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use std::time::{Duration, Instant}; use crate::{AnyElement, App, Element, ElementId, GlobalElementId, IntoElement, Window}; pub use easing::*;use smallvec::SmallVec; /// An animation that can be applied to an element.pub struct Animation {    /// The amount of time for which this animation should run    pub duration: Duration,    /// Whether to repeat this animation when it finishes    pub oneshot: bool,    /// A function that takes a delta between 0 and 1 and returns a new delta    /// between 0 and 1 based on the given easing function.    pub easing: Box<dyn Fn(f32) -> f32>,} impl Animation {    /// Create a new animation with the given duration.    /// By default the animation will only run once and will use a linear easing function.    pub fn new(duration: Duration) -> Self {        Self {            duration,            oneshot: true,            easing: Box::new(linear),        }    }     /// Set the animation to loop when it finishes.    pub fn repeat(mut self) -> Self {        self.oneshot = false;        self    }     /// Set the easing function to use for this animation.    /// The easing function will take a time delta between 0 and 1 and return a new delta    /// between 0 and 1    pub fn with_easing(mut self, easing: impl Fn(f32) -> f32 + 'static) -> Self {        self.easing = Box::new(easing);        self    }} /// An extension trait for adding the animation wrapper to both Elements and Componentspub trait AnimationExt {    /// Render this component or element with an animation    fn with_animation(        self,        id: impl Into<ElementId>,        animation: Animation,        animator: impl Fn(Self, f32) -> Self + 'static,    ) -> AnimationElement<Self>    where        Self: Sized,    {        AnimationElement {            id: id.into(),            element: Some(self),            animator: Box::new(move |this, _, value| animator(this, value)),            animations: smallvec::smallvec![animation],        }    }     /// Render this component or element with a chain of animations    fn with_animations(        self,        id: impl Into<ElementId>,        animations: Vec<Animation>,        animator: impl Fn(Self, usize, f32) -> Self + 'static,    ) -> AnimationElement<Self>    where        Self: Sized,    {        AnimationElement {            id: id.into(),            element: Some(self),            animator: Box::new(animator),            animations: animations.into(),        }    }} impl<E> AnimationExt for E {} /// A GPUI element that applies an animation to another elementpub struct AnimationElement<E> {    id: ElementId,    element: Option<E>,    animations: SmallVec<[Animation; 1]>,    animator: Box<dyn Fn(E, usize, f32) -> E + 'static>,} impl<E> AnimationElement<E> {    /// Returns a new [`AnimationElement<E>`] after applying the given function    /// to the element being animated.    pub fn map_element(mut self, f: impl FnOnce(E) -> E) -> AnimationElement<E> {        self.element = self.element.map(f);        self    }} impl<E: IntoElement + 'static> IntoElement for AnimationElement<E> {    type Element = AnimationElement<E>;     fn into_element(self) -> Self::Element {        self    }} struct AnimationState {    start: Instant,    animation_ix: usize,} impl<E: IntoElement + 'static> Element for AnimationElement<E> {    type RequestLayoutState = AnyElement;    type PrepaintState = ();     fn id(&self) -> Option<ElementId> {        Some(self.id.clone())    }     fn request_layout(        &mut self,        global_id: Option<&GlobalElementId>,        window: &mut Window,        cx: &mut App,    ) -> (crate::LayoutId, Self::RequestLayoutState) {        window.with_element_state(global_id.unwrap(), |state, window| {            let mut state = state.unwrap_or_else(|| AnimationState {                start: Instant::now(),                animation_ix: 0,            });            let animation_ix = state.animation_ix;             let mut delta = state.start.elapsed().as_secs_f32()                / self.animations[animation_ix].duration.as_secs_f32();             let mut done = false;            if delta > 1.0 {                if self.animations[animation_ix].oneshot {                    if animation_ix >= self.animations.len() - 1 {                        done = true;                    } else {                        state.start = Instant::now();                        state.animation_ix += 1;                    }                    delta = 1.0;                } else {                    delta %= 1.0;                }            }            let delta = (self.animations[animation_ix].easing)(delta);             debug_assert!(                (0.0..=1.0).contains(&delta),                "delta should always be between 0 and 1"            );             let element = self.element.take().expect("should only be called once");            let mut element = (self.animator)(element, animation_ix, delta).into_any_element();             if !done {                window.request_animation_frame();            }             ((element.request_layout(window, cx), element), state)        })    }     fn prepaint(        &mut self,        _id: Option<&GlobalElementId>,        _bounds: crate::Bounds<crate::Pixels>,        element: &mut Self::RequestLayoutState,        window: &mut Window,        cx: &mut App,    ) -> Self::PrepaintState {        element.prepaint(window, cx);    }     fn paint(        &mut self,        _id: Option<&GlobalElementId>,        _bounds: crate::Bounds<crate::Pixels>,        element: &mut Self::RequestLayoutState,        _: &mut Self::PrepaintState,        window: &mut Window,        cx: &mut App,    ) {        element.paint(window, cx);    }} mod easing {    use std::f32::consts::PI;     /// The linear easing function, or delta itself    pub fn linear(delta: f32) -> f32 {        delta    }     /// The quadratic easing function, delta * delta    pub fn quadratic(delta: f32) -> f32 {        delta * delta    }     /// The quadratic ease-in-out function, which starts and ends slowly but speeds up in the middle    pub fn ease_in_out(delta: f32) -> f32 {        if delta < 0.5 {            2.0 * delta * delta        } else {            let x = -2.0 * delta + 2.0;            1.0 - x * x / 2.0        }    }     /// The Quint ease-out function, which starts quickly and decelerates to a stop    pub fn ease_out_quint() -> impl Fn(f32) -> f32 {        move |delta| 1.0 - (1.0 - delta).powi(5)    }     /// Apply the given easing function, first in the forward direction and then in the reverse direction    pub fn bounce(easing: impl Fn(f32) -> f32) -> impl Fn(f32) -> f32 {        move |delta| {            if delta < 0.5 {                easing(delta * 2.0)            } else {                easing((1.0 - delta) * 2.0)            }        }    }     /// A custom easing function for pulsating alpha that slows down as it approaches 0.1    pub fn pulsating_between(min: f32, max: f32) -> impl Fn(f32) -> f32 {        let range = max - min;         move |delta| {            // Use a combination of sine and cubic functions for a more natural breathing rhythm            let t = (delta * 2.0 * PI).sin();            let breath = (t * t * t + t) / 2.0;             // Map the breath to our desired alpha range            let normalized_alpha = (breath + 1.0) / 2.0;             min + (normalized_alpha * range)        }    }}