Comments (2)
I'm not sure that I understand your proposal.
Let's assume that a Slide
transition's duration is 2 seconds. Here are some scenarios that explain how it should behave with the current behavior when playing in reverse (this._duration * this._position
):
- The starting position is 1.0 (at the end). Playing in reverse will require the entire duration: 2 seconds.
- The starting position is 0.5. Playing in reverse should require sliding half the x/y distance, so the reverse duration is calculated as half the original duration too: 1 second.
- The starting position is 0.0 (at the beginning). It is already fully reversed. No animation needs to play because the final x/y is the same as the starting x/y: 0 seconds duration.
Here's how it would behave with your proposed new behavior when playing in reverse (this._duration * (1 + this._position)
):
- The starting position is 1.0 (at the end). Playing in reverse will require 4 seconds (2 * (1 + 1)). That's twice as long as the original duration, for the same distance. It should never be more than 2 seconds.
- The starting position is 0.5. Playing in reverse will require 3 seconds (2 * (1 + 0.5)). It will slide only half the x/y distance, but the duration is (again), over 2 seconds.
- The starting position is 0.0 (at the beginning). Playing in reverse will require 2 seconds (2 * (1 + 0)), but there is nothing to see because the starting x/y is the same as the final x/y.
from feathersui-starling.
Thanks for the input on this - seems I was on the wrong track with the workaround, which actually worked quite well in my scenario to fix the very short resulting duration, but it's obviously wrong.
I will probably need to check more in depth regarding the position property.
I set the distance (/ratio) to perform the successful drag to a lower value as the default and I will have to check if this is causing the low duration.
from feathersui-starling.
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from feathersui-starling.