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osu-lazer/osu.Game/Utils/LegacyUtils.cs

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// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.
using System;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Transforms;
using osuTK.Graphics;
namespace osu.Game.Utils
{
public static class LegacyUtils
{
public static Color4 InterpolateNonLinear(double time, Color4 startColour, Color4 endColour, double startTime, double endTime, Easing easing = Easing.None)
=> InterpolateNonLinear(time, startColour, endColour, startTime, endTime, new DefaultEasingFunction(easing));
public static Colour4 InterpolateNonLinear(double time, Colour4 startColour, Colour4 endColour, double startTime, double endTime, Easing easing = Easing.None)
=> InterpolateNonLinear(time, startColour, endColour, startTime, endTime, new DefaultEasingFunction(easing));
/// <summary>
/// Interpolates between two sRGB <see cref="Color4"/>s directly in sRGB space.
/// </summary>
public static Color4 InterpolateNonLinear<TEasing>(double time, Color4 startColour, Color4 endColour, double startTime, double endTime, TEasing easing) where TEasing : IEasingFunction
{
if (startColour == endColour)
return startColour;
double current = time - startTime;
double duration = endTime - startTime;
if (duration == 0 || current == 0)
return startColour;
float t = Math.Max(0, Math.Min(1, (float)easing.ApplyEasing(current / duration)));
return new Color4(
startColour.R + t * (endColour.R - startColour.R),
startColour.G + t * (endColour.G - startColour.G),
startColour.B + t * (endColour.B - startColour.B),
startColour.A + t * (endColour.A - startColour.A));
}
/// <summary>
/// Interpolates between two sRGB <see cref="Colour4"/>s directly in sRGB space.
/// </summary>
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public static Colour4 InterpolateNonLinear<TEasing>(double time, Colour4 startColour, Colour4 endColour, double startTime, double endTime, TEasing easing) where TEasing : IEasingFunction
{
if (startColour == endColour)
return startColour;
double current = time - startTime;
double duration = endTime - startTime;
if (duration == 0 || current == 0)
return startColour;
float t = Math.Max(0, Math.Min(1, (float)easing.ApplyEasing(current / duration)));
return new Colour4(
startColour.R + t * (endColour.R - startColour.R),
startColour.G + t * (endColour.G - startColour.G),
startColour.B + t * (endColour.B - startColour.B),
startColour.A + t * (endColour.A - startColour.A));
}
}
}