-
Notifications
You must be signed in to change notification settings - Fork 479
/
LayerStatesTest.coffee
736 lines (581 loc) · 20.9 KB
/
LayerStatesTest.coffee
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
assert = require "assert"
{expect} = require "chai"
initialStateName = "default"
AnimationTime = 0.001
stateWithoutName = (state) ->
return _.pickBy(state, (value, key) -> key isnt "name")
describe "LayerStates", ->
describe "Events", ->
beforeEach ->
@layer = new Layer()
@layer.states.a = {x: 100, y: 100}
@layer.states.b = {x: 200, y: 200}
it "should emit StateSwitchStart when switching", (done) ->
test = (previous, current, states) =>
previous.should.equal initialStateName
current.should.equal "a"
@layer.states.current.name.should.equal initialStateName
@layer.states.machine._previousNames.should.eql []
stateWithoutName(@layer.states.current).should.eql @layer.states[initialStateName]
done()
@layer.on Events.StateSwitchStart, test
@layer.animate "a", instant: true
it "should emit StateSwitchStop when switching", (done) ->
test = (previous, current, states) =>
previous.should.equal initialStateName
current.should.equal "a"
@layer.states.current.name.should.equal "a"
@layer.states.machine._previousNames.should.eql ["default"]
stateWithoutName(@layer.states.current).should.eql @layer.states.a
done()
@layer.on Events.StateSwitchStop, test
@layer.animate "a", time: AnimationTime
it "should emit StateSwitchStop when switching instant", (done) ->
test = (previous, current, states) =>
previous.should.equal initialStateName
current.should.equal "a"
@layer.states.current.name.should.equal "a"
@layer.states.machine._previousNames.should.eql ["default"]
stateWithoutName(@layer.states.current).should.eql @layer.states.a
done()
@layer.on Events.StateSwitchStop, test
@layer.animate "a", instant: true
describe "Special states", ->
it "should work for current", ->
layer = new Layer
layer.states.current.name.should.equal "default"
it "should work for previous", ->
layer = new Layer
layer.states.testA = {x: 100}
layer.stateSwitch("testA")
layer.x.should.equal 100
layer.states.current.name.should.equal "testA"
layer.states.current.x.should.equal 100
layer.states.previous.name.should.equal "default"
layer.states.previous.x.should.equal 0
it "should always have previous", ->
layer = new Layer
layer.states.previous.name.should.equal "default"
layer.states.previous.x.should.equal 0
describe "Defaults", ->
it "should set defaults", ->
layer = new Layer
layer.states.test = {x: 123}
animation = layer.animate "test"
animation.options.curve.should.equal Framer.Curves.fromString(Framer.Defaults.Animation.curve)
Framer.Defaults.Animation =
curve: "spring(1, 2, 3)"
layer = new Layer
layer.states.test = {x: 456}
animation = layer.animate "test"
animator = animation.options.curve()
animator.options.tension.should.equal 1
animator.options.friction.should.equal 2
animator.options.velocity.should.equal 3
Framer.resetDefaults()
describe "Adding", ->
describe "when setting multiple states", ->
it "should override existing states", ->
layer = new Layer
layer.states.test = x: 100
layer.stateNames.sort().should.eql [initialStateName, "test"].sort()
layer.states =
stateA: x: 200
stateB: scale: 0.5
layer.stateNames.sort().should.eql [initialStateName, "stateA", "stateB"].sort()
it "should reset the previous and current states", ->
layer = new Layer
layer.states.test = x: 100
layer.stateSwitch "test"
layer.states =
stateA: x: 200
stateB: scale: 0.5
layer.states.previous.name.should.equal initialStateName
layer.states.current.name.should.equal initialStateName
describe "Initial", ->
testStates = (layer, states) ->
layer.stateNames.sort().should.eql(states)
Object.keys(layer.states).sort().should.eql(states)
(k for k, v of layer.states).sort().should.eql(states)
it "should have an initial state", ->
layer = new Layer
testStates(layer, [initialStateName])
it "should have an extra state", ->
layer = new Layer
layer.states.test = {x: 100}
testStates(layer, [initialStateName, "test"])
describe "Switch", ->
it "should switch instant", ->
layer = new Layer
layer.states =
stateA:
x: 123
stateB:
y: 123
options:
instant: true
layer.stateSwitch "stateA"
layer.states.current.name.should.equal "stateA"
layer.x.should.equal 123
layer.stateSwitch "stateB"
layer.states.current.name.should.equal "stateB"
layer.y.should.equal 123
it "should not change html when using switch instant", ->
layer = new Layer
html: "fff"
layer.states.stateA = {x: 100}
layer.animate "stateA", instant: true
layer.html.should.equal "fff"
it "should switch non animatable properties", ->
layer = new Layer
layer.states.stateA = {x: 100, image: "static/test2.png"}
layer.animate "stateA", instant: true
layer.x.should.equal 100
layer.image.should.equal "static/test2.png"
it "should not convert html to a color value if used in a state", ->
layer = new Layer
layer.states.stateA = {x: 100, html: "aaa"}
layer.animate "stateA", instant: true
layer.html.should.equal "aaa"
it "should not change style when going back to initial", ->
layer = new Layer
layer.style.fontFamily = "Arial"
layer.style.fontFamily.should.equal "Arial"
layer.states =
test: {x: 500}
layer.animate "test", instant: true
layer.x.should.equal 500
layer.style.fontFamily = "Helvetica"
layer.style.fontFamily.should.equal "Helvetica"
layer.animate initialStateName, instant: true
layer.x.should.equal 0
layer.style.fontFamily.should.equal "Helvetica"
# it "should be a no-op to change to the current state", ->
# layer = new Layer
# layer.states.stateA = {x: 100}
# layer.stateSwitch "stateA"
# animation = layer.animate "stateA", time: AnimationTime
# assert.equal(animation, null)
it "should change to a state when the properties defined are not the current", (done) ->
layer = new Layer
layer.states.stateA = {x: 100}
layer.stateSwitch "stateA"
layer.x = 150
layer.onStateDidSwitch ->
layer.states.current.name.should.equal "stateA"
layer.x.should.equal 100
done()
animation = layer.animate "stateA", time: AnimationTime
it "should change the state name when using 'previous' as stateName", (done) ->
layer = new Layer
layer.states =
stateA: x: 200
stateB: scale: 0.5
layer.stateSwitch "stateB"
layer.stateSwitch "stateA"
layer.stateSwitch "stateB"
layer.onStateDidSwitch ->
assert.equal layer.states.current.name, "stateA"
done()
layer.animate "previous"
describe "Properties", ->
it "should bring back the 'initial' state values when using 'stateCycle'", (done) ->
layer = new Layer
layer.states =
stateA: {x: 100, rotation: 90, options: time: AnimationTime}
stateB: {x: 200, rotation: 180, options: time: AnimationTime}
layer.x.should.equal 0
ready = (animation, layer) ->
switch layer.states.current.name
when "stateA"
layer.x.should.equal 100
layer.rotation.should.equal 90
layer.stateCycle()
when "stateB"
layer.x.should.equal 200
layer.rotation.should.equal 180
layer.stateCycle(time: AnimationTime)
when initialStateName
layer.x.should.equal 0
layer.rotation.should.equal 0
done()
layer.on Events.AnimationEnd, ready
layer.stateCycle()
it "should bring cycle when using 'stateCycle'", (done) ->
layer = new Layer
layer.states.stateA =
x: 302
y: 445
layer.x.should.equal 0
layer.animationOptions.time = AnimationTime
count = 0
ready = (animation, layer) ->
if count is 4
done()
return
count++
switch layer.states.current.name
when "stateA"
layer.x.should.equal 302
layer.y.should.equal 445
layer.stateCycle(time: AnimationTime)
when initialStateName
layer.x.should.equal 0
layer.rotation.should.equal 0
layer.stateCycle(time: AnimationTime)
layer.on Events.AnimationEnd, ready
layer.stateCycle(time: AnimationTime)
it "ignoreEvents should not be part of the initial state", ->
layer = new Layer
layer.states.stateA =
backgroundColor: "rgba(255, 0, 255, 1)"
layer.onClick ->
layer.stateCycle()
layer.x.should.equal 0
layer.stateCycle(instant: true)
layer.stateCycle(instant: true)
layer.stateCycle(instant: true)
layer.ignoreEvents.should.equal false
it "should set scroll property", ->
layer = new Layer
layer.states =
stateA: {scroll: true}
stateB: {scroll: false}
layer.animate "stateA", instant: true
layer.scroll.should.equal true
layer.animate "stateB", instant: true
layer.scroll.should.equal false
layer.animate "stateA", instant: true
layer.scroll.should.equal true
it "should set non numeric properties with animation", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states =
stateA: {scroll: true, backgroundColor: "red"}
layer.scroll.should.equal false
layer.on Events.StateDidSwitch, ->
layer.scroll.should.equal true
layer.style.backgroundColor.should.equal new Color("red").toString()
done()
layer.animate "stateA"
it "should set non and numeric properties with animation", (done) ->
layer = new Layer
layer.states =
stateA: {x: 200, backgroundColor: "red"}
# layer.scroll.should.equal false
layer.x.should.equal 0
layer.on Events.StateDidSwitch, ->
# layer.scroll.should.equal true
layer.x.should.equal 200
layer.style.backgroundColor.should.equal new Color("red").toString()
done()
layer.animate "stateA", {curve: "linear", time: AnimationTime}
it "should restore the initial state when using non exportable properties", ->
layer = new Layer
layer.states =
stateA: {midX: 200}
layer.x.should.equal 0
layer.animate "stateA", instant: true
layer.x.should.equal 200 - (layer.width // 2)
layer.animate initialStateName, instant: true
layer.x.should.equal 0
it "should set the parent", ->
layerA = new Layer
layerB = new Layer
parent: layerA
layerC = new Layer
layerB.states =
noParent:
parent: null
parentC:
parent: layerC
assert.equal(layerB.parent, layerA)
layerB.animate "parentC", instant: true
assert.equal(layerB.parent, layerC)
layerB.animate "noParent", instant: true
assert.equal(layerB.parent, null)
layerB.animate initialStateName, instant: true
# assert.equal(layerB.parent, layerA)
it "should set the current and previous states when switching", ->
layer = new Layer
layer.states =
stateA: {x: 100, options: instant: true}
stateB: {y: 200, options: instant: true}
layer.states.default.hasOwnProperty("name").should.equal false
layer.states.previous.name.should.equal "default"
layer.states.previous.x.should.equal 0
layer.states.previous.y.should.equal 0
stateWithoutName(layer.states.previous).should.eql layer.states.default
layer.states.default.hasOwnProperty("name").should.equal false
layer.stateSwitch("stateA")
layer.states.current.name.should.equal "stateA"
layer.states.current.x.should.equal 100
layer.states.previous.name.should.equal "default"
layer.states.previous.x.should.equal 0
layer.states.previous.y.should.equal 0
stateWithoutName(layer.states.current).should.eql layer.states.stateA
stateWithoutName(layer.states.previous).should.eql layer.states.default
it "should set the default state when creating a", ->
layer = new Layer
layer.states.current.name.should.equal initialStateName
layer.states.default.x.should.equal 0
it "should set the default state when creating b", ->
layer = new Layer
x: 100
layer.states.current.name.should.equal initialStateName
layer.states.default.x.should.equal 100
it "should set the default state when creating c", ->
layer = new Layer
layer.states.default.x = 100
layer.states.current.name.should.equal initialStateName
layer.states.default.x.should.equal 100
it "should capture shadowType as part of the default state", ->
l = new Layer
size: 60
borderRadius: 30
backgroundColor: "red"
shadowColor: "blue"
shadowSpread: 10
l.stateSwitch "default"
l.style.boxShadow.should.equal "rgb(0, 0, 255) 0px 0px 0px 10px"
it "should listen to options provided to stateCycle", ->
layer = new Layer
layer.states =
stateA: x: 300
stateB: y: 300
animation = layer.stateCycle ["stateA", "stateB"],
curve: Bezier.linear
animation.options.curve.should.equal Bezier.linear
it "should correctly switch to next state without using an array stateCycle", ->
layer = new Layer
layer.states =
stateA: x: 300
stateB: y: 300
layer.stateCycle "stateA", "stateB", {instant: true}
layer.states.current.name.should.equal "stateA"
layer.stateCycle "stateA", "stateB", {instant: true}
layer.states.current.name.should.equal "stateB"
layer.stateCycle "stateA", "stateB", {instant: true}
layer.states.current.name.should.equal "stateA"
it "should listen to options provided to stateCycle when no states are provided", ->
layer = new Layer
layer.states.test = x: 300
animation = layer.stateCycle
curve: "ease-in-out"
animation.options.curve.should.equal Bezier.easeInOut
# it "should throw an error when you try to override a special state", ->
# layer = new Layer
# throwing = ->
# layer.states.initial = x: 300
# expect(throwing).to.throw('The state \'initial\' is a reserved name.')
it "should throw an error when one fo the states is a special state", ->
layer = new Layer
throwing = ->
layer.states =
something: y: 10
previous: x: 300
expect(throwing).to.throw('The state \'previous\' is a reserved name.')
describe "Cycling", ->
it "should do nothing without states", ->
layer = new Layer
layer.stateCycle()
layer.states.current.name.should.equal "default"
it "should cycle two", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.test = {x: 200}
layer.on Events.StateSwitchEnd, ->
layer.states.current.name.should.equal "test"
done()
layer.stateCycle()
it "should cycle two with options", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.test = {x: 200}
layer.stateCycle onEnd: ->
layer.x.should.equal 200
layer.states.current.name.should.equal "test"
layer.stateCycle onEnd: ->
layer.x.should.equal 0
layer.states.current.name.should.equal "default"
layer.stateCycle onEnd: ->
layer.x.should.equal 200
layer.states.current.name.should.equal "test"
done()
it "should not touch the options object", (done) ->
layer = new Layer
layer.states.test = {x: 200}
options = {time: AnimationTime}
layer.stateCycle(options)
layer.once Events.StateDidSwitch, ->
layer.x.should.equal 200
layer.states.current.name.should.equal "test"
layer.stateCycle(options)
layer.once Events.StateDidSwitch, ->
layer.x.should.equal 0
layer.states.current.name.should.equal "default"
done()
it "should cycle three with options", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.testA = {x: 200}
layer.states.testB = {x: 400}
layer.stateCycle onEnd: ->
layer.x.should.equal 200
layer.states.current.name.should.equal "testA"
layer.stateCycle onEnd: ->
layer.x.should.equal 400
layer.states.current.name.should.equal "testB"
layer.stateCycle onEnd: ->
layer.x.should.equal 0
layer.states.current.name.should.equal "default"
done()
it "should cycle two out of three in a list", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.testA = {x: 200}
layer.states.testB = {x: 400}
layer.stateCycle ["testA", "testB"], onEnd: ->
layer.x.should.equal 200
layer.states.current.name.should.equal "testA"
layer.stateCycle ["testA", "testB"], onEnd: ->
layer.x.should.equal 400
layer.states.current.name.should.equal "testB"
layer.stateCycle ["testA", "testB"], onEnd: ->
layer.x.should.equal 200
layer.states.current.name.should.equal "testA"
done()
it "should cycle list without options", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.testA = {x: 200}
layer.states.testB = {x: 400}
layer.once Events.StateSwitchEnd, ->
layer.states.current.name.should.equal "testB"
layer.once Events.StateSwitchEnd, ->
layer.states.current.name.should.equal "testA"
done()
layer.stateCycle ["testB", "testA"]
layer.stateCycle ["testB", "testA"]
it "should cycle multiple arguments without options", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.testA = {x: 200}
layer.states.testB = {x: 400}
layer.once Events.StateSwitchEnd, ->
layer.states.current.name.should.equal "testB"
layer.once Events.StateSwitchEnd, ->
layer.states.current.name.should.equal "testA"
done()
layer.stateCycle "testB", "testA"
layer.stateCycle "testB", "testA"
it "should cycle two out of three in arguments", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.testA = {x: 200}
layer.states.testB = {x: 400}
layer.stateCycle "testA", "testB", onEnd: ->
layer.x.should.equal 200
layer.states.current.name.should.equal "testA"
layer.stateCycle "testA", "testB", onEnd: ->
layer.x.should.equal 400
layer.states.current.name.should.equal "testB"
layer.stateCycle "testA", "testB", onEnd: ->
layer.x.should.equal 200
layer.states.current.name.should.equal "testA"
done()
it "should cycle all without state list", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.testA = {x: 200}
layer.states.testB = {x: 400}
layer.stateCycle onEnd: ->
layer.states.current.name.should.equal "testA"
layer.stateCycle onEnd: ->
layer.states.current.name.should.equal "testB"
layer.stateCycle onEnd: ->
layer.states.current.name.should.equal "default"
done()
it "should listen to animationOptions defined in a state", (done) ->
layer = new Layer
layer.animationOptions.time = AnimationTime
layer.states.testA = {x: 200, animationOptions: curve: Bezier.easeOut}
cycle = layer.stateCycle onEnd: ->
layer.states.current.name.should.equal "testA"
cycle2 = layer.stateCycle onEnd: ->
layer.states.current.name.should.equal "default"
cycle3 = layer.stateCycle onEnd: ->
layer.states.current.name.should.equal "testA"
done()
cycle3.options.curve.should.equal Bezier.easeOut
layer.animationOptions.should.eql {time: AnimationTime}
cycle2.options.curve.should.equal Bezier.ease
layer.animationOptions.should.eql {time: AnimationTime}
cycle.options.curve.should.equal Bezier.easeOut
layer.animationOptions.should.eql {time: AnimationTime}
describe "Switch", ->
it "should switch", ->
layer = new Layer
layer.states.testA = {x: 200}
layer.states.testB = {x: 400}
layer.states.current.name.should.equal "default"
layer.stateSwitch("testA")
layer.states.current.name.should.equal "testA"
layer.x.should.equal 200
layer.stateSwitch("testB")
layer.x.should.equal 400
layer.states.current.name.should.equal "testB"
it "should throw an error when called without a stateName", ->
layer = new Layer
layer.states.testA = {x: 200}
expect(-> layer.stateSwitch()).to.throw("Missing required argument 'stateName' in stateSwitch()")
describe "Options", ->
it "should listen to layer.options", ->
layer = new Layer
layer.animationOptions =
time: 4
animation = layer.animate
x: 100
animation.options.time.should.equal 4
it "should listen to layer.animate options", ->
layer = new Layer
layer.states.test = {x: 100}
animation = layer.animate "test", time: 4
animation.options.time.should.equal 4
it "should listen to layer.animate options.start", ->
layer = new Layer
layer.states.test = {x: 100}
animation = layer.animate "test", start: false
animation.isAnimating.should.equal false
animation.start()
animation.isAnimating.should.equal true
describe "Callbacks", ->
it "should call start", (done) ->
layer = new Layer
layer.states.test = x: 300
onStart = ->
layer.x.should.eql 0
done()
animation = layer.animate "test",
onStart: onStart
animation.options.onStart.should.equal onStart
it "should call stop", (done) ->
layer = new Layer
layer.states.test = x: 300
onStop = ->
layer.x.should.eql 300
done()
animation = layer.animate "test",
onStop: onStop
time: AnimationTime
animation.options.onStop.should.equal onStop
it "should call end", (done) ->
layer = new Layer
layer.states.test = x: 300
onEnd = ->
layer.x.should.eql 300
done()
animation = layer.animate "test",
onEnd: onEnd
time: AnimationTime
animation.options.onEnd.should.equal onEnd