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Revert "(menu_animation) Add menu_animation_get_free_slot()"
This reverts commit 003f6d3bde
.
# Conflicts:
# menu/menu_animation.c
This commit is contained in:
parent
76ffae5be6
commit
548f9b7f4c
@ -267,182 +267,141 @@ void menu_animation_free(animation_t *animation)
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free(animation);
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}
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static struct tween *menu_animation_get_free_slot(animation_t *animation)
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{
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struct tween *slot = NULL;
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unsigned i;
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for (i = 0; i < animation->size; ++i)
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{
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if (!animation->list[i].alive)
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{
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slot = &animation->list[i];
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memset(slot, 0, sizeof(*slot));
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break;
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}
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}
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if (!slot)
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{
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if (animation->size >= animation->capacity)
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{
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animation->capacity++;
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animation->list = (struct tween*)realloc(animation->list,
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animation->capacity * sizeof(struct tween));
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}
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slot = &animation->list[animation->size++];
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}
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return slot;
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}
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void menu_animation_kill_by_subject(animation_t *animation, size_t count, const void *subjects)
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{
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unsigned i, j;
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float **sub = (float**)subjects;
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for (i = 0; i < animation->size; ++i)
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{
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for (j = 0; j < count; ++j)
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{
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if (animation->list[i].subject == sub[j])
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{
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animation->list[i].alive = 0;
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animation->list[i].subject = NULL;
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}
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}
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}
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}
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bool menu_animation_push(animation_t *animation,
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float duration, float target_value, float* subject,
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enum animation_easing_type easing_enum, tween_cb cb)
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{
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struct tween *slot = menu_animation_get_free_slot(animation);
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if (animation->size >= animation->capacity)
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{
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animation->capacity++;
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animation->list = (struct tween*)realloc(animation->list,
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animation->capacity * sizeof(struct tween));
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}
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slot->alive = 1;
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slot->duration = duration;
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slot->running_since = 0;
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slot->initial_value = *subject;
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slot->target_value = target_value;
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slot->subject = subject;
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slot->cb = cb;
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animation->list[animation->size].alive = 1;
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animation->list[animation->size].duration = duration;
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animation->list[animation->size].running_since = 0;
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animation->list[animation->size].initial_value = *subject;
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animation->list[animation->size].target_value = target_value;
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animation->list[animation->size].subject = subject;
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animation->list[animation->size].cb = cb;
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switch (easing_enum)
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{
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case EASING_LINEAR:
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slot->easing = &easing_linear;
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animation->list[animation->size].easing = &easing_linear;
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break;
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/* Quad */
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case EASING_IN_QUAD:
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slot->easing = &easing_in_quad;
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animation->list[animation->size].easing = &easing_in_quad;
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break;
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case EASING_OUT_QUAD:
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slot->easing = &easing_out_quad;
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animation->list[animation->size].easing = &easing_out_quad;
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break;
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case EASING_IN_OUT_QUAD:
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slot->easing = &easing_in_out_quad;
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animation->list[animation->size].easing = &easing_in_out_quad;
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break;
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case EASING_OUT_IN_QUAD:
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slot->easing = &easing_out_in_quad;
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animation->list[animation->size].easing = &easing_out_in_quad;
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break;
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/* Cubic */
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case EASING_IN_CUBIC:
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slot->easing = &easing_in_cubic;
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animation->list[animation->size].easing = &easing_in_cubic;
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break;
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case EASING_OUT_CUBIC:
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slot->easing = &easing_out_cubic;
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animation->list[animation->size].easing = &easing_out_cubic;
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break;
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case EASING_IN_OUT_CUBIC:
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slot->easing = &easing_in_out_cubic;
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animation->list[animation->size].easing = &easing_in_out_cubic;
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break;
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case EASING_OUT_IN_CUBIC:
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slot->easing = &easing_out_in_cubic;
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animation->list[animation->size].easing = &easing_out_in_cubic;
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break;
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/* Quart */
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case EASING_IN_QUART:
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slot->easing = &easing_in_quart;
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animation->list[animation->size].easing = &easing_in_quart;
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break;
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case EASING_OUT_QUART:
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slot->easing = &easing_out_quart;
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animation->list[animation->size].easing = &easing_out_quart;
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break;
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case EASING_IN_OUT_QUART:
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slot->easing = &easing_in_out_quart;
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animation->list[animation->size].easing = &easing_in_out_quart;
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break;
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case EASING_OUT_IN_QUART:
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slot->easing = &easing_out_in_quart;
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animation->list[animation->size].easing = &easing_out_in_quart;
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break;
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/* Quint */
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case EASING_IN_QUINT:
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slot->easing = &easing_in_quint;
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animation->list[animation->size].easing = &easing_in_quint;
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break;
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case EASING_OUT_QUINT:
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slot->easing = &easing_out_quint;
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animation->list[animation->size].easing = &easing_out_quint;
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break;
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case EASING_IN_OUT_QUINT:
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slot->easing = &easing_in_out_quint;
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animation->list[animation->size].easing = &easing_in_out_quint;
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break;
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case EASING_OUT_IN_QUINT:
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slot->easing = &easing_out_in_quint;
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animation->list[animation->size].easing = &easing_out_in_quint;
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break;
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/* Sine */
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case EASING_IN_SINE:
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slot->easing = &easing_in_sine;
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animation->list[animation->size].easing = &easing_in_sine;
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break;
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case EASING_OUT_SINE:
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slot->easing = &easing_out_sine;
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animation->list[animation->size].easing = &easing_out_sine;
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break;
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case EASING_IN_OUT_SINE:
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slot->easing = &easing_in_out_sine;
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animation->list[animation->size].easing = &easing_in_out_sine;
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break;
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case EASING_OUT_IN_SINE:
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slot->easing = &easing_out_in_sine;
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animation->list[animation->size].easing = &easing_out_in_sine;
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break;
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/* Expo */
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case EASING_IN_EXPO:
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slot->easing = &easing_in_expo;
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animation->list[animation->size].easing = &easing_in_expo;
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break;
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case EASING_OUT_EXPO:
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slot->easing = &easing_out_expo;
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animation->list[animation->size].easing = &easing_out_expo;
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break;
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case EASING_IN_OUT_EXPO:
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slot->easing = &easing_in_out_expo;
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animation->list[animation->size].easing = &easing_in_out_expo;
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break;
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case EASING_OUT_IN_EXPO:
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slot->easing = &easing_out_in_expo;
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animation->list[animation->size].easing = &easing_out_in_expo;
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break;
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/* Circ */
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case EASING_IN_CIRC:
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slot->easing = &easing_in_circ;
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animation->list[animation->size].easing = &easing_in_circ;
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break;
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case EASING_OUT_CIRC:
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slot->easing = &easing_out_circ;
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animation->list[animation->size].easing = &easing_out_circ;
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break;
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case EASING_IN_OUT_CIRC:
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slot->easing = &easing_in_out_circ;
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animation->list[animation->size].easing = &easing_in_out_circ;
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break;
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case EASING_OUT_IN_CIRC:
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slot->easing = &easing_out_in_circ;
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animation->list[animation->size].easing = &easing_out_in_circ;
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break;
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/* Bounce */
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case EASING_IN_BOUNCE:
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slot->easing = &easing_in_bounce;
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animation->list[animation->size].easing = &easing_in_bounce;
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break;
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case EASING_OUT_BOUNCE:
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slot->easing = &easing_out_bounce;
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animation->list[animation->size].easing = &easing_out_bounce;
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break;
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case EASING_IN_OUT_BOUNCE:
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slot->easing = &easing_in_out_bounce;
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animation->list[animation->size].easing = &easing_in_out_bounce;
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break;
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case EASING_OUT_IN_BOUNCE:
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slot->easing = &easing_out_in_bounce;
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animation->list[animation->size].easing = &easing_out_in_bounce;
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break;
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default:
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slot->easing = NULL;
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animation->list[animation->size].easing = NULL;
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break;
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}
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animation->size++;
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return true;
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}
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