/* ============================================================================== This file is part of the JUCE library. Copyright (c) 2017 - ROLI Ltd. JUCE is an open source library subject to commercial or open-source licensing. By using JUCE, you agree to the terms of both the JUCE 5 End-User License Agreement and JUCE 5 Privacy Policy (both updated and effective as of the 27th April 2017). End User License Agreement: www.juce.com/juce-5-licence Privacy Policy: www.juce.com/juce-5-privacy-policy Or: You may also use this code under the terms of the GPL v3 (see www.gnu.org/licenses). JUCE IS PROVIDED "AS IS" WITHOUT ANY WARRANTY, AND ALL WARRANTIES, WHETHER EXPRESSED OR IMPLIED, INCLUDING MERCHANTABILITY AND FITNESS FOR PURPOSE, ARE DISCLAIMED. ============================================================================== */ namespace juce { //============================================================================== /** Contains classes for different types of physics behaviours - these classes are used as template parameters for the AnimatedPosition class. */ namespace AnimatedPositionBehaviours { /** A non-snapping behaviour that allows the content to be freely flicked in either direction, with momentum based on the velocity at which it was released, and variable friction to make it come to a halt. This class is intended to be used as a template parameter to the AnimatedPosition class. @see AnimatedPosition @tags{GUI} */ struct ContinuousWithMomentum { ContinuousWithMomentum() = default; /** Sets the friction that damps the movement of the value. A typical value is 0.08; higher values indicate more friction. */ void setFriction (double newFriction) noexcept { damping = 1.0 - newFriction; } /** Sets the minimum velocity of the movement. Any velocity that's slower than this will stop the animation. The default is 0.05. */ void setMinimumVelocity (double newMinimumVelocityToUse) noexcept { minimumVelocity = newMinimumVelocityToUse; } /** Called by the AnimatedPosition class. This tells us the position and velocity at which the user is about to release the object. The velocity is measured in units/second. */ void releasedWithVelocity (double /*position*/, double releaseVelocity) noexcept { velocity = releaseVelocity; } /** Called by the AnimatedPosition class to get the new position, after the given time has elapsed. */ double getNextPosition (double oldPos, double elapsedSeconds) noexcept { velocity *= damping; if (std::abs (velocity) < minimumVelocity) velocity = 0; return oldPos + velocity * elapsedSeconds; } /** Called by the AnimatedPosition class to check whether the object is now stationary. */ bool isStopped (double /*position*/) const noexcept { return velocity == 0.0; } private: double velocity = 0, damping = 0.92, minimumVelocity = 0.05; }; //============================================================================== /** A behaviour that gravitates an AnimatedPosition object towards the nearest integer position when released. This class is intended to be used as a template parameter to the AnimatedPosition class. It's handy when using an AnimatedPosition to show a series of pages, because it allows the pages can be scrolled smoothly, but when released, snaps back to show a whole page. @see AnimatedPosition @tags{GUI} */ struct SnapToPageBoundaries { SnapToPageBoundaries() = default; /** Called by the AnimatedPosition class. This tells us the position and velocity at which the user is about to release the object. The velocity is measured in units/second. */ void releasedWithVelocity (double position, double releaseVelocity) noexcept { targetSnapPosition = std::floor (position + 0.5); if (releaseVelocity > 1.0 && targetSnapPosition < position) ++targetSnapPosition; if (releaseVelocity < -1.0 && targetSnapPosition > position) --targetSnapPosition; } /** Called by the AnimatedPosition class to get the new position, after the given time has elapsed. */ double getNextPosition (double oldPos, double elapsedSeconds) const noexcept { if (isStopped (oldPos)) return targetSnapPosition; const double snapSpeed = 10.0; const double velocity = (targetSnapPosition - oldPos) * snapSpeed; const double newPos = oldPos + velocity * elapsedSeconds; return isStopped (newPos) ? targetSnapPosition : newPos; } /** Called by the AnimatedPosition class to check whether the object is now stationary. */ bool isStopped (double position) const noexcept { return std::abs (targetSnapPosition - position) < 0.001; } private: double targetSnapPosition = 0.0; }; } } // namespace juce