zntg/animation.go

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package zntg
import "time"
// Animation is a struct that keeps track of time for animation.
type Animation struct {
// The interval of the animation
Interval time.Duration
active bool
start time.Time
lastUpdate time.Duration
}
// NewAnimation creates an Animation given the specified interval. The animation is immediately started.
func NewAnimation(interval time.Duration) Animation {
return Animation{
Interval: interval,
active: true,
start: time.Now(),
}
}
// NewAnimationPtr creates an Animation given the specified interval and returns a pointer to it. The animation is immediately started.
func NewAnimationPtr(interval time.Duration) *Animation {
ani := NewAnimation(interval)
return &ani
}
// Animate checks if enough time as elapsed to animate a single interval and advances the single interval.
func (a *Animation) Animate() bool {
since := time.Since(a.start)
if !a.active || since < a.lastUpdate+a.Interval {
return false
}
a.lastUpdate += a.Interval
return true
}
// AnimateDelta checks how many natural intervals have elapsed and advances that many intervals. Returns the total of time that has been advanced and the number of intervals.
func (a *Animation) AnimateDelta() (time.Duration, int) {
if !a.active {
return 0, 0
}
since := time.Since(a.start)
n := (since - a.lastUpdate) / a.Interval
delta := n * a.Interval
a.lastUpdate += delta
return delta, int(n)
}
// AnimateFn calls fn for every interval and advances that interval for every interval that has elapsed until it caught up again.
func (a *Animation) AnimateFn(fn func()) {
if !a.active {
return
}
since := time.Since(a.start)
for a.active && since > a.lastUpdate+a.Interval {
fn()
a.lastUpdate += a.Interval
}
}
// Pause pauses the animation causing the Animate{,Delta,Fn} methods to do nothing.
func (a *Animation) Pause() {
a.active = false
}
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// IsActive returns true when the animation is started (and false when it either was never started or paused)
func (a *Animation) IsActive() bool { return a.active }
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// Start starts the animation (when paused or not started yet).
func (a *Animation) Start() {
if a.active {
return
}
a.active = true
a.start = time.Now()
a.lastUpdate = 0
}