import { isGenerator, calcGeneratorDuration } from 'motion-dom'; import { invariant, millisecondsToSeconds, secondsToMilliseconds } from 'motion-utils'; import { KeyframeResolver } from '../../render/utils/KeyframesResolver.mjs'; import { activeAnimations } from '../../stats/animation-count.mjs'; import { clamp } from '../../utils/clamp.mjs'; import { mix } from '../../utils/mix/index.mjs'; import { pipe } from '../../utils/pipe.mjs'; import { inertia } from '../generators/inertia.mjs'; import { keyframes } from '../generators/keyframes.mjs'; import { spring } from '../generators/spring/index.mjs'; import { BaseAnimation } from './BaseAnimation.mjs'; import { frameloopDriver } from './drivers/driver-frameloop.mjs'; import { getFinalKeyframe } from './waapi/utils/get-final-keyframe.mjs'; const generators = { decay: inertia, inertia, tween: keyframes, keyframes: keyframes, spring, }; const percentToProgress = (percent) => percent / 100; /** * Animation that runs on the main thread. Designed to be WAAPI-spec in the subset of * features we expose publically. Mostly the compatibility is to ensure visual identity * between both WAAPI and main thread animations. */ class MainThreadAnimation extends BaseAnimation { constructor(options) { super(options); /** * The time at which the animation was paused. */ this.holdTime = null; /** * The time at which the animation was cancelled. */ this.cancelTime = null; /** * The current time of the animation. */ this.currentTime = 0; /** * Playback speed as a factor. 0 would be stopped, -1 reverse and 2 double speed. */ this.playbackSpeed = 1; /** * The state of the animation to apply when the animation is resolved. This * allows calls to the public API to control the animation before it is resolved, * without us having to resolve it first. */ this.pendingPlayState = "running"; /** * The time at which the animation was started. */ this.startTime = null; this.state = "idle"; /** * This method is bound to the instance to fix a pattern where * animation.stop is returned as a reference from a useEffect. */ this.stop = () => { this.resolver.cancel(); this.isStopped = true; if (this.state === "idle") return; this.teardown(); const { onStop } = this.options; onStop && onStop(); }; const { name, motionValue, element, keyframes } = this.options; const KeyframeResolver$1 = (element === null || element === void 0 ? void 0 : element.KeyframeResolver) || KeyframeResolver; const onResolved = (resolvedKeyframes, finalKeyframe) => this.onKeyframesResolved(resolvedKeyframes, finalKeyframe); this.resolver = new KeyframeResolver$1(keyframes, onResolved, name, motionValue, element); this.resolver.scheduleResolve(); } flatten() { super.flatten(); // If we've already resolved the animation, re-initialise it if (this._resolved) { Object.assign(this._resolved, this.initPlayback(this._resolved.keyframes)); } } initPlayback(keyframes$1) { const { type = "keyframes", repeat = 0, repeatDelay = 0, repeatType, velocity = 0, } = this.options; const generatorFactory = isGenerator(type) ? type : generators[type] || keyframes; /** * If our generator doesn't support mixing numbers, we need to replace keyframes with * [0, 100] and then make a function that maps that to the actual keyframes. * * 100 is chosen instead of 1 as it works nicer with spring animations. */ let mapPercentToKeyframes; let mirroredGenerator; 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") { mapPercentToKeyframes = pipe(percentToProgress, mix(keyframes$1[0], keyframes$1[1])); keyframes$1 = [0, 100]; } const generator = generatorFactory({ ...this.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") { mirroredGenerator = generatorFactory({ ...this.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; const resolvedDuration = calculatedDuration + repeatDelay; const totalDuration = resolvedDuration * (repeat + 1) - repeatDelay; return { generator, mirroredGenerator, mapPercentToKeyframes, calculatedDuration, resolvedDuration, totalDuration, }; } onPostResolved() { const { autoplay = true } = this.options; activeAnimations.mainThread++; this.play(); if (this.pendingPlayState === "paused" || !autoplay) { this.pause(); } else { this.state = this.pendingPlayState; } } tick(timestamp, sample = false) { const { resolved } = this; // If the animations has failed to resolve, return the final keyframe. if (!resolved) { const { keyframes } = this.options; return { done: true, value: keyframes[keyframes.length - 1] }; } const { finalKeyframe, generator, mirroredGenerator, mapPercentToKeyframes, keyframes, calculatedDuration, totalDuration, resolvedDuration, } = resolved; if (this.startTime === null) return generator.next(0); const { delay, repeat, repeatType, repeatDelay, onUpdate } = 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); } // Update currentTime if (sample) { this.currentTime = timestamp; } else 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 = Math.round(timestamp - this.startTime) * this.speed; } // Rebase on delay const timeWithoutDelay = this.currentTime - delay * (this.speed >= 0 ? 1 : -1); const isInDelayPhase = this.speed >= 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 (mapPercentToKeyframes) { state.value = mapPercentToKeyframes(state.value); } let { done } = state; if (!isInDelayPhase && calculatedDuration !== null) { done = this.speed >= 0 ? this.currentTime >= totalDuration : this.currentTime <= 0; } const isAnimationFinished = this.holdTime === null && (this.state === "finished" || (this.state === "running" && done)); if (isAnimationFinished && finalKeyframe !== undefined) { state.value = getFinalKeyframe(keyframes, this.options, finalKeyframe); } if (onUpdate) { onUpdate(state.value); } if (isAnimationFinished) { this.finish(); } return state; } get duration() { const { resolved } = this; return resolved ? millisecondsToSeconds(resolved.calculatedDuration) : 0; } get time() { return millisecondsToSeconds(this.currentTime); } set time(newTime) { newTime = secondsToMilliseconds(newTime); this.currentTime = newTime; if (this.holdTime !== null || this.speed === 0) { this.holdTime = newTime; } else if (this.driver) { this.startTime = this.driver.now() - newTime / this.speed; } } get speed() { return this.playbackSpeed; } set speed(newSpeed) { const hasChanged = this.playbackSpeed !== newSpeed; this.playbackSpeed = newSpeed; if (hasChanged) { this.time = millisecondsToSeconds(this.currentTime); } } play() { if (!this.resolver.isScheduled) { this.resolver.resume(); } if (!this._resolved) { this.pendingPlayState = "running"; return; } if (this.isStopped) return; const { driver = frameloopDriver, onPlay, startTime } = this.options; if (!this.driver) { this.driver = driver((timestamp) => this.tick(timestamp)); } onPlay && onPlay(); const now = this.driver.now(); if (this.holdTime !== null) { this.startTime = now - this.holdTime; } else if (!this.startTime) { this.startTime = startTime !== null && startTime !== void 0 ? startTime : this.calcStartTime(); } else if (this.state === "finished") { this.startTime = now; } if (this.state === "finished") { this.updateFinishedPromise(); } this.cancelTime = this.startTime; this.holdTime = null; /** * Set playState to running only after we've used it in * the previous logic. */ this.state = "running"; this.driver.start(); } pause() { var _a; if (!this._resolved) { this.pendingPlayState = "paused"; return; } this.state = "paused"; this.holdTime = (_a = this.currentTime) !== null && _a !== void 0 ? _a : 0; } complete() { if (this.state !== "running") { this.play(); } this.pendingPlayState = this.state = "finished"; this.holdTime = null; } finish() { this.teardown(); this.state = "finished"; const { onComplete } = this.options; onComplete && onComplete(); } cancel() { if (this.cancelTime !== null) { this.tick(this.cancelTime); } this.teardown(); this.updateFinishedPromise(); } teardown() { this.state = "idle"; this.stopDriver(); this.resolveFinishedPromise(); this.updateFinishedPromise(); this.startTime = this.cancelTime = null; this.resolver.cancel(); activeAnimations.mainThread--; } stopDriver() { if (!this.driver) return; this.driver.stop(); this.driver = undefined; } sample(time) { this.startTime = 0; return this.tick(time, true); } } // Legacy interface function animateValue(options) { return new MainThreadAnimation(options); } export { MainThreadAnimation, animateValue };