🎉 Initial commit

This commit is contained in:
2025-03-19 21:10:19 +08:00
commit 86c8755f79
70 changed files with 6915 additions and 0 deletions

75
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package animation
import (
"fmt"
"strings"
)
// BlinkAnimation 闪烁动画
type BlinkAnimation struct {
BaseAnimation
BlinkCount int // 闪烁次数
MinOpacity float64 // 最小透明度
MaxOpacity float64 // 最大透明度
}
// NewBlinkAnimation 创建一个闪烁动画
func NewBlinkAnimation(targetID string, minOpacity, maxOpacity float64, blinkCount int, duration float64, repeatCount int) *BlinkAnimation {
return &BlinkAnimation{
BaseAnimation: BaseAnimation{
Type: Blink, // 闪烁动画类型
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
BlinkCount: blinkCount,
MinOpacity: minOpacity,
MaxOpacity: maxOpacity,
}
}
// GenerateSVG 生成闪烁动画的SVG代码
func (a *BlinkAnimation) GenerateSVG() string {
var sb strings.Builder
// 创建一个animate元素
sb.WriteString(fmt.Sprintf("<animate href=\"#%s\" attributeName=\"opacity\" ", a.TargetID))
// 根据闪烁次数生成关键帧
var keyTimes, values []string
// 计算关键帧
for i := 0; i <= a.BlinkCount*2; i++ {
// 计算关键帧时间点
keyTime := float64(i) / float64(a.BlinkCount*2)
keyTimes = append(keyTimes, fmt.Sprintf("%.2f", keyTime))
// 计算关键帧值,交替使用最大和最小透明度
if i%2 == 0 {
values = append(values, fmt.Sprintf("%.1f", a.MaxOpacity))
} else {
values = append(values, fmt.Sprintf("%.1f", a.MinOpacity))
}
}
// 添加关键帧属性
sb.WriteString(fmt.Sprintf("keyTimes=\"%s\" ", strings.Join(keyTimes, ";")))
sb.WriteString(fmt.Sprintf("values=\"%s\" ", strings.Join(values, ";")))
sb.WriteString(fmt.Sprintf("dur=\"%gs\" ", a.Duration))
if a.RepeatCount < 0 {
sb.WriteString("repeatCount=\"indefinite\" ")
} else if a.RepeatCount > 0 {
sb.WriteString(fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount))
}
if a.Delay > 0 {
sb.WriteString(fmt.Sprintf("begin=\"%gs\" ", a.Delay))
}
sb.WriteString("/>\n")
return sb.String()
}

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animation/bounce.go Normal file
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package animation
import (
"fmt"
"strings"
)
// BounceAnimation 弹跳动画
type BounceAnimation struct {
BaseAnimation
Property string // 要变换的属性(如 y, transform 等)
From string // 起始值
To string // 结束值
BounceCount int // 弹跳次数
}
// NewBounceAnimation 创建一个弹跳动画
func NewBounceAnimation(targetID string, property string, from, to string, bounceCount int, duration float64, repeatCount int) *BounceAnimation {
return &BounceAnimation{
BaseAnimation: BaseAnimation{
Type: Bounce, // 弹跳动画类型
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
Property: property,
From: from,
To: to,
BounceCount: bounceCount,
}
}
// GenerateSVG 生成弹跳动画的SVG代码
func (a *BounceAnimation) GenerateSVG() string {
var sb strings.Builder
// 创建animateTransform元素使用transform属性
if a.Property == "transform" {
sb.WriteString(fmt.Sprintf("<animateTransform href=\"#%s\" attributeName=\"transform\" type=\"translate\" ", a.TargetID))
sb.WriteString(fmt.Sprintf("from=\"%s\" to=\"%s\" ", a.From, a.To))
} else {
sb.WriteString(fmt.Sprintf("<animate href=\"#%s\" attributeName=\"%s\" ", a.TargetID, a.Property))
sb.WriteString(fmt.Sprintf("from=\"%s\" to=\"%s\" ", a.From, a.To))
}
sb.WriteString(fmt.Sprintf("dur=\"%gs\" ", a.Duration))
// 生成弹跳效果的关键帧
var keyTimes, values []string
step := 1.0 / float64(a.BounceCount*2)
for i := 0; i <= a.BounceCount*2; i++ {
// 调整关键帧时间,使动画更加平滑
keyTime := float64(i) * step
// 为每个弹跳周期添加额外的中间帧
if i > 0 && i < a.BounceCount*2 {
keyTime = keyTime + (step * 0.1) // 稍微延长每次弹跳的时间
}
keyTimes = append(keyTimes, fmt.Sprintf("%.3f", keyTime))
if i%2 == 0 {
values = append(values, a.From)
} else {
values = append(values, a.To)
}
}
// 添加关键帧属性
sb.WriteString(fmt.Sprintf("values=\"%s\" ", strings.Join(values, ";")))
sb.WriteString(fmt.Sprintf("keyTimes=\"%s\" ", strings.Join(keyTimes, ";")))
// 添加缓动函数
sb.WriteString("calcMode=\"spline\" ")
sb.WriteString("keySplines=\"")
for i := 0; i < len(values)-1; i++ {
if i > 0 {
sb.WriteString(";")
}
if i%2 == 0 {
// 快速上升
sb.WriteString("0.2 0 0.8 1")
} else {
// 缓慢下落
sb.WriteString("0.2 0.8 0.8 1")
}
}
sb.WriteString("\" ")
if a.RepeatCount < 0 {
sb.WriteString("repeatCount=\"indefinite\" ")
} else if a.RepeatCount > 0 {
sb.WriteString(fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount))
}
if a.Delay > 0 {
sb.WriteString(fmt.Sprintf("begin=\"%gs\" ", a.Delay))
}
// 添加fill属性
sb.WriteString("fill=\"freeze\" />")
return sb.String()
}

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animation/color.go Normal file
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package animation
import (
"fmt"
"strings"
)
// ColorAnimation 颜色变换动画
type ColorAnimation struct {
BaseAnimation
FromColor string // 起始颜色
ToColor string // 结束颜色
Property string // 要变换的属性fill 或 stroke
}
// NewColorAnimation 创建一个颜色变换动画
func NewColorAnimation(targetID string, property string, fromColor, toColor string, duration float64, repeatCount int) *ColorAnimation {
return &ColorAnimation{
BaseAnimation: BaseAnimation{
Type: Color, // 颜色变换动画类型
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
FromColor: fromColor,
ToColor: toColor,
Property: property,
}
}
// GenerateSVG 生成颜色变换动画的SVG代码
func (a *ColorAnimation) GenerateSVG() string {
var sb strings.Builder
// 创建一个animate元素
sb.WriteString(fmt.Sprintf("<animate href=\"#%s\" attributeName=\"%s\" ", a.TargetID, a.Property))
sb.WriteString(fmt.Sprintf("from=\"%s\" to=\"%s\" ", a.FromColor, a.ToColor))
sb.WriteString(fmt.Sprintf("dur=\"%gs\" ", a.Duration))
if a.RepeatCount < 0 {
sb.WriteString("repeatCount=\"indefinite\" ")
} else if a.RepeatCount > 0 {
sb.WriteString(fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount))
}
if a.Delay > 0 {
sb.WriteString(fmt.Sprintf("begin=\"%gs\" ", a.Delay))
}
sb.WriteString("/>\n")
return sb.String()
}

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package animation
import (
"fmt"
)
// FadeAnimation 淡入淡出动画
type FadeAnimation struct {
BaseAnimation
From string // 起始透明度
To string // 结束透明度
}
// NewFadeAnimation 创建一个淡入淡出动画
func NewFadeAnimation(targetID string, from, to string, duration float64, repeatCount int) *FadeAnimation {
return &FadeAnimation{
BaseAnimation: BaseAnimation{
Type: Fade,
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
From: from,
To: to,
}
}
// GenerateSVG 生成淡入淡出动画的SVG代码
func (a *FadeAnimation) GenerateSVG() string {
// 创建一个animate元素并将其添加到目标元素中
svg := fmt.Sprintf("<animate href=\"#%s\" attributeName=\"opacity\" ", a.TargetID)
svg += fmt.Sprintf("from=\"%s\" to=\"%s\" ", a.From, a.To)
svg += fmt.Sprintf("dur=\"%gs\" ", a.Duration)
if a.RepeatCount < 0 {
svg += "repeatCount=\"indefinite\" "
} else if a.RepeatCount > 0 {
svg += fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount)
}
if a.Delay > 0 {
svg += fmt.Sprintf("begin=\"%gs\" ", a.Delay)
}
svg += "/>\n"
return svg
}

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animation/gradient.go Normal file
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package animation
import (
"fmt"
"strings"
)
// GradientAnimation 渐变动画
type GradientAnimation struct {
BaseAnimation
Colors []string // 渐变颜色列表
Animate bool // 是否添加动画效果
}
// NewGradientAnimation 创建一个渐变动画
func NewGradientAnimation(targetID string, colors []string, duration float64, repeatCount int, animate bool) *GradientAnimation {
return &GradientAnimation{
BaseAnimation: BaseAnimation{
Type: Gradient,
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
Colors: colors,
Animate: animate,
}
}
// GenerateSVG 生成渐变动画的SVG代码
func (a *GradientAnimation) GenerateSVG() string {
var sb strings.Builder
// 创建渐变定义
gradientID := fmt.Sprintf("%s-gradient", a.TargetID)
sb.WriteString(fmt.Sprintf("<linearGradient id=\"%s\" x1=\"0%%\" y1=\"0%%\" x2=\"100%%\" y2=\"0%%\">\n", gradientID))
// 添加渐变颜色
for i, color := range a.Colors {
offset := float64(i) / float64(len(a.Colors)-1) * 100
sb.WriteString(fmt.Sprintf(" <stop offset=\"%g%%\" stop-color=\"%s\" />\n", offset, color))
}
sb.WriteString("</linearGradient>\n")
// 为目标元素添加样式引用
sb.WriteString(fmt.Sprintf("<style type=\"text/css\">\n #%s { fill: url(#%s) !important; }\n</style>\n", a.TargetID, gradientID))
// 添加动画
if a.Animate {
// x1 动画
sb.WriteString(fmt.Sprintf("<animate href=\"#%s\" attributeName=\"x1\" from=\"0%%\" to=\"100%%\" ", gradientID))
sb.WriteString(fmt.Sprintf("dur=\"%gs\" ", a.Duration))
if a.RepeatCount < 0 {
sb.WriteString("repeatCount=\"indefinite\" ")
} else if a.RepeatCount > 0 {
sb.WriteString(fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount))
}
sb.WriteString("/>\n")
// x2 动画
sb.WriteString(fmt.Sprintf("<animate href=\"#%s\" attributeName=\"x2\" from=\"100%%\" to=\"200%%\" ", gradientID))
sb.WriteString(fmt.Sprintf("dur=\"%gs\" ", a.Duration))
if a.RepeatCount < 0 {
sb.WriteString("repeatCount=\"indefinite\" ")
} else if a.RepeatCount > 0 {
sb.WriteString(fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount))
}
sb.WriteString("/>\n")
}
return sb.String()
}

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package animation
import (
"fmt"
"strings"
)
// PathAnimation 路径动画
type PathAnimation struct {
BaseAnimation
Path string // SVG路径数据
Rotate string // 是否旋转元素以跟随路径方向 ("auto", "auto-reverse", 或 "0")
}
// NewPathAnimation 创建一个路径动画
func NewPathAnimation(targetID string, path string, duration float64, repeatCount int) *PathAnimation {
return &PathAnimation{
BaseAnimation: BaseAnimation{
Type: Path, // 路径动画类型
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
Path: path,
Rotate: "0", // 默认不旋转
}
}
// WithRotate 设置是否旋转元素以跟随路径方向
func (a *PathAnimation) WithRotate(rotate string) *PathAnimation {
a.Rotate = rotate
return a
}
// GenerateSVG 生成路径动画的SVG代码
func (a *PathAnimation) GenerateSVG() string {
var sb strings.Builder
// 创建一个animateMotion元素
sb.WriteString(fmt.Sprintf("<animateMotion href=\"#%s\" ", a.TargetID))
sb.WriteString(fmt.Sprintf("path=\"%s\" ", a.Path))
sb.WriteString(fmt.Sprintf("dur=\"%gs\" ", a.Duration))
if a.RepeatCount < 0 {
sb.WriteString("repeatCount=\"indefinite\" ")
} else if a.RepeatCount > 0 {
sb.WriteString(fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount))
}
if a.Delay > 0 {
sb.WriteString(fmt.Sprintf("begin=\"%gs\" ", a.Delay))
}
// 设置旋转属性
sb.WriteString(fmt.Sprintf("rotate=\"%s\" ", a.Rotate))
sb.WriteString("/>\n")
return sb.String()
}

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package animation
import (
"fmt"
)
// RotateAnimation 旋转动画
type RotateAnimation struct {
BaseAnimation
FromAngle float64 // 起始角度
ToAngle float64 // 结束角度
CenterX float64 // 旋转中心X坐标
CenterY float64 // 旋转中心Y坐标
}
// NewRotateAnimation 创建一个旋转动画
func NewRotateAnimation(targetID string, fromAngle, toAngle float64, duration float64, repeatCount int) *RotateAnimation {
return &RotateAnimation{
BaseAnimation: BaseAnimation{
Type: Rotate,
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
FromAngle: fromAngle,
ToAngle: toAngle,
CenterX: 0,
CenterY: 0,
}
}
// GenerateSVG 生成旋转动画的SVG代码
func (a *RotateAnimation) GenerateSVG() string {
// 创建一个带有transform-box和transform-origin样式的g元素
// 这个g元素将包裹目标元素及其相关元素
svg := fmt.Sprintf("<g style=\"transform-box: fill-box; transform-origin: center;\">\n")
// 这里只添加animateTransform元素
svg += fmt.Sprintf(" <animateTransform attributeName=\"transform\" attributeType=\"XML\" type=\"rotate\" ")
// 不再需要指定中心点坐标,直接使用角度值
svg += fmt.Sprintf("from=\"%g\" to=\"%g\" ", a.FromAngle, a.ToAngle)
svg += fmt.Sprintf("dur=\"%gs\" ", a.Duration)
if a.RepeatCount < 0 {
svg += "repeatCount=\"indefinite\" "
} else if a.RepeatCount > 0 {
svg += fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount)
}
if a.Delay > 0 {
svg += fmt.Sprintf("begin=\"%gs\" ", a.Delay)
}
svg += "additive=\"sum\" />\n"
svg += "</g>\n"
return svg
}

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package animation
import (
"fmt"
)
// TransformAnimation 变换动画
type TransformAnimation struct {
BaseAnimation
TransformType string // 变换类型scale, translate等
From string // 起始变换值
To string // 结束变换值
}
// NewTransformAnimation 创建一个变换动画
func NewTransformAnimation(targetID string, transformType string, from, to string, duration float64, repeatCount int) *TransformAnimation {
return &TransformAnimation{
BaseAnimation: BaseAnimation{
Type: Transform,
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
TransformType: transformType,
From: from,
To: to,
}
}
// GenerateSVG 生成变换动画的SVG代码
func (a *TransformAnimation) GenerateSVG() string {
// 创建一个animateTransform元素并将其添加到目标元素中
svg := fmt.Sprintf("<animateTransform href=\"#%s\" attributeName=\"transform\" attributeType=\"XML\" type=\"%s\" ", a.TargetID, a.TransformType)
svg += fmt.Sprintf("from=\"%s\" to=\"%s\" ", a.From, a.To)
svg += fmt.Sprintf("dur=\"%gs\" ", a.Duration)
if a.RepeatCount < 0 {
svg += "repeatCount=\"indefinite\" "
} else if a.RepeatCount > 0 {
svg += fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount)
}
if a.Delay > 0 {
svg += fmt.Sprintf("begin=\"%gs\" ", a.Delay)
}
svg += "additive=\"sum\" />\n"
return svg
}

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package animation
import (
"strings"
)
// AnimationType 表示动画类型
type AnimationType string
// 预定义动画类型常量
const (
Rotate AnimationType = "rotate" // 旋转动画
Gradient AnimationType = "gradient" // 渐变动画
Transform AnimationType = "transform" // 变换动画
Fade AnimationType = "fade" // 淡入淡出动画
Path AnimationType = "path" // 路径动画
Color AnimationType = "color" // 颜色变换动画
Bounce AnimationType = "bounce" // 弹跳动画
Wave AnimationType = "wave" // 波浪动画
Blink AnimationType = "blink" // 闪烁动画
)
// Animation 表示一个SVG动画接口
type Animation interface {
// GenerateSVG 生成动画的SVG代码
GenerateSVG() string
// GetTargetID 获取目标元素ID
GetTargetID() string
}
// BaseAnimation 基础动画结构,包含所有动画共有的属性
type BaseAnimation struct {
Type AnimationType // 动画类型
Duration float64 // 动画持续时间(秒)
RepeatCount int // 重复次数,-1表示无限重复
Delay float64 // 延迟时间(秒)
TargetID string // 目标元素ID
Attributes map[string]string // 动画属性
}
// GetTargetID 获取目标元素ID
func (a *BaseAnimation) GetTargetID() string {
return a.TargetID
}
// Manager 动画管理器,负责管理所有动画
type Manager struct {
animations []Animation
}
// GetAnimations 获取所有动画
func (m *Manager) GetAnimations() []Animation {
return m.animations
}
// NewAnimationManager 创建一个新的动画管理器
func NewAnimationManager() *Manager {
return &Manager{
animations: make([]Animation, 0),
}
}
// AddAnimation 添加一个动画
func (m *Manager) AddAnimation(animation Animation) {
m.animations = append(m.animations, animation)
}
// GenerateSVGAnimations 生成SVG动画代码
func (m *Manager) GenerateSVGAnimations() string {
if len(m.animations) == 0 {
return ""
}
var sb strings.Builder
// 添加SVG命名空间声明
sb.WriteString("<defs>\n")
// 用于存储需要放在defs中的定义
var defsContent strings.Builder
// 用于存储需要直接添加到SVG中的动画元素
var animationsContent strings.Builder
// 用于存储旋转动画的映射键为目标元素ID
rotateAnimations := make(map[string]string)
// 处理所有动画
for _, anim := range m.animations {
svgCode := anim.GenerateSVG()
if svgCode == "" {
continue
}
// 根据动画类型决定放置位置
switch a := anim.(type) {
case *GradientAnimation:
// 渐变定义需要放在defs中
defsContent.WriteString(svgCode)
case *RotateAnimation:
// 旋转动画需要包裹目标元素,先存储起来
// 提取animateTransform标签
if start := strings.Index(svgCode, "<animateTransform"); start != -1 {
if end := strings.Index(svgCode[start:], "/>"); end != -1 {
rotateAnimations[a.GetTargetID()] = svgCode[start : start+end+2]
}
}
default:
// 其他动画元素直接添加到SVG中
animationsContent.WriteString(svgCode)
}
}
// 只有当存在需要放在defs中的内容时才添加defs标签
if defsContent.Len() > 0 {
sb.WriteString(defsContent.String())
sb.WriteString("</defs>\n")
} else {
// 如果没有需要放在defs中的内容则不添加defs标签
sb.Reset()
}
// 添加直接放置的动画元素
sb.WriteString(animationsContent.String())
return sb.String()
}

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package animation
import (
"fmt"
"math"
"strings"
)
// WaveAnimation 波浪动画
type WaveAnimation struct {
BaseAnimation
Amplitude float64 // 波浪振幅
Frequency float64 // 波浪频率
Direction string // 波浪方向 ("horizontal" 或 "vertical")
}
// NewWaveAnimation 创建一个波浪动画
func NewWaveAnimation(targetID string, amplitude, frequency float64, direction string, duration float64, repeatCount int) *WaveAnimation {
return &WaveAnimation{
BaseAnimation: BaseAnimation{
Type: Wave, // 波浪动画类型
Duration: duration,
RepeatCount: repeatCount,
Delay: 0,
TargetID: targetID,
Attributes: make(map[string]string),
},
Amplitude: amplitude,
Frequency: frequency,
Direction: direction,
}
}
// GenerateSVG 生成波浪动画的SVG代码
func (a *WaveAnimation) GenerateSVG() string {
var sb strings.Builder
// 生成波浪路径
path := a.generateWavePath()
// 创建一个animateMotion元素
sb.WriteString(fmt.Sprintf("<animateMotion href=\"#%s\" ", a.TargetID))
sb.WriteString(fmt.Sprintf("path=\"%s\" ", path))
sb.WriteString(fmt.Sprintf("dur=\"%gs\" ", a.Duration))
if a.RepeatCount < 0 {
sb.WriteString("repeatCount=\"indefinite\" ")
} else if a.RepeatCount > 0 {
sb.WriteString(fmt.Sprintf("repeatCount=\"%d\" ", a.RepeatCount))
}
if a.Delay > 0 {
sb.WriteString(fmt.Sprintf("begin=\"%gs\" ", a.Delay))
}
sb.WriteString("/>\n")
return sb.String()
}
// generateWavePath 生成波浪路径
func (a *WaveAnimation) generateWavePath() string {
var path strings.Builder
path.WriteString("M0,0 ")
// 生成正弦波路径
points := 20 // 路径点数量
for i := 0; i <= points; i++ {
x := float64(i) / float64(points) * 100 // 0-100 范围
// 计算正弦波 y 值
y := a.Amplitude * math.Sin(a.Frequency*x*math.Pi/180)
if a.Direction == "horizontal" {
path.WriteString(fmt.Sprintf("L%g,%g ", x, y))
} else { // vertical
path.WriteString(fmt.Sprintf("L%g,%g ", y, x))
}
}
return path.String()
}