xemu/ui/xui/animation.cc
Matt Borgerson 9c06980275 ui: Redesign user interface
Introduces a new user interface that looks much nicer, is easier to
navigate with controllers, provides more context to users, and is
scalable. Some additional features are included.

* Adds 'popup menu' with actions that can be used easily from controller
* Adds 'main menu', unifying other configuration dialogs
* Adds port-forwarding user interface
* Adds screenshot feature
* Adds volume control feature
* Adds gamepad auto-bind option
* Adds vsync configuration option
* Adds auto UI scaling
* Adds preferred window size selection
* Adds AV pack selection
* Exposes some existing config items in GUI
2022-05-07 16:09:34 -07:00

162 lines
3.8 KiB
C++

//
// xemu User Interface
//
// Copyright (C) 2020-2022 Matt Borgerson
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
#include <cmath>
#include "common.hh"
#include "animation.hh"
Animation::Animation(float duration)
: m_duration(duration)
{
Reset();
}
void Animation::Reset()
{
m_acc = 0;
}
void Animation::SetDuration(float duration)
{
m_duration = duration;
}
void Animation::Step()
{
if (g_config.display.ui.use_animations) {
ImGuiIO &io = ImGui::GetIO();
m_acc += io.DeltaTime;
} else {
m_acc = m_duration;
}
}
bool Animation::IsComplete()
{
return m_acc >= m_duration;
}
float Animation::GetLinearValue()
{
if (m_acc < m_duration) {
return m_acc / m_duration;
} else {
return 1.0;
}
}
void Animation::SetLinearValue(float t)
{
m_acc = t * m_duration;
}
float Animation::GetSinInterpolatedValue()
{
return sin(GetLinearValue() * M_PI * 0.5);
}
EasingAnimation::EasingAnimation(float ease_in_duration, float ease_out_duration)
: m_state(AnimationState::PreEasingIn),
m_duration_out(ease_out_duration),
m_duration_in(ease_in_duration) {}
void EasingAnimation::EaseIn()
{
EaseIn(m_duration_in);
}
void EasingAnimation::EaseIn(float duration)
{
if (duration == 0) {
m_state = AnimationState::Idle;
return;
}
float t = m_animation.GetLinearValue();
m_animation.SetDuration(duration);
if (m_state == AnimationState::EasingOut) {
m_animation.SetLinearValue(1-t);
} else if (m_state != AnimationState::EasingIn) {
m_animation.Reset();
}
m_state = AnimationState::EasingIn;
}
void EasingAnimation::EaseOut()
{
EaseOut(m_duration_out);
}
void EasingAnimation::EaseOut(float duration)
{
if (duration == 0) {
m_state = AnimationState::PostEasingOut;
return;
}
float t = m_animation.GetLinearValue();
m_animation.SetDuration(duration);
if (m_state == AnimationState::EasingIn) {
m_animation.SetLinearValue(1-t);
} else if (m_state != AnimationState::EasingOut) {
m_animation.Reset();
}
m_state = AnimationState::EasingOut;
}
void EasingAnimation::Step()
{
if (m_state == AnimationState::EasingIn ||
m_state == AnimationState::EasingOut) {
m_animation.Step();
if (m_animation.IsComplete()) {
if (m_state == AnimationState::EasingIn) {
m_state = AnimationState::Idle;
} else if (m_state == AnimationState::EasingOut) {
m_state = AnimationState::PostEasingOut;
}
}
}
}
float EasingAnimation::GetLinearValue()
{
switch (m_state) {
case AnimationState::PreEasingIn: return 0;
case AnimationState::EasingIn: return m_animation.GetLinearValue();
case AnimationState::Idle: return 1;
case AnimationState::EasingOut: return 1 - m_animation.GetLinearValue();
case AnimationState::PostEasingOut: return 0;
default: return 0;
}
}
float EasingAnimation::GetSinInterpolatedValue()
{
return sin(GetLinearValue() * M_PI * 0.5);
}
bool EasingAnimation::IsAnimating()
{
return m_state == AnimationState::EasingIn ||
m_state == AnimationState::EasingOut;
}
bool EasingAnimation::IsComplete()
{
return m_state == AnimationState::PostEasingOut;
}