--- /dev/null
+#include "animpoint.h"
+
+#include <math.h>
+
+AnimPoint::AnimPoint() { init(); }
+
+void AnimPoint::operator=(const AnimPoint &other) { copy(other); }
+
+void AnimPoint::operator=(const QPointF &other)
+{
+ init();
+ setX(other.x());
+ setY(other.x());
+}
+
+bool AnimPoint::operator==(const QPointF &other)
+{
+ QPointF p(x(), y());
+ return p == other;
+}
+
+bool AnimPoint::operator==(AnimPoint other)
+{
+ if (rx() != other.rx())
+ return false;
+ if (ry() != other.ry())
+ return false;
+ if (startPos != other.startPos)
+ return false;
+ if (destPos != other.destPos)
+ return false;
+ if (animated != other.animated)
+ return false;
+
+ return true;
+}
+
+void AnimPoint::init()
+{
+ animated = false;
+ n = 0;
+ startPos = QPointF(0, 0);
+ destPos = QPointF(0, 0);
+ vector = QPointF(0, 0);
+ animTicks = 10;
+}
+
+void AnimPoint::copy(AnimPoint other)
+{
+ setX(other.x());
+ setY(other.x());
+ startPos = other.startPos;
+ destPos = other.destPos;
+ vector = other.vector;
+ animated = other.animated;
+ n = other.n;
+ animTicks = other.animTicks;
+}
+
+void AnimPoint::setStart(const QPointF &p)
+{
+ startPos = p;
+ initVector();
+}
+
+QPointF AnimPoint::getStart() { return startPos; }
+
+void AnimPoint::setDest(const QPointF &p)
+{
+ destPos = p;
+ initVector();
+}
+
+QPointF AnimPoint::getDest() { return destPos; }
+
+void AnimPoint::setTicks(const uint &t) { animTicks = t; }
+
+uint AnimPoint::getTicks() { return (uint)animTicks; }
+
+void AnimPoint::setAnimated(bool b)
+{
+ animated = b;
+ if (b)
+ n = 0;
+}
+
+bool AnimPoint::isAnimated() { return animated; }
+
+bool AnimPoint::animate()
+{
+ if (!animated)
+ return false;
+ n++;
+ if (n > animTicks) {
+ vector = QPointF(0, 0);
+ animated = false;
+ setX(destPos.x());
+ setY(destPos.y());
+ return false;
+ }
+
+ // Some math to slow down the movement in the end
+ qreal f = 1 - n / (qreal)animTicks;
+ qreal ff = 1 - f * f * f;
+ setX(startPos.x() + vector.x() * ff);
+ setY(startPos.y() + vector.y() * ff);
+
+ return animated;
+}
+
+void AnimPoint::stop()
+{
+ animated = false;
+ setX(destPos.x());
+ setY(destPos.y());
+}
+
+void AnimPoint::initVector()
+{
+ vector.setX(destPos.x() - startPos.x());
+ vector.setY(destPos.y() - startPos.y());
+}