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Direktori : /home/vacivi36/SiteVacivitta/vacivitta/node_modules/motion-dom/dist/es/animation/ |
Current File : /home/vacivi36/SiteVacivitta/vacivitta/node_modules/motion-dom/dist/es/animation/JSAnimation.mjs |
import { invariant, pipe, clamp, millisecondsToSeconds, secondsToMilliseconds } from 'motion-utils'; import { time } from '../frameloop/sync-time.mjs'; import { activeAnimations } from '../stats/animation-count.mjs'; import { mix } from '../utils/mix/index.mjs'; import { frameloopDriver } from './drivers/frame.mjs'; import { inertia } from './generators/inertia.mjs'; import { keyframes } from './generators/keyframes.mjs'; import { calcGeneratorDuration } from './generators/utils/calc-duration.mjs'; import { getFinalKeyframe } from './keyframes/get-final.mjs'; import { replaceTransitionType } from './utils/replace-transition-type.mjs'; import { WithPromise } from './utils/WithPromise.mjs'; const percentToProgress = (percent) => percent / 100; class JSAnimation extends WithPromise { constructor(options) { super(); this.state = "idle"; this.startTime = null; this.isStopped = false; /** * The current time of the animation. */ this.currentTime = 0; /** * The time at which the animation was paused. */ this.holdTime = null; /** * Playback speed as a factor. 0 would be stopped, -1 reverse and 2 double speed. */ this.playbackSpeed = 1; /** * This method is bound to the instance to fix a pattern where * animation.stop is returned as a reference from a useEffect. */ this.stop = (sync = true) => { if (sync) { const { motionValue } = this.options; if (motionValue && motionValue.updatedAt !== time.now()) { this.tick(time.now()); } } this.isStopped = true; if (this.state === "idle") return; this.teardown(); this.options.onStop?.(); }; activeAnimations.mainThread++; this.options = options; this.initAnimation(); this.play(); if (options.autoplay === false) this.pause(); } initAnimation() { const { options } = this; replaceTransitionType(options); const { type = keyframes, repeat = 0, repeatDelay = 0, repeatType, velocity = 0, } = options; let { keyframes: keyframes$1 } = options; const generatorFactory = type || keyframes; if (process.env.NODE_ENV !== "production" && generatorFactory !== keyframes) { invariant(keyframes$1.length <= 2, `Only two keyframes currently supported with spring and inertia animations. Trying to animate ${keyframes$1}`); } if (generatorFactory !== keyframes && typeof keyframes$1[0] !== "number") { this.mixKeyframes = pipe(percentToProgress, mix(keyframes$1[0], keyframes$1[1])); keyframes$1 = [0, 100]; } const generator = generatorFactory({ ...options, keyframes: keyframes$1 }); /** * If we have a mirror repeat type we need to create a second generator that outputs the * mirrored (not reversed) animation and later ping pong between the two generators. */ if (repeatType === "mirror") { this.mirroredGenerator = generatorFactory({ ...options, keyframes: [...keyframes$1].reverse(), velocity: -velocity, }); } /** * If duration is undefined and we have repeat options, * we need to calculate a duration from the generator. * * We set it to the generator itself to cache the duration. * Any timeline resolver will need to have already precalculated * the duration by this step. */ if (generator.calculatedDuration === null) { generator.calculatedDuration = calcGeneratorDuration(generator); } const { calculatedDuration } = generator; this.calculatedDuration = calculatedDuration; this.resolvedDuration = calculatedDuration + repeatDelay; this.totalDuration = this.resolvedDuration * (repeat + 1) - repeatDelay; this.generator = generator; } updateTime(timestamp) { const animationTime = Math.round(timestamp - this.startTime) * this.playbackSpeed; // Update currentTime if (this.holdTime !== null) { this.currentTime = this.holdTime; } else { // Rounding the time because floating point arithmetic is not always accurate, e.g. 3000.367 - 1000.367 = // 2000.0000000000002. This is a problem when we are comparing the currentTime with the duration, for // example. this.currentTime = animationTime; } } tick(timestamp, sample = false) { const { generator, totalDuration, mixKeyframes, mirroredGenerator, resolvedDuration, calculatedDuration, } = this; if (this.startTime === null) return generator.next(0); const { delay = 0, keyframes, repeat, repeatType, repeatDelay, type, onUpdate, finalKeyframe, } = this.options; /** * requestAnimationFrame timestamps can come through as lower than * the startTime as set by performance.now(). Here we prevent this, * though in the future it could be possible to make setting startTime * a pending operation that gets resolved here. */ if (this.speed > 0) { this.startTime = Math.min(this.startTime, timestamp); } else if (this.speed < 0) { this.startTime = Math.min(timestamp - totalDuration / this.speed, this.startTime); } if (sample) { this.currentTime = timestamp; } else { this.updateTime(timestamp); } // Rebase on delay const timeWithoutDelay = this.currentTime - delay * (this.playbackSpeed >= 0 ? 1 : -1); const isInDelayPhase = this.playbackSpeed >= 0 ? timeWithoutDelay < 0 : timeWithoutDelay > totalDuration; this.currentTime = Math.max(timeWithoutDelay, 0); // If this animation has finished, set the current time to the total duration. if (this.state === "finished" && this.holdTime === null) { this.currentTime = totalDuration; } let elapsed = this.currentTime; let frameGenerator = generator; if (repeat) { /** * Get the current progress (0-1) of the animation. If t is > * than duration we'll get values like 2.5 (midway through the * third iteration) */ const progress = Math.min(this.currentTime, totalDuration) / resolvedDuration; /** * Get the current iteration (0 indexed). For instance the floor of * 2.5 is 2. */ let currentIteration = Math.floor(progress); /** * Get the current progress of the iteration by taking the remainder * so 2.5 is 0.5 through iteration 2 */ let iterationProgress = progress % 1.0; /** * If iteration progress is 1 we count that as the end * of the previous iteration. */ if (!iterationProgress && progress >= 1) { iterationProgress = 1; } iterationProgress === 1 && currentIteration--; currentIteration = Math.min(currentIteration, repeat + 1); /** * Reverse progress if we're not running in "normal" direction */ const isOddIteration = Boolean(currentIteration % 2); if (isOddIteration) { if (repeatType === "reverse") { iterationProgress = 1 - iterationProgress; if (repeatDelay) { iterationProgress -= repeatDelay / resolvedDuration; } } else if (repeatType === "mirror") { frameGenerator = mirroredGenerator; } } elapsed = clamp(0, 1, iterationProgress) * resolvedDuration; } /** * If we're in negative time, set state as the initial keyframe. * This prevents delay: x, duration: 0 animations from finishing * instantly. */ const state = isInDelayPhase ? { done: false, value: keyframes[0] } : frameGenerator.next(elapsed); if (mixKeyframes) { state.value = mixKeyframes(state.value); } let { done } = state; if (!isInDelayPhase && calculatedDuration !== null) { done = this.playbackSpeed >= 0 ? this.currentTime >= totalDuration : this.currentTime <= 0; } const isAnimationFinished = this.holdTime === null && (this.state === "finished" || (this.state === "running" && done)); // TODO: The exception for inertia could be cleaner here if (isAnimationFinished && type !== inertia) { state.value = getFinalKeyframe(keyframes, this.options, finalKeyframe, this.speed); } if (onUpdate) { onUpdate(state.value); } if (isAnimationFinished) { this.finish(); } return state; } /** * Allows the returned animation to be awaited or promise-chained. Currently * resolves when the animation finishes at all but in a future update could/should * reject if its cancels. */ then(resolve, reject) { return this.finished.then(resolve, reject); } get duration() { return millisecondsToSeconds(this.calculatedDuration); } get time() { return millisecondsToSeconds(this.currentTime); } set time(newTime) { newTime = secondsToMilliseconds(newTime); this.currentTime = newTime; if (this.startTime === null || this.holdTime !== null || this.playbackSpeed === 0) { this.holdTime = newTime; } else if (this.driver) { this.startTime = this.driver.now() - newTime / this.playbackSpeed; } this.driver?.start(false); } get speed() { return this.playbackSpeed; } set speed(newSpeed) { this.updateTime(time.now()); const hasChanged = this.playbackSpeed !== newSpeed; this.playbackSpeed = newSpeed; if (hasChanged) { this.time = millisecondsToSeconds(this.currentTime); } } play() { if (this.isStopped) return; const { driver = frameloopDriver, startTime } = this.options; if (!this.driver) { this.driver = driver((timestamp) => this.tick(timestamp)); } this.options.onPlay?.(); const now = this.driver.now(); if (this.state === "finished") { this.updateFinished(); this.startTime = now; } else if (this.holdTime !== null) { this.startTime = now - this.holdTime; } else if (!this.startTime) { this.startTime = startTime ?? now; } if (this.state === "finished" && this.speed < 0) { this.startTime += this.calculatedDuration; } this.holdTime = null; /** * Set playState to running only after we've used it in * the previous logic. */ this.state = "running"; this.driver.start(); } pause() { this.state = "paused"; this.updateTime(time.now()); this.holdTime = this.currentTime; } complete() { if (this.state !== "running") { this.play(); } this.state = "finished"; this.holdTime = null; } finish() { this.notifyFinished(); this.teardown(); this.state = "finished"; this.options.onComplete?.(); } cancel() { this.holdTime = null; this.startTime = 0; this.tick(0); this.teardown(); this.options.onCancel?.(); } teardown() { this.state = "idle"; this.stopDriver(); this.startTime = this.holdTime = null; activeAnimations.mainThread--; } stopDriver() { if (!this.driver) return; this.driver.stop(); this.driver = undefined; } sample(sampleTime) { this.startTime = 0; return this.tick(sampleTime, true); } attachTimeline(timeline) { if (this.options.allowFlatten) { this.options.type = "keyframes"; this.options.ease = "linear"; this.initAnimation(); } this.driver?.stop(); return timeline.observe(this); } } // Legacy function support function animateValue(options) { return new JSAnimation(options); } export { JSAnimation, animateValue };