- Update header documentation to make it clear how animatinoSpeed and animationProgress interact
- Leave fixes in there that stop reversed animations "snapping" back
- The progress can be calculated basd on negative speed
+ The end frame would be a progress of 0 and the start frame a progress of 1
+ Recalculate progress when the speed changes, otherwise a "jump" will be seen when restarting animation
- The frame for the progress can be calculated using the newly inverted progress
+ Determine the absolute progress based on current progress and determine which frame to use based on animation speed
- This fixes issues of animations playing with negative speeds "bouncing" back to their final position
which was caused by the final frame being calculated based on a completed progress of 1 which then did not take into
account the negative animation speed.
- During the first layout calculation, measure more than just elements in the visible viewport.
- Remove unnecessary params in `-[ASCollectionLayoutState getAndRemoveUnmeasuredLayoutAttributesPageTableInRect`.]
- The progress can be calculated basd on negative speed
+ The end frame would be a progress of 0 and the start frame a progress of 1
+ Recalculate progress when the speed changes, otherwise a "jump" will be seen when restarting animation
- The frame for the progress can be calculated using the newly inverted progress
+ Determine the absolute progress based on current progress and determine which frame to use based on animation speed
- This fixes issues of animations playing with negative speeds "bouncing" back to their final position
which was caused by the final frame being calculated based on a completed progress of 1 which then did not take into
account the negative animation speed.