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GUI桌面环境
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84
Gui/UILib/Animations/Animation.cs
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84
Gui/UILib/Animations/Animation.cs
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using CMLeonOS.Gui;
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namespace CMLeonOS.UILib.Animations
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{
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/// <summary>
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/// A window animation.
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/// </summary>
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internal abstract class Animation
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{
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/// <summary>
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/// The easing type of the animation.
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/// </summary>
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internal EasingType EasingType { get; set; } = EasingType.Sine;
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/// <summary>
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/// The direction of the easing of the animation.
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/// </summary>
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internal EasingDirection EasingDirection { get; set; } = EasingDirection.Out;
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/// <summary>
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/// The duration of the animation.
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/// </summary>
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internal int Duration { get; set; } = 60;
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/// <summary>
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/// How many frames of the animation have been completed.
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/// </summary>
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internal int Position { get; set; } = 0;
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/// <summary>
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/// If the animation has finished.
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/// </summary>
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internal bool Finished
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{
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get
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{
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return Position >= Duration;
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}
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}
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/// <summary>
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/// The window associated with the animation.
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/// </summary>
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internal Window Window { get; set; }
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/// <summary>
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/// Advance the animation by one frame.
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/// </summary>
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/// <returns>Whether or not the animation is now finished.</returns>
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internal abstract bool Advance();
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private int? timerId { get; set; } = null;
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/// <summary>
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/// Start the animation.
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/// </summary>
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internal void Start()
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{
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if (timerId == null)
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{
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timerId = Cosmos.HAL.Global.PIT.RegisterTimer(new Cosmos.HAL.PIT.PITTimer(() =>
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{
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Advance();
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if (Finished)
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{
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Stop();
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}
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}, (ulong)((1000d /* ms */ / 60d) * 1e+6d /* ms -> ns */ ), true));
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}
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}
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/// <summary>
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/// Stop the animation.
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/// </summary>
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internal void Stop()
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{
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if (timerId != null)
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{
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Cosmos.HAL.Global.PIT.UnregisterTimer((int)timerId);
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timerId = null;
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}
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}
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}
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}
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55
Gui/UILib/Animations/Easing.cs
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55
Gui/UILib/Animations/Easing.cs
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using System;
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namespace CMLeonOS.UILib.Animations
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{
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/// <summary>
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/// Easing utilities for animations.
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/// </summary>
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internal static class Easing
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{
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/// <summary>
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/// Calculate the value of an easing function.
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/// </summary>
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/// <param name="t">The absolute progress of the animation, from 0 to 1.</param>
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/// <param name="type">The type of the easing function.</param>
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/// <param name="direction">The direction of the easing function.</param>
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/// <returns>The value of the easing function at the given progress.</returns>
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/// <exception cref="ArgumentOutOfRangeException">An exception is thrown if the progress is out of range.</exception>
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/// <exception cref="ArgumentException">An exception is thrown if the type or direction is ininvalid.</exception>
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internal static double Ease(double t, EasingType type, EasingDirection direction)
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{
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if (t < 0 || t > 1) throw new ArgumentOutOfRangeException();
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switch (type)
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{
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case EasingType.Linear:
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return t;
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case EasingType.Sine:
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switch (direction)
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{
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case EasingDirection.In:
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return 1 - Math.Cos(t * Math.PI / 2);
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case EasingDirection.Out:
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return Math.Sin(t * Math.PI / 2);
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case EasingDirection.InOut:
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return -0.5 * (Math.Cos(Math.PI * t) - 1);
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default:
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throw new ArgumentException("Unknown easing direction.");
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}
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default:
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throw new ArgumentException("Unknown easing type.");
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}
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}
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/// <summary>
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/// Linearly interpolate between two values.
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/// </summary>
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/// <param name="x">The first value.</param>
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/// <param name="y">The second value.</param>
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/// <param name="z">The value of the interpolation.</param>
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/// <returns>The interpolated value.</returns>
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internal static double Lerp(double x, double y, double z)
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{
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return x * (1 - z) + y * z;
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}
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}
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}
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23
Gui/UILib/Animations/EasingDirection.cs
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23
Gui/UILib/Animations/EasingDirection.cs
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namespace CMLeonOS.UILib.Animations
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{
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/// <summary>
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/// Defines the direction of an easing type.
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/// </summary>
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internal enum EasingDirection
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{
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/// <summary>
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/// Starts the animation slowly, and finishes at full speed.
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/// </summary>
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In,
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/// <summary>
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/// Starts the animation at full speed, and finishes slowly.
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/// </summary>
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Out,
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/// <summary>
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/// Starts the animation slowly, reaches full speed at the middle, and finishes slowly.
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/// </summary>
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InOut
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}
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}
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18
Gui/UILib/Animations/EasingType.cs
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18
Gui/UILib/Animations/EasingType.cs
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namespace CMLeonOS.UILib.Animations
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{
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/// <summary>
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/// Describes the speed of motion over time in an animation.
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/// </summary>
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internal enum EasingType
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{
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/// <summary>
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/// Linear easing.
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/// </summary>
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Linear,
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/// <summary>
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/// Sinusoidal easing.
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/// </summary>
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Sine
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}
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}
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64
Gui/UILib/Animations/MovementAnimation.cs
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64
Gui/UILib/Animations/MovementAnimation.cs
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using CMLeonOS.Gui;
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using CMLeonOS.Gui.UILib;
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using System;
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using System.Drawing;
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namespace CMLeonOS.UILib.Animations
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{
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/// <summary>
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/// An animation that moves or resizes a window.
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/// </summary>
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internal class MovementAnimation : Animation
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{
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/// <summary>
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/// Initialise the animation.
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/// </summary>
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/// <param name="window">The window associated with the animation.</param>
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/// <param name="to">The goal of the animation.</param>
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internal MovementAnimation(Window window)
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{
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Window = window;
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From = new Rectangle(window.X, window.Y, window.Width, window.Height);
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}
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/// <summary>
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/// The starting rectangle of the animation.
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/// </summary>
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internal Rectangle From;
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/// <summary>
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/// The goal rectangle of the animation.
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/// </summary>
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internal Rectangle To;
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internal override bool Advance()
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{
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if (From.IsEmpty || To.IsEmpty) throw new Exception("The From or To value of this MovementAnimation is empty.");
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Position++;
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if (Position == Duration)
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{
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Window.MoveAndResize(To.X, To.Y, To.Width, To.Height);
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if (Window is Control control)
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{
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control.Render();
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}
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}
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else
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{
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double t = Easing.Ease(Position / (double)Duration, EasingType, EasingDirection);
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Rectangle current = new Rectangle(
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(int)Easing.Lerp(From.X, To.X, t),
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(int)Easing.Lerp(From.Y, To.Y, t),
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(int)Easing.Lerp(From.Width, To.Width, t),
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(int)Easing.Lerp(From.Height, To.Height, t)
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);
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Window.MoveAndResize(current.X, current.Y, current.Width, current.Height);
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if (Window is Control control)
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{
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control.Render();
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}
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}
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return Finished;
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}
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}
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}
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