Code module containing 22 Ease In/out functions

Thanks to Erel for mentioning the Source: gizma

See attached example (B4A) or check Erel's Example with implementation in CircularProgressBar here

Thanks to Erel for mentioning the Source: gizma

**Functions:**- Simple Linear Tweening - No Easing, No Acceleration
- Quadratic Easing In - Accelerating From Zero Velocity
- Quadratic Easing Out - Decelerating To Zero Velocity
- Quadratic Easing In/Out - Acceleration Until Halfway, Then Deceleration
- Cubic Easing In - Accelerating From Zero Velocity
- Cubic Easing Out - Decelerating To Zero Velocity
- Cubic Easing In/Out - Acceleration Until Halfway, Then Deceleration
- Quartic Easing In - Accelerating From Zero Velocity
- Quartic Easing Out - Decelerating To Zero Velocity
- Quartic Easing In/Out - Acceleration Until Halfway, Then Deceleration
- Quintic Easing In - Accelerating From Zero Velocity
- Quintic Easing Out - Decelerating To Zero Velocity
- Quintic Easing In/Out - Acceleration Until Halfway, Then Deceleration
- Sinusoidal Easing In - Accelerating From Zero Velocity
- Sinusoidal Easing Out - Decelerating To Zero Velocity
- Sinusoidal Easing In/Out - Accelerating Until Halfway, Then Decelerating
- Exponential Easing In - Accelerating From Zero Velocity
- Exponential Easing Out - Decelerating To Zero Velocity
- Exponential Easing In/Out - Accelerating Until Halfway, Then Decelerating
- Circular Easing In - Accelerating From Zero Velocity
- Circular Easing Out - Decelerating To Zero Velocity
- Circular Easing In/Out - Acceleration Until Halfway, Then Deceleration

**Usage**:See attached example (B4A) or check Erel's Example with implementation in CircularProgressBar here

Easing Functions:

```
'Code converted to b4x by @Mohsyn
'Modified code as shared by Erel from http://gizma.com/easing
Public Sub linearTween (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Return ChangeInValue * Time/ Duration + Start
End Sub
'// quadratic easing in - accelerating from zero velocity
Public Sub easeInQuad (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Return ChangeInValue * Time*Time + Start
End Sub
'// quadratic easing out - decelerating To zero velocity
Public Sub easeOutQuad (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Return - ChangeInValue * Time*(Time-2) + Start
End Sub
'// quadratic easing in/out - acceleration Until halfway, Then deceleration
Public Sub easeInOutQuad (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / (Duration / 2)
If (Time < 1) Then Return ChangeInValue /2*Time*Time + Start
Time = Time - 1
Return - ChangeInValue/2 * (Time*(Time-2) - 1) + Start
End Sub
'// cubic easing in - accelerating from zero velocity
Public Sub easeInCubic (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Return ChangeInValue * Time*Time*Time + Start
End Sub
'// cubic easing out - decelerating To zero velocity
Public Sub easeOutCubic (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Time = Time -1
Return ChangeInValue * (Time*Time*Time + 1) + Start
End Sub
'// cubic easing in/out - acceleration Until halfway, Then deceleration
Public Sub easeInOutCubic (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / (Duration / 2)
If (Time < 1) Then Return ChangeInValue /2*Time*Time*Time + Start
Time = Time + 2
Return ChangeInValue /2*(Time*Time*Time + 2) + Start
End Sub
'// quartic easing in - accelerating from zero velocity
Public Sub easeInQuart (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Return ChangeInValue * Time*Time*Time*Time + Start
End Sub
'// quartic easing out - decelerating To zero velocity
Public Sub easeOutQuart (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Time = Time -1
Return - ChangeInValue * (Time*Time*Time*Time - 1) + Start
End Sub
'// quartic easing in/out - acceleration Until halfway, Then deceleration
Public Sub easeInOutQuart (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time /(Duration / 2)
If (Time < 1) Then Return ChangeInValue /2 * Time * Time * Time * Time + Start
Time = Time -2
Return - ChangeInValue/2 * (Time*Time*Time*Time - 2) + Start
End Sub
'// quintic easing in - accelerating from zero velocity
Public Sub easeInQuint (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Return ChangeInValue * Time*Time*Time*Time*Time + Start
End Sub
'// quintic easing out - decelerating To zero velocity
Public Sub easeOutQuint (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Time = Time -1
Return ChangeInValue * (Time * Time*Time * Time * Time + 1) + Start
End Sub
'// quintic easing in/out - acceleration Until halfway, Then deceleration
Public Sub easeInOutQuint (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / (Duration / 2)
If (Time < 1) Then Return ChangeInValue /2 * Time * Time * Time * Time * Time + Start
Time = Time -2
Return ChangeInValue /2 * (Time * Time * Time * Time * Time + 2) + Start
End Sub
'// sinusoidal easing in - accelerating from zero velocity
Public Sub easeInSine (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Return - ChangeInValue * Cos(Time/ Duration * (cPI/2)) + ChangeInValue + Start
End Sub
'// sinusoidal easing out - decelerating To zero velocity
Public Sub easeOutSine (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Return ChangeInValue * Sin(Time/ Duration * (cPI/2)) + Start
End Sub
'// sinusoidal easing in/out - accelerating Until halfway, Then decelerating
Public Sub easeInOutSine (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Return - ChangeInValue/2 * (Cos(cPI*Time/ Duration) - 1) + Start
End Sub
'// exponential easing in - accelerating from zero velocity
Public Sub easeInExpo (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Return ChangeInValue * Power( 2, 10 * (Time/ Duration - 1) ) + Start
End Sub
'// exponential easing out - decelerating To zero velocity
Public Sub easeOutExpo (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Return ChangeInValue * ( -Power( 2, -10 * Time/ Duration ) + 1 ) + Start
End Sub
'// exponential easing in/out - accelerating Until halfway, Then decelerating
Public Sub easeInOutExpo (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time /(Duration / 2)
If (Time < 1) Then Return ChangeInValue /2 * Power( 2, 10 * (Time - 1) ) + Start
Time = Time -1
Return ChangeInValue /2 * ( -Power( 2, -10 * Time) + 2 ) + Start
End Sub
'// circular easing in - accelerating from zero velocity
Public Sub easeInCirc (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Return - ChangeInValue * (Sqrt(1 - Time * Time) - 1) + Start
End Sub
'// circular easing out - decelerating To zero velocity
Public Sub easeOutCirc (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / Duration
Time = Time -1
Return ChangeInValue * Sqrt(1 - Time * Time) + Start
End Sub
'// circular easing in/out - acceleration Until halfway, Then deceleration
Public Sub easeInOutCirc (Time As Float, Start As Float, ChangeInValue As Float, Duration As Int) As Float
Time = Time / (Duration / 2)
If (Time < 1) Then Return - ChangeInValue/2 * (Sqrt(1 - Time * Time) - 1) + Start
Time = Time -2
Return ChangeInValue /2 * (Sqrt(1 - Time * Time) + 1) + Start
End Sub
```