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Animation.coffee
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Animation.coffee
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{_} = require "./Underscore"
Utils = require "./Utils"
{Config} = require "./Config"
{Defaults} = require "./Defaults"
{BaseClass} = require "./BaseClass"
{LinearAnimator} = require "./Animators/LinearAnimator"
{BezierCurveAnimator} = require "./Animators/BezierCurveAnimator"
{SpringRK4Animator} = require "./Animators/SpringRK4Animator"
{SpringDHOAnimator} = require "./Animators/SpringDHOAnimator"
AnimatorClasses =
"linear": LinearAnimator
"bezier-curve": BezierCurveAnimator
"spring-rk4": SpringRK4Animator
"spring-dho": SpringDHOAnimator
AnimatorClasses["spring"] = AnimatorClasses["spring-rk4"]
AnimatorClasses["cubic-bezier"] = AnimatorClasses["bezier-curve"]
AnimatorClassBezierPresets = ["ease", "ease-in", "ease-out", "ease-in-out"]
numberRE = /[+-]?(?:\d*\.|)\d+(?:[eE][+-]?\d+|)/
relativePropertyRE = new RegExp('^(?:([+-])=|)(' + numberRE.source + ')([a-z%]*)$', 'i')
isRelativeProperty = (v) ->
_.isString(v) and relativePropertyRE.test(v)
evaluateRelativeProperty = (target, k, v) ->
[match, sign, number, unit, rest...] = relativePropertyRE.exec(v)
return target[k] + (sign + 1) * number if sign
return +number
# _runningAnimations = []
# Todo: this would normally be BaseClass but the properties keyword
# is not compatible and causes problems.
class exports.Animation extends BaseClass
constructor: (parameters={},options={}) ->
_.defaults(options, parameters.options)
delete parameters.options
@options = _.cloneDeep Defaults.getDefaults "Animation", options
super parameters
@layer = parameters.layer ? null
@properties = Animation.filterAnimatableProperties(parameters)
if parameters.origin
console.warn "Animation.origin: please use layer.originX and layer.originY"
@_parseAnimatorOptions()
@_originalState = @_currentState()
@_repeatCounter = @options.repeat
@define "isAnimating",
get: -> @ in @layer.context.animations
@define "looping",
get: -> @options.looping
set: (value) ->
@options?.looping = value
if @options?.looping and @layer? and !@isAnimating
@restart()
start: =>
if @layer is null
console.error "Animation: missing layer"
AnimatorClass = @_animatorClass()
if @options.debug
console.log "Animation.start #{AnimatorClass.name}", @options.curveOptions
@_animator = new AnimatorClass @options.curveOptions
@_target = @layer
@_stateA = @_currentState()
@_stateB = {}
for k, v of @properties
# Evaluate function properties
if _.isFunction(v)
v = v(@layer, k)
# Evaluate relative properties
else if isRelativeProperty(v)
v = evaluateRelativeProperty(@_target, k, v)
# Filter out the properties that are equal
@_stateB[k] = v if @_stateA[k] != v
if _.keys(@_stateA).length is 0
console.warn "Animation: nothing to animate, no animatable properties"
return false
if _.isEqual(@_stateA, @_stateB)
console.warn "Animation: nothing to animate, all properties are equal to what it is now"
return false
# If this animation wants to animate a property that is already being animated, it stops
# that currently running animation. If not, it allows them both to continue.
for property, animation of @_target.animatingProperties()
if @_stateA.hasOwnProperty(property)
animation.stop()
# We also need to account for derivatives from x, y
if property is "x" and (
@_stateA.hasOwnProperty("minX") or
@_stateA.hasOwnProperty("midX") or
@_stateA.hasOwnProperty("maxX"))
animation.stop()
if property is "y" and (
@_stateA.hasOwnProperty("minY") or
@_stateA.hasOwnProperty("midY") or
@_stateA.hasOwnProperty("maxY"))
animation.stop()
if @options.debug
console.log "Animation.start"
console.log "\t#{k}: #{@_stateA[k]} -> #{@_stateB[k]}" for k, v of @_stateB
# See if we need to repeat this animation
# Todo: more repeat behaviours:
# 1) add (from end position) 2) reverse (loop between a and b)
@once "end", =>
if @_repeatCounter > 0 || @looping
@restart()
if not @looping
@_repeatCounter--
# If animate is false we set everything immediately and skip the actual animation
start = @_start
start = @_instant if @options.animate is false
# If we have a delay, we wait a bit for it to start
if @options.delay
@_delayTimer = Utils.delay(@options.delay, start)
else
start()
return true
stop: (emit=true)->
if @_delayTimer?
Framer.CurrentContext.removeTimer(@_delayTimer)
@_delayTimer = null
@layer.context.removeAnimation(@)
@emit("stop") if emit
Framer.Loop.off("update", @_update)
reverse: ->
# TODO: Add some tests
properties = _.clone(@_originalState)
properties.options = _.clone(@options)
properties.layer = @layer
animation = new Animation properties
animation
reset: ->
for k, v of @_stateA
@_target[k] = v
restart: ->
@reset()
@start()
copy: ->
properties = _.clone(@properties)
properties.options = _.clone(@options)
properties.layer = @layer
new Animation(properties)
# A bunch of common aliases to minimize frustration
revert: -> @reverse()
inverse: -> @reverse()
invert: -> @reverse()
emit: (event) ->
super
# Also emit this to the layer with self as argument
@layer.emit(event, @)
animatingProperties: ->
_.keys(@_stateA)
_instant: =>
@emit("start")
@_prepareUpdateValues()
@_updateValues(1)
@emit("end")
@emit("stop")
_start: =>
@layer.context.addAnimation(@)
@emit("start")
Framer.Loop.on("update", @_update)
# Figure out what kind of values we have so we don't have to do it in
# the actual update loop. This saves a lot of frame budget.
@_prepareUpdateValues()
_update: (delta) =>
if @_animator.finished()
@_updateValues(1)
@stop(emit=false)
@emit("end")
@emit("stop")
else
@_updateValues(@_animator.next(delta))
_prepareUpdateValues: =>
@_valueUpdaters = {}
for k, v of @_stateB
if Color.isColorObject(v) or Color.isColorObject(@_stateA[k])
@_valueUpdaters[k] = @_updateColorValue
else
@_valueUpdaters[k] = @_updateNumberValue
_updateValues: (value) =>
@_valueUpdaters[k](k, value) for k, v of @_stateB
return null
_updateNumberValue: (key, value) =>
@_target[key] = Utils.mapRange(value, 0, 1, @_stateA[key], @_stateB[key])
_updateColorValue: (key, value) =>
@_target[key] = Color.mix(@_stateA[key], @_stateB[key], value, false, @options.colorModel)
_currentState: ->
return _.pick(@layer, _.keys(@properties))
_animatorClass: ->
parsedCurve = Utils.parseFunction(@options.curve)
animatorClassName = parsedCurve.name.toLowerCase()
if AnimatorClasses.hasOwnProperty(animatorClassName)
return AnimatorClasses[animatorClassName]
if animatorClassName in AnimatorClassBezierPresets
return BezierCurveAnimator
return LinearAnimator
_parseAnimatorOptions: ->
animatorClass = @_animatorClass()
parsedCurve = Utils.parseFunction @options.curve
animatorClassName = parsedCurve.name.toLowerCase()
# This is for compatibility with the direct Animation.time argument. This should
# ideally also be passed as a curveOption
if animatorClass in [LinearAnimator, BezierCurveAnimator]
if _.isString(@options.curveOptions) or _.isArray(@options.curveOptions)
@options.curveOptions =
values: @options.curveOptions
@options.curveOptions.time ?= @options.time
# Support ease-in etc
if animatorClass in [BezierCurveAnimator] and animatorClassName in AnimatorClassBezierPresets
@options.curveOptions.values = animatorClassName
@options.curveOptions.time ?= @options.time
# All this is to support curve: "spring(100,20,10)". In the future we'd like people
# to start using curveOptions: {tension:100, friction:10} etc
if parsedCurve.args.length
# console.warn "Animation.curve arguments are deprecated. Please use Animation.curveOptions"
if animatorClass is BezierCurveAnimator
@options.curveOptions.values = parsedCurve.args.map (v) -> parseFloat(v) or 0
if animatorClass is SpringRK4Animator
for k, i in ["tension", "friction", "velocity", "tolerance"]
value = parseFloat parsedCurve.args[i]
@options.curveOptions[k] = value if value
if animatorClass is SpringDHOAnimator
for k, i in ["stiffness", "damping", "mass", "tolerance"]
value = parseFloat parsedCurve.args[i]
@options.curveOptions[k] = value if value
@isAnimatable = (v) ->
_.isNumber(v) or _.isFunction(v) or isRelativeProperty(v) or Color.isColorObject(v)
@filterAnimatableProperties = (properties) ->
# Function to filter only animatable properties out of a given set
animatableProperties = {}
# Only animate numeric properties for now
for k, v of properties
if @isAnimatable(v)
animatableProperties[k] = v
else if Color.isValidColorProperty(k,v)
animatableProperties[k] = new Color(v)
return animatableProperties
toInspect: ->
return "<#{@constructor.name} id:#{@id} isAnimating:#{@isAnimating} [#{_.keys(@properties)}]>"
##############################################################
## EVENT HELPERS
onAnimationStart: (cb) -> @on(Events.AnimationStart, cb)
onAnimationStop: (cb) -> @on(Events.AnimationStop, cb)
onAnimationEnd: (cb) -> @on(Events.AnimationEnd, cb)
onAnimationDidStart: (cb) -> @on(Events.AnimationDidStart, cb)
onAnimationDidStop: (cb) -> @on(Events.AnimationDidStop, cb)
onAnimationDidEnd: (cb) -> @on(Events.AnimationDidEnd, cb)