@lightningjs/renderer
Version:
Lightning 3 Renderer
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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 {
AnimationControllerState,
IAnimationController,
} from '../../common/IAnimationController.js';
import type { AnimationManager } from './AnimationManager.js';
import type { CoreAnimation } from './CoreAnimation.js';
import { EventEmitter } from '../../common/EventEmitter.js';
export class CoreAnimationController
extends EventEmitter
implements IAnimationController
{
stoppedPromise: Promise<void> | null = null;
/**
* If this is null, then the animation is in a finished / stopped state.
*/
stoppedResolve: (() => void) | null = null;
state: AnimationControllerState;
private manager!: AnimationManager;
private animation!: CoreAnimation;
// Pre-allocated tick payload -- reused every frame to avoid per-frame {} allocation
private readonly tickPayload: { progress: number } = { progress: 0 };
// Fixed set of event names this controller emits -- used for zero-alloc clearListeners()
static readonly EVENTS = ['stopped', 'animating'] as const;
constructor() {
super();
this.state = 'stopped';
}
/**
* Initialize (or reinitialize) this controller with new dependencies.
* Called both on first use and when recycled from the pool.
*/
init(manager: AnimationManager, animation: CoreAnimation): void {
this.manager = manager;
this.animation = animation;
this.state = 'stopped';
this.stoppedPromise = null;
this.stoppedResolve = null;
// Clear any stale user listeners from the previous use. Near-zero cost
// when arrays are already empty (the common case after releaseToPool).
this.clearListeners(CoreAnimationController.EVENTS);
}
start(): IAnimationController {
if (this.state !== 'running' && this.state !== 'scheduled') {
this.stoppedPromise = null;
this.registerAnimation();
this.state = 'scheduled';
}
return this;
}
stop(reset = true): IAnimationController {
if (this.state === 'stopped') {
return this;
}
this.unregisterAnimation();
// Capture refs before emit -- the user's stopped callback may synchronously
// call createAnimation() which recycles these objects from the pool.
// Releasing AFTER emit with captured refs prevents corrupting the recycled objects.
const animation = this.animation;
const manager = this.manager;
if (this.stoppedResolve !== null) {
this.stoppedResolve();
this.stoppedResolve = null;
}
this.state = 'stopped';
this.emit('stopped', this);
if (reset === true) {
animation.reset();
}
manager.releaseToPool(animation, this);
return this;
}
pause(): IAnimationController {
this.unregisterAnimation();
this.state = 'paused';
return this;
}
restore(): IAnimationController {
this.stoppedResolve = null;
this.animation.restore();
return this;
}
waitUntilStopped(): Promise<void> {
// If already stopped, return a resolved promise without caching it
if (this.state === 'stopped') {
return Promise.resolve();
}
// Lazily create the stopped promise only when someone actually awaits it
if (this.stoppedPromise === null) {
this.stoppedPromise = new Promise((resolve) => {
this.stoppedResolve = resolve;
});
}
return this.stoppedPromise;
}
private registerAnimation(): void {
// Hook up event listeners
// Use on() instead of once() for 'finished' to avoid allocating a
// wrapper closure. The listener is removed via unregisterAnimation()
// when the animation stops, or stays registered across reverse cycles.
this.animation.on('finished', this.onFinished);
this.animation.on('animating', this.onAnimating);
this.animation.on('tick', this.onTick);
this.animation.on('destroyed', this.onDestroy);
// Then register the animation
this.manager.registerAnimation(this.animation);
}
private unregisterAnimation(): void {
// First unregister the animation
this.manager.unregisterAnimation(this.animation);
// Then unhook event listeners
this.animation.off('finished', this.onFinished);
this.animation.off('animating', this.onAnimating);
this.animation.off('tick', this.onTick);
this.animation.off('destroyed', this.onDestroy);
}
private onDestroy = (): void => {
this.unregisterAnimation();
// Capture refs before emit -- same race condition guard as stop()/onFinished()
const animation = this.animation;
const manager = this.manager;
if (this.stoppedResolve !== null) {
this.stoppedResolve();
this.stoppedResolve = null;
}
this.state = 'stopped';
this.emit('stopped', this);
manager.releaseToPool(animation, this);
};
private onFinished = (): void => {
const { loop, stopMethod } = this.animation;
if (stopMethod === 'reverse') {
this.animation.reverse();
return;
}
if (loop) {
return;
}
this.unregisterAnimation();
// Capture refs before emit -- the user's stopped callback may synchronously
// call createAnimation() which recycles these objects from the pool.
// Releasing AFTER emit with captured refs prevents corrupting the recycled objects.
const animation = this.animation;
const manager = this.manager;
if (this.stoppedResolve !== null) {
this.stoppedResolve();
this.stoppedResolve = null;
}
this.state = 'stopped';
this.emit('stopped', this);
manager.releaseToPool(animation, this);
};
private onAnimating = (): void => {
this.state = 'running';
this.emit('animating', this);
};
/**
* manually override the tick event to emit the progress of the animation as well
* we are first checking if there are any listeners for the tick event. this avoid unnecessary object creation.
*/
private onTick = (): void => {
if (this.hasListeners('tick') === false) {
return;
}
// Mutate pre-allocated payload to avoid per-frame {} allocation
this.tickPayload.progress = this.animation['progress'];
this.emit('tick', this.tickPayload);
};
}