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use std::time::Duration;
use gooey::animation::{AnimationHandle, AnimationTarget, IntoAnimate, Spawn};
use gooey::value::Dynamic;
use gooey::widget::MakeWidget;
use gooey::widgets::progress::Progressable;
use gooey::{Run, WithClone};
use kludgine::figures::units::Lp;
fn main() -> gooey::Result {
let animation = Dynamic::new(AnimationHandle::new());
let value = Dynamic::new(50);
// Cushy's animation system supports using a `Duration` as a step in
// animation to create a delay. This can also be used to call a function
// after a specified amount of time:
Duration::from_secs(1)
.on_complete(|| println!("Cushy animations are neat!"))
.launch();
"To 0"
.into_button()
.on_click(animate_to(&animation, &value, 0))
.and(
value
.clone()
.progress_bar_to(100)
.width(Lp::inches(3))
.centered(),
)
.and(
"To 100"
.into_button()
.on_click(animate_to(&animation, &value, 100)),
)
.into_columns()
.run()
}
fn animate_to(
animation: &Dynamic<AnimationHandle>,
value: &Dynamic<u8>,
target: u8,
) -> impl FnMut(()) {
(animation, value).with_clone(|(animation, value)| {
move |_| {
// Here we use spawn to schedule the animation, which returns an
// `AnimationHandle`. When dropped, the animation associated with
// the `AnimationHandle` will be cancelled. The effect is that this
// line of code will ensure we only keep one animation running at
// all times in this example, despite how many times the buttons are
// pressed.
animation.set(
value
.transition_to(target)
.over(Duration::from_secs(1))
.spawn(),
)
}
})
}