Struct RippleState

Source
pub struct RippleState {
    pub is_animating: AtomicBool,
    pub start_time: AtomicU64,
    pub click_pos_x: AtomicI32,
    pub click_pos_y: AtomicI32,
    pub is_hovered: AtomicBool,
}
Expand description

RippleState manages the animation and hover state for ripple effects in interactive UI components. It is designed to be shared across components using Arc<RippleState>, enabling coordinated animation and hover feedback.

§Example

use std::sync::Arc;
use tessera_ui_basic_components::ripple_state::RippleState;

// Create a new ripple state and share it with a button or surface
let ripple_state = Arc::new(RippleState::new());

// Start a ripple animation at a given position (e.g., on mouse click)
ripple_state.start_animation([0.5, 0.5]);

// In your component's render or animation loop:
if let Some((progress, center)) = ripple_state.get_animation_progress() {
    // Use progress (0.0..1.0) and center ([f32; 2]) to drive the ripple effect
}

// Set hover state on pointer enter/leave
ripple_state.set_hovered(true);

Fields§

§is_animating: AtomicBool

Whether the ripple animation is currently active.

§start_time: AtomicU64

The animation start time, stored as milliseconds since the Unix epoch.

§click_pos_x: AtomicI32

The X coordinate of the click position, stored as fixed-point (multiplied by 1000).

§click_pos_y: AtomicI32

The Y coordinate of the click position, stored as fixed-point (multiplied by 1000).

§is_hovered: AtomicBool

Whether the pointer is currently hovering over the component.

Implementations§

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impl RippleState

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pub fn new() -> Self

Creates a new RippleState with default values.

§Example
use tessera_ui_basic_components::ripple_state::RippleState;
let state = RippleState::new();
Source

pub fn start_animation(&self, click_pos: [f32; 2])

Starts a new ripple animation from the given click position.

§Arguments
  • click_pos - The normalized [x, y] position (typically in the range [0.0, 1.0]) where the ripple originates.
§Example
use tessera_ui_basic_components::ripple_state::RippleState;
let state = RippleState::new();
state.start_animation([0.5, 0.5]);
Source

pub fn get_animation_progress(&self) -> Option<(f32, [f32; 2])>

Returns the current progress of the ripple animation and the origin position.

Returns Some((progress, [x, y])) if the animation is active, where:

  • progress is a value in [0.0, 1.0) representing the animation progress.
  • [x, y] is the normalized origin of the ripple.

Returns None if the animation is not active or has completed.

§Example
use tessera_ui_basic_components::ripple_state::RippleState;
let state = RippleState::new();
state.start_animation([0.5, 0.5]);
if let Some((progress, center)) = state.get_animation_progress() {
    // Use progress and center for rendering
}
Source

pub fn set_hovered(&self, hovered: bool)

Sets the hover state for the ripple.

§Arguments
  • hovered - true if the pointer is over the component, false otherwise.
§Example
use tessera_ui_basic_components::ripple_state::RippleState;
let state = RippleState::new();
state.set_hovered(true);
Source

pub fn is_hovered(&self) -> bool

Returns whether the pointer is currently hovering over the component.

§Example
use tessera_ui_basic_components::ripple_state::RippleState;
let state = RippleState::new();
let hovered = state.is_hovered();

Trait Implementations§

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impl Default for RippleState

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fn default() -> Self

Creates a new RippleState with all fields initialized to their default values.

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