Managing Window Position

Animated Window Movement

Can I smoothly animate a window moving from one position to another?

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Yes! We can create smooth window animations by gradually updating the window position over time. Here's how to implement smooth window movement:

Basic Animation Implementation

Here’s a basic implementation of an AnimatedWindow class:

// AnimatedWindow.h
#pragma once
#include <SDL.h>
#include <chrono>
#include "Window.h"

using std::chrono::steady_clock,
  std::chrono::duration;

class AnimatedWindow : public Window {
 public:
  void AnimateTo(
    int TargetX, int TargetY,
    float DurationSeconds = 0.5f
  ) {
    // Get start position
    SDL_GetWindowPosition(
      SDLWindow, &StartX, &StartY);

    // Set target and calculate distance
    this->TargetX = TargetX;
    this->TargetY = TargetY;

    // Start animation
    AnimationStart = steady_clock::now();
    AnimationDuration = duration<float>(
      DurationSeconds);
    IsAnimating = true;
  }

  void Update() {
    if (!IsAnimating) return;

    // Calculate progress (0.0 to 1.0)
    auto Now = steady_clock::now();
    auto Elapsed = Now - AnimationStart;
    float Progress = std::min(
      1.0f, Elapsed / AnimationDuration);

    // Use ease-out for smooth deceleration
    float Smoothed = 1.0f - (1.0f - Progress)
      * (1.0f - Progress);

    // Calculate current position
    int CurrentX = StartX + (TargetX - StartX)
      * Smoothed;
    int CurrentY = StartY + (TargetY - StartY)
      * Smoothed;

    // Update window position
    SDL_SetWindowPosition(
      SDLWindow, CurrentX, CurrentY);

    // Check if animation is complete
    if (Progress >= 1.0f) {
      IsAnimating = false;
    }
  }

 private:
  bool IsAnimating{false};
  int StartX{0}, StartY{0};
  int TargetX{0}, TargetY{0};
  steady_clock::time_point AnimationStart;
  duration<float> AnimationDuration;
};

Using the Animated Window

Here's how to use our animated window class:

#include <SDL.h>
#include <iostream>
#include "AnimatedWindow.h"

int main(int argc, char** argv) {
  SDL_Init(SDL_INIT_VIDEO);
  AnimatedWindow Window;
  SDL_Event E;

  // Center window initially
  SDL_SetWindowPosition(Window.SDLWindow,
                        SDL_WINDOWPOS_CENTERED,
                        SDL_WINDOWPOS_CENTERED);

  while (true) {
    while (SDL_PollEvent(&E)) {
      if (E.type == SDL_KEYDOWN) {
        // Animate to corners on arrow key press
        switch (E.key.keysym.sym) {
        case SDLK_LEFT:
          Window.AnimateTo(0, 300); 
          break;
        case SDLK_RIGHT:
          Window.AnimateTo(800, 300);  
          break;
        }
      }
    }

    Window.Update();
  }

  SDL_Quit();
  return 0;
}

Adding Different Animation Styles

We can create different animation feels by modifying the easing function:

// Linear (constant speed)
float Linear(float t) { return t; }

// Ease-out (start fast, end slow)
float EaseOut(float t) {
  return 1.0f - (1.0f - t) * (1.0f - t);
}

// Ease-in (start slow, end fast)
float EaseIn(float t) { return t * t; }

// Bounce
float Bounce(float t) {
  if (t < 0.5f) {
    return 4.0f * t * t * t;
  } else {
    float f = 2.0f * t - 2.0f;
    return 0.5f * f * f * f + 1.0f;
  }
}

The key to smooth animation is:

  • Using time-based movement rather than frame-based
  • Implementing easing functions for natural acceleration/deceleration
  • Maintaining a consistent frame rate
  • Properly handling animation completion

Remember that frequent window updates can be resource-intensive, so use animation judiciously and consider providing an option to disable it for users who prefer instant movement.

Answers to questions are automatically generated and may not have been reviewed.

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