framer-motion
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A simple and powerful JavaScript animation library
390 lines (387 loc) • 14.9 kB
JavaScript
import { isGenerator, calcGeneratorDuration } from 'motion-dom';
import { invariant, millisecondsToSeconds, secondsToMilliseconds } from 'motion-utils';
import { KeyframeResolver } from '../../render/utils/KeyframesResolver.mjs';
import { clamp } from '../../utils/clamp.mjs';
import { mix } from '../../utils/mix/index.mjs';
import { pipe } from '../../utils/pipe.mjs';
import { inertia } from '../generators/inertia.mjs';
import { keyframes } from '../generators/keyframes.mjs';
import { spring } from '../generators/spring/index.mjs';
import { BaseAnimation } from './BaseAnimation.mjs';
import { frameloopDriver } from './drivers/driver-frameloop.mjs';
import { getFinalKeyframe } from './waapi/utils/get-final-keyframe.mjs';
const generators = {
decay: inertia,
inertia,
tween: keyframes,
keyframes: keyframes,
spring,
};
const percentToProgress = (percent) => percent / 100;
/**
* Animation that runs on the main thread. Designed to be WAAPI-spec in the subset of
* features we expose publically. Mostly the compatibility is to ensure visual identity
* between both WAAPI and main thread animations.
*/
class MainThreadAnimation extends BaseAnimation {
constructor(options) {
super(options);
/**
* The time at which the animation was paused.
*/
this.holdTime = null;
/**
* The time at which the animation was cancelled.
*/
this.cancelTime = null;
/**
* The current time of the animation.
*/
this.currentTime = 0;
/**
* Playback speed as a factor. 0 would be stopped, -1 reverse and 2 double speed.
*/
this.playbackSpeed = 1;
/**
* The state of the animation to apply when the animation is resolved. This
* allows calls to the public API to control the animation before it is resolved,
* without us having to resolve it first.
*/
this.pendingPlayState = "running";
/**
* The time at which the animation was started.
*/
this.startTime = null;
this.state = "idle";
/**
* This method is bound to the instance to fix a pattern where
* animation.stop is returned as a reference from a useEffect.
*/
this.stop = () => {
this.resolver.cancel();
this.isStopped = true;
if (this.state === "idle")
return;
this.teardown();
const { onStop } = this.options;
onStop && onStop();
};
const { name, motionValue, element, keyframes } = this.options;
const KeyframeResolver$1 = (element === null || element === void 0 ? void 0 : element.KeyframeResolver) || KeyframeResolver;
const onResolved = (resolvedKeyframes, finalKeyframe) => this.onKeyframesResolved(resolvedKeyframes, finalKeyframe);
this.resolver = new KeyframeResolver$1(keyframes, onResolved, name, motionValue, element);
this.resolver.scheduleResolve();
}
flatten() {
super.flatten();
// If we've already resolved the animation, re-initialise it
if (this._resolved) {
Object.assign(this._resolved, this.initPlayback(this._resolved.keyframes));
}
}
initPlayback(keyframes$1) {
const { type = "keyframes", repeat = 0, repeatDelay = 0, repeatType, velocity = 0, } = this.options;
const generatorFactory = isGenerator(type)
? type
: generators[type] || keyframes;
/**
* If our generator doesn't support mixing numbers, we need to replace keyframes with
* [0, 100] and then make a function that maps that to the actual keyframes.
*
* 100 is chosen instead of 1 as it works nicer with spring animations.
*/
let mapPercentToKeyframes;
let mirroredGenerator;
if (generatorFactory !== keyframes &&
typeof keyframes$1[0] !== "number") {
if (process.env.NODE_ENV !== "production") {
invariant(keyframes$1.length === 2, `Only two keyframes currently supported with spring and inertia animations. Trying to animate ${keyframes$1}`);
}
mapPercentToKeyframes = pipe(percentToProgress, mix(keyframes$1[0], keyframes$1[1]));
keyframes$1 = [0, 100];
}
const generator = generatorFactory({ ...this.options, keyframes: keyframes$1 });
/**
* If we have a mirror repeat type we need to create a second generator that outputs the
* mirrored (not reversed) animation and later ping pong between the two generators.
*/
if (repeatType === "mirror") {
mirroredGenerator = generatorFactory({
...this.options,
keyframes: [...keyframes$1].reverse(),
velocity: -velocity,
});
}
/**
* If duration is undefined and we have repeat options,
* we need to calculate a duration from the generator.
*
* We set it to the generator itself to cache the duration.
* Any timeline resolver will need to have already precalculated
* the duration by this step.
*/
if (generator.calculatedDuration === null) {
generator.calculatedDuration = calcGeneratorDuration(generator);
}
const { calculatedDuration } = generator;
const resolvedDuration = calculatedDuration + repeatDelay;
const totalDuration = resolvedDuration * (repeat + 1) - repeatDelay;
return {
generator,
mirroredGenerator,
mapPercentToKeyframes,
calculatedDuration,
resolvedDuration,
totalDuration,
};
}
onPostResolved() {
const { autoplay = true } = this.options;
this.play();
if (this.pendingPlayState === "paused" || !autoplay) {
this.pause();
}
else {
this.state = this.pendingPlayState;
}
}
tick(timestamp, sample = false) {
const { resolved } = this;
// If the animations has failed to resolve, return the final keyframe.
if (!resolved) {
const { keyframes } = this.options;
return { done: true, value: keyframes[keyframes.length - 1] };
}
const { finalKeyframe, generator, mirroredGenerator, mapPercentToKeyframes, keyframes, calculatedDuration, totalDuration, resolvedDuration, } = resolved;
if (this.startTime === null)
return generator.next(0);
const { delay, repeat, repeatType, repeatDelay, onUpdate } = this.options;
/**
* requestAnimationFrame timestamps can come through as lower than
* the startTime as set by performance.now(). Here we prevent this,
* though in the future it could be possible to make setting startTime
* a pending operation that gets resolved here.
*/
if (this.speed > 0) {
this.startTime = Math.min(this.startTime, timestamp);
}
else if (this.speed < 0) {
this.startTime = Math.min(timestamp - totalDuration / this.speed, this.startTime);
}
// Update currentTime
if (sample) {
this.currentTime = timestamp;
}
else if (this.holdTime !== null) {
this.currentTime = this.holdTime;
}
else {
// Rounding the time because floating point arithmetic is not always accurate, e.g. 3000.367 - 1000.367 =
// 2000.0000000000002. This is a problem when we are comparing the currentTime with the duration, for
// example.
this.currentTime =
Math.round(timestamp - this.startTime) * this.speed;
}
// Rebase on delay
const timeWithoutDelay = this.currentTime - delay * (this.speed >= 0 ? 1 : -1);
const isInDelayPhase = this.speed >= 0
? timeWithoutDelay < 0
: timeWithoutDelay > totalDuration;
this.currentTime = Math.max(timeWithoutDelay, 0);
// If this animation has finished, set the current time to the total duration.
if (this.state === "finished" && this.holdTime === null) {
this.currentTime = totalDuration;
}
let elapsed = this.currentTime;
let frameGenerator = generator;
if (repeat) {
/**
* Get the current progress (0-1) of the animation. If t is >
* than duration we'll get values like 2.5 (midway through the
* third iteration)
*/
const progress = Math.min(this.currentTime, totalDuration) / resolvedDuration;
/**
* Get the current iteration (0 indexed). For instance the floor of
* 2.5 is 2.
*/
let currentIteration = Math.floor(progress);
/**
* Get the current progress of the iteration by taking the remainder
* so 2.5 is 0.5 through iteration 2
*/
let iterationProgress = progress % 1.0;
/**
* If iteration progress is 1 we count that as the end
* of the previous iteration.
*/
if (!iterationProgress && progress >= 1) {
iterationProgress = 1;
}
iterationProgress === 1 && currentIteration--;
currentIteration = Math.min(currentIteration, repeat + 1);
/**
* Reverse progress if we're not running in "normal" direction
*/
const isOddIteration = Boolean(currentIteration % 2);
if (isOddIteration) {
if (repeatType === "reverse") {
iterationProgress = 1 - iterationProgress;
if (repeatDelay) {
iterationProgress -= repeatDelay / resolvedDuration;
}
}
else if (repeatType === "mirror") {
frameGenerator = mirroredGenerator;
}
}
elapsed = clamp(0, 1, iterationProgress) * resolvedDuration;
}
/**
* If we're in negative time, set state as the initial keyframe.
* This prevents delay: x, duration: 0 animations from finishing
* instantly.
*/
const state = isInDelayPhase
? { done: false, value: keyframes[0] }
: frameGenerator.next(elapsed);
if (mapPercentToKeyframes) {
state.value = mapPercentToKeyframes(state.value);
}
let { done } = state;
if (!isInDelayPhase && calculatedDuration !== null) {
done =
this.speed >= 0
? this.currentTime >= totalDuration
: this.currentTime <= 0;
}
const isAnimationFinished = this.holdTime === null &&
(this.state === "finished" || (this.state === "running" && done));
if (isAnimationFinished && finalKeyframe !== undefined) {
state.value = getFinalKeyframe(keyframes, this.options, finalKeyframe);
}
if (onUpdate) {
onUpdate(state.value);
}
if (isAnimationFinished) {
this.finish();
}
return state;
}
get duration() {
const { resolved } = this;
return resolved ? millisecondsToSeconds(resolved.calculatedDuration) : 0;
}
get time() {
return millisecondsToSeconds(this.currentTime);
}
set time(newTime) {
newTime = secondsToMilliseconds(newTime);
this.currentTime = newTime;
if (this.holdTime !== null || this.speed === 0) {
this.holdTime = newTime;
}
else if (this.driver) {
this.startTime = this.driver.now() - newTime / this.speed;
}
}
get speed() {
return this.playbackSpeed;
}
set speed(newSpeed) {
const hasChanged = this.playbackSpeed !== newSpeed;
this.playbackSpeed = newSpeed;
if (hasChanged) {
this.time = millisecondsToSeconds(this.currentTime);
}
}
play() {
if (!this.resolver.isScheduled) {
this.resolver.resume();
}
if (!this._resolved) {
this.pendingPlayState = "running";
return;
}
if (this.isStopped)
return;
const { driver = frameloopDriver, onPlay, startTime } = this.options;
if (!this.driver) {
this.driver = driver((timestamp) => this.tick(timestamp));
}
onPlay && onPlay();
const now = this.driver.now();
if (this.holdTime !== null) {
this.startTime = now - this.holdTime;
}
else if (!this.startTime) {
this.startTime = startTime !== null && startTime !== void 0 ? startTime : this.calcStartTime();
}
else if (this.state === "finished") {
this.startTime = now;
}
if (this.state === "finished") {
this.updateFinishedPromise();
}
this.cancelTime = this.startTime;
this.holdTime = null;
/**
* Set playState to running only after we've used it in
* the previous logic.
*/
this.state = "running";
this.driver.start();
}
pause() {
var _a;
if (!this._resolved) {
this.pendingPlayState = "paused";
return;
}
this.state = "paused";
this.holdTime = (_a = this.currentTime) !== null && _a !== void 0 ? _a : 0;
}
complete() {
if (this.state !== "running") {
this.play();
}
this.pendingPlayState = this.state = "finished";
this.holdTime = null;
}
finish() {
this.teardown();
this.state = "finished";
const { onComplete } = this.options;
onComplete && onComplete();
}
cancel() {
if (this.cancelTime !== null) {
this.tick(this.cancelTime);
}
this.teardown();
this.updateFinishedPromise();
}
teardown() {
this.state = "idle";
this.stopDriver();
this.resolveFinishedPromise();
this.updateFinishedPromise();
this.startTime = this.cancelTime = null;
this.resolver.cancel();
}
stopDriver() {
if (!this.driver)
return;
this.driver.stop();
this.driver = undefined;
}
sample(time) {
this.startTime = 0;
return this.tick(time, true);
}
}
// Legacy interface
function animateValue(options) {
return new MainThreadAnimation(options);
}
export { MainThreadAnimation, animateValue };