File size: 31,503 Bytes
1e92f2d |
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 |
import {
is,
raf,
each,
isEqual,
toArray,
eachProp,
frameLoop,
flushCalls,
getFluidValue,
isAnimatedString,
FluidValue,
Globals as G,
callFluidObservers,
hasFluidValue,
addFluidObserver,
removeFluidObserver,
getFluidObservers,
} from '@react-spring/shared'
import {
Animated,
AnimatedValue,
AnimatedString,
getPayload,
getAnimated,
setAnimated,
getAnimatedType,
} from '@react-spring/animated'
import { Lookup } from '@react-spring/types'
import { Animation } from './Animation'
import { mergeConfig } from './AnimationConfig'
import { scheduleProps } from './scheduleProps'
import { runAsync, RunAsyncState, RunAsyncProps, stopAsync } from './runAsync'
import {
callProp,
computeGoal,
matchProp,
inferTo,
getDefaultProps,
getDefaultProp,
isAsyncTo,
resolveProp,
} from './helpers'
import { FrameValue, isFrameValue } from './FrameValue'
import {
isAnimating,
isPaused,
setPausedBit,
hasAnimated,
setActiveBit,
} from './SpringPhase'
import {
AnimationRange,
AnimationResolver,
EventKey,
PickEventFns,
} from './types/internal'
import { AsyncResult, SpringUpdate, VelocityProp, SpringProps } from './types'
import {
getCombinedResult,
getCancelledResult,
getFinishedResult,
getNoopResult,
} from './AnimationResult'
declare const console: any
interface DefaultSpringProps<T>
extends Pick<SpringProps<T>, 'pause' | 'cancel' | 'immediate' | 'config'>,
PickEventFns<SpringProps<T>> {}
/**
* Only numbers, strings, and arrays of numbers/strings are supported.
* Non-animatable strings are also supported.
*/
export class SpringValue<T = any> extends FrameValue<T> {
/** The property name used when `to` or `from` is an object. Useful when debugging too. */
key?: string
/** The animation state */
animation = new Animation<T>()
/** The queue of pending props */
queue?: SpringUpdate<T>[]
/** Some props have customizable default values */
defaultProps: DefaultSpringProps<T> = {}
/** The state for `runAsync` calls */
protected _state: RunAsyncState<SpringValue<T>> = {
paused: false,
delayed: false,
pauseQueue: new Set(),
resumeQueue: new Set(),
timeouts: new Set(),
}
/** The promise resolvers of pending `start` calls */
protected _pendingCalls = new Set<AnimationResolver<this>>()
/** The counter for tracking `scheduleProps` calls */
protected _lastCallId = 0
/** The last `scheduleProps` call that changed the `to` prop */
protected _lastToId = 0
protected _memoizedDuration = 0
constructor(from: Exclude<T, object>, props?: SpringUpdate<T>)
constructor(props?: SpringUpdate<T>)
constructor(arg1?: any, arg2?: any) {
super()
if (!is.und(arg1) || !is.und(arg2)) {
const props = is.obj(arg1) ? { ...arg1 } : { ...arg2, from: arg1 }
if (is.und(props.default)) {
props.default = true
}
this.start(props)
}
}
/** Equals true when not advancing on each frame. */
get idle() {
return !(isAnimating(this) || this._state.asyncTo) || isPaused(this)
}
get goal() {
return getFluidValue(this.animation.to) as T
}
get velocity(): VelocityProp<T> {
const node = getAnimated(this)!
return (
node instanceof AnimatedValue
? node.lastVelocity || 0
: node.getPayload().map(node => node.lastVelocity || 0)
) as any
}
/**
* When true, this value has been animated at least once.
*/
get hasAnimated() {
return hasAnimated(this)
}
/**
* When true, this value has an unfinished animation,
* which is either active or paused.
*/
get isAnimating() {
return isAnimating(this)
}
/**
* When true, all current and future animations are paused.
*/
get isPaused() {
return isPaused(this)
}
/**
*
*
*/
get isDelayed() {
return this._state.delayed
}
/** Advance the current animation by a number of milliseconds */
advance(dt: number) {
let idle = true
let changed = false
const anim = this.animation
let { toValues } = anim
const { config } = anim
const payload = getPayload(anim.to)
if (!payload && hasFluidValue(anim.to)) {
toValues = toArray(getFluidValue(anim.to)) as any
}
anim.values.forEach((node, i) => {
if (node.done) return
const to =
// Animated strings always go from 0 to 1.
node.constructor == AnimatedString
? 1
: payload
? payload[i].lastPosition
: toValues![i]
let finished = anim.immediate
let position = to
if (!finished) {
position = node.lastPosition
// Loose springs never move.
if (config.tension <= 0) {
node.done = true
return
}
let elapsed = (node.elapsedTime += dt)
const from = anim.fromValues[i]
const v0 =
node.v0 != null
? node.v0
: (node.v0 = is.arr(config.velocity)
? config.velocity[i]
: config.velocity)
let velocity: number
/** The smallest distance from a value before being treated like said value. */
/**
* TODO: make this value ~0.0001 by default in next breaking change
* for more info see – https://github.com/pmndrs/react-spring/issues/1389
*/
const precision =
config.precision ||
(from == to ? 0.005 : Math.min(1, Math.abs(to - from) * 0.001))
// Duration easing
if (!is.und(config.duration)) {
let p = 1
if (config.duration > 0) {
/**
* Here we check if the duration has changed in the config
* and if so update the elapsed time to the percentage
* of completition so there is no jank in the animation
* https://github.com/pmndrs/react-spring/issues/1163
*/
if (this._memoizedDuration !== config.duration) {
// update the memoized version to the new duration
this._memoizedDuration = config.duration
// if the value has started animating we need to update it
if (node.durationProgress > 0) {
// set elapsed time to be the same percentage of progress as the previous duration
node.elapsedTime = config.duration * node.durationProgress
// add the delta so the below updates work as expected
elapsed = node.elapsedTime += dt
}
}
// calculate the new progress
p = (config.progress || 0) + elapsed / this._memoizedDuration
// p is clamped between 0-1
p = p > 1 ? 1 : p < 0 ? 0 : p
// store our new progress
node.durationProgress = p
}
position = from + config.easing(p) * (to - from)
velocity = (position - node.lastPosition) / dt
finished = p == 1
}
// Decay easing
else if (config.decay) {
const decay = config.decay === true ? 0.998 : config.decay
const e = Math.exp(-(1 - decay) * elapsed)
position = from + (v0 / (1 - decay)) * (1 - e)
finished = Math.abs(node.lastPosition - position) <= precision
// derivative of position
velocity = v0 * e
}
// Spring easing
else {
velocity = node.lastVelocity == null ? v0 : node.lastVelocity
/** The velocity at which movement is essentially none */
const restVelocity = config.restVelocity || precision / 10
// Bouncing is opt-in (not to be confused with overshooting)
const bounceFactor = config.clamp ? 0 : config.bounce!
const canBounce = !is.und(bounceFactor)
/** When `true`, the value is increasing over time */
const isGrowing = from == to ? node.v0 > 0 : from < to
/** When `true`, the velocity is considered moving */
let isMoving!: boolean
/** When `true`, the velocity is being deflected or clamped */
let isBouncing = false
const step = 1 // 1ms
const numSteps = Math.ceil(dt / step)
for (let n = 0; n < numSteps; ++n) {
isMoving = Math.abs(velocity) > restVelocity
if (!isMoving) {
finished = Math.abs(to - position) <= precision
if (finished) {
break
}
}
if (canBounce) {
isBouncing = position == to || position > to == isGrowing
// Invert the velocity with a magnitude, or clamp it.
if (isBouncing) {
velocity = -velocity * bounceFactor
position = to
}
}
const springForce = -config.tension * 0.000001 * (position - to)
const dampingForce = -config.friction * 0.001 * velocity
const acceleration = (springForce + dampingForce) / config.mass // pt/ms^2
velocity = velocity + acceleration * step // pt/ms
position = position + velocity * step
}
}
node.lastVelocity = velocity
if (Number.isNaN(position)) {
console.warn(`Got NaN while animating:`, this)
finished = true
}
}
// Parent springs must finish before their children can.
if (payload && !payload[i].done) {
finished = false
}
if (finished) {
node.done = true
} else {
idle = false
}
if (node.setValue(position, config.round)) {
changed = true
}
})
const node = getAnimated(this)!
/**
* Get the node's current value, this will be different
* to anim.to when config.decay is true
*/
const currVal = node.getValue()
if (idle) {
// get our final fluid val from the anim.to
const finalVal = getFluidValue(anim.to)
/**
* check if they're not equal, or if they're
* change and if there's no config.decay set
*/
if ((currVal !== finalVal || changed) && !config.decay) {
// set the value to anim.to
node.setValue(finalVal)
this._onChange(finalVal)
} else if (changed && config.decay) {
/**
* if it's changed but there is a config.decay,
* just call _onChange with currrent value
*/
this._onChange(currVal)
}
// call stop because the spring has stopped.
this._stop()
} else if (changed) {
/**
* if the spring has changed, but is not idle,
* just call the _onChange handler
*/
this._onChange(currVal)
}
}
/** Set the current value, while stopping the current animation */
set(value: T | FluidValue<T>) {
raf.batchedUpdates(() => {
this._stop()
// These override the current value and goal value that may have
// been updated by `onRest` handlers in the `_stop` call above.
this._focus(value)
this._set(value)
})
return this
}
/**
* Freeze the active animation in time, as well as any updates merged
* before `resume` is called.
*/
pause() {
this._update({ pause: true })
}
/** Resume the animation if paused. */
resume() {
this._update({ pause: false })
}
/** Skip to the end of the current animation. */
finish() {
if (isAnimating(this)) {
const { to, config } = this.animation
raf.batchedUpdates(() => {
// Ensure the "onStart" and "onRest" props are called.
this._onStart()
// Jump to the goal value, except for decay animations
// which have an undefined goal value.
if (!config.decay) {
this._set(to, false)
}
this._stop()
})
}
return this
}
/** Push props into the pending queue. */
update(props: SpringUpdate<T>) {
const queue = this.queue || (this.queue = [])
queue.push(props)
return this
}
/**
* Update this value's animation using the queue of pending props,
* and unpause the current animation (if one is frozen).
*
* When arguments are passed, a new animation is created, and the
* queued animations are left alone.
*/
start(): AsyncResult<this>
start(props: SpringUpdate<T>): AsyncResult<this>
start(to: T, props?: SpringProps<T>): AsyncResult<this>
start(to?: any, arg2?: any) {
let queue: SpringUpdate<T>[]
if (!is.und(to)) {
queue = [is.obj(to) ? to : { ...arg2, to }]
} else {
queue = this.queue || []
this.queue = []
}
return Promise.all(
queue.map(props => {
const up = this._update(props)
return up
})
).then(results => getCombinedResult(this, results))
}
/**
* Stop the current animation, and cancel any delayed updates.
*
* Pass `true` to call `onRest` with `cancelled: true`.
*/
stop(cancel?: boolean) {
const { to } = this.animation
// The current value becomes the goal value.
this._focus(this.get())
stopAsync(this._state, cancel && this._lastCallId)
raf.batchedUpdates(() => this._stop(to, cancel))
return this
}
/** Restart the animation. */
reset() {
this._update({ reset: true })
}
/** @internal */
eventObserved(event: FrameValue.Event) {
if (event.type == 'change') {
this._start()
} else if (event.type == 'priority') {
this.priority = event.priority + 1
}
}
/**
* Parse the `to` and `from` range from the given `props` object.
*
* This also ensures the initial value is available to animated components
* during the render phase.
*/
protected _prepareNode(props: {
to?: any
from?: any
reverse?: boolean
default?: any
}) {
const key = this.key || ''
let { to, from } = props
to = is.obj(to) ? to[key] : to
if (to == null || isAsyncTo(to)) {
to = undefined
}
from = is.obj(from) ? from[key] : from
if (from == null) {
from = undefined
}
// Create the range now to avoid "reverse" logic.
const range = { to, from }
// Before ever animating, this method ensures an `Animated` node
// exists and keeps its value in sync with the "from" prop.
if (!hasAnimated(this)) {
if (props.reverse) [to, from] = [from, to]
from = getFluidValue(from)
if (!is.und(from)) {
this._set(from)
}
// Use the "to" value if our node is undefined.
else if (!getAnimated(this)) {
this._set(to)
}
}
return range
}
/** Every update is processed by this method before merging. */
protected _update(
{ ...props }: SpringProps<T>,
isLoop?: boolean
): AsyncResult<SpringValue<T>> {
const { key, defaultProps } = this
// Update the default props immediately.
if (props.default)
Object.assign(
defaultProps,
getDefaultProps(props, (value, prop) =>
/^on/.test(prop) ? resolveProp(value, key) : value
)
)
mergeActiveFn(this, props, 'onProps')
sendEvent(this, 'onProps', props, this)
// Ensure the initial value can be accessed by animated components.
const range = this._prepareNode(props)
if (Object.isFrozen(this)) {
throw Error(
'Cannot animate a `SpringValue` object that is frozen. ' +
'Did you forget to pass your component to `animated(...)` before animating its props?'
)
}
const state = this._state
return scheduleProps(++this._lastCallId, {
key,
props,
defaultProps,
state,
actions: {
pause: () => {
if (!isPaused(this)) {
setPausedBit(this, true)
flushCalls(state.pauseQueue)
sendEvent(
this,
'onPause',
getFinishedResult(this, checkFinished(this, this.animation.to)),
this
)
}
},
resume: () => {
if (isPaused(this)) {
setPausedBit(this, false)
if (isAnimating(this)) {
this._resume()
}
flushCalls(state.resumeQueue)
sendEvent(
this,
'onResume',
getFinishedResult(this, checkFinished(this, this.animation.to)),
this
)
}
},
start: this._merge.bind(this, range),
},
}).then(result => {
if (props.loop && result.finished && !(isLoop && result.noop)) {
const nextProps = createLoopUpdate(props)
if (nextProps) {
return this._update(nextProps, true)
}
}
return result
})
}
/** Merge props into the current animation */
protected _merge(
range: AnimationRange<T>,
props: RunAsyncProps<SpringValue<T>>,
resolve: AnimationResolver<SpringValue<T>>
): void {
// The "cancel" prop cancels all pending delays and it forces the
// active animation to stop where it is.
if (props.cancel) {
this.stop(true)
return resolve(getCancelledResult(this))
}
/** The "to" prop is defined. */
const hasToProp = !is.und(range.to)
/** The "from" prop is defined. */
const hasFromProp = !is.und(range.from)
// Avoid merging other props if implicitly prevented, except
// when both the "to" and "from" props are undefined.
if (hasToProp || hasFromProp) {
if (props.callId > this._lastToId) {
this._lastToId = props.callId
} else {
return resolve(getCancelledResult(this))
}
}
const { key, defaultProps, animation: anim } = this
const { to: prevTo, from: prevFrom } = anim
let { to = prevTo, from = prevFrom } = range
// Focus the "from" value if changing without a "to" value.
// For default updates, do this only if no "to" value exists.
if (hasFromProp && !hasToProp && (!props.default || is.und(to))) {
to = from
}
// Flip the current range if "reverse" is true.
if (props.reverse) [to, from] = [from, to]
/** The "from" value is changing. */
const hasFromChanged = !isEqual(from, prevFrom)
if (hasFromChanged) {
anim.from = from
}
// Coerce "from" into a static value.
from = getFluidValue(from)
/** The "to" value is changing. */
const hasToChanged = !isEqual(to, prevTo)
if (hasToChanged) {
this._focus(to)
}
/** The "to" prop is async. */
const hasAsyncTo = isAsyncTo(props.to)
const { config } = anim
const { decay, velocity } = config
// Reset to default velocity when goal values are defined.
if (hasToProp || hasFromProp) {
config.velocity = 0
}
// The "runAsync" function treats the "config" prop as a default,
// so we must avoid merging it when the "to" prop is async.
if (props.config && !hasAsyncTo) {
mergeConfig(
config,
callProp(props.config, key!),
// Avoid calling the same "config" prop twice.
props.config !== defaultProps.config
? callProp(defaultProps.config, key!)
: void 0
)
}
// This instance might not have its Animated node yet. For example,
// the constructor can be given props without a "to" or "from" value.
let node = getAnimated(this)
if (!node || is.und(to)) {
return resolve(getFinishedResult(this, true))
}
/** When true, start at the "from" value. */
const reset =
// When `reset` is undefined, the `from` prop implies `reset: true`,
// except for declarative updates. When `reset` is defined, there
// must exist a value to animate from.
is.und(props.reset)
? hasFromProp && !props.default
: !is.und(from) && matchProp(props.reset, key)
// The current value, where the animation starts from.
const value = reset ? (from as T) : this.get()
// The animation ends at this value, unless "to" is fluid.
const goal = computeGoal<any>(to)
// Only specific types can be animated to/from.
const isAnimatable = is.num(goal) || is.arr(goal) || isAnimatedString(goal)
// When true, the value changes instantly on the next frame.
const immediate =
!hasAsyncTo &&
(!isAnimatable ||
matchProp(defaultProps.immediate || props.immediate, key))
if (hasToChanged) {
const nodeType = getAnimatedType(to)
if (nodeType !== node.constructor) {
if (immediate) {
node = this._set(goal)!
} else
throw Error(
`Cannot animate between ${node.constructor.name} and ${nodeType.name}, as the "to" prop suggests`
)
}
}
// The type of Animated node for the goal value.
const goalType = node.constructor
// When the goal value is fluid, we don't know if its value
// will change before the next animation frame, so it always
// starts the animation to be safe.
let started = hasFluidValue(to)
let finished = false
if (!started) {
// When true, the current value has probably changed.
const hasValueChanged = reset || (!hasAnimated(this) && hasFromChanged)
// When the "to" value or current value are changed,
// start animating if not already finished.
if (hasToChanged || hasValueChanged) {
finished = isEqual(computeGoal(value), goal)
started = !finished
}
// Changing "decay" or "velocity" starts the animation.
if (
(!isEqual(anim.immediate, immediate) && !immediate) ||
!isEqual(config.decay, decay) ||
!isEqual(config.velocity, velocity)
) {
started = true
}
}
// Was the goal value set to the current value while animating?
if (finished && isAnimating(this)) {
// If the first frame has passed, allow the animation to
// overshoot instead of stopping abruptly.
if (anim.changed && !reset) {
started = true
}
// Stop the animation before its first frame.
else if (!started) {
this._stop(prevTo)
}
}
if (!hasAsyncTo) {
// Make sure our "toValues" are updated even if our previous
// "to" prop is a fluid value whose current value is also ours.
if (started || hasFluidValue(prevTo)) {
anim.values = node.getPayload()
anim.toValues = hasFluidValue(to)
? null
: goalType == AnimatedString
? [1]
: toArray(goal)
}
if (anim.immediate != immediate) {
anim.immediate = immediate
// Ensure the immediate goal is used as from value.
if (!immediate && !reset) {
this._set(prevTo)
}
}
if (started) {
const { onRest } = anim
// Set the active handlers when an animation starts.
each(ACTIVE_EVENTS, type => mergeActiveFn(this, props, type))
const result = getFinishedResult(this, checkFinished(this, prevTo))
flushCalls(this._pendingCalls, result)
this._pendingCalls.add(resolve)
if (anim.changed)
raf.batchedUpdates(() => {
// Ensure `onStart` can be called after a reset.
anim.changed = !reset
// Call the active `onRest` handler from the interrupted animation.
onRest?.(result, this)
// Notify the default `onRest` of the reset, but wait for the
// first frame to pass before sending an `onStart` event.
if (reset) {
callProp(defaultProps.onRest, result)
}
// Call the active `onStart` handler here since the first frame
// has already passed, which means this is a goal update and not
// an entirely new animation.
else {
anim.onStart?.(result, this)
}
})
}
}
if (reset) {
this._set(value)
}
if (hasAsyncTo) {
resolve(runAsync(props.to, props, this._state, this))
}
// Start an animation
else if (started) {
this._start()
}
// Postpone promise resolution until the animation is finished,
// so that no-op updates still resolve at the expected time.
else if (isAnimating(this) && !hasToChanged) {
this._pendingCalls.add(resolve)
}
// Resolve our promise immediately.
else {
resolve(getNoopResult(value))
}
}
/** Update the `animation.to` value, which might be a `FluidValue` */
protected _focus(value: T | FluidValue<T>) {
const anim = this.animation
if (value !== anim.to) {
if (getFluidObservers(this)) {
this._detach()
}
anim.to = value
if (getFluidObservers(this)) {
this._attach()
}
}
}
protected _attach() {
let priority = 0
const { to } = this.animation
if (hasFluidValue(to)) {
addFluidObserver(to, this)
if (isFrameValue(to)) {
priority = to.priority + 1
}
}
this.priority = priority
}
protected _detach() {
const { to } = this.animation
if (hasFluidValue(to)) {
removeFluidObserver(to, this)
}
}
/**
* Update the current value from outside the frameloop,
* and return the `Animated` node.
*/
protected _set(arg: T | FluidValue<T>, idle = true): Animated | undefined {
const value = getFluidValue(arg)
if (!is.und(value)) {
const oldNode = getAnimated(this)
if (!oldNode || !isEqual(value, oldNode.getValue())) {
// Create a new node or update the existing node.
const nodeType = getAnimatedType(value)
if (!oldNode || oldNode.constructor != nodeType) {
setAnimated(this, nodeType.create(value))
} else {
oldNode.setValue(value)
}
// Never emit a "change" event for the initial value.
if (oldNode) {
raf.batchedUpdates(() => {
this._onChange(value, idle)
})
}
}
}
return getAnimated(this)
}
protected _onStart() {
const anim = this.animation
if (!anim.changed) {
anim.changed = true
sendEvent(
this,
'onStart',
getFinishedResult(this, checkFinished(this, anim.to)),
this
)
}
}
protected _onChange(value: T, idle?: boolean) {
if (!idle) {
this._onStart()
callProp(this.animation.onChange, value, this)
}
callProp(this.defaultProps.onChange, value, this)
super._onChange(value, idle)
}
// This method resets the animation state (even if already animating) to
// ensure the latest from/to range is used, and it also ensures this spring
// is added to the frameloop.
protected _start() {
const anim = this.animation
// Reset the state of each Animated node.
getAnimated(this)!.reset(getFluidValue(anim.to))
// Use the current values as the from values.
if (!anim.immediate) {
anim.fromValues = anim.values.map(node => node.lastPosition)
}
if (!isAnimating(this)) {
setActiveBit(this, true)
if (!isPaused(this)) {
this._resume()
}
}
}
protected _resume() {
// The "skipAnimation" global avoids the frameloop.
if (G.skipAnimation) {
this.finish()
} else {
frameLoop.start(this)
}
}
/**
* Exit the frameloop and notify `onRest` listeners.
*
* Always wrap `_stop` calls with `batchedUpdates`.
*/
protected _stop(goal?: any, cancel?: boolean) {
if (isAnimating(this)) {
setActiveBit(this, false)
const anim = this.animation
each(anim.values, node => {
node.done = true
})
// These active handlers must be reset to undefined or else
// they could be called while idle. But keep them defined
// when the goal value is dynamic.
if (anim.toValues) {
anim.onChange = anim.onPause = anim.onResume = undefined
}
callFluidObservers(this, {
type: 'idle',
parent: this,
})
const result = cancel
? getCancelledResult(this.get())
: getFinishedResult(this.get(), checkFinished(this, goal ?? anim.to))
flushCalls(this._pendingCalls, result)
if (anim.changed) {
anim.changed = false
sendEvent(this, 'onRest', result, this)
}
}
}
}
/** Returns true when the current value and goal value are equal. */
function checkFinished<T>(target: SpringValue<T>, to: T | FluidValue<T>) {
const goal = computeGoal(to)
const value = computeGoal(target.get())
return isEqual(value, goal)
}
export function createLoopUpdate<T>(
props: T & { loop?: any; to?: any; from?: any; reverse?: any },
loop = props.loop,
to = props.to
): T | undefined {
const loopRet = callProp(loop)
if (loopRet) {
const overrides = loopRet !== true && inferTo(loopRet)
const reverse = (overrides || props).reverse
const reset = !overrides || overrides.reset
return createUpdate({
...props,
loop,
// Avoid updating default props when looping.
default: false,
// Never loop the `pause` prop.
pause: undefined,
// For the "reverse" prop to loop as expected, the "to" prop
// must be undefined. The "reverse" prop is ignored when the
// "to" prop is an array or function.
to: !reverse || isAsyncTo(to) ? to : undefined,
// Ignore the "from" prop except on reset.
from: reset ? props.from : undefined,
reset,
// The "loop" prop can return a "useSpring" props object to
// override any of the original props.
...overrides,
})
}
}
/**
* Return a new object based on the given `props`.
*
* - All non-reserved props are moved into the `to` prop object.
* - The `keys` prop is set to an array of affected keys,
* or `null` if all keys are affected.
*/
export function createUpdate(props: any) {
const { to, from } = (props = inferTo(props))
// Collect the keys affected by this update.
const keys = new Set<string>()
if (is.obj(to)) findDefined(to, keys)
if (is.obj(from)) findDefined(from, keys)
// The "keys" prop helps in applying updates to affected keys only.
props.keys = keys.size ? Array.from(keys) : null
return props
}
/**
* A modified version of `createUpdate` meant for declarative APIs.
*/
export function declareUpdate(props: any) {
const update = createUpdate(props)
if (is.und(update.default)) {
update.default = getDefaultProps(update)
}
return update
}
/** Find keys with defined values */
function findDefined(values: Lookup, keys: Set<string>) {
eachProp(values, (value, key) => value != null && keys.add(key as any))
}
/** Event props with "active handler" support */
const ACTIVE_EVENTS = [
'onStart',
'onRest',
'onChange',
'onPause',
'onResume',
] as const
function mergeActiveFn<T, P extends EventKey>(
target: SpringValue<T>,
props: SpringProps<T>,
type: P
) {
target.animation[type] =
props[type] !== getDefaultProp(props, type)
? resolveProp<any>(props[type], target.key)
: undefined
}
type EventArgs<T, P extends EventKey> = Parameters<
Extract<SpringProps<T>[P], Function>
>
/** Call the active handler first, then the default handler. */
function sendEvent<T, P extends EventKey>(
target: SpringValue<T>,
type: P,
...args: EventArgs<T, P>
) {
target.animation[type]?.(...(args as [any, any]))
target.defaultProps[type]?.(...(args as [any, any]))
}
|