingFunction
function Easing.easeOutElastic(t)
if t == 0 then
return 0
end
if t == 1 then
return 1
end
local c4 = (2 * math.pi) / 3
return math.pow(2, -10 * t) * math.sin((t * 10 - 0.75) * c4) + 1
end
---@type EasingFunction
function Easing.easeInOutElastic(t)
if t == 0 then
return 0
end
if t == 1 then
return 1
end
local c5 = (2 * math.pi) / 4.5
if t < 0.5 then
return -(math.pow(2, 20 * t - 10) * math.sin((20 * t - 11.125) * c5)) / 2
else
return (math.pow(2, -20 * t + 10) * math.sin((20 * t - 11.125) * c5)) / 2 + 1
end
end
---@type EasingFunction
function Easing.easeOutBounce(t)
local n1 = 7.5625
local d1 = 2.75
if t < 1 / d1 then
return n1 * t * t
elseif t < 2 / d1 then
local t1 = t - 1.5 / d1
return n1 * t1 * t1 + 0.75
elseif t < 2.5 / d1 then
local t1 = t - 2.25 / d1
return n1 * t1 * t1 + 0.9375
else
local t1 = t - 2.625 / d1
return n1 * t1 * t1 + 0.984375
end
end
---@type EasingFunction
function Easing.easeInBounce(t)
return 1 - Easing.easeOutBounce(1 - t)
end
---@type EasingFunction
function Easing.easeInOutBounce(t)
if t < 0.5 then
return (1 - Easing.easeOutBounce(1 - 2 * t)) / 2
else
return (1 + Easing.easeOutBounce(2 * t - 1)) / 2
end
end
--- Create a custom back easing function with configurable overshoot
---@param overshoot number? Overshoot amount (default: 1.70158)
---@return EasingFunction
function Easing.back(overshoot)
overshoot = overshoot or 1.70158
local c3 = overshoot + 1
return function(t)
return c3 * t * t * t - overshoot * t * t
end
end
--- Create a custom elastic easing function
---@param amplitude number? Amplitude (default: 1)
---@param period number? Period (default: 0.3)
---@return EasingFunction
function Easing.elastic(amplitude, period)
amplitude = amplitude or 1
period = period or 0.3
return function(t)
if t == 0 then
return 0
end
if t == 1 then
return 1
end
local s = period / 4
local a = amplitude
if a < 1 then
a = 1
s = period / 4
else
s = period / (2 * math.pi) * math.asin(1 / a)
end
return a * math.pow(2, -10 * t) * math.sin((t - s) * (2 * math.pi) / period) + 1
end
end
-- ============================================================================
-- TRANSFORM
-- ============================================================================
---@class Transform
---@field rotate number? Rotation in radians (default: 0)
---@field scaleX number? X-axis scale (default: 1)
---@field scaleY number? Y-axis scale (default: 1)
---@field translateX number? X translation in pixels (default: 0)
---@field translateY number? Y translation in pixels (default: 0)
---@field skewX number? X-axis skew in radians (default: 0)
---@field skewY number? Y-axis skew in radians (default: 0)
---@field originX number? Transform origin X (0-1, default: 0.5)
---@field originY number? Transform origin Y (0-1, default: 0.5)
local Transform = {}
Transform.__index = Transform
--- Create a new transform instance
---@param props Transform?
---@return Transform transform
function Transform.new(props)
props = props or {}
local self = setmetatable({}, Transform)
self.rotate = props.rotate or 0
self.scaleX = props.scaleX or 1
self.scaleY = props.scaleY or 1
self.translateX = props.translateX or 0
self.translateY = props.translateY or 0
self.skewX = props.skewX or 0
self.skewY = props.skewY or 0
self.originX = props.originX or 0.5
self.originY = props.originY or 0.5
return self
end
--- Apply transform to LÖVE graphics context
---@param transform Transform Transform instance
---@param x number Element x position
---@param y number Element y position
---@param width number Element width
---@param height number Element height
function Transform.apply(transform, x, y, width, height)
if not transform then
return
end
local ox = x + width * transform.originX
local oy = y + height * transform.originY
love.graphics.push()
love.graphics.translate(ox, oy)
if transform.rotate ~= 0 then
love.graphics.rotate(transform.rotate)
end
if transform.scaleX ~= 1 or transform.scaleY ~= 1 then
love.graphics.scale(transform.scaleX, transform.scaleY)
end
if transform.skewX ~= 0 or transform.skewY ~= 0 then
love.graphics.shear(transform.skewX, transform.skewY)
end
love.graphics.translate(-ox, -oy)
love.graphics.translate(transform.translateX, transform.translateY)
end
--- Remove transform from LÖVE graphics context
function Transform.unapply()
love.graphics.pop()
end
--- Interpolate between two transforms
---@param from Transform Starting transform
---@param to Transform Ending transform
---@param t number Interpolation factor (0-1)
---@return Transform interpolated
function Transform.lerp(from, to, t)
if type(from) ~= "table" then
from = Transform.new()
end
if type(to) ~= "table" then
to = Transform.new()
end
if type(t) ~= "number" or t ~= t then
t = 0
elseif t == math.huge then
t = 1
elseif t == -math.huge then
t = 0
else
t = math.max(0, math.min(1, t))
end
return Transform.new({
rotate = (from.rotate or 0) * (1 - t) + (to.rotate or 0) * t,
scaleX = (from.scaleX or 1) * (1 - t) + (to.scaleX or 1) * t,
scaleY = (from.scaleY or 1) * (1 - t) + (to.scaleY or 1) * t,
translateX = (from.translateX or 0) * (1 - t) + (to.translateX or 0) * t,
translateY = (from.translateY or 0) * (1 - t) + (to.translateY or 0) * t,
skewX = (from.skewX or 0) * (1 - t) + (to.skewX or 0) * t,
skewY = (from.skewY or 0) * (1 - t) + (to.skewY or 0) * t,
originX = (from.originX or 0.5) * (1 - t) + (to.originX or 0.5) * t,
originY = (from.originY or 0.5) * (1 - t) + (to.originY or 0.5) * t,
})
end
--- Check if transform is identity (no transformation)
---@param transform Transform
---@return boolean isIdentity
function Transform.isIdentity(transform)
if not transform then
return true
end
return transform.rotate == 0
and transform.scaleX == 1
and transform.scaleY == 1
and transform.translateX == 0
and transform.translateY == 0
and transform.skewX == 0
and transform.skewY == 0
end
--- Clone a transform
---@param transform Transform
---@return Transform clone
function Transform.clone(transform)
if not transform then
return Transform.new()
end
return Transform.new({
rotate = transform.rotate,
scaleX = transform.scaleX,
scaleY = transform.scaleY,
translateX = transform.translateX,
translateY = transform.translateY,
skewX = transform.skewX,
skewY = transform.skewY,
originX = transform.originX,
originY = transform.originY,
})
end
-- ============================================================================
-- INTERPOLATION HELPERS
-- ============================================================================
--- 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 or not ColorModule.parse or not ColorModule.lerp then
return startColor
end
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 = {}
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
---@class Keyframe
---@field at number Normalized time position (0-1)
---@field values table Property values at this keyframe
---@field easing string|EasingFunction? Easing to use between this and next keyframe
---@class AnimationProps
---@field duration number Duration in seconds
---@field start table Starting values
---@field final table Final values
---@field easing string? Easing function name (default: "linear")
---@field keyframes Keyframe[]? Array of keyframes for complex animations
---@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 table Starting values
---@field final table Final values
---@field elapsed number Elapsed time in seconds
---@field easing EasingFunction Easing function
---@field keyframes Keyframe[]? Array of keyframes
---@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
---@field _Transform table? Reference to Transform module
---@field _ErrorHandler table? Reference to ErrorHandler module
local Animation = {
_Transform = Transform,
}
Animation.__index = Animation
--- Build smooth, timed transitions between visual states
---@param props AnimationProps Animation properties
---@return Animation animation The new animation instance
function Animation.new(props)
if type(props) ~= "table" then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "Animation.new() requires a table argument. Using default values.")
end
props = { duration = 1, start = {}, final = {} }
end
if type(props.duration) ~= "number" or props.duration <= 0 then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "Animation duration must be a positive number. Using 1 second.")
end
props.duration = 1
end
if type(props.start) ~= "table" then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "Animation start must be a table. Using empty table.")
end
props.start = {}
end
if type(props.final) ~= "table" then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "Animation final must be a table. Using empty table.")
end
props.final = {}
end
local self = setmetatable({}, Animation)
self.duration = props.duration
self.start = props.start
self.final = props.final
self.keyframes = props.keyframes
self.transform = props.transform
self.transition = props.transition
self.elapsed = 0
self.onStart = props.onStart
self.onUpdate = props.onUpdate
self.onComplete = props.onComplete
self.onCancel = props.onCancel
self._hasStarted = false
self._paused = false
self._reversed = false
self._speed = 1.0
self._state = "pending"
local easingName = props.easing or "linear"
if type(easingName) == "string" then
self.easing = Easing[easingName] or Easing.linear
elseif type(easingName) == "function" then
self.easing = easingName
else
self.easing = Easing.linear
end
self._cachedResult = {}
self._resultDirty = true
return self
end
--- Advance the animation timeline
---@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, element)
if type(dt) ~= "number" or dt < 0 or dt ~= dt or dt == math.huge then
dt = 0
end
if self._paused then
return false
end
if self._delay and self._delayElapsed then
if self._delayElapsed < self._delay then
self._delayElapsed = self._delayElapsed + dt
return false
end
end
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
print(string.format("[Animation] onStart error: %s", tostring(err)))
end
end
end
dt = dt * self._speed
if self._reversed then
self.elapsed = self.elapsed - dt
if self.elapsed <= 0 then
self.elapsed = 0
self._state = "completed"
self._resultDirty = true
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._resultDirty = true
if self._repeatCount then
self._repeatCurrent = (self._repeatCurrent or 0) + 1
if self._repeatCount == 0 or self._repeatCurrent < self._repeatCount then
if self._yoyo then
self._reversed = not self._reversed
if self._reversed then
self.elapsed = self.duration
else
self.elapsed = 0
end
else
self.elapsed = 0
end
return false
end
end
self._state = "completed"
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
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
--- Find the two keyframes surrounding the current progress
---@param progress number Current animation progress (0-1)
---@return Keyframe? prevFrame The keyframe before current progress
---@return Keyframe? nextFrame The keyframe after current progress
function Animation:findKeyframes(progress)
if not self.keyframes or #self.keyframes < 2 then
return nil, nil
end
local prevFrame = self.keyframes[1]
local nextFrame = self.keyframes[#self.keyframes]
for i = 1, #self.keyframes - 1 do
if progress >= self.keyframes[i].at and progress <= self.keyframes[i + 1].at then
prevFrame = self.keyframes[i]
nextFrame = self.keyframes[i + 1]
break
end
end
return prevFrame, nextFrame
end
--- Interpolate between two keyframes
---@param prevFrame Keyframe Starting keyframe
---@param nextFrame Keyframe Ending keyframe
---@param easedT number Eased time (0-1) for interpolation
---@return table result Interpolated values
function Animation:lerpKeyframes(prevFrame, nextFrame, easedT)
local result = {}
local keys = {}
for k in pairs(prevFrame.values) do
keys[k] = true
end
for k in pairs(nextFrame.values) do
keys[k] = true
end
local numericSet = {
width = true,
height = true,
opacity = true,
x = true,
y = true,
gap = true,
imageOpacity = true,
scrollbarWidth = true,
borderWidth = true,
fontSize = true,
lineHeight = true,
}
local colorSet = {
backgroundColor = true,
borderColor = true,
textColor = true,
scrollbarColor = true,
scrollbarBackgroundColor = true,
imageTint = true,
}
local tableSet = {
padding = true,
margin = true,
cornerRadius = true,
}
for key in pairs(keys) do
local startVal = prevFrame.values[key]
local finalVal = nextFrame.values[key]
if numericSet[key] and type(startVal) == "number" and type(finalVal) == "number" then
result[key] = lerpNumber(startVal, finalVal, easedT)
elseif colorSet[key] and Animation._ColorModule then
if startVal ~= nil and finalVal ~= nil then
result[key] = lerpColor(startVal, finalVal, easedT, Animation._ColorModule)
end
elseif tableSet[key] and type(startVal) == "table" and type(finalVal) == "table" then
result[key] = lerpTable(startVal, finalVal, easedT)
elseif type(startVal) == type(finalVal) then
if type(startVal) == "number" then
result[key] = lerpNumber(startVal, finalVal, easedT)
else
result[key] = finalVal
end
end
end
return result
end
--- Calculate the current animated values
---@return table result Interpolated values
function Animation:interpolate()
if not self._resultDirty then
return self._cachedResult
end
local t = math.min(self.elapsed / self.duration, 1)
if self.keyframes and type(self.keyframes) == "table" and #self.keyframes >= 2 then
local prevFrame, nextFrame = self:findKeyframes(t)
if prevFrame and nextFrame then
local localProgress = 0
if nextFrame.at > prevFrame.at then
localProgress = (t - prevFrame.at) / (nextFrame.at - prevFrame.at)
end
local easingFn = Easing.linear
if prevFrame.easing then
if type(prevFrame.easing) == "string" then
easingFn = Easing[prevFrame.easing] or Easing.linear
elseif type(prevFrame.easing) == "function" then
easingFn = prevFrame.easing
end
end
local success, easedT = pcall(easingFn, localProgress)
if not success or type(easedT) ~= "number" or easedT ~= easedT or easedT == math.huge or easedT == -math.huge then
easedT = localProgress
end
local keyframeResult = self:lerpKeyframes(prevFrame, nextFrame, easedT)
local result = self._cachedResult
for k in pairs(result) do
result[k] = nil
end
for k, v in pairs(keyframeResult) do
result[k] = v
end
self._resultDirty = false
return result
end
end
local success, easedT = pcall(self.easing, t)
if not success or type(easedT) ~= "number" or easedT ~= easedT or easedT == math.huge or easedT == -math.huge then
easedT = t
end
local result = self._cachedResult
for k in pairs(result) do
result[k] = nil
end
local numericProperties = {
"width",
"height",
"opacity",
"x",
"y",
"gap",
"imageOpacity",
"scrollbarWidth",
"borderWidth",
"fontSize",
"lineHeight",
}
local colorProperties = {
"backgroundColor",
"borderColor",
"textColor",
"scrollbarColor",
"scrollbarBackgroundColor",
"imageTint",
}
local tableProperties = {
"padding",
"margin",
"cornerRadius",
}
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
if Animation._ColorModule 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, Animation._ColorModule)
end
end
end
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
if Animation._Transform and self.start.transform and self.final.transform then
result.transform = Animation._Transform.lerp(self.start.transform, self.final.transform, easedT)
end
if self.transform and type(self.transform) == "table" then
for key, value in pairs(self.transform) do
result[key] = value
end
end
self._resultDirty = false
return result
end
--- Attach animation to an element
---@param element table The element to apply animation to
function Animation:apply(element)
if not element or type(element) ~= "table" then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "Cannot apply animation to nil or non-table element.")
end
return
end
element.animation = self
end
--- Pause animation
function Animation:pause()
if self._state == "playing" or self._state == "pending" then
self._paused = true
self._state = "paused"
end
end
--- Resume animation
function Animation:resume()
if self._state == "paused" then
self._paused = false
self._state = "playing"
end
end
--- Check if paused
---@return boolean paused
function Animation:isPaused()
return self._paused
end
--- Reverse animation direction
function Animation:reverse()
self._reversed = not self._reversed
end
--- Check if reversed
---@return boolean reversed
function Animation:isReversed()
return self._reversed
end
--- Set playback speed
---@param speed number Speed multiplier
function Animation:setSpeed(speed)
if type(speed) == "number" and speed > 0 then
self._speed = speed
end
end
--- Get playback speed
---@return number speed
function Animation:getSpeed()
return self._speed
end
--- Seek to specific time
---@param time number Time in seconds
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 animation state
---@return string state
function Animation:getState()
return self._state
end
--- Cancel animation
---@param element table? Optional element reference
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 animation
function Animation:reset()
self.elapsed = 0
self._hasStarted = false
self._paused = false
self._state = "pending"
self._resultDirty = true
end
--- Get animation progress
---@return number progress
function Animation:getProgress()
return math.min(self.elapsed / self.duration, 1)
end
--- Chain animations
---@param nextAnimation Animation|function
---@return Animation nextAnimation
function Animation:chain(nextAnimation)
if type(nextAnimation) == "function" then
self._nextFactory = nextAnimation
return self
elseif type(nextAnimation) == "table" then
self._next = nextAnimation
return nextAnimation
else
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "chain() requires an Animation or function.")
end
return self
end
end
--- Add delay before animation starts
---@param seconds number Delay duration
---@return Animation self
function Animation:delay(seconds)
if type(seconds) ~= "number" or seconds < 0 then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "delay() requires a non-negative number. Using 0.")
end
seconds = 0
end
self._delay = seconds
self._delayElapsed = 0
return self
end
--- Set repeat count
---@param count number Repeat count (0 = infinite)
---@return Animation self
function Animation:repeatCount(count)
if type(count) ~= "number" or count < 0 then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "repeatCount() requires a non-negative number. Using 0.")
end
count = 0
end
self._repeatCount = count
self._repeatCurrent = 0
return self
end
--- Enable yoyo mode
---@param enabled boolean? Enable yoyo (default: true)
---@return Animation self
function Animation:yoyo(enabled)
if enabled == nil then
enabled = true
end
self._yoyo = enabled
return self
end
--- Create fade animation
---@param duration number Duration in seconds
---@param fromOpacity number Starting opacity
---@param toOpacity number Ending opacity
---@param easing string? Easing function name
---@return Animation animation
function Animation.fade(duration, fromOpacity, toOpacity, easing)
if type(duration) ~= "number" or duration <= 0 then
duration = 1
end
if type(fromOpacity) ~= "number" then
fromOpacity = 1
end
if type(toOpacity) ~= "number" then
toOpacity = 0
end
return Animation.new({
duration = duration,
start = { opacity = fromOpacity },
final = { opacity = toOpacity },
easing = easing,
})
end
--- Create scale animation
---@param duration number Duration in seconds
---@param fromScale {width:number,height:number} Starting scale
---@param toScale {width:number,height:number} Ending scale
---@param easing string? Easing function name
---@return Animation animation
function Animation.scale(duration, fromScale, toScale, easing)
if type(duration) ~= "number" or duration <= 0 then
duration = 1
end
if type(fromScale) ~= "table" then
fromScale = { width = 1, height = 1 }
end
if type(toScale) ~= "table" then
toScale = { width = 1, height = 1 }
end
return Animation.new({
duration = duration,
start = { width = fromScale.width or 0, height = fromScale.height or 0 },
final = { width = toScale.width or 0, height = toScale.height or 0 },
easing = easing,
})
end
--- Create keyframe animation
---@param props {duration:number, keyframes:Keyframe[], onStart:function?, onUpdate:function?, onComplete:function?, onCancel:function?}
---@return Animation animation
function Animation.keyframes(props)
if type(props) ~= "table" then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "Animation.keyframes() requires a table argument. Using defaults.")
end
props = { duration = 1, keyframes = {} }
end
if type(props.duration) ~= "number" or props.duration <= 0 then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "Keyframe duration must be positive. Using 1 second.")
end
props.duration = 1
end
if type(props.keyframes) ~= "table" or #props.keyframes < 2 then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("Animation", "Keyframes require at least 2 keyframes. Using empty animation.")
end
props.keyframes = {
{ at = 0, values = {} },
{ at = 1, values = {} },
}
end
local sortedKeyframes = {}
for i, kf in ipairs(props.keyframes) do
if type(kf) == "table" and type(kf.at) == "number" and type(kf.values) == "table" then
table.insert(sortedKeyframes, kf)
end
end
table.sort(sortedKeyframes, function(a, b)
return a.at < b.at
end)
if #sortedKeyframes > 0 then
if sortedKeyframes[1].at > 0 then
table.insert(sortedKeyframes, 1, { at = 0, values = sortedKeyframes[1].values })
end
if sortedKeyframes[#sortedKeyframes].at < 1 then
table.insert(sortedKeyframes, { at = 1, values = sortedKeyframes[#sortedKeyframes].values })
end
end
return Animation.new({
duration = props.duration,
start = {},
final = {},
keyframes = sortedKeyframes,
onStart = props.onStart,
onUpdate = props.onUpdate,
onComplete = props.onComplete,
onCancel = props.onCancel,
})
end
-- ============================================================================
-- ANIMATION GROUP (Utility)
-- ============================================================================
---@class AnimationGroupProps
---@field animations table Array of Animation instances
---@field mode string? "parallel", "sequence", or "stagger" (default: "parallel")
---@field stagger number? Stagger delay in seconds (default: 0.1)
---@field onComplete function? Called when all animations complete
---@field onStart function? Called when group starts
---@class AnimationGroup
---@field animations table
---@field mode string
---@field stagger number
---@field onComplete function?
---@field onStart function?
---@field _currentIndex number
---@field _staggerElapsed number
---@field _startedAnimations table
---@field _hasStarted boolean
---@field _paused boolean
---@field _state string
local AnimationGroup = {}
AnimationGroup.__index = AnimationGroup
--- Coordinate multiple animations
---@param props AnimationGroupProps
---@return AnimationGroup group
function AnimationGroup.new(props)
if type(props) ~= "table" then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("AnimationGroup", "AnimationGroup.new() requires a table. Using defaults.")
end
props = { animations = {} }
end
if type(props.animations) ~= "table" or #props.animations == 0 then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("AnimationGroup", "AnimationGroup requires at least one animation.")
end
props.animations = {}
end
local self = setmetatable({}, AnimationGroup)
self.animations = props.animations
self.mode = props.mode or "parallel"
self.stagger = props.stagger or 0.1
self.onComplete = props.onComplete
self.onStart = props.onStart
if self.mode ~= "parallel" and self.mode ~= "sequence" and self.mode ~= "stagger" then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("AnimationGroup", string.format("Invalid mode: %s. Using 'parallel'.", tostring(self.mode)))
end
self.mode = "parallel"
end
self._currentIndex = 1
self._staggerElapsed = 0
self._startedAnimations = {}
self._hasStarted = false
self._paused = false
self._state = "ready"
return self
end
--- Update all animations in parallel
---@param dt number Delta time
---@param element table? Optional element reference
---@return boolean finished
function AnimationGroup:_updateParallel(dt, element)
local allFinished = true
for i, anim in ipairs(self.animations) do
local isCompleted = false
if type(anim.getState) == "function" then
isCompleted = anim:getState() == "completed"
elseif anim._state then
isCompleted = anim._state == "completed"
end
if not isCompleted then
local finished = anim:update(dt, element)
if not finished then
allFinished = false
end
end
end
return allFinished
end
--- Update animations in sequence
---@param dt number Delta time
---@param element table? Optional element reference
---@return boolean finished
function AnimationGroup:_updateSequence(dt, element)
if self._currentIndex > #self.animations then
return true
end
local currentAnim = self.animations[self._currentIndex]
local finished = currentAnim:update(dt, element)
if finished then
self._currentIndex = self._currentIndex + 1
if self._currentIndex > #self.animations then
return true
end
end
return false
end
--- Update animations with stagger
---@param dt number Delta time
---@param element table? Optional element reference
---@return boolean finished
function AnimationGroup:_updateStagger(dt, element)
self._staggerElapsed = self._staggerElapsed + dt
for i, anim in ipairs(self.animations) do
local startTime = (i - 1) * self.stagger
if self._staggerElapsed >= startTime and not self._startedAnimations[i] then
self._startedAnimations[i] = true
end
end
local allFinished = true
for i, anim in ipairs(self.animations) do
if self._startedAnimations[i] then
local isCompleted = false
if type(anim.getState) == "function" then
isCompleted = anim:getState() == "completed"
elseif anim._state then
isCompleted = anim._state == "completed"
end
if not isCompleted then
local finished = anim:update(dt, element)
if not finished then
allFinished = false
end
end
else
allFinished = false
end
end
return allFinished
end
--- Advance all animations in the group
---@param dt number Delta time
---@param element table? Optional element reference
---@return boolean finished
function AnimationGroup:update(dt, element)
if type(dt) ~= "number" or dt < 0 or dt ~= dt or dt == math.huge then
dt = 0
end
if self._paused or self._state == "completed" or self._state == "cancelled" then
return self._state == "completed"
end
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)
if not success then
print(string.format("[AnimationGroup] onStart error: %s", tostring(err)))
end
end
end
local finished = false
if self.mode == "parallel" then
finished = self:_updateParallel(dt, element)
elseif self.mode == "sequence" then
finished = self:_updateSequence(dt, element)
elseif self.mode == "stagger" then
finished = self:_updateStagger(dt, element)
end
if finished then
self._state = "completed"
if self.onComplete and type(self.onComplete) == "function" then
local success, err = pcall(self.onComplete, self)
if not success then
print(string.format("[AnimationGroup] onComplete error: %s", tostring(err)))
end
end
end
return finished
end
--- Pause all animations
function AnimationGroup:pause()
self._paused = true
for _, anim in ipairs(self.animations) do
if type(anim.pause) == "function" then
anim:pause()
end
end
end
--- Resume all animations
function AnimationGroup:resume()
self._paused = false
for _, anim in ipairs(self.animations) do
if type(anim.resume) == "function" then
anim:resume()
end
end
end
--- Check if paused
---@return boolean paused
function AnimationGroup:isPaused()
return self._paused
end
--- Reverse all animations
function AnimationGroup:reverse()
for _, anim in ipairs(self.animations) do
if type(anim.reverse) == "function" then
anim:reverse()
end
end
end
--- Set speed for all animations
---@param speed number Speed multiplier
function AnimationGroup:setSpeed(speed)
for _, anim in ipairs(self.animations) do
if type(anim.setSpeed) == "function" then
anim:setSpeed(speed)
end
end
end
--- Cancel all animations
---@param element table? Optional element reference
function AnimationGroup:cancel(element)
if self._state ~= "cancelled" and self._state ~= "completed" then
self._state = "cancelled"
for _, anim in ipairs(self.animations) do
if type(anim.cancel) == "function" then
anim:cancel(element)
end
end
end
end
--- Reset all animations
function AnimationGroup:reset()
self._currentIndex = 1
self._staggerElapsed = 0
self._startedAnimations = {}
self._hasStarted = false
self._paused = false
self._state = "ready"
for _, anim in ipairs(self.animations) do
if type(anim.reset) == "function" then
anim:reset()
end
end
end
--- Get group state
---@return string state
function AnimationGroup:getState()
return self._state
end
--- Get group progress
---@return number progress
function AnimationGroup:getProgress()
if #self.animations == 0 then
return 1
end
if self.mode == "sequence" then
local completedAnims = self._currentIndex - 1
local currentProgress = 0
if self._currentIndex <= #self.animations then
local currentAnim = self.animations[self._currentIndex]
if type(currentAnim.getProgress) == "function" then
currentProgress = currentAnim:getProgress()
end
end
return (completedAnims + currentProgress) / #self.animations
else
local totalProgress = 0
for _, anim in ipairs(self.animations) do
if type(anim.getProgress) == "function" then
totalProgress = totalProgress + anim:getProgress()
else
totalProgress = totalProgress + 1
end
end
return totalProgress / #self.animations
end
end
--- Apply group to element
---@param element table The element to apply animations to
function AnimationGroup:apply(element)
if not element or type(element) ~= "table" then
if Animation._ErrorHandler then
Animation._ErrorHandler:warn("AnimationGroup", "Cannot apply group to nil or non-table element.")
end
return
end
element.animationGroup = self
end
-- ============================================================================
-- MODULE INITIALIZATION
-- ============================================================================
--- Initialize Animation module with dependencies
---@param deps table Dependencies: { ErrorHandler = ErrorHandler, Color = Color? }
function Animation.init(deps)
if type(deps) == "table" then
Animation._ErrorHandler = deps.ErrorHandler
Animation._ColorModule = deps.Color
end
end
Animation.Easing = Easing
Animation.Transform = Transform
Animation.Group = AnimationGroup
return Animation