@lightningjs/renderer
Version:
Lightning 3 Renderer
131 lines (118 loc) • 4.46 kB
text/typescript
/*
* If not stated otherwise in this file or this component's LICENSE file the
* following copyright and licenses apply:
*
* Copyright 2023 Comcast Cable Communications Management, LLC.
*
* Licensed under the Apache License, Version 2.0 (the License);
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import type { CoreNode, CoreNodeAnimateProps } from '../CoreNode.js';
import { CoreAnimation, type AnimationSettings } from './CoreAnimation.js';
import { CoreAnimationController } from './CoreAnimationController.js';
import type { IAnimationController } from '../../common/IAnimationController.js';
import type { Stage } from '../Stage.js';
export class AnimationManager {
private activeAnimations: CoreAnimation[] = [];
private stage: Stage;
/**
* Pool of reusable CoreAnimation instances.
* Animations are returned to the pool when they finish or are stopped.
*/
private animationPool: CoreAnimation[] = [];
/**
* Pool of reusable CoreAnimationController instances.
* Controllers are returned to the pool alongside their animation.
*/
private controllerPool: CoreAnimationController[] = [];
constructor(stage: Stage) {
this.stage = stage;
}
registerAnimation(animation: CoreAnimation) {
animation.activeIndex = this.activeAnimations.length;
this.activeAnimations.push(animation);
this.stage.activeAnimationCount++;
}
unregisterAnimation(animation: CoreAnimation) {
const index = animation.activeIndex;
if (index === -1) {
return;
}
const animations = this.activeAnimations;
const last = animations.length - 1;
if (index !== last) {
// Swap with the last element and update its index
const swap = animations[last]!;
animations[index] = swap;
swap.activeIndex = index;
}
animations.pop();
animation.activeIndex = -1;
this.stage.activeAnimationCount--;
}
update(dt: number) {
const animations = this.activeAnimations;
// Iterate backwards. With activeIndex tracking, if a sibling stop() during
// a completion event swap-removes an already-visited element into index i,
// we check activeIndex >= 0 before updating to avoid double-processing.
for (let i = animations.length - 1; i >= 0; i--) {
const anim = animations[i]!;
if (anim.activeIndex >= 0) {
anim.update(dt);
}
}
}
/**
* Create an animation controller, reusing pooled objects when available.
* Objects are returned to the pool when the controller reaches a terminal
* state (stopped via finish, manual stop, or node destruction).
*/
createAnimation(
node: CoreNode,
props: Partial<CoreNodeAnimateProps>,
settings: Partial<AnimationSettings>,
): IAnimationController {
// Get or create animation
let animation: CoreAnimation;
if (this.animationPool.length > 0) {
animation = this.animationPool.pop()!;
} else {
animation = new CoreAnimation();
}
animation.init(node, props, settings);
// Get or create controller
let controller: CoreAnimationController;
if (this.controllerPool.length > 0) {
controller = this.controllerPool.pop()!;
} else {
controller = new CoreAnimationController();
}
controller.init(this, animation);
return controller;
}
/**
* Return an animation and its controller to the pool for reuse.
* Called by CoreAnimationController when it reaches a terminal state
* (after all user event listeners have been notified).
*/
releaseToPool(
animation: CoreAnimation,
controller: CoreAnimationController,
): void {
// Do NOT clearListeners here -- init() clears lazily on next reuse.
// By the time releaseToPool() fires, unregisterAnimation() has already
// emptied all listener arrays via off(). Moving clearListeners to init()
// keeps this hot path (inside the rAF completion chain) as cheap as possible.
this.animationPool.push(animation);
this.controllerPool.push(controller);
}
}