diff --git a/README.md b/README.md
index a921cbf820..d2a9afd19e 100644
--- a/README.md
+++ b/README.md
@@ -1,2 +1,6 @@
# Quark
Small things.
+
+This mod makes use of the [Java Universal Tween Engine](https://code.google.com/p/java-universal-tween-engine/) by Aurelien Ribon, licensed under the Apache 2.0 License.
+
+To run in a dev env, add *-Dfml.coreMods.load=vazkii.quark.base.asm.LoadingPlugin* to your VM arguments.
\ No newline at end of file
diff --git a/build.gradle b/build.gradle
index 98abf79239..57cc8a2800 100644
--- a/build.gradle
+++ b/build.gradle
@@ -43,6 +43,11 @@ minecraft {
jar {
exclude "**/*.bat"
exclude "**/*.psd"
+
+ manifest {
+ attributes("FMLCorePluginContainsFMLMod": "true", "FMLCorePlugin": "vazkii.quark.base.asm.LoadingPlugin")
+ }
+
}
processResources {
diff --git a/src/main/java/vazkii/aurelienribon/APACHE-LICENSE.txt b/src/main/java/vazkii/aurelienribon/APACHE-LICENSE.txt
new file mode 100644
index 0000000000..da4d695e14
--- /dev/null
+++ b/src/main/java/vazkii/aurelienribon/APACHE-LICENSE.txt
@@ -0,0 +1,73 @@
+Apache License, Version 2.0 Apache License Version 2.0, January 2004 http://www.apache.org/licenses/
+
+TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
+
+1. Definitions.
+
+"License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document.
+
+"Licensor" shall mean the copyright owner or entity authorized by the copyright owner that is granting the License.
+
+"Legal Entity" shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. For the purposes of this definition, "control" means (i) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (ii) ownership of fifty percent (50%) or more of the outstanding shares, or (iii) beneficial ownership of such entity.
+
+"You" (or "Your") shall mean an individual or Legal Entity exercising permissions granted by this License.
+
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+
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+
+"Work" shall mean the work of authorship, whether in Source or Object form, made available under the License, as indicated by a copyright notice that is included in or attached to the work (an example is provided in the Appendix below).
+
+"Derivative Works" shall mean any work, whether in Source or Object form, that is based on (or derived from) the Work and for which the editorial revisions, annotations, elaborations, or other modifications represent, as a whole, an original work of authorship. For the purposes of this License, Derivative Works shall not include works that remain separable from, or merely link (or bind by name) to the interfaces of, the Work and Derivative Works thereof.
+
+"Contribution" shall mean any work of authorship, including the original version of the Work and any modifications or additions to that Work or Derivative Works thereof, that is intentionally submitted to Licensor for inclusion in the Work by the copyright owner or by an individual or Legal Entity authorized to submit on behalf of the copyright owner. For the purposes of this definition, "submitted" means any form of electronic, verbal, or written communication sent to the Licensor or its representatives, including but not limited to communication on electronic mailing lists, source code control systems, and issue tracking systems that are managed by, or on behalf of, the Licensor for the purpose of discussing and improving the Work, but excluding communication that is conspicuously marked or otherwise designated in writing by the copyright owner as "Not a Contribution."
+
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+
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+
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+
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+
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+
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+
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+
+6. Trademarks.
+
+This License does not grant permission to use the trade names, trademarks, service marks, or product names of the Licensor, except as required for reasonable and customary use in describing the origin of the Work and reproducing the content of the NOTICE file.
+
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+
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+
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+
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+
+9. Accepting Warranty or Additional Liability.
+
+While redistributing the Work or Derivative Works thereof, You may choose to offer, and charge a fee for, acceptance of support, warranty, indemnity, or other liability obligations and/or rights consistent with this License. However, in accepting such obligations, You may act only on Your own behalf and on Your sole responsibility, not on behalf of any other Contributor, and only if You agree to indemnify, defend, and hold each Contributor harmless for any liability incurred by, or claims asserted against, such Contributor by reason of your accepting any such warranty or additional liability.
+
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+
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+
+Copyright [yyyy] [name of copyright owner]
+
+Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at
+
+http://www.apache.org/licenses/LICENSE-2.0
+
+Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License.
\ No newline at end of file
diff --git a/src/main/java/vazkii/aurelienribon/tweenengine/BaseTween.java b/src/main/java/vazkii/aurelienribon/tweenengine/BaseTween.java
new file mode 100644
index 0000000000..9bb5956f6c
--- /dev/null
+++ b/src/main/java/vazkii/aurelienribon/tweenengine/BaseTween.java
@@ -0,0 +1,543 @@
+package vazkii.aurelienribon.tweenengine;
+
+/**
+ * BaseTween is the base class of Tween and Timeline. It defines the
+ * iteration engine used to play animations for any number of times, and in
+ * any direction, at any speed.
+ *
+ *
+ * It is responsible for calling the different callbacks at the right moments,
+ * and for making sure that every callbacks are triggered, even if the update
+ * engine gets a big delta time at once.
+ *
+ * @see Tween
+ * @see Timeline
+ * @author Aurelien Ribon | http://www.aurelienribon.com/
+ */
+public abstract class BaseTween {
+ // General
+ private int step;
+ private int repeatCnt;
+ private boolean isIterationStep;
+ private boolean isYoyo;
+
+ // Timings
+ protected float delay;
+ protected float duration;
+ private float repeatDelay;
+ private float currentTime;
+ private float deltaTime;
+ private boolean isStarted; // true when the object is started
+ private boolean isInitialized; // true after the delay
+ private boolean isFinished; // true when all repetitions are done
+ private boolean isKilled; // true if kill() was called
+ private boolean isPaused; // true if pause() was called
+
+ // Misc
+ private TweenCallback callback;
+ private int callbackTriggers;
+ private Object userData;
+
+ // Package access
+ boolean isAutoRemoveEnabled;
+ boolean isAutoStartEnabled;
+
+ // -------------------------------------------------------------------------
+
+ protected void reset() {
+ step = -2;
+ repeatCnt = 0;
+ isIterationStep = isYoyo = false;
+
+ delay = duration = repeatDelay = currentTime = deltaTime = 0;
+ isStarted = isInitialized = isFinished = isKilled = isPaused = false;
+
+ callback = null;
+ callbackTriggers = TweenCallback.COMPLETE;
+ userData = null;
+
+ isAutoRemoveEnabled = isAutoStartEnabled = true;
+ }
+
+ // -------------------------------------------------------------------------
+ // Public API
+ // -------------------------------------------------------------------------
+
+ /**
+ * Builds and validates the object. Only needed if you want to finalize a
+ * tween or timeline without starting it, since a call to ".start()" also
+ * calls this method.
+ *
+ * @return The current object, for chaining instructions.
+ */
+ public T build() {
+ return (T) this;
+ }
+
+ /**
+ * Starts or restarts the object unmanaged. You will need to take care of
+ * its life-cycle. If you want the tween to be managed for you, use a
+ * {@link TweenManager}.
+ *
+ * @return The current object, for chaining instructions.
+ */
+ public T start() {
+ build();
+ currentTime = 0;
+ isStarted = true;
+ return (T) this;
+ }
+
+ /**
+ * Convenience method to add an object to a manager. Its life-cycle will be
+ * handled for you. Relax and enjoy the animation.
+ *
+ * @return The current object, for chaining instructions.
+ */
+ public T start(TweenManager manager) {
+ manager.add(this);
+ return (T) this;
+ }
+
+ /**
+ * Adds a delay to the tween or timeline.
+ *
+ * @param delay A duration.
+ * @return The current object, for chaining instructions.
+ */
+ public T delay(float delay) {
+ this.delay += delay;
+ return (T) this;
+ }
+
+ /**
+ * Kills the tween or timeline. If you are using a TweenManager, this object
+ * will be removed automatically.
+ */
+ public void kill() {
+ isKilled = true;
+ }
+
+ /**
+ * Stops and resets the tween or timeline, and sends it to its pool, for
++ * later reuse. Note that if you use a {@link TweenManager}, this method
++ * is automatically called once the animation is finished.
+ */
+ public void free() {
+ }
+
+ /**
+ * Pauses the tween or timeline. Further update calls won't have any effect.
+ */
+ public void pause() {
+ isPaused = true;
+ }
+
+ /**
+ * Resumes the tween or timeline. Has no effect is it was no already paused.
+ */
+ public void resume() {
+ isPaused = false;
+ }
+
+ /**
+ * Repeats the tween or timeline for a given number of times.
+ * @param count The number of repetitions. For infinite repetition,
+ * use Tween.INFINITY, or a negative number.
+ *
+ * @param delay A delay between each iteration.
+ * @return The current tween or timeline, for chaining instructions.
+ */
+ public T repeat(int count, float delay) {
+ if (isStarted) throw new RuntimeException("You can't change the repetitions of a tween or timeline once it is started");
+ repeatCnt = count;
+ repeatDelay = delay >= 0 ? delay : 0;
+ isYoyo = false;
+ return (T) this;
+ }
+
+ /**
+ * Repeats the tween or timeline for a given number of times.
+ * Every two iterations, it will be played backwards.
+ *
+ * @param count The number of repetitions. For infinite repetition,
+ * use Tween.INFINITY, or '-1'.
+ * @param delay A delay before each repetition.
+ * @return The current tween or timeline, for chaining instructions.
+ */
+ public T repeatYoyo(int count, float delay) {
+ if (isStarted) throw new RuntimeException("You can't change the repetitions of a tween or timeline once it is started");
+ repeatCnt = count;
+ repeatDelay = delay >= 0 ? delay : 0;
+ isYoyo = true;
+ return (T) this;
+ }
+
+ /**
+ * Sets the callback. By default, it will be fired at the completion of the
+ * tween or timeline (event COMPLETE). If you want to change this behavior
+ * and add more triggers, use the {@link setCallbackTriggers()} method.
+ *
+ * @see TweenCallback
+ */
+ public T setCallback(TweenCallback callback) {
+ this.callback = callback;
+ return (T) this;
+ }
+
+ /**
+ * Changes the triggers of the callback. The available triggers, listed as
+ * members of the {@link TweenCallback} interface, are:
+ *
+ *
+ * BEGIN: right after the delay (if any)
+ * START: at each iteration beginning
+ * END: at each iteration ending, before the repeat delay
+ * COMPLETE: at last END event
+ * BACK_BEGIN: at the beginning of the first backward iteration
+ * BACK_START: at each backward iteration beginning, after the repeat delay
+ * BACK_END: at each backward iteration ending
+ * BACK_COMPLETE: at last BACK_END event
+ *
+ *
+ *
{@code
+ * forward : BEGIN COMPLETE
+ * forward : START END START END START END
+ * |--------------[XXXXXXXXXX]------[XXXXXXXXXX]------[XXXXXXXXXX]
+ * backward: bEND bSTART bEND bSTART bEND bSTART
+ * backward: bCOMPLETE bBEGIN
+ * }
+ *
+ * @param flags one or more triggers, separated by the '|' operator.
+ * @see TweenCallback
+ */
+ public T setCallbackTriggers(int flags) {
+ this.callbackTriggers = flags;
+ return (T) this;
+ }
+
+ /**
+ * Attaches an object to this tween or timeline. It can be useful in order
+ * to retrieve some data from a TweenCallback.
+ *
+ * @param data Any kind of object.
+ * @return The current tween or timeline, for chaining instructions.
+ */
+ public T setUserData(Object data) {
+ userData = data;
+ return (T) this;
+ }
+
+ // -------------------------------------------------------------------------
+ // Getters
+ // -------------------------------------------------------------------------
+
+ /**
+ * Gets the delay of the tween or timeline. Nothing will happen before
+ * this delay.
+ */
+ public float getDelay() {
+ return delay;
+ }
+
+ /**
+ * Gets the duration of a single iteration.
+ */
+ public float getDuration() {
+ return duration;
+ }
+
+ /**
+ * Gets the number of iterations that will be played.
+ */
+ public int getRepeatCount() {
+ return repeatCnt;
+ }
+
+ /**
+ * Gets the delay occuring between two iterations.
+ */
+ public float getRepeatDelay() {
+ return repeatDelay;
+ }
+
+ /**
+ * Returns the complete duration, including initial delay and repetitions.
+ * The formula is as follows:
+ *
+ *
+ * @see Tween
+ * @see TweenManager
+ * @see TweenCallback
+ * @author Aurelien Ribon | http://www.aurelienribon.com/
+ */
+public final class Timeline extends BaseTween {
+ // -------------------------------------------------------------------------
+ // Static -- pool
+ // -------------------------------------------------------------------------
+
+ private static final Pool.Callback poolCallback = new Pool.Callback() {
+ @Override public void onPool(Timeline obj) {obj.reset();}
+ @Override public void onUnPool(Timeline obj) {obj.reset();}
+ };
+
+ static final Pool pool = new Pool(10, poolCallback) {
+ @Override protected Timeline create() {return new Timeline();}
+ };
+
+ /**
+ * Used for debug purpose. Gets the current number of empty timelines that
+ * are waiting in the Timeline pool.
+ */
+ public static int getPoolSize() {
+ return pool.size();
+ }
+
+ /**
+ * Increases the minimum capacity of the pool. Capacity defaults to 10.
+ */
+ public static void ensurePoolCapacity(int minCapacity) {
+ pool.ensureCapacity(minCapacity);
+ }
+
+ // -------------------------------------------------------------------------
+ // Static -- factories
+ // -------------------------------------------------------------------------
+
+ /**
+ * Creates a new timeline with a 'sequence' behavior. Its children will
+ * be delayed so that they are triggered one after the other.
+ */
+ public static Timeline createSequence() {
+ Timeline tl = pool.get();
+ tl.setup(Modes.SEQUENCE);
+ return tl;
+ }
+
+ /**
+ * Creates a new timeline with a 'parallel' behavior. Its children will be
+ * triggered all at once.
+ */
+ public static Timeline createParallel() {
+ Timeline tl = pool.get();
+ tl.setup(Modes.PARALLEL);
+ return tl;
+ }
+
+ // -------------------------------------------------------------------------
+ // Attributes
+ // -------------------------------------------------------------------------
+
+ private enum Modes {SEQUENCE, PARALLEL}
+
+ private final List> children = new ArrayList>(10);
+ private Timeline current;
+ private Timeline parent;
+ private Modes mode;
+ private boolean isBuilt;
+
+ // -------------------------------------------------------------------------
+ // Setup
+ // -------------------------------------------------------------------------
+
+ private Timeline() {
+ reset();
+ }
+
+ @Override
+ protected void reset() {
+ super.reset();
+
+ children.clear();
+ current = parent = null;
+
+ isBuilt = false;
+ }
+
+ private void setup(Modes mode) {
+ this.mode = mode;
+ this.current = this;
+ }
+
+ // -------------------------------------------------------------------------
+ // Public API
+ // -------------------------------------------------------------------------
+
+ /**
+ * Adds a Tween to the current timeline.
+ *
+ * @return The current timeline, for chaining instructions.
+ */
+ public Timeline push(Tween tween) {
+ if (isBuilt) throw new RuntimeException("You can't push anything to a timeline once it is started");
+ current.children.add(tween);
+ return this;
+ }
+
+ /**
+ * Nests a Timeline in the current one.
+ *
+ * @return The current timeline, for chaining instructions.
+ */
+ public Timeline push(Timeline timeline) {
+ if (isBuilt) throw new RuntimeException("You can't push anything to a timeline once it is started");
+ if (timeline.current != timeline) throw new RuntimeException("You forgot to call a few 'end()' statements in your pushed timeline");
+ timeline.parent = current;
+ current.children.add(timeline);
+ return this;
+ }
+
+ /**
+ * Adds a pause to the timeline. The pause may be negative if you want to
+ * overlap the preceding and following children.
+ *
+ * @param time A positive or negative duration.
+ * @return The current timeline, for chaining instructions.
+ */
+ public Timeline pushPause(float time) {
+ if (isBuilt) throw new RuntimeException("You can't push anything to a timeline once it is started");
+ current.children.add(Tween.mark().delay(time));
+ return this;
+ }
+
+ /**
+ * Starts a nested timeline with a 'sequence' behavior. Don't forget to
+ * call {@link end()} to close this nested timeline.
+ *
+ * @return The current timeline, for chaining instructions.
+ */
+ public Timeline beginSequence() {
+ if (isBuilt) throw new RuntimeException("You can't push anything to a timeline once it is started");
+ Timeline tl = pool.get();
+ tl.parent = current;
+ tl.mode = Modes.SEQUENCE;
+ current.children.add(tl);
+ current = tl;
+ return this;
+ }
+
+ /**
+ * Starts a nested timeline with a 'parallel' behavior. Don't forget to
+ * call {@link end()} to close this nested timeline.
+ *
+ * @return The current timeline, for chaining instructions.
+ */
+ public Timeline beginParallel() {
+ if (isBuilt) throw new RuntimeException("You can't push anything to a timeline once it is started");
+ Timeline tl = pool.get();
+ tl.parent = current;
+ tl.mode = Modes.PARALLEL;
+ current.children.add(tl);
+ current = tl;
+ return this;
+ }
+
+ /**
+ * Closes the last nested timeline.
+ *
+ * @return The current timeline, for chaining instructions.
+ */
+ public Timeline end() {
+ if (isBuilt) throw new RuntimeException("You can't push anything to a timeline once it is started");
+ if (current == this) throw new RuntimeException("Nothing to end...");
+ current = current.parent;
+ return this;
+ }
+
+ /**
+ * Gets a list of the timeline children. If the timeline is started, the
+ * list will be immutable.
+ */
+ public List> getChildren() {
+ if (isBuilt) return Collections.unmodifiableList(current.children);
+ else return current.children;
+ }
+
+ // -------------------------------------------------------------------------
+ // Overrides
+ // -------------------------------------------------------------------------
+
+ @Override
+ public Timeline build() {
+ if (isBuilt) return this;
+
+ duration = 0;
+
+ for (int i=0; i obj = children.get(i);
+
+ if (obj.getRepeatCount() < 0) throw new RuntimeException("You can't push an object with infinite repetitions in a timeline");
+ obj.build();
+
+ switch (mode) {
+ case SEQUENCE:
+ float tDelay = duration;
+ duration += obj.getFullDuration();
+ obj.delay += tDelay;
+ break;
+
+ case PARALLEL:
+ duration = Math.max(duration, obj.getFullDuration());
+ break;
+ }
+ }
+
+ isBuilt = true;
+ return this;
+ }
+
+ @Override
+ public Timeline start() {
+ super.start();
+
+ for (int i=0; i obj = children.get(i);
+ obj.start();
+ }
+
+ return this;
+ }
+
+ @Override
+ public void free() {
+ for (int i=children.size()-1; i>=0; i--) {
+ BaseTween> obj = children.remove(i);
+ obj.free();
+ }
+
+ pool.free(this);
+ }
+
+ @Override
+ protected void updateOverride(int step, int lastStep, boolean isIterationStep, float delta) {
+ if (!isIterationStep && step > lastStep) {
+ assert delta >= 0;
+ float dt = isReverse(lastStep) ? -delta-1 : delta+1;
+ for (int i=0, n=children.size(); i=0; i--) children.get(i).update(dt);
+ return;
+ }
+
+ assert isIterationStep;
+
+ if (step > lastStep) {
+ if (isReverse(step)) {
+ forceEndValues();
+ for (int i=0, n=children.size(); i=0; i--) children.get(i).update(delta);
+ } else {
+ forceEndValues();
+ for (int i=children.size()-1; i>=0; i--) children.get(i).update(delta);
+ }
+
+ } else {
+ float dt = isReverse(step) ? -delta : delta;
+ if (delta >= 0) for (int i=0, n=children.size(); i=0; i--) children.get(i).update(dt);
+ }
+ }
+
+ // -------------------------------------------------------------------------
+ // BaseTween impl.
+ // -------------------------------------------------------------------------
+
+ @Override
+ protected void forceStartValues() {
+ for (int i=children.size()-1; i>=0; i--) {
+ BaseTween> obj = children.get(i);
+ obj.forceToStart();
+ }
+ }
+
+ @Override
+ protected void forceEndValues() {
+ for (int i=0, n=children.size(); i obj = children.get(i);
+ obj.forceToEnd(duration);
+ }
+ }
+
+ @Override
+ protected boolean containsTarget(Object target) {
+ for (int i=0, n=children.size(); i obj = children.get(i);
+ if (obj.containsTarget(target)) return true;
+ }
+ return false;
+ }
+
+ @Override
+ protected boolean containsTarget(Object target, int tweenType) {
+ for (int i=0, n=children.size(); i obj = children.get(i);
+ if (obj.containsTarget(target, tweenType)) return true;
+ }
+ return false;
+ }
+}
diff --git a/src/main/java/vazkii/aurelienribon/tweenengine/Tween.java b/src/main/java/vazkii/aurelienribon/tweenengine/Tween.java
new file mode 100644
index 0000000000..014e83d01d
--- /dev/null
+++ b/src/main/java/vazkii/aurelienribon/tweenengine/Tween.java
@@ -0,0 +1,924 @@
+package vazkii.aurelienribon.tweenengine;
+
+import java.util.HashMap;
+import java.util.Map;
+
+import vazkii.aurelienribon.tweenengine.equations.Quad;
+
+/**
+ * Core class of the Tween Engine. A Tween is basically an interpolation
+ * between two values of an object attribute. However, the main interest of a
+ * Tween is that you can apply an easing formula on this interpolation, in
+ * order to smooth the transitions or to achieve cool effects like springs or
+ * bounces.
+ *
+ *
+ * The Universal Tween Engine is called "universal" because it is able to apply
+ * interpolations on every attribute from every possible object. Therefore,
+ * every object in your application can be animated with cool effects: it does
+ * not matter if your application is a game, a desktop interface or even a
+ * console program! If it makes sense to animate something, then it can be
+ * animated through this engine.
+ *
+ *
+ * This class contains many static factory methods to create and instantiate
+ * new interpolations easily. The common way to create a Tween is by using one
+ * of these factories:
+ *
+ *
+ * - Tween.to(...)
+ * - Tween.from(...)
+ * - Tween.set(...)
+ * - Tween.call(...)
+ *
+ *
+ *
Example - firing a Tween
+ *
+ * The following example will move the target horizontal position from its
+ * current value to x=200 and y=300, during 500ms, but only after a delay of
+ * 1000ms. The animation will also be repeated 2 times (the starting position
+ * is registered at the end of the delay, so the animation will automatically
+ * restart from this registered position).
+ *
+ *
+ *
+ *
+ * Tween life-cycles can be automatically managed for you, thanks to the
+ * {@link TweenManager} class. If you choose to manage your tween when you start
+ * it, then you don't need to care about it anymore. Tweens are
+ * fire-and-forget: don't think about them anymore once you started
+ * them (if they are managed of course).
+ *
+ *
+ * You need to periodicaly update the tween engine, in order to compute the new
+ * values. If your tweens are managed, only update the manager; else you need
+ * to call {@link #update()} on your tweens periodically.
+ *
+ *
+ *
Example - setting up the engine
+ *
+ * The engine cannot directly change your objects attributes, since it doesn't
+ * know them. Therefore, you need to tell him how to get and set the different
+ * attributes of your objects: you need to implement the {@link
+ * TweenAccessor} interface for each object class you will animate. Once
+ * done, don't forget to register these implementations, using the static method
+ * {@link registerAccessor()}, when you start your application.
+ *
+ * @see TweenAccessor
+ * @see TweenManager
+ * @see TweenEquation
+ * @see Timeline
+ * @author Aurelien Ribon | http://www.aurelienribon.com/
+ */
+public final class Tween extends BaseTween {
+ // -------------------------------------------------------------------------
+ // Static -- misc
+ // -------------------------------------------------------------------------
+
+ /**
+ * Used as parameter in {@link #repeat(int, float)} and
+ * {@link #repeatYoyo(int, float)} methods.
+ */
+ public static final int INFINITY = -1;
+
+ private static int combinedAttrsLimit = 3;
+ private static int waypointsLimit = 0;
+
+ /**
+ * Changes the limit for combined attributes. Defaults to 3 to reduce
+ * memory footprint.
+ */
+ public static void setCombinedAttributesLimit(int limit) {
+ Tween.combinedAttrsLimit = limit;
+ }
+
+ /**
+ * Changes the limit of allowed waypoints for each tween. Defaults to 0 to
+ * reduce memory footprint.
+ */
+ public static void setWaypointsLimit(int limit) {
+ Tween.waypointsLimit = limit;
+ }
+
+ /**
+ * Gets the version number of the library.
+ */
+ public static String getVersion() {
+ return "6.3.3";
+ }
+
+ // -------------------------------------------------------------------------
+ // Static -- pool
+ // -------------------------------------------------------------------------
+
+ private static final Pool.Callback poolCallback = new Pool.Callback() {
+ @Override public void onPool(Tween obj) {obj.reset();}
+ @Override public void onUnPool(Tween obj) {obj.reset();}
+ };
+
+ private static final Pool pool = new Pool(20, poolCallback) {
+ @Override protected Tween create() {return new Tween();}
+ };
+
+ /**
+ * Used for debug purpose. Gets the current number of objects that are
+ * waiting in the Tween pool.
+ */
+ public static int getPoolSize() {
+ return pool.size();
+ }
+
+ /**
+ * Increases the minimum capacity of the pool. Capacity defaults to 20.
+ */
+ public static void ensurePoolCapacity(int minCapacity) {
+ pool.ensureCapacity(minCapacity);
+ }
+
+ // -------------------------------------------------------------------------
+ // Static -- tween accessors
+ // -------------------------------------------------------------------------
+
+ private static final Map, TweenAccessor>> registeredAccessors = new HashMap, TweenAccessor>>();
+
+ /**
+ * Registers an accessor with the class of an object. This accessor will be
+ * used by tweens applied to every objects implementing the registered
+ * class, or inheriting from it.
+ *
+ * @param someClass An object class.
+ * @param defaultAccessor The accessor that will be used to tween any
+ * object of class "someClass".
+ */
+ public static void registerAccessor(Class> someClass, TweenAccessor> defaultAccessor) {
+ registeredAccessors.put(someClass, defaultAccessor);
+ }
+
+ /**
+ * Gets the registered TweenAccessor associated with the given object class.
+ *
+ * @param someClass An object class.
+ */
+ public static TweenAccessor> getRegisteredAccessor(Class> someClass) {
+ return registeredAccessors.get(someClass);
+ }
+
+ // -------------------------------------------------------------------------
+ // Static -- factories
+ // -------------------------------------------------------------------------
+
+ /**
+ * Factory creating a new standard interpolation. This is the most common
+ * type of interpolation. The starting values are retrieved automatically
+ * after the delay (if any).
+ *
+ *
+ * You need to set the target values of the interpolation by using one
+ * of the target() methods. The interpolation will run from the
+ * starting values to these target values.
+ *
+ *
+ * The common use of Tweens is "fire-and-forget": you do not need to care
+ * for tweens once you added them to a TweenManager, they will be updated
+ * automatically, and cleaned once finished. Common call:
+ *
+ *
+ * Several options such as delay, repetitions and callbacks can be added to
+ * the tween.
+ *
+ * @param target The target object of the interpolation.
+ * @param tweenType The desired type of interpolation.
+ * @param duration The duration of the interpolation, in milliseconds.
+ * @return The generated Tween.
+ */
+ public static Tween to(Object target, int tweenType, float duration) {
+ Tween tween = pool.get();
+ tween.setup(target, tweenType, duration);
+ tween.ease(Quad.INOUT);
+ tween.path(TweenPaths.catmullRom);
+ return tween;
+ }
+
+ /**
+ * Factory creating a new reversed interpolation. The ending values are
+ * retrieved automatically after the delay (if any).
+ *
+ *
+ * You need to set the starting values of the interpolation by using one
+ * of the target() methods. The interpolation will run from the
+ * starting values to these target values.
+ *
+ *
+ * The common use of Tweens is "fire-and-forget": you do not need to care
+ * for tweens once you added them to a TweenManager, they will be updated
+ * automatically, and cleaned once finished. Common call:
+ *
+ *
+ * Several options such as delay, repetitions and callbacks can be added to
+ * the tween.
+ *
+ * @param target The target object of the interpolation.
+ * @param tweenType The desired type of interpolation.
+ * @param duration The duration of the interpolation, in milliseconds.
+ * @return The generated Tween.
+ */
+ public static Tween from(Object target, int tweenType, float duration) {
+ Tween tween = pool.get();
+ tween.setup(target, tweenType, duration);
+ tween.ease(Quad.INOUT);
+ tween.path(TweenPaths.catmullRom);
+ tween.isFrom = true;
+ return tween;
+ }
+
+ /**
+ * Factory creating a new instantaneous interpolation (thus this is not
+ * really an interpolation).
+ *
+ *
+ * You need to set the target values of the interpolation by using one
+ * of the target() methods. The interpolation will set the target
+ * attribute to these values after the delay (if any).
+ *
+ *
+ * The common use of Tweens is "fire-and-forget": you do not need to care
+ * for tweens once you added them to a TweenManager, they will be updated
+ * automatically, and cleaned once finished. Common call:
+ *
+ *
+ * Several options such as delay, repetitions and callbacks can be added to
+ * the tween.
+ *
+ * @param target The target object of the interpolation.
+ * @param tweenType The desired type of interpolation.
+ * @return The generated Tween.
+ */
+ public static Tween set(Object target, int tweenType) {
+ Tween tween = pool.get();
+ tween.setup(target, tweenType, 0);
+ tween.ease(Quad.INOUT);
+ return tween;
+ }
+
+ /**
+ * Factory creating a new timer. The given callback will be triggered on
+ * each iteration start, after the delay.
+ *
+ *
+ * The common use of Tweens is "fire-and-forget": you do not need to care
+ * for tweens once you added them to a TweenManager, they will be updated
+ * automatically, and cleaned once finished. Common call:
+ *
+ *
+ * @param callback The callback that will be triggered on each iteration
+ * start.
+ * @return The generated Tween.
+ * @see TweenCallback
+ */
+ public static Tween call(TweenCallback callback) {
+ Tween tween = pool.get();
+ tween.setup(null, -1, 0);
+ tween.setCallback(callback);
+ tween.setCallbackTriggers(TweenCallback.START);
+ return tween;
+ }
+
+ /**
+ * Convenience method to create an empty tween. Such object is only useful
+ * when placed inside animation sequences (see {@link Timeline}), in which
+ * it may act as a beacon, so you can set a callback on it in order to
+ * trigger some action at the right moment.
+ *
+ * @return The generated Tween.
+ * @see Timeline
+ */
+ public static Tween mark() {
+ Tween tween = pool.get();
+ tween.setup(null, -1, 0);
+ return tween;
+ }
+
+ // -------------------------------------------------------------------------
+ // Attributes
+ // -------------------------------------------------------------------------
+
+ // Main
+ private Object target;
+ private Class> targetClass;
+ private TweenAccessor