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animated

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Declarative Animations Library for React and React Native

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/** * Copyright (c) 2015-present, Facebook, Inc. * All rights reserved. * * This source code is licensed under the BSD-style license found in the * LICENSE file in the root directory of this source tree. An additional grant * of patent rights can be found in the PATENTS file in the same directory. * * @flow */ 'use strict'; var AnimatedWithChildren = require('./AnimatedWithChildren'); var InteractionManager = require('./injectable/InteractionManager'); var AnimatedInterpolation = require('./AnimatedInterpolation'); var Interpolation = require('./Interpolation'); var Animation = require('./Animation'); var guid = require('./guid'); var Set = global.Set || require('./SetPolyfill'); import type { EndCallback } from './Animation'; import type { InterpolationConfigType } from './Interpolation'; export type ValueListenerCallback = (state: {value: number}) => void; /** * Animated works by building a directed acyclic graph of dependencies * transparently when you render your Animated components. * * new Animated.Value(0) * .interpolate() .interpolate() new Animated.Value(1) * opacity translateY scale * style transform * View#234 style * View#123 * * A) Top Down phase * When an Animated.Value is updated, we recursively go down through this * graph in order to find leaf nodes: the views that we flag as needing * an update. * * B) Bottom Up phase * When a view is flagged as needing an update, we recursively go back up * in order to build the new value that it needs. The reason why we need * this two-phases process is to deal with composite props such as * transform which can receive values from multiple parents. */ function _flush(rootNode: AnimatedValue): void { var animatedStyles = new Set(); function findAnimatedStyles(node) { if (typeof node.update === 'function') { animatedStyles.add(node); } else { node.__getChildren().forEach(findAnimatedStyles); } } findAnimatedStyles(rootNode); animatedStyles.forEach(animatedStyle => animatedStyle.update()); } /** * Standard value for driving animations. One `Animated.Value` can drive * multiple properties in a synchronized fashion, but can only be driven by one * mechanism at a time. Using a new mechanism (e.g. starting a new animation, * or calling `setValue`) will stop any previous ones. */ class AnimatedValue extends AnimatedWithChildren { _value: number; _offset: number; _animation: ?Animation; _tracking: ?Animated; _listeners: {[key: string]: ValueListenerCallback}; constructor(value: number) { super(); this._value = value; this._offset = 0; this._animation = null; this._listeners = {}; } __detach() { this.stopAnimation(); } __getValue(): number { return this._value + this._offset; } /** * Directly set the value. This will stop any animations running on the value * and update all the bound properties. */ setValue(value: number): void { if (this._animation) { this._animation.stop(); this._animation = null; } this._updateValue(value); } /** * Sets an offset that is applied on top of whatever value is set, whether via * `setValue`, an animation, or `Animated.event`. Useful for compensating * things like the start of a pan gesture. */ setOffset(offset: number): void { this._offset = offset; } /** * Merges the offset value into the base value and resets the offset to zero. * The final output of the value is unchanged. */ flattenOffset(): void { this._value += this._offset; this._offset = 0; } /** * Adds an asynchronous listener to the value so you can observe updates from * animations. This is useful because there is no way to * synchronously read the value because it might be driven natively. */ addListener(callback: ValueListenerCallback): string { var id = guid(); this._listeners[id] = callback; return id; } removeListener(id: string): void { delete this._listeners[id]; } removeAllListeners(): void { this._listeners = {}; } /** * Stops any running animation or tracking. `callback` is invoked with the * final value after stopping the animation, which is useful for updating * state to match the animation position with layout. */ stopAnimation(callback?: ?(value: number) => void): void { this.stopTracking(); this._animation && this._animation.stop(); this._animation = null; callback && callback(this.__getValue()); } /** * Interpolates the value before updating the property, e.g. mapping 0-1 to * 0-10. */ interpolate(config: InterpolationConfigType): AnimatedInterpolation { return new AnimatedInterpolation(this, Interpolation.create(config)); } /** * Typically only used internally, but could be used by a custom Animation * class. */ animate(animation: Animation, callback: ?EndCallback): void { var handle = null; if (animation.__isInteraction) { handle = InteractionManager.current.createInteractionHandle(); } var previousAnimation = this._animation; this._animation && this._animation.stop(); this._animation = animation; animation.start( this._value, (value) => { this._updateValue(value); }, (result) => { this._animation = null; if (handle !== null) { InteractionManager.current.clearInteractionHandle(handle); } callback && callback(result); }, previousAnimation, ); } /** * Typically only used internally. */ stopTracking(): void { this._tracking && this._tracking.__detach(); this._tracking = null; } /** * Typically only used internally. */ track(tracking: Animated): void { this.stopTracking(); this._tracking = tracking; } _updateValue(value: number): void { this._value = value; _flush(this); for (var key in this._listeners) { this._listeners[key]({value: this.__getValue()}); } } } module.exports = AnimatedValue;