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use std::time::Instant;
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use super::{AnimationConfig, Easing};
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pub struct ScrollAnimation {
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start_value: i32,
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end_value: i32,
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start_time: Instant,
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duration_ms: u64,
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easing: Easing,
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active: bool,
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}
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impl ScrollAnimation {
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pub fn new() -> Self {
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Self {
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start_value: 0,
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end_value: 0,
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start_time: Instant::now(),
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duration_ms: 150,
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easing: Easing::EaseOut,
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active: false,
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}
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}
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pub fn start(&mut self, from: i32, to: i32, config: &AnimationConfig) {
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if from == to {
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self.active = false;
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return;
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}
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self.start_value = from;
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self.end_value = to;
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self.start_time = Instant::now();
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self.duration_ms = config.duration.as_millis() as u64;
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self.easing = config.easing;
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self.active = true;
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}
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pub fn update(&mut self) -> Option<i32> {
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if !self.active {
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return None;
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}
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let elapsed = self.start_time.elapsed().as_millis() as u64;
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if elapsed >= self.duration_ms {
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self.active = false;
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return Some(self.end_value);
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}
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let t = elapsed as f64 / self.duration_ms as f64;
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let eased_t = self.easing.apply(t);
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let delta = (self.end_value - self.start_value) as f64;
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let current = self.start_value as f64 + delta * eased_t;
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Some(current.round() as i32)
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}
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pub fn is_active(&self) -> bool {
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self.active
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}
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pub fn target(&self) -> i32 {
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self.end_value
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}
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pub fn cancel(&mut self) {
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self.active = false;
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}
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}
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impl Default for ScrollAnimation {
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fn default() -> Self {
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Self::new()
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}
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}
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