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use bevy::prelude::*;
use std::time::Duration;

use crate::{EaseMethod, Lens, TweeningDirection, TweeningType};

/// Playback state of a [`Tweenable`].
///
/// This is returned by [`Tweenable::tick()`] to allow the caller to execute some logic based on the
/// updated state of the tweenable, like advanding a sequence to its next child tweenable.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum TweenState {
    /// The tweenable is still active, and did not reach its end state yet.
    Active,
    /// Animation reached its end state. The tweenable is idling at its latest time. This can only happen
    /// for [`TweeningType::Once`], since other types loop indefinitely.
    Completed,
}
/// Event raised when a tween completed.
///
/// This event is raised when a tween completed. For non-looping tweens, this is raised once at the
/// end of the animation. For looping animations, this is raised once per iteration. In case the animation
/// direction changes ([`TweeningType::PingPong`]), an iteration corresponds to a single progress from
/// one endpoint to the other, whatever the direction. Therefore a complete cycle start -> end -> start
/// counts as 2 iterations and raises 2 events (one when reaching the end, one when reaching back the start).
///
/// # Note
///
/// The semantic is slightly different from [`TweenState::Completed`], which indicates that the tweenable
/// has finished ticking and do not need to be updated anymore, a state which is never reached for looping
/// animation. Here the [`TweenCompleted`] event instead marks the end of a single loop iteration.
#[derive(Copy, Clone)]
pub struct TweenCompleted {
    /// The [`Entity`] the tween which completed and its animator are attached to.
    pub entity: Entity,
    /// An opaque value set by the user when activating event raising, used to identify the particular
    /// tween which raised this event. The value is passed unmodified from a call to [`with_completed_event()`]
    /// or [`set_completed_event()`].
    ///
    /// [`with_completed_event()`]: Tween::with_completed_event
    /// [`set_completed_event()`]: Tween::set_completed_event
    pub user_data: u64,
#[derive(Debug, Default, Clone, Copy)]
struct AnimClock {
    elapsed: Duration,
    is_looping: bool,
}

impl AnimClock {
    fn new(duration: Duration, is_looping: bool) -> Self {
        AnimClock {
            elapsed: Duration::ZERO,
    fn tick(&mut self, duration: Duration) -> u32 {
        self.elapsed = self.elapsed.saturating_add(duration);
        if self.elapsed < self.duration {
            0
        } else if self.is_looping {
            let elapsed = self.elapsed.as_nanos();
            let duration = self.duration.as_nanos();
            self.elapsed = Duration::from_nanos((elapsed % duration) as u64);
            (elapsed / duration) as u32
    fn set_progress(&mut self, progress: f32) {
        let progress = if self.is_looping {

        self.elapsed = self.duration.mul_f32(progress);
        self.elapsed.as_secs_f32() / self.duration.as_secs_f32()
        self.elapsed >= self.duration
    }

    fn reset(&mut self) {
        self.elapsed = Duration::ZERO;
    }
}

/// An animatable entity, either a single [`Tween`] or a collection of them.
pub trait Tweenable<T>: Send + Sync {
    /// Get the total duration of the animation.
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    ///
    /// For non-looping tweenables ([`TweeningType::Once`]), this is the total animation duration.
    /// For looping ones, this is the duration of a single iteration, since the total animation
    /// duration is infinite.
    ///
    /// Note that for [`TweeningType::PingPong`], this is the duration of a single way, either from
    /// start to end or back from end to start. The total "loop" duration start -> end -> start to
    /// reach back the same state in this case is the double of the returned value.
    fn duration(&self) -> Duration;

    /// Return `true` if the animation is looping.
    ///
    /// Looping tweenables are of type [`TweeningType::Loop`] or [`TweeningType::PingPong`].
    fn is_looping(&self) -> bool;

    /// Set the current animation playback progress.
    ///
    /// See [`progress()`] for details on the meaning.
    ///
    /// [`progress()`]: Tweenable::progress
    fn set_progress(&mut self, progress: f32);

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    /// Get the current progress in \[0:1\] (non-looping) or \[0:1\[ (looping) of the animation.
    ///
    /// For looping animations, this reports the progress of the current iteration, in the current
    /// direction:
    /// - [`TweeningType::Loop`] is `0` at start and `1` at end. The exact value `1.0` is never reached,
    ///   since the tweenable loops over to `0.0` immediately.
    /// - [`TweeningType::PingPong`] is `0` at the source endpoint and `1` and the destination one,
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    ///   which are respectively the start/end for [`TweeningDirection::Forward`], or the end/start
    ///   for [`TweeningDirection::Backward`]. The exact value `1.0` is never reached, since the tweenable
    ///   loops over to `0.0` immediately when it changes direction at either endpoint.
    fn progress(&self) -> f32;

    /// Tick the animation, advancing it by the given delta time and mutating the given target component or asset.
    ///
    /// This returns [`TweenState::Active`] if the tweenable didn't reach its final state yet (progress < `1.0`),
    /// or [`TweenState::Completed`] if the tweenable completed this tick. Only non-looping tweenables return
    /// a completed state, since looping ones continue forever.
    ///
    /// Calling this method with a duration of [`Duration::ZERO`] is valid, and updates the target to the current
    /// state of the tweenable without actually modifying the tweenable state. This is useful after certain operations
    /// like [`rewind()`] or [`set_progress()`] whose effect is otherwise only visible on target on next frame.
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    ///
    /// [`rewind()`]: Tweenable::rewind
    /// [`set_progress()`]: Tweenable::set_progress
    fn tick(
        &mut self,
        delta: Duration,
        target: &mut T,
        entity: Entity,
        event_writer: &mut EventWriter<TweenCompleted>,
    ) -> TweenState;
    /// Get the number of times this tweenable completed.
    ///
    /// For looping animations, this returns the number of times a single playback was completed. In the
    /// case of [`TweeningType::PingPong`] this corresponds to a playback in a single direction, so tweening
    /// from start to end and back to start counts as two completed times (one forward, one backward).
    fn times_completed(&self) -> u32;

    /// Rewind the animation to its starting state.
    ///
    /// Note that the starting state depends on the current direction. For [`TweeningDirection::Forward`]
    /// this is the start point of the lens, whereas for [`TweeningDirection::Backward`] this is the end one.
    fn rewind(&mut self);
}

impl<T> Tweenable<T> for Box<dyn Tweenable<T> + Send + Sync + 'static> {
    fn duration(&self) -> Duration {
        self.as_ref().duration()
    }
    fn is_looping(&self) -> bool {
        self.as_ref().is_looping()
    }
    fn set_progress(&mut self, progress: f32) {
        self.as_mut().set_progress(progress);
    }
    fn progress(&self) -> f32 {
        self.as_ref().progress()
    }
    fn tick(
        &mut self,
        delta: Duration,
        target: &mut T,
        entity: Entity,
        event_writer: &mut EventWriter<TweenCompleted>,
    ) -> TweenState {
        self.as_mut().tick(delta, target, entity, event_writer)
    fn times_completed(&self) -> u32 {
        self.as_ref().times_completed()
    }
    fn rewind(&mut self) {
    }
}

/// Trait for boxing a [`Tweenable`] trait object.
pub trait IntoBoxDynTweenable<T> {
    /// Convert the current object into a boxed [`Tweenable`].
    fn into_box_dyn(this: Self) -> Box<dyn Tweenable<T> + Send + Sync + 'static>;
}

impl<T, U: Tweenable<T> + Send + Sync + 'static> IntoBoxDynTweenable<T> for U {
    fn into_box_dyn(this: U) -> Box<dyn Tweenable<T> + Send + Sync + 'static> {
        Box::new(this)
    }
}

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/// Type of a callback invoked when a [`Tween`] has completed.
///
/// See [`Tween::set_completed()`] for usage.
pub type CompletedCallback<T> = dyn Fn(Entity, &Tween<T>) + Send + Sync + 'static;

/// Single tweening animation instance.
pub struct Tween<T> {
    ease_function: EaseMethod,
    clock: AnimClock,
    times_completed: u32,
    tweening_type: TweeningType,
    direction: TweeningDirection,
    lens: Box<dyn Lens<T> + Send + Sync + 'static>,
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    on_completed: Option<Box<CompletedCallback<T>>>,
    event_data: Option<u64>,
}

impl<T: 'static> Tween<T> {
    /// Chain another [`Tweenable`] after this tween, making a [`Sequence`] with the two.
    ///
    /// # Example
    /// ```
    /// # use bevy_tweening::{lens::*, *};
    /// # use bevy::math::*;
    /// # use std::time::Duration;
    /// let tween1 = Tween::new(
    ///     EaseFunction::QuadraticInOut,
    ///     TweeningType::Once,
    ///     Duration::from_secs_f32(1.0),
    ///     TransformPositionLens {
    ///         start: Vec3::ZERO,
    ///         end: Vec3::new(3.5, 0., 0.),
    ///     },
    /// );
    /// let tween2 = Tween::new(
    ///     EaseFunction::QuadraticInOut,
    ///     TweeningType::Once,
    ///     Duration::from_secs_f32(1.0),
    ///     TransformRotationLens {
    ///         start: Quat::IDENTITY,
    ///         end: Quat::from_rotation_x(90.0_f32.to_radians()),
    ///     },
    /// );
    /// let seq = tween1.then(tween2);
    /// ```
    pub fn then(self, tween: impl Tweenable<T> + Send + Sync + 'static) -> Sequence<T> {
        Sequence::with_capacity(2).then(self).then(tween)
    }
}

impl<T> Tween<T> {
    /// Create a new tween animation.
    ///
    /// # Example
    /// ```
    /// # use bevy_tweening::{lens::*, *};
    /// # use bevy::math::Vec3;
    /// # use std::time::Duration;
    /// let tween = Tween::new(
    ///     EaseFunction::QuadraticInOut,
    ///     TweeningType::Once,
    ///     Duration::from_secs_f32(1.0),
    ///     TransformPositionLens {
    ///         start: Vec3::ZERO,
    ///         end: Vec3::new(3.5, 0., 0.),
    ///     },
    /// );
    /// ```
    pub fn new<L>(
        ease_function: impl Into<EaseMethod>,
        tweening_type: TweeningType,
        duration: Duration,
        lens: L,
    ) -> Self
    where
        L: Lens<T> + Send + Sync + 'static,
    {
        Tween {
            ease_function: ease_function.into(),
            clock: AnimClock::new(duration, tweening_type != TweeningType::Once),
            times_completed: 0,
            tweening_type,
            direction: TweeningDirection::Forward,
            lens: Box::new(lens),
            on_completed: None,
            event_data: None,
    /// Enable or disable raising a completed event.
    ///
    /// If enabled, the tween will raise a [`TweenCompleted`] event when the animation completed.
    /// This is similar to the [`set_completed()`] callback, but uses Bevy events instead.
    /// # Example
    /// ```
    /// # use bevy_tweening::{lens::*, *};
    /// # use bevy::{ecs::event::EventReader, math::Vec3};
    /// # use std::time::Duration;
    /// let tween = Tween::new(
    ///     // [...]
    /// #    EaseFunction::QuadraticInOut,
    /// #    TweeningType::Once,
    /// #    Duration::from_secs_f32(1.0),
    /// #    TransformPositionLens {
    /// #        start: Vec3::ZERO,
    /// #        end: Vec3::new(3.5, 0., 0.),
    /// #    },
    /// )
    /// .with_completed_event(true, 42);
    ///
    /// fn my_system(mut reader: EventReader<TweenCompleted>) {
    ///   for ev in reader.iter() {
    ///     assert_eq!(ev.user_data, 42);
    ///     println!("Entity {:?} raised TweenCompleted!", ev.entity);
    ///   }
    /// }
    /// ```
    ///
    /// [`set_completed()`]: Tween::set_completed
    pub fn with_completed_event(mut self, enabled: bool, user_data: u64) -> Self {
        self.event_data = if enabled { Some(user_data) } else { None };
    /// Set the playback direction of the tween.
    ///
    /// The playback direction influences the mapping of the progress ratio (in \[0:1\]) to the
    /// actual ratio passed to the lens. [`TweeningDirection::Forward`] maps the `0` value of
    /// progress to the `0` value of the lens ratio. Conversely, [`TweeningDirection::Backward`]
    /// reverses the mapping, which effectively makes the tween play reversed, going from end to
    /// start.
    ///
    /// Changing the direction doesn't change any target state, nor any progress of the tween. Only
    /// the direction of animation from this moment potentially changes. To force a target state
    /// change, call [`Tweenable::tick()`] with a zero delta (`Duration::ZERO`).
    pub fn set_direction(&mut self, direction: TweeningDirection) {
        self.direction = direction;
    }

    /// Set the playback direction of the tween.
    ///
    /// See [`Tween::set_direction()`].
    pub fn with_direction(mut self, direction: TweeningDirection) -> Self {
        self.direction = direction;
        self
    }

    /// The current animation direction.
    ///
    /// See [`TweeningDirection`] for details.
    pub fn direction(&self) -> TweeningDirection {
        self.direction
    }

    /// Set a callback invoked when the animation completed.
    ///
    /// The callback when invoked receives as parameters the [`Entity`] on which the target and the
    /// animator are, as well as a reference to the current [`Tween`].
    ///
    /// Only non-looping tweenables can complete.
    pub fn set_completed<C>(&mut self, callback: C)
        C: Fn(Entity, &Tween<T>) + Send + Sync + 'static,
        self.on_completed = Some(Box::new(callback));
    /// Clear the callback invoked when the animation completed.
    pub fn clear_completed(&mut self) {
        self.on_completed = None;

    /// Enable or disable raising a completed event.
    ///
    /// If enabled, the tween will raise a [`TweenCompleted`] event when the animation completed.
    /// This is similar to the [`set_completed()`] callback, but uses Bevy events instead.
    ///
    /// See [`with_completed_event()`] for details.
    /// [`set_completed()`]: Tween::set_completed
    /// [`with_completed_event()`]: Tween::with_completed_event
    pub fn set_completed_event(&mut self, enabled: bool, user_data: u64) {
        self.event_data = if enabled { Some(user_data) } else { None };
impl<T> Tweenable<T> for Tween<T> {
    fn duration(&self) -> Duration {
    fn is_looping(&self) -> bool {
        self.tweening_type != TweeningType::Once
    }

    fn set_progress(&mut self, progress: f32) {
        self.clock.set_progress(progress);
    }

    fn progress(&self) -> f32 {
    fn tick(
        &mut self,
        delta: Duration,
        target: &mut T,
        entity: Entity,
        event_writer: &mut EventWriter<TweenCompleted>,
    ) -> TweenState {
        if !self.is_looping() && self.clock.completed() {
            return TweenState::Completed;
        // Tick the animation clock
        let times_completed = self.clock.tick(delta);
        self.times_completed += times_completed;
        if times_completed & 1 != 0 && self.tweening_type == TweeningType::PingPong {
            self.direction = !self.direction;
        }
        let state = if self.is_looping() || times_completed == 0 {
            TweenState::Active
        } else {
            TweenState::Completed
        };
        let progress = self.clock.progress();
        // Apply the lens, even if the animation finished, to ensure the state is consistent
        let mut factor = progress;
        if self.direction.is_backward() {
            factor = 1. - factor;
        }
        let factor = self.ease_function.sample(factor);
        self.lens.lerp(target, factor);

        // If completed at least once this frame, notify the user
        if times_completed > 0 {
            if let Some(user_data) = &self.event_data {
                event_writer.send(TweenCompleted {
                    entity,
                    user_data: *user_data,
                });
            if let Some(cb) = &self.on_completed {
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                cb(entity, self);
        state
    }

    fn times_completed(&self) -> u32 {
        self.times_completed
    fn rewind(&mut self) {
        self.times_completed = 0;
    }
}

/// A sequence of tweens played back in order one after the other.
pub struct Sequence<T> {
    tweens: Vec<Box<dyn Tweenable<T> + Send + Sync + 'static>>,
    index: usize,
    duration: Duration,
    time: Duration,
    times_completed: u32,
}

impl<T> Sequence<T> {
    /// Create a new sequence of tweens.
    ///
    /// This method panics if the input collection is empty.
    pub fn new(items: impl IntoIterator<Item = impl IntoBoxDynTweenable<T>>) -> Self {
        let tweens: Vec<_> = items
            .into_iter()
            .map(IntoBoxDynTweenable::into_box_dyn)
            .collect();
        assert!(!tweens.is_empty());
        let duration = tweens.iter().map(|t| t.duration()).sum();
        Sequence {
            tweens,
            index: 0,
            duration,
            times_completed: 0,
        }
    }

    /// Create a new sequence containing a single tween.
    pub fn from_single(tween: impl Tweenable<T> + Send + Sync + 'static) -> Self {
        let duration = tween.duration();
        Sequence {
            tweens: vec![Box::new(tween)],
            index: 0,
            duration,
            time: Duration::ZERO,
            times_completed: 0,
        }
    }

    /// Create a new sequence with the specified capacity.
    pub fn with_capacity(capacity: usize) -> Self {
        Sequence {
            tweens: Vec::with_capacity(capacity),
            index: 0,
            duration: Duration::ZERO,
            time: Duration::ZERO,
            times_completed: 0,
        }
    }

    /// Append a [`Tweenable`] to this sequence.
    pub fn then(mut self, tween: impl Tweenable<T> + Send + Sync + 'static) -> Self {
        self.duration += tween.duration();
        self.tweens.push(Box::new(tween));
        self
    }

    /// Index of the current active tween in the sequence.
    pub fn index(&self) -> usize {
        self.index.min(self.tweens.len() - 1)
    }

    /// Get the current active tween in the sequence.
    pub fn current(&self) -> &dyn Tweenable<T> {
        self.tweens[self.index()].as_ref()
    }
}

impl<T> Tweenable<T> for Sequence<T> {
    fn duration(&self) -> Duration {
        self.duration
    }

    fn is_looping(&self) -> bool {
        false // TODO - implement looping sequences...
    }

    fn set_progress(&mut self, progress: f32) {
        self.times_completed = if progress >= 1. { 1 } else { 0 };
        let progress = progress.clamp(0., 1.); // not looping
                                               // Set the total sequence progress
        let total_elapsed_secs = self.duration().as_secs_f64() * progress as f64;
        self.time = Duration::from_secs_f64(total_elapsed_secs);

        // Find which tween is active in the sequence
        let mut accum_duration = 0.;
        for index in 0..self.tweens.len() {
            let tween = &mut self.tweens[index];
            let tween_duration = tween.duration().as_secs_f64();
            if total_elapsed_secs < accum_duration + tween_duration {
                self.index = index;
                let local_duration = total_elapsed_secs - accum_duration;
                tween.set_progress((local_duration / tween_duration) as f32);
                // TODO?? set progress of other tweens after that one to 0. ??
                return;
            }
            tween.set_progress(1.); // ?? to prepare for next loop/rewind?
            accum_duration += tween_duration;
        }

        // None found; sequence ended
        self.index = self.tweens.len();
    }

    fn progress(&self) -> f32 {
        self.time.as_secs_f32() / self.duration.as_secs_f32()
    }

    fn tick(
        &mut self,
        delta: Duration,
        target: &mut T,
        entity: Entity,
        event_writer: &mut EventWriter<TweenCompleted>,
    ) -> TweenState {
        if self.index < self.tweens.len() {
            let mut state = TweenState::Active;
            self.time = (self.time + delta).min(self.duration);
            let tween = &mut self.tweens[self.index];
            let tween_state = tween.tick(delta, target, entity, event_writer);
            if tween_state == TweenState::Completed {
                tween.rewind();
                self.index += 1;
                if self.index >= self.tweens.len() {
                    state = TweenState::Completed;
                    self.times_completed = 1;
            state
        } else {
            TweenState::Completed
    fn times_completed(&self) -> u32 {
        self.times_completed
    }

    fn rewind(&mut self) {
        self.time = Duration::ZERO;
        self.index = 0;
        self.times_completed = 0;
        for tween in &mut self.tweens {
            // or only first?
            tween.rewind();
        }
    }
}

/// A collection of [`Tweenable`] executing in parallel.
pub struct Tracks<T> {
    tracks: Vec<Box<dyn Tweenable<T> + Send + Sync + 'static>>,
    duration: Duration,
    time: Duration,
    times_completed: u32,
}

impl<T> Tracks<T> {
    /// Create a new [`Tracks`] from an iterator over a collection of [`Tweenable`].
    pub fn new(items: impl IntoIterator<Item = impl IntoBoxDynTweenable<T>>) -> Self {
        let tracks: Vec<_> = items
            .into_iter()
            .map(IntoBoxDynTweenable::into_box_dyn)
            .collect();
        let duration = tracks.iter().map(|t| t.duration()).max().unwrap();
        Tracks {
            tracks,
            duration,
            times_completed: 0,
        }
    }
}

impl<T> Tweenable<T> for Tracks<T> {
    fn duration(&self) -> Duration {
        self.duration
    }

    fn is_looping(&self) -> bool {
        false // TODO - implement looping tracks...
    }

    fn set_progress(&mut self, progress: f32) {
        self.times_completed = if progress >= 1. { 1 } else { 0 }; // not looping
        let progress = progress.clamp(0., 1.); // not looping
        let time_secs = self.duration.as_secs_f64() * progress as f64;
        self.time = Duration::from_secs_f64(time_secs);
        for tweenable in &mut self.tracks {
            let progress = time_secs / tweenable.duration().as_secs_f64();
            tweenable.set_progress(progress as f32);
        }
    fn progress(&self) -> f32 {
        self.time.as_secs_f32() / self.duration.as_secs_f32()
    }

    fn tick(
        &mut self,
        delta: Duration,
        target: &mut T,
        entity: Entity,
        event_writer: &mut EventWriter<TweenCompleted>,
    ) -> TweenState {
        self.time = (self.time + delta).min(self.duration);
        let mut any_active = false;
        for tweenable in &mut self.tracks {
            let state = tweenable.tick(delta, target, entity, event_writer);
            any_active = any_active || (state == TweenState::Active);
        if any_active {
            TweenState::Active
            self.times_completed = 1;
            TweenState::Completed
    fn times_completed(&self) -> u32 {
        self.times_completed
    }

    fn rewind(&mut self) {
        self.time = Duration::ZERO;
        self.times_completed = 0;
        for tween in &mut self.tracks {
            tween.rewind();
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/// A time delay that doesn't animate anything.
///
/// This is generally useful for combining with other tweenables into sequences and tracks,
/// for example to delay the start of a tween in a track relative to another track. The `menu`
/// example (`examples/menu.rs`) uses this technique to delay the animation of its buttons.
pub struct Delay {
    timer: Timer,
}

impl Delay {
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    /// Create a new [`Delay`] with a given duration.
    pub fn new(duration: Duration) -> Self {
        Delay {
            timer: Timer::new(duration, false),
        }
    }

    /// Chain another [`Tweenable`] after this tween, making a sequence with the two.
    pub fn then<T>(self, tween: impl Tweenable<T> + Send + Sync + 'static) -> Sequence<T> {
        Sequence::with_capacity(2).then(self).then(tween)
    }
}

impl<T> Tweenable<T> for Delay {
    fn duration(&self) -> Duration {
        self.timer.duration()
    }

    fn is_looping(&self) -> bool {
        false
    }

    fn set_progress(&mut self, progress: f32) {
        // need to reset() to clear finished() unfortunately
        self.timer.reset();
        self.timer.set_elapsed(Duration::from_secs_f64(
            self.timer.duration().as_secs_f64() * progress as f64,
        ));
        // set_elapsed() does not update finished() etc. which we rely on
        self.timer.tick(Duration::ZERO);
    }

    fn progress(&self) -> f32 {
        self.timer.percent()
    }

    fn tick(
        &mut self,
        delta: Duration,
        _target: &mut T,
        _entity: Entity,
        _event_writer: &mut EventWriter<TweenCompleted>,
    ) -> TweenState {
        self.timer.tick(delta);
        if self.timer.finished() {
            TweenState::Completed
        } else {
            TweenState::Active
        }
    }

    fn times_completed(&self) -> u32 {
        if self.timer.finished() {
            1
    fn rewind(&mut self) {
        self.timer.reset();
    }
}

#[cfg(test)]
mod tests {
    use super::*;
    use bevy::ecs::{event::Events, system::SystemState};
    use std::sync::{Arc, Mutex};
    use std::time::Duration;

    /// Utility to compare floating-point values with a tolerance.
    fn abs_diff_eq(a: f32, b: f32, tol: f32) -> bool {
        (a - b).abs() < tol
    }

    #[derive(Default, Copy, Clone)]
    struct CallbackMonitor {
        invoke_count: u64,
        last_reported_count: u32,
    }

    #[test]
    fn anim_clock_precision() {
        let duration = Duration::from_millis(1);
        let mut clock = AnimClock::new(duration, true);

        let test_ticks = [
            Duration::from_micros(123),
            Duration::from_millis(1),
            Duration::from_secs_f32(1. / 24.),
            Duration::from_secs_f32(1. / 30.),
            Duration::from_secs_f32(1. / 60.),
            Duration::from_secs_f32(1. / 120.),
            Duration::from_secs_f32(1. / 144.),
            Duration::from_secs_f32(1. / 240.),
        ];

        let mut times_completed = 0;
        let mut total_duration = Duration::ZERO;
        for i in 0..10_000_000 {
            let tick = test_ticks[i % test_ticks.len()];
            times_completed += clock.tick(tick);
            total_duration += tick;
        }

        assert_eq!(
            (total_duration.as_secs_f64() / duration.as_secs_f64()) as u32,
            times_completed
        );
    }

    /// Test ticking of a single tween in isolation.
    #[test]
    fn tween_tick() {
        for tweening_direction in &[TweeningDirection::Forward, TweeningDirection::Backward] {
            for tweening_type in &[
                TweeningType::Once,
                TweeningType::Loop,
                TweeningType::PingPong,
            ] {
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                println!(
                    "TweeningType: type={:?} dir={:?}",
                    tweening_type, tweening_direction
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                );
                // Create a linear tween over 1 second
                let mut tween = Tween::new(
                    EaseMethod::Linear,
                    *tweening_type,
                    Duration::from_secs_f32(1.0),
                    TransformPositionLens {
                        start: Vec3::ZERO,
                        end: Vec3::ONE,
                    },
                )
                .with_direction(*tweening_direction);
                assert_eq!(tween.direction(), *tweening_direction);
                assert!(tween.on_completed.is_none());
                assert!(tween.event_data.is_none());

                let dummy_entity = Entity::from_raw(42);

                // Register callbacks to count started/ended events
                let callback_monitor = Arc::new(Mutex::new(CallbackMonitor::default()));
                let cb_mon_ptr = Arc::clone(&callback_monitor);
                tween.set_completed(move |entity, tween| {
                    assert_eq!(dummy_entity, entity);
                    let mut cb_mon = cb_mon_ptr.lock().unwrap();
                    cb_mon.invoke_count += 1;
                    cb_mon.last_reported_count = tween.times_completed();
                });
                assert!(tween.on_completed.is_some());
                assert!(tween.event_data.is_none());
                assert_eq!(callback_monitor.lock().unwrap().invoke_count, 0);

                // Activate event sending
                const USER_DATA: u64 = 54789; // dummy
                tween.set_completed_event(true, USER_DATA);
                assert!(tween.event_data.is_some());
                assert_eq!(tween.event_data.unwrap(), USER_DATA);

                // Dummy world and event writer
                let mut world = World::new();
                world.insert_resource(Events::<TweenCompleted>::default());
                let mut event_writer_system_state: SystemState<EventWriter<TweenCompleted>> =
                    SystemState::new(&mut world);
                let mut event_reader_system_state: SystemState<EventReader<TweenCompleted>> =
                    SystemState::new(&mut world);

                // Loop over 2.2 seconds, so greater than one ping-pong loop
                let mut transform = Transform::default();
                let tick_duration = Duration::from_secs_f32(0.2);
                for i in 1..=11 {
                    // Calculate expected values
                    let (progress, times_completed, mut direction, expected_state, just_completed) =
                        match tweening_type {
                            TweeningType::Once => {
                                let progress = (i as f32 * 0.2).min(1.0);
                                let times_completed = if i >= 5 { 1 } else { 0 };
                                let state = if i < 5 {
                                    TweenState::Active
                                } else {
                                    TweenState::Completed
                                };
                                let just_completed = i == 5;
                                (
                                    progress,
                                    times_completed,
                                    TweeningDirection::Forward,
                                    state,
                                    just_completed,
                                )
                            }
                            TweeningType::Loop => {
                                let progress = (i as f32 * 0.2).fract();
                                let times_completed = i / 5;
                                let just_completed = i % 5 == 0;
                                (
                                    progress,
                                    times_completed,
                                    TweeningDirection::Forward,
                                    TweenState::Active,
                                    just_completed,
                                )
                            }
                            TweeningType::PingPong => {
                                let i5 = i % 5;
                                let progress = i5 as f32 * 0.2;
                                let times_completed = i / 5;
                                let i10 = i % 10;
                                let direction = if i10 >= 5 {
                                    TweeningDirection::Backward
                                } else {
                                    TweeningDirection::Forward
                                };
                                let just_completed = i5 == 0;
                                (
                                    progress,
                                    times_completed,
                                    direction,
                                    TweenState::Active,
                                    just_completed,
                                )
                            }
                        };
                    let factor = if tweening_direction.is_backward() {
                        direction = !direction;
                        1. - progress
                    } else {
                        progress
                    };
                    let expected_translation = if direction.is_forward() {
                        Vec3::splat(progress)
                    } else {
                        Vec3::splat(1. - progress)
                    };
                    println!(
                        "Expected: progress={} factor={} times_completed={} direction={:?} state={:?} just_completed={} translation={:?}",
                        progress, factor, times_completed, direction, expected_state, just_completed, expected_translation
                    );

                    // Tick the tween
                    let actual_state = {
                        let mut event_writer = event_writer_system_state.get_mut(&mut world);
                        tween.tick(
                            tick_duration,
                            &mut transform,
                            dummy_entity,
                            &mut event_writer,
                        )
                    };

                    // Propagate events
                    {
                        let mut events =
                            world.get_resource_mut::<Events<TweenCompleted>>().unwrap();
                        events.update();
                    }

                    // Check actual values
                    assert_eq!(tween.direction(), direction);
                    assert_eq!(tween.is_looping(), *tweening_type != TweeningType::Once);
                    assert_eq!(actual_state, expected_state);
                    assert!(abs_diff_eq(tween.progress(), progress, 1e-5));
                    assert_eq!(tween.times_completed(), times_completed);
                    assert!(transform
                        .translation
                        .abs_diff_eq(expected_translation, 1e-5));
                    assert!(transform.rotation.abs_diff_eq(Quat::IDENTITY, 1e-5));
                    let cb_mon = callback_monitor.lock().unwrap();
                    assert_eq!(cb_mon.invoke_count, times_completed as u64);
                    assert_eq!(cb_mon.last_reported_count, times_completed);
                    {
                        let mut event_reader = event_reader_system_state.get_mut(&mut world);
                        let event = event_reader.iter().next();
                        if just_completed {
                            assert!(event.is_some());
                            if let Some(event) = event {
                                assert_eq!(event.entity, dummy_entity);