@atlaskit/motion
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A set of utilities to apply motion in your application.
201 lines (194 loc) • 8.6 kB
JavaScript
import _slicedToArray from "@babel/runtime/helpers/slicedToArray";
// Exposes start and finish callbacks while useMotion coordinates the animation lifecycle.
import { useCallback, useEffect, useMemo, useRef, useState } from 'react';
import mergeRefs from '@atlaskit/ds-lib/merge-refs';
import { getComputedAnimationDurationMs } from '../utils/get-computed-animation-duration-ms';
import { getDurationMs } from '../utils/get-duration-ms';
import { isReducedMotion } from '../utils/is-reduced-motion';
import { useLayoutEffect } from '../utils/use-layout-effect';
import { resolveMotionToken } from '../utils/resolve-motion-token';
import { Reanimate } from './reanimate';
import { useExitingPersistence } from './use-exiting-persistence';
import { useStaggeredEntrance } from './use-staggered-entrance';
/**
* __useMotion__
*
* A hook form of the `Motion` primitive. It manages the entering/exiting animation
* lifecycle and returns `{ ref, reanimate, state }` so that motion can be applied to
* an existing element __without__ introducing an extra wrapper element. The consumer
* drives the animation styling from `state` (e.g. via a `cssMap`) and applies the
* animation to their own element.
*
* The returned `ref` __must__ be attached to the animated element, otherwise exit
* timing, `onFinish`, and `ExitingPersistence` removal will not work.
*/
export function useMotion() {
var _ref = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {},
onFinishMotion = _ref.onFinish,
onStartMotion = _ref.onStart,
initialState = _ref.initialState;
var reducedMotion = isReducedMotion();
var staggered = useStaggeredEntrance();
var _useExitingPersistenc = useExitingPersistence(),
isExiting = _useExitingPersistenc.isExiting,
onExitFinished = _useExitingPersistenc.onFinish,
appear = _useExitingPersistenc.appear;
var staggeredDelay = isExiting ? 0 : staggered.delay;
var staggeredIsReady = staggered.isReady;
var _useState = useState(initialState !== null && initialState !== void 0 ? initialState : appear ? staggeredIsReady && !staggeredDelay ? 'entering' : 'init' : 'visible'),
_useState2 = _slicedToArray(_useState, 2),
state = _useState2[0],
setState = _useState2[1];
// ExitingPersistence must win during render so consumers apply exit styles before layout effects.
// The lifecycle effect below uses the same value to measure and finish that exit.
var motionState = isExiting ? 'exiting' : state;
var elementRef = useRef(null);
var onStartMotionRef = useRef(onStartMotion);
onStartMotionRef.current = onStartMotion;
var reanimateRef = useRef();
var animationRef = useRef();
var staggeredEntryRef = useRef();
useLayoutEffect(function () {
if (motionState === 'exiting') {
var _onStartMotionRef$cur;
(_onStartMotionRef$cur = onStartMotionRef.current) === null || _onStartMotionRef$cur === void 0 || _onStartMotionRef$cur.call(onStartMotionRef, 'exiting');
}
if (motionState === 'entering') {
var _onStartMotionRef$cur2;
(_onStartMotionRef$cur2 = onStartMotionRef.current) === null || _onStartMotionRef$cur2 === void 0 || _onStartMotionRef$cur2.call(onStartMotionRef, 'entering');
}
}, [motionState]);
/**
* Updates relevant state.
* Called when the animation is finished, or immediately with reduced motion.
*/
var onAnimationEnd = useCallback(function (currentState, cancelled) {
// We are done animating, so we set the state to visible
var newState = 'visible';
if (currentState === '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 (currentState === '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 === Reanimate.enter) {
// We are done reanimating, so we clear the reanimate state
reanimateRef.current = undefined;
} else if (reanimateRef.current === Reanimate.exit) {
// We are done reanimating, so we clear the reanimate state
reanimateRef.current = undefined;
newState = 'hidden';
}
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]);
// Handles staggered entry
useEffect(function () {
if (state !== 'init') {
return;
}
if (reducedMotion) {
onAnimationEnd('entering', false);
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);
}
};
}, [onAnimationEnd, state, staggeredIsReady, staggeredDelay, reducedMotion]);
useEffect(function () {
// Tracking this to prevent changing state on an unmounted component
var isCancelled = false;
if (!staggeredIsReady) {
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 visible, hidden or init, we don't need to do anything
if (motionState === 'visible' || motionState === 'init' || motionState === 'hidden') {
return;
}
// If there is reduced motion or no exit animation, we call the onAnimationEnd function immediately
if (reducedMotion) {
onAnimationEnd(motionState, isCancelled);
return;
}
var animationDuration = 0;
if (motionState === 'entering' || motionState === 'exiting') {
if (elementRef.current) {
if (elementRef.current.style.animation) {
// Motion token
var animationTimings = getDurationMs(resolveMotionToken(elementRef.current.style.animation));
animationDuration = animationTimings.duration;
animationDuration += animationTimings.delay;
} else {
// Custom motion
var computedStyles = window.getComputedStyle(elementRef.current);
animationDuration = getComputedAnimationDurationMs(computedStyles.animationName, computedStyles.animationDuration, computedStyles.animationDelay);
}
}
}
// Queue `onAnimationEnd` for after the animation has finished
if (motionState === 'exiting') {
animationRef.current = setTimeout(function () {
return onAnimationEnd(motionState, isCancelled);
}, animationDuration);
} else if (motionState === 'entering') {
animationRef.current = setTimeout(function () {
return onAnimationEnd(motionState, isCancelled);
}, animationDuration);
}
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, motionState, appear, staggeredDelay, staggeredIsReady, reducedMotion]);
var reanimate = useCallback(function (value) {
animationRef.current && clearTimeout(animationRef.current);
reanimateRef.current = value;
if (value === Reanimate.exit_then_enter) {
setState('exiting');
} else if (value === Reanimate.enter) {
setState('entering');
} else if (value === Reanimate.exit) {
setState('exiting');
}
}, []);
var ref = useMemo(function () {
return mergeRefs([staggered.ref, elementRef]);
}, [staggered.ref]);
return {
ref: ref,
reanimate: reanimate,
state: motionState
};
}