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b9499ab | 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 | import { flowDuration } from "./flowTiming";
import type { RunSettings, State, Step } from "./types";
// A moment to read a result once its animation has played
const READING_MS = 300;
// How long Play stays on each step when steps aren't animated
const UNANIMATED_STEP_MS = 800;
// The most a frame can move the playhead, so a stall doesn't skip ahead
const MAX_FRAME_MS = 100;
// A step being animated, from the numbers it starts with
export interface Flow {
// Tells one animation from the next
id: number;
step: Step;
before: State;
// When it starts on the timeline
start: number;
}
export interface TimelineSnapshot {
// The settings of the run on screen
run: RunSettings | null;
// What the graph and table show: during an animation, the step without its results yet
state: State | undefined;
flow: Flow | null;
// The last step completed
iteration: number;
lastIteration: number | null;
atStart: boolean;
playing: boolean;
// Where each step ends, starting with 0; the last is the timeline's length
ticks: number[];
// Where the backward pass starts, if the run has one
backwardAt: number | null;
}
// A run's steps laid end to end, with a playhead moving along them in milliseconds.
// Steps take their animation's length and then a pause. A step's results show once its animation ends.
export class Timeline {
private states: State[] = [];
// ends[k] is when step k finishes, including its pause, and is where stepping stops; ends[0] is 0
private ends: number[] = [0];
private animationMs: number[] = [0];
private time = 0;
// Where to stop when stepping; null to run on to the end
private target: number | null = null;
private frame: number | null = null;
private lastFrameAt: number | null = null;
private playing = false;
private settings: RunSettings | null = null;
private snapshot: TimelineSnapshot = { run: null, state: undefined, flow: null, iteration: 0, lastIteration: null, atStart: true, playing: false, ticks: [0], backwardAt: null };
private snapshotListeners = new Set<() => void>();
private timeListeners = new Set<() => void>();
private animated: boolean;
constructor(animated: boolean) {
this.animated = animated;
}
getSnapshot = (): TimelineSnapshot => this.snapshot;
getTime = (): number => this.time;
subscribe = (listener: () => void): (() => void) => {
this.snapshotListeners.add(listener);
return () => this.snapshotListeners.delete(listener);
};
// Called every frame, so only what animates should use this
subscribeTime = (listener: () => void): (() => void) => {
this.timeListeners.add(listener);
return () => this.timeListeners.delete(listener);
};
// A new run, from its state at every iteration; no states if it couldn't run
load = (run: RunSettings | null, states: State[]): void => {
this.stop();
this.settings = run;
this.states = states;
this.measure();
this.moveTo(0, true);
};
setAnimated = (animated: boolean): void => {
const { iteration } = this.snapshot;
this.animated = animated;
this.target = null;
this.measure();
this.moveTo(this.ends[iteration] ?? 0, true);
};
play = (): void => {
this.target = null;
this.playing = true;
this.run();
this.publish();
};
pause = (): void => {
this.stop();
this.publish();
};
// Play to the end of the step under way, or through the next one
stepForward = (): void => {
// A step already playing finishes straight away
if (this.target !== null) {
this.moveTo(this.target);
}
const { flow, iteration } = this.snapshot;
const next = flow ? flow.id : iteration + 1;
if (next >= this.ends.length) {
return;
}
if (!this.animated) {
this.stop();
this.moveTo(this.ends[next]);
return;
}
// Skip any pause left after the step just finished, as nothing moves during it
if (!flow) {
this.moveTo(this.ends[iteration]);
}
this.target = this.ends[next];
this.playing = false;
this.run();
};
// Back to the start of the step under way, or the one before
stepBack = (): void => {
this.stop();
const before = this.ends.filter((end) => end < this.time).length - 1;
this.moveTo(this.ends[Math.max(before, 0)]);
};
// Move the playhead by hand, stopping anything playing. Without animations, only steps have anything to show.
seek = (time: number): void => {
this.stop();
const clamped = Math.min(Math.max(time, 0), this.ends[this.ends.length - 1]);
this.moveTo(this.animated ? clamped : this.nearestTick(clamped));
};
reset = (): void => {
this.stop();
this.moveTo(0);
};
private nearestTick(time: number): number {
return this.ends.reduce((best, end) => (Math.abs(end - time) < Math.abs(best - time) ? end : best));
}
private stop() {
this.playing = false;
this.target = null;
this.lastFrameAt = null;
if (this.frame !== null) {
cancelAnimationFrame(this.frame);
this.frame = null;
}
}
private run() {
if (this.frame === null) {
this.frame = requestAnimationFrame(this.tick);
}
}
private tick = (now: number) => {
const moved = Math.min(now - (this.lastFrameAt ?? now), MAX_FRAME_MS);
this.lastFrameAt = now;
const stopAt = this.target ?? this.ends[this.ends.length - 1];
const time = Math.min(this.time + moved, stopAt);
this.frame = null;
if (time >= stopAt) {
this.stop();
} else {
this.run();
}
this.moveTo(time);
};
private measure() {
this.animationMs = [0];
this.ends = [0];
for (const { step } of this.states.slice(1)) {
const animation = this.animated ? flowDuration(step!) : 0;
this.animationMs.push(animation);
this.ends.push(this.ends[this.ends.length - 1] + animation + (this.animated ? READING_MS : UNANIMATED_STEP_MS));
}
}
private backwardStart(): number | null {
const first = this.states.findIndex((state) => state.step?.phase === "backward");
return first < 0 ? null : this.ends[first - 1];
}
private moveTo(time: number, force = false) {
this.time = time;
this.timeListeners.forEach((listener) => listener());
if (force) {
this.snapshot = { ...this.snapshot, flow: null, iteration: -1 };
}
this.publish();
}
// Tell listeners only when what's shown has changed, not on every frame
private publish() {
// The step finished most recently, and how far into the next this is
const reached = this.ends.filter((end) => end <= this.time).length - 1;
const into = this.time - this.ends[reached];
const animating = into > 0 && reached + 1 < this.ends.length && into < this.animationMs[reached + 1];
const iteration = into > 0 && !animating && reached + 1 < this.ends.length ? reached + 1 : reached;
const before = this.states[reached];
const playing = this.playing;
const atStart = this.time === 0;
const previous = this.snapshot;
const flowId = animating ? reached + 1 : null;
if (previous.iteration === iteration && (previous.flow?.id ?? null) === flowId && previous.playing === playing && previous.atStart === atStart) {
return;
}
const step = animating ? this.states[reached + 1].step : undefined;
this.snapshot = {
run: this.settings,
state: step ? { ...before, step } : this.states[iteration],
flow: step ? { id: reached + 1, step, before, start: this.ends[reached] } : null,
iteration,
lastIteration: this.states.length > 0 ? this.states.length - 1 : null,
atStart,
playing,
ticks: this.ends,
backwardAt: this.backwardStart(),
};
this.snapshotListeners.forEach((listener) => listener());
}
}
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