Finally renamed animate2 to animation thus completing the refactor. There's still things to do to make the new animation actually work though.

This commit is contained in:
Zed A. Shaw 2026-02-24 11:36:57 -05:00
parent 83f62e3f45
commit 81a282d544
21 changed files with 83 additions and 339 deletions

View file

@ -1,13 +1,13 @@
#include <functional>
#include "animate2.hpp"
#include "animation.hpp"
namespace animate2 {
namespace animation {
struct Transform;
}
namespace ease2 {
using EaseFunc = std::function<double(double)>;
using MotionFunc = std::function<void(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative)>;
using MotionFunc = std::function<void(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative)>;
EaseFunc get_easing(const std::string& name);
MotionFunc get_motion(const std::string& name);
@ -19,14 +19,14 @@ namespace ease2 {
double random(double tick);
double normal_dist(double tick);
void move_bounce(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_rush(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_squeeze(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_squash(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_stretch(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_grow(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_slide(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_none(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_only(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_shake(animate2::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_bounce(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_rush(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_squeeze(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_squash(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_stretch(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_grow(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_slide(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_none(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void scale_only(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
void move_shake(animation::Transform &tr, sf::Vector2f& pos_out, sf::Vector2f& scale_out, float tick, bool relative);
}