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@atlaskit/motion

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A set of utilities to apply motion in your application.

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/* motion.tsx generated by @compiled/babel-plugin v0.39.1 */ "use strict"; var _interopRequireDefault = require("@babel/runtime/helpers/interopRequireDefault"); var _typeof = require("@babel/runtime/helpers/typeof"); Object.defineProperty(exports, "__esModule", { value: true }); exports.default = exports.Reanimate = void 0; require("./motion.compiled.css"); var _runtime = require("@compiled/react/runtime"); var _defineProperty2 = _interopRequireDefault(require("@babel/runtime/helpers/defineProperty")); var _slicedToArray2 = _interopRequireDefault(require("@babel/runtime/helpers/slicedToArray")); var _react = _interopRequireWildcard(require("react")); var _css = require("@atlaskit/css"); var _mergeRefs = _interopRequireDefault(require("@atlaskit/ds-lib/merge-refs")); var _convertToMs = require("../utils/convert-to-ms"); var _getDurationMs = require("../utils/get-duration-ms"); var _isReducedMotion = require("../utils/is-reduced-motion"); var _resolveMotionToken = require("../utils/resolve-motion-token"); var _exitingPersistence = require("./exiting-persistence"); var _staggeredEntrance = require("./staggered-entrance"); function _interopRequireWildcard(e, t) { if ("function" == typeof WeakMap) var r = new WeakMap(), n = new WeakMap(); return (_interopRequireWildcard = function _interopRequireWildcard(e, t) { if (!t && e && e.__esModule) return e; var o, i, f = { __proto__: null, default: e }; if (null === e || "object" != _typeof(e) && "function" != typeof e) return f; if (o = t ? n : r) { if (o.has(e)) return o.get(e); o.set(e, f); } for (var _t in e) "default" !== _t && {}.hasOwnProperty.call(e, _t) && ((i = (o = Object.defineProperty) && Object.getOwnPropertyDescriptor(e, _t)) && (i.get || i.set) ? o(f, _t, i) : f[_t] = e[_t]); return f; })(e, t); } function ownKeys(e, r) { var t = Object.keys(e); if (Object.getOwnPropertySymbols) { var o = Object.getOwnPropertySymbols(e); r && (o = o.filter(function (r) { return Object.getOwnPropertyDescriptor(e, r).enumerable; })), t.push.apply(t, o); } return t; } function _objectSpread(e) { for (var r = 1; r < arguments.length; r++) { var t = null != arguments[r] ? arguments[r] : {}; r % 2 ? ownKeys(Object(t), !0).forEach(function (r) { (0, _defineProperty2.default)(e, r, t[r]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) { Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r)); }); } return e; } var styles = { base: "_1y0co91m _1bumglyw _sedtglyw", hidden: "_3um015vq", entering: "_1o51eoah", exiting: "_1o51q7pw" }; /** * Supported reanimate values. * 'enter' will re-enter the animation. * 'exit-then-enter' will exit the animation and then enter it again. */ var Reanimate = exports.Reanimate = /*#__PURE__*/function (Reanimate) { Reanimate["enter"] = "enter"; Reanimate["exit_then_enter"] = "exit_then_enter"; return Reanimate; }({}); /** * __Motion__ * * A motion primitive that can be used to animate the entry and exit of components. */ var Motion = /*#__PURE__*/(0, _react.forwardRef)(function (_ref, ref) { var children = _ref.children, enteringAnimation = _ref.enteringAnimation, enteringAnimationXcss = _ref.enteringAnimationXcss, exitingAnimation = _ref.exitingAnimation, exitingAnimationXcss = _ref.exitingAnimationXcss, onFinishMotion = _ref.onFinish, xcss = _ref.xcss, styleProp = _ref.style, testId = _ref.testId; var staggered = (0, _staggeredEntrance.useStaggeredEntrance)(); var _useExitingPersistenc = (0, _exitingPersistence.useExitingPersistence)(), isExiting = _useExitingPersistenc.isExiting, onExitFinished = _useExitingPersistenc.onFinish, appear = _useExitingPersistenc.appear; var staggeredDelay = isExiting ? 0 : staggered.delay; var staggedIsReady = staggered.isReady; var _useState = (0, _react.useState)(appear ? staggedIsReady && !staggeredDelay ? 'entering' : 'init' : 'idle'), _useState2 = (0, _slicedToArray2.default)(_useState, 2), state = _useState2[0], setState = _useState2[1]; var elementRef = (0, _react.useRef)(null); var reanimateRef = (0, _react.useRef)(); var animationRef = (0, _react.useRef)(); var staggeredEntryRef = (0, _react.useRef)(); (0, _react.useEffect)(function () { if (isExiting) { setState('exiting'); } }, [isExiting]); // Handles staggered entry (0, _react.useEffect)(function () { if (state !== 'init') return; // We delay the entry animation by the stagger delay staggeredEntryRef.current = setTimeout(function () { setState('entering'); }, staggeredDelay); return function () { if (staggeredEntryRef.current) { clearTimeout(staggeredEntryRef.current); } }; }, [state, staggedIsReady, staggeredDelay]); /** * Updates relevant state. * Called when the animation is finished, or immediately with reduced motion. */ var onAnimationEnd = (0, _react.useCallback)(function (state, cancelled) { // We are done animating, so we set the state to idle var newState = 'idle'; if (state === 'exiting') { if (!reanimateRef.current) { // Updates the `ExitingPersistence` to remove this child onExitFinished === null || onExitFinished === void 0 || onExitFinished(); } onFinishMotion === null || onFinishMotion === void 0 || onFinishMotion('exiting'); } if (state === 'entering') { onFinishMotion === null || onFinishMotion === void 0 || onFinishMotion('entering'); } if (reanimateRef.current === Reanimate.exit_then_enter) { // We are done exiting, so we set the state to entering reanimateRef.current = Reanimate.enter; newState = 'entering'; } else if (reanimateRef.current) { // We are done reanimating, so we clear the reanimate state reanimateRef.current = undefined; } if (!cancelled) { setState(newState); } // We ignore this for onFinishMotion as consumers could potentially inline the function // which would then trigger this effect every re-render. // We want to make it easier for consumers so we go down this path unfortunately. }, // eslint-disable-next-line react-hooks/exhaustive-deps [onExitFinished]); (0, _react.useEffect)(function () { // Tracking this to prevent changing state on an unmounted component var isCancelled = false; if (!staggedIsReady) { return; } // On initial mount if elements aren't set to animate on appear, we return early and callback // This only occurs on initial mount, as appear will be true once the component is mounted if (!appear) { onFinishMotion && onFinishMotion('entering'); return; } // If the state is idle or init, we don't need to do anything if (state === 'idle' || state === 'init') { return; } // If there is reduced motion or no exit animation, we call the onAnimationEnd function immediately if ((0, _isReducedMotion.isReducedMotion)() || !exitingAnimation && !exitingAnimationXcss) { onAnimationEnd(state, isCancelled); return; } var animationDuration = 0; var animationDelay = 0; if (state === 'entering' || state === 'exiting') { if (elementRef.current) { if (elementRef.current.style.animation) { // Motion token var animationTimings = (0, _getDurationMs.getDurationMs)((0, _resolveMotionToken.resolveMotionToken)(elementRef.current.style.animation)); animationDuration = animationTimings.duration; animationDelay = animationTimings.delay; } else { // Custom motion var _styles = window.getComputedStyle(elementRef.current); if (_styles.animationDuration) { animationDuration = (0, _convertToMs.convertToMs)(_styles.animationDuration); } if (_styles.animationDelay) { animationDelay = (0, _convertToMs.convertToMs)(_styles.animationDelay); } } } } // Queue `onAnimationEnd` for after the animation has finished if (state === 'exiting' && (exitingAnimation || exitingAnimationXcss)) { animationRef.current = setTimeout(function () { return onAnimationEnd(state, isCancelled); }, animationDuration + animationDelay); } else if (state === 'entering' && (enteringAnimation || enteringAnimationXcss)) { animationRef.current = setTimeout(function () { return onAnimationEnd(state, isCancelled); }, animationDuration + animationDelay); } return function () { isCancelled = true; if (animationRef.current) { clearTimeout(animationRef.current); } }; // We ignore this for onFinishMotion as consumers could potentially inline the function // which would then trigger this effect every re-render. // We want to make it easier for consumers so we go down this path unfortunately. // eslint-disable-next-line react-hooks/exhaustive-deps }, [onAnimationEnd, state, exitingAnimation, enteringAnimation, exitingAnimationXcss, enteringAnimationXcss, staggeredDelay, staggedIsReady]); (0, _react.useImperativeHandle)(ref, function () { return { reanimate: function reanimate(value) { animationRef.current && clearTimeout(animationRef.current); reanimateRef.current = value; if (value === Reanimate.exit_then_enter) { setState('exiting'); } else if (value === Reanimate.enter) { setState('entering'); } } }; }); var style = {}; var customAnimation; if (state === 'entering') { if (enteringAnimation) { style.animation = "".concat(enteringAnimation, " backwards"); } else if (enteringAnimationXcss) { customAnimation = enteringAnimationXcss; } } else if (state === 'exiting') { if (exitingAnimation) { style.animation = "".concat(exitingAnimation, " forwards"); } else if (exitingAnimationXcss) { customAnimation = exitingAnimationXcss; } } var hasAnimationStyles = state !== 'idle' && state !== 'init'; return /*#__PURE__*/_react.default.createElement("div", { // eslint-disable-next-line @atlaskit/ui-styling-standard/no-classname-prop, @atlaskit/ui-styling-standard/local-cx-xcss, @compiled/local-cx-xcss className: (0, _runtime.ax)([hasAnimationStyles && styles.base, state === 'init' && styles.hidden, state === 'entering' && styles.entering, state === 'exiting' && styles.exiting, (0, _css.cx)(xcss, customAnimation)]), ref: (0, _mergeRefs.default)([staggered.ref, elementRef]), // eslint-disable-next-line @atlaskit/ui-styling-standard/enforce-style-prop style: styleProp || hasAnimationStyles ? _objectSpread(_objectSpread({}, styleProp), style) : undefined, "data-testid": testId }, children); }); var _default = exports.default = Motion;