Finish animation update loop with loop/pingpong/reverse/stop flags, clean up keyframe sampling, add coverage
- animationUpdate now advances and resolves boundary crossings for ANIMATION_FLAG_LOOP, ANIMATION_FLAG_PINGPONG, ANIMATION_FLAG_REVERSE, and the STOP_BEGINNING/STOP_END flags, firing onLoop/onComplete appropriately; guards against LOOP+PINGPONG being set together and moves the duration-must-be-positive check into animationInit - keyframeGetValue clamps to the last keyframe's value instead of dividing by zero once time reaches it, and its keyframe walk drops a branch that's unreachable after that clamp - Adds test/animation/test_animation.c covering init, per-layer sampling, and the full animationUpdate flag matrix
This commit is contained in:
@@ -11,42 +11,115 @@
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void animationInit(
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animation_t *anim,
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keyframe_t *keyframes,
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uint16_t keyframeCount
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uint16_t *keyframeCounts,
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const uint16_t layerCount
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) {
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assertNotNull(anim, "Animation pointer cannot be null.");
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assertNotNull(keyframes, "Keyframes pointer cannot be null.");
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assertTrue(keyframeCount > 0, "Keyframe count must be more than 0.");
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assertNotNull(keyframeCounts, "Keyframe counts pointer cannot be null.");
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assertTrue(layerCount > 0, "Layer count must be greater than zero.");
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memoryZero(anim, sizeof(animation_t));
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anim->keyframes = keyframes;
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anim->keyframeCount = keyframeCount;
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anim->keyframeCounts = keyframeCounts;
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anim->layerCount = layerCount;
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// Determine duration
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float_t duration = 0.0f;
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for(uint16_t layer = 0; layer < layerCount; layer++) {
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uint16_t keyframeCount = keyframeCounts[layer];
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assertTrue(keyframeCount > 0, "Keyframe count invalid.");
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keyframe_t *layerKeyframes = keyframes + layer * keyframeCount;
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#ifdef DUSK_ASSERTIONS
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// Check that the keyframes are sorted by time.
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for(uint16_t i = 1; i < keyframeCount; i++) {
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assertTrue(
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layerKeyframes[i].time >= layerKeyframes[i - 1].time,
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"Keyframes must be sorted by time."
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);
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}
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#endif
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keyframe_t *lastKeyframe = layerKeyframes + keyframeCount - 1;
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duration = mathMax(duration, lastKeyframe->time);
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}
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assertTrue(duration > 0, "Animation duration must be greater than 0.");
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anim->duration = duration;
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}
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float_t animationGetValue(animation_t *anim, const float_t time) {
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float_t animationGetLayerValue(const animation_t *anim, const uint16_t layer) {
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assertNotNull(anim, "Animation pointer cannot be null.");
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assertNotNull(anim->keyframes, "Keyframes pointer cannot be null.");
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assertTrue(anim->keyframeCount > 0, "Keyframe count invalid.");
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assertTrue(time >= 0, "Time must be non-negative.");
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keyframe_t *start;
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keyframe_t *end;
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keyframe_t *last = anim->keyframes + anim->keyframeCount - 1;
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keyframe_t *current = anim->keyframes;
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start = current;
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assertTrue(layer < anim->layerCount, "Layer index out of bounds.");
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do {
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if(current->time > time) {
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end = current;
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break;
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uint16_t keyframeCount = anim->keyframeCounts[layer];
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keyframe_t *layerKeyframes = anim->keyframes + layer * keyframeCount;
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return keyframeGetValue(layerKeyframes, keyframeCount, anim->time);
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}
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void animationUpdate(
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animation_t *anim,
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const float_t deltaTime
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) {
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assertNotNull(anim, "Animation pointer cannot be null.");
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assertTrue(deltaTime >= 0, "Delta time must be non-negative.");
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bool_t justCompleted = false;
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if(!(anim->flags & ANIMATION_FLAG_INTERNAL_COMPLETED)) {
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bool_t loop = (anim->flags & ANIMATION_FLAG_LOOP) != 0;
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bool_t pingpong = (anim->flags & ANIMATION_FLAG_PINGPONG) != 0;
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assertFalse(
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loop && pingpong,
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"Cannot set both ANIMATION_FLAG_LOOP and ANIMATION_FLAG_PINGPONG."
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);
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bool_t backward = pingpong
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? (anim->flags & ANIMATION_FLAG_INTERNAL_PINGPONG_BACKWARD) != 0
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: (anim->flags & ANIMATION_FLAG_REVERSE) != 0;
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// Resolve boundary crossings one at a time, so a single large deltaTime
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// can correctly loop/pingpong across multiple boundaries in one call.
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float_t remaining = deltaTime;
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while(remaining > 0.0f) {
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float_t toBoundary = (
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backward ? anim->time : (anim->duration - anim->time)
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);
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if(remaining < toBoundary) {
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anim->time += backward ? -remaining : remaining;
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break;
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}
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remaining -= toBoundary;
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anim->time = backward ? 0.0f : anim->duration;
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bool_t stopHere = backward
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? (anim->flags & ANIMATION_FLAG_STOP_BEGINNING) != 0
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: (anim->flags & ANIMATION_FLAG_STOP_END) != 0;
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if(stopHere) {
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justCompleted = true;
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break;
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} else if(pingpong) {
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backward = !backward;
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if(backward) anim->flags |= ANIMATION_FLAG_INTERNAL_PINGPONG_BACKWARD;
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else anim->flags &= ~ANIMATION_FLAG_INTERNAL_PINGPONG_BACKWARD;
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} else if(loop) {
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anim->time = backward ? anim->duration : 0.0f;
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if(anim->onLoop) anim->onLoop(anim->user);
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} else {
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justCompleted = true;
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break;
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}
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}
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start = current;
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current++;
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if(current > last) {
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end = start;
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break;
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}
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} while(true);
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if(justCompleted) anim->flags |= ANIMATION_FLAG_INTERNAL_COMPLETED;
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}
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float_t t = (time - start->time) / (end->time - start->time);
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return mathLerp(start->value, end->value, easingApply(start->easing, t));
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// Call onUpdate for each layer.
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for(uint16_t layer = 0; layer < anim->layerCount; layer++) {
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float_t value = animationGetLayerValue(anim, layer);
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if(anim->onUpdate) anim->onUpdate(layer, value, anim->user);
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}
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if(justCompleted && anim->onComplete) anim->onComplete(anim->user);
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}
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@@ -6,29 +6,89 @@
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#pragma once
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#include "keyframe.h"
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#define ANIMATION_FLAG_LOOP (1 << 0)
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#define ANIMATION_FLAG_REVERSE (1 << 1)
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#define ANIMATION_FLAG_PINGPONG (1 << 2)
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#define ANIMATION_FLAG_STOP_BEGINNING (1 << 3)
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#define ANIMATION_FLAG_STOP_END (1 << 4)
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// Internal - tracks which direction a pingponging animation is currently
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// travelling. Do not set this manually, it is managed by animationUpdate().
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#define ANIMATION_FLAG_INTERNAL_PINGPONG_BACKWARD (1 << 7)
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// Internal - set once the animation has stopped advancing (see
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// animationUpdate()). Do not set this manually. There is currently no way to
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// restart a completed animation short of clearing this bit and resetting
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// anim->time by hand.
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#define ANIMATION_FLAG_INTERNAL_COMPLETED (1 << 6)
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typedef struct {
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keyframe_t *keyframes;
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uint16_t keyframeCount;
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uint16_t *keyframeCounts;
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uint16_t layerCount;
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float_t time;
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float_t duration;
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uint8_t flags;
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void *user;
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void (*onUpdate)(const uint16_t layer, const float_t value, void *user);
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void (*onComplete)(void *user);
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void (*onLoop)(void *user);
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} animation_t;
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/**
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* Initializes an animation.
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*
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* @param anim The animation to initialize.
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* @param keyframes The keyframes to use for the animation.
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* @param keyframeCount The number of keyframes in the animation.
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* Initializes an animation with the given keyframes and layer count.
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*
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* @param anim Pointer to the animation to initialize.
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* @param keyframes Pointer to the array of keyframes for each layer.
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* @param keyframeCount Number of keyframes in each layer.
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* @param layerCount Number of layers in the animation.
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*/
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void animationInit(
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animation_t *anim,
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keyframe_t *keyframes,
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uint16_t keyframeCount
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uint16_t *keyframeCounts,
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const uint16_t layerCount
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);
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/**
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* Gets the value of the animation at a given time.
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* Sets the current time of the animation, clamping it to the valid range.
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* This will call the onUpdate callback but none of the other callbacks.
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*
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* @param anim The animation to get the value from.
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* @param time The time at which to get the value, in seconds.
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* @return The value of the animation at the given time.
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* @param anim Pointer to the animation to set the time for.
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* @param time The new time to set for the animation.
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*/
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float_t animationGetValue(animation_t *anim, const float_t time);
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void animationSetTime(animation_t *anim, const float_t time);
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/**
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* Gets the current value of a specific layer in the animation based on the
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* current animation time.
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*/
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float_t animationGetLayerValue(const animation_t *anim, const uint16_t layer);
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/**
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* Updates the animation state based on the elapsed time. Advances anim->time
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* by deltaTime (or against it, if ANIMATION_FLAG_REVERSE is set), then
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* resolves whatever happens when it reaches the 0 or duration boundary:
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*
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* - ANIMATION_FLAG_PINGPONG: reflects off the boundary and continues playing
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* in the opposite direction, forever, unless stopped (see below).
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* - ANIMATION_FLAG_LOOP: wraps back around to the other boundary and keeps
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* playing in the same direction, forever, unless stopped (see below).
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* - ANIMATION_FLAG_STOP_BEGINNING / ANIMATION_FLAG_STOP_END: when the
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* animation reaches that specific boundary, it clamps there and stops
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* (firing onComplete) instead of looping/pingponging past it.
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* - If none of the above apply at a boundary, the animation clamps there and
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* stops, firing onComplete.
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*
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* onUpdate is called for every layer on every call. onLoop is called each
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* time a loop wraps around. onComplete is called at most once, the moment
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* the animation stops advancing.
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*
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* @param anim Pointer to the animation to update.
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* @param deltaTime Time elapsed since the last update (in seconds).
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*/
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void animationUpdate(
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animation_t *anim,
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const float_t deltaTime
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);
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@@ -27,27 +27,18 @@ float_t keyframeGetValue(
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}
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#endif
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keyframe_t *start;
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keyframe_t *end;
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keyframe_t *last = (keyframe_t *)(keyframes + keyframeCount - 1);
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if(time >= last->time) return last->value;
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// Since time < last->time (checked above), current is guaranteed to stop
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// at or before reaching last, so no separate end-of-array check is needed.
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keyframe_t *current = (keyframe_t *)keyframes;
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start = current;
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do {
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if(current->time > time) {
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end = current;
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break;
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}
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keyframe_t *start = current;
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while(current->time <= time) {
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start = current;
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current++;
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if(current > last) {
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end = start;
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break;
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}
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} while(true);
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}
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keyframe_t *end = current;
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float_t t = (time - start->time) / (end->time - start->time);
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return mathLerp(start->value, end->value, easingApply(start->easing, t));
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