157 lines
5.5 KiB
C
157 lines
5.5 KiB
C
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/*
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==============================================================================
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This file is part of the JUCE library.
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Copyright (c) 2020 - Raw Material Software Limited
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JUCE is an open source library subject to commercial or open-source
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licensing.
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By using JUCE, you agree to the terms of both the JUCE 6 End-User License
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Agreement and JUCE Privacy Policy (both effective as of the 16th June 2020).
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End User License Agreement: www.juce.com/juce-6-licence
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Privacy Policy: www.juce.com/juce-privacy-policy
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Or: You may also use this code under the terms of the GPL v3 (see
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www.gnu.org/licenses).
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JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER
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EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE
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DISCLAIMED.
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==============================================================================
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*/
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namespace juce
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{
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//==============================================================================
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/** Contains classes for different types of physics behaviours - these classes
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are used as template parameters for the AnimatedPosition class.
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*/
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namespace AnimatedPositionBehaviours
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{
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/** A non-snapping behaviour that allows the content to be freely flicked in
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either direction, with momentum based on the velocity at which it was
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released, and variable friction to make it come to a halt.
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This class is intended to be used as a template parameter to the
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AnimatedPosition class.
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@see AnimatedPosition
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@tags{GUI}
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*/
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struct ContinuousWithMomentum
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{
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ContinuousWithMomentum() = default;
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/** Sets the friction that damps the movement of the value.
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A typical value is 0.08; higher values indicate more friction.
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*/
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void setFriction (double newFriction) noexcept
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{
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damping = 1.0 - newFriction;
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}
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/** Sets the minimum velocity of the movement. Any velocity that's slower than
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this will stop the animation. The default is 0.05. */
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void setMinimumVelocity (double newMinimumVelocityToUse) noexcept
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{
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minimumVelocity = newMinimumVelocityToUse;
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}
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/** Called by the AnimatedPosition class. This tells us the position and
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velocity at which the user is about to release the object.
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The velocity is measured in units/second.
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*/
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void releasedWithVelocity (double /*position*/, double releaseVelocity) noexcept
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{
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velocity = releaseVelocity;
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}
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/** Called by the AnimatedPosition class to get the new position, after
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the given time has elapsed.
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*/
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double getNextPosition (double oldPos, double elapsedSeconds) noexcept
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{
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velocity *= damping;
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if (std::abs (velocity) < minimumVelocity)
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velocity = 0;
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return oldPos + velocity * elapsedSeconds;
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}
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/** Called by the AnimatedPosition class to check whether the object
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is now stationary.
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*/
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bool isStopped (double /*position*/) const noexcept
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{
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return velocity == 0.0;
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}
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private:
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double velocity = 0, damping = 0.92, minimumVelocity = 0.05;
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};
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//==============================================================================
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/** A behaviour that gravitates an AnimatedPosition object towards the nearest
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integer position when released.
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This class is intended to be used as a template parameter to the
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AnimatedPosition class. It's handy when using an AnimatedPosition to show a
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series of pages, because it allows the pages can be scrolled smoothly, but when
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released, snaps back to show a whole page.
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@see AnimatedPosition
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@tags{GUI}
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*/
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struct SnapToPageBoundaries
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{
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SnapToPageBoundaries() = default;
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/** Called by the AnimatedPosition class. This tells us the position and
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velocity at which the user is about to release the object.
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The velocity is measured in units/second.
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*/
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void releasedWithVelocity (double position, double releaseVelocity) noexcept
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{
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targetSnapPosition = std::floor (position + 0.5);
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if (releaseVelocity > 1.0 && targetSnapPosition < position) ++targetSnapPosition;
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if (releaseVelocity < -1.0 && targetSnapPosition > position) --targetSnapPosition;
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}
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/** Called by the AnimatedPosition class to get the new position, after
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the given time has elapsed.
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*/
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double getNextPosition (double oldPos, double elapsedSeconds) const noexcept
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{
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if (isStopped (oldPos))
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return targetSnapPosition;
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const double snapSpeed = 10.0;
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const double velocity = (targetSnapPosition - oldPos) * snapSpeed;
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const double newPos = oldPos + velocity * elapsedSeconds;
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return isStopped (newPos) ? targetSnapPosition : newPos;
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}
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/** Called by the AnimatedPosition class to check whether the object
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is now stationary.
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*/
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bool isStopped (double position) const noexcept
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{
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return std::abs (targetSnapPosition - position) < 0.001;
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}
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private:
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double targetSnapPosition = 0.0;
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};
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}
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} // namespace juce
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