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funda-ui

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React components using pure Bootstrap 5+ which does not contain any external style and script libraries.

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/* * All easing functions * @link: https://easings.net * @param {Number} t - time (Amount of time that has passed since the beginning of the animation. Usually starts at 0 and is slowly increased using a game loop or other update function.) * @param {Number} b - beginning value (The starting point of the animation. Usually it's a static value, you can start at 0 for example.) * @param {Number} c - change in value (The amount of change needed to go from starting point to end point. It's also usually a static value.) * @param {Number} d - duration (Amount of time the animation will take. Usually a static value aswell.) * @return {number} */ function easeLinear (t: number, b: number, c: number, d: number): number { return c * t / d + b; } function easeInQuad (t: number, b: number, c: number, d: number): number { return c * (t /= d) * t + b; } function easeOutQuad (t: number, b: number, c: number, d: number): number { return -c * (t /= d) * (t - 2) + b; } function easeInOutQuad (t: number, b: number, c: number, d: number): number { if ((t /= d / 2) < 1) return c / 2 * t * t + b; return -c / 2 * ((--t) * (t - 2) - 1) + b; } function easeInSine (t: number, b: number, c: number, d: number): number { return -c * Math.cos(t / d * (Math.PI / 2)) + c + b; } function easeOutSine (t: number, b: number, c: number, d: number): number { return c * Math.sin(t / d * (Math.PI / 2)) + b; } function easeInOutSine (t: number, b: number, c: number, d: number): number { return -c / 2 * (Math.cos(Math.PI * t / d) - 1) + b; } function easeInExpo (t: number, b: number, c: number, d: number): number { return (t == 0) ? b : c * Math.pow(2, 10 * (t / d - 1)) + b; } function easeOutExpo (t: number, b: number, c: number, d: number): number { return (t == d) ? b + c : c * (-Math.pow(2, -10 * t / d) + 1) + b; } function easeInOutExpo (t: number, b: number, c: number, d: number): number { if (t == 0) return b; if (t == d) return b + c; if ((t /= d / 2) < 1) return c / 2 * Math.pow(2, 10 * (t - 1)) + b; return c / 2 * (-Math.pow(2, -10 * --t) + 2) + b; } function easeInCirc (t: number, b: number, c: number, d: number): number { return -c * (Math.sqrt(1 - (t /= d) * t) - 1) + b; } function easeOutCirc (t: number, b: number, c: number, d: number): number { return c * Math.sqrt(1 - (t = t / d - 1) * t) + b; } function easeInOutCirc (t: number, b: number, c: number, d: number): number { if ((t /= d / 2) < 1) return -c / 2 * (Math.sqrt(1 - t * t) - 1) + b; return c / 2 * (Math.sqrt(1 - (t -= 2) * t) + 1) + b; } function easeInCubic (t: number, b: number, c: number, d: number): number { return c * (t /= d) * t * t + b; } function easeOutCubic (t: number, b: number, c: number, d: number): number { return c * ((t = t / d - 1) * t * t + 1) + b; } function easeInOutCubic (t: number, b: number, c: number, d: number): number { if ((t /= d / 2) < 1) return c / 2 * t * t * t + b; return c / 2 * ((t -= 2) * t * t + 2) + b; } function easeInQuart (t: number, b: number, c: number, d: number): number { return c * (t /= d) * t * t * t + b; } function easeOutQuart (t: number, b: number, c: number, d: number): number { return -c * ((t = t / d - 1) * t * t * t - 1) + b; } function easeInOutQuart (t: number, b: number, c: number, d: number): number { if ((t /= d / 2) < 1) return c / 2 * t * t * t * t + b; return -c / 2 * ((t -= 2) * t * t * t - 2) + b; } function easeInQuint (t: number, b: number, c: number, d: number): number { return c * (t /= d) * t * t * t * t + b; } function easeOutQuint (t: number, b: number, c: number, d: number): number { return c * ((t = t / d - 1) * t * t * t * t + 1) + b; } function easeInOutQuint (t: number, b: number, c: number, d: number): number { if ((t /= d / 2) < 1) return c / 2 * t * t * t * t * t + b; return c / 2 * ((t -= 2) * t * t * t * t + 2) + b; } function easeInElastic (t: number, b: number, c: number, d: number): number { var s: number = 1.70158; var p: number = 0; var a: number = c; if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * .3; if (a < Math.abs(c)) { a = c; var s = p / 4; } else var s = p / (2 * Math.PI) * Math.asin(c / a); return -(a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; } function easeOutElastic (t: number, b: number, c: number, d: number): number { var s: number = 1.70158; var p: number = 0; var a: number = c; if (t == 0) return b; if ((t /= d) == 1) return b + c; if (!p) p = d * .3; if (a < Math.abs(c)) { a = c; var s = p / 4; } else var s = p / (2 * Math.PI) * Math.asin(c / a); return a * Math.pow(2, -10 * t) * Math.sin((t * d - s) * (2 * Math.PI) / p) + c + b; } function easeInOutElastic (t: number, b: number, c: number, d: number): number { var s: number = 1.70158; var p: number = 0; var a: number = c; if (t == 0) return b; if ((t /= d / 2) == 2) return b + c; if (!p) p = d * (.3 * 1.5); if (a < Math.abs(c)) { a = c; var s = p / 4; } else var s = p / (2 * Math.PI) * Math.asin(c / a); if (t < 1) return -.5 * (a * Math.pow(2, 10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p)) + b; return a * Math.pow(2, -10 * (t -= 1)) * Math.sin((t * d - s) * (2 * Math.PI) / p) * .5 + c + b; } function easeInBack (t: number, b: number, c: number, d: number): number { var s: number = 1.70158; if (s == undefined) s = 1.70158; return c * (t /= d) * t * ((s + 1) * t - s) + b; } function easeOutBack (t: number, b: number, c: number, d: number): number { var s: number = 1.70158; if (s == undefined) s = 1.70158; return c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b; } function easeInOutBack (t: number, b: number, c: number, d: number): number { var s: number = 1.70158; if (s == undefined) s = 1.70158; if ((t /= d / 2) < 1) return c / 2 * (t * t * (((s *= (1.525)) + 1) * t - s)) + b; return c / 2 * ((t -= 2) * t * (((s *= (1.525)) + 1) * t + s) + 2) + b; } export { easeLinear, easeInQuad, easeOutQuad, easeInOutQuad, easeInSine, easeOutSine, easeInOutSine, easeInExpo, easeOutExpo, easeInOutExpo, easeInCirc, easeOutCirc, easeInOutCirc, easeInCubic, easeOutCubic, easeInOutCubic, easeInQuart, easeOutQuart, easeInOutQuart, easeInQuint, easeOutQuint, easeInOutQuint, easeInElastic, easeOutElastic, easeInOutElastic, easeInBack, easeOutBack, easeInOutBack };