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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"
{Animator} = require "./Animators/Animator"
{LinearAnimator} = require "./Animators/LinearAnimator"
{SVG} = require "./SVG"
Curves = require "./Animators/Curves"
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
class exports.Animation extends BaseClass
constructor: (args...) ->
# Old API detection
# animationA = new Animation
# layer: layerA
# properties:
# x: 100
layer = null
properties = {}
options = {}
# Actual current api
if arguments.length is 3
layer = args[0]
properties = args[1]
options = {}
if properties.options?
options = _.clone(properties.options)
if args[2]
options = _.extend({}, options, args[2])
# Mix of current and old api
if arguments.length is 2
layer = args[0]
if args[1].properties?
properties = args[1].properties
else
properties = args[1]
options = args[1].options if args[1].options?
# Old api
if arguments.length is 1
layer = args[0].layer
properties = args[0].properties
if args[0].options?
options = args[0].options
else
options = args[0]
delete options.layer
delete options.properties
delete options.options
@options = _.cloneDeep(Defaults.getDefaults("Animation", options))
super
@_layer = layer
unless layer instanceof _Layer
throw Error("Animation: missing layer")
@properties = Animation.filterAnimatableProperties(properties, layer)
if properties.origin
console.warn "Animation.origin: please use layer.originX and layer.originY"
if _.isString @options.curve
@options.curve = Curves.fromString(@options.curve)
if @options.curve is Curves.Spring or @options.curve is Curves.Bezier
@options.curve = @options.curve.call()
@_originalState = @_currentState()
@_repeatCounter = @options.repeat
@define "layer",
get: -> @_layer
@define "isPending", get: -> @_delayTimer?
@define "isAnimating",
get: -> @ in @layer.animations()
@define "looping",
get: -> @options.looping
set: (value) ->
@options?.looping = value
if @options?.looping and @layer? and not @isAnimating
@restart()
@define "isNoop", @simpleProperty("isNoop", false)
start: =>
@_animator = @options.curve(@options)
@_target = @layer
@_stateA = @_currentState()
@_stateB = {}
for k, v of @properties
# Filter out properties that are literally equal
continue if @_stateA[k] is v
# 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 have equal values
@_stateB[k] = v if @_stateA[k] isnt v
if _.keys(@_stateA).length is 0
console.warn "Animation: nothing to animate, no animatable properties"
return @_noop()
if _.isEqual(@_stateA, @_stateB)
console.warn "Animation: nothing to animate, all properties are equal to what it is now"
return @_noop()
if _.keys(@_stateB).length is 0
return @_noop()
# 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
# Add the callbacks
@on(Events.AnimationStart, @options.onStart) if _.isFunction(@options.onStart)
@on(Events.AnimationHalt, @options.onHalt) if _.isFunction(@options.onHalt)
@on(Events.AnimationStop, @options.onStop) if _.isFunction(@options.onStop)
@on(Events.AnimationEnd, @options.onEnd) if _.isFunction(@options.onEnd)
# 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 or @looping
@restart()
if not @looping
@_repeatCounter--
# 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()
# The option keywords animate and instant trigger an instant animation
if @options.animate is false or @options.instant is true
# If animate is false we set everything immediately and skip the actual animation
start = @_instant
else
start = @_start
@layer.context.addAnimation(@)
# 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(Events.AnimationHalt) if emit
@emit(Events.AnimationStop) if emit
Framer.Loop.off("update", @_update)
reverse: ->
# TODO: Add some tests
properties = _.clone(@_originalState)
options = _.clone(@options)
new Animation @layer, properties, options
reset: ->
for k, v of @_stateA
@_target[k] = v
restart: ->
@reset()
@start()
copy: ->
properties = _.clone(@properties)
options = _.clone(@options)
new Animation(@layer, properties, options)
# 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(Events.AnimationStart)
@_updateValues(1)
@emit(Events.AnimationStop)
@emit(Events.AnimationEnd)
_noop: =>
@isNoop = true
# We don't emit these so you can call layer.animate safely
# from the same layers layer.onAnimationEnd handler
# @emit(Events.AnimationStart)
# @emit(Events.AnimationStop)
# @emit(Events.AnimationEnd)
return not @isNoop
_start: =>
@_delayTimer = null
@emit(Events.AnimationStart)
@_previousValue = 0
Framer.Loop.on("update", @_update)
finish: =>
@stop()
@_updateValues(1)
_update: (delta) =>
if @_animator.finished()
@_updateValues(1)
@stop(emit=false)
@emit(Events.AnimationStop)
@emit(Events.AnimationEnd)
else
@_updateValues(@_animator.next(delta))
_prepareUpdateValues: =>
@_valueUpdaters = {}
for k, v of @_stateB
if SVG.isPath(v)
path = v
direction = null
start = null
end = null
switch k
when "x", "minX", "midX", "maxX", "width"
direction = "horizontal"
when "y", "minY", "midY", "maxY", "height"
direction = "vertical"
when "rotation", "rotationZ", "rotationX", "rotationY"
direction = "angle"
@_valueUpdaters[k] = path.valueUpdater(direction, @_target, @_target[k])
else if Color.isColorObject(v) or Color.isColorObject(@_stateA[k])
@_valueUpdaters[k] = @_updateColorValue
else if Gradient.isGradient(v) or Gradient.isGradient(@_stateA[k])
@_valueUpdaters[k] = @_updateGradientValue
# If the begin state is not set, animate from the same state but with alpha 0
@_stateA[k] ?= Gradient.multiplyAlpha(v, 0)
else if k is "borderWidth"
@_valueUpdaters[k] = @_updateNumericObjectValue.bind(this, ["top", "left", "bottom", "right"])
else if k is "borderRadius"
@_valueUpdaters[k] = @_updateNumericObjectValue.bind(this, ["topLeft", "topRight", "bottomRight", "bottomLeft"])
else if k is "template"
@_valueUpdaters[k] = @_updateTemplateValue
else if k is "shadows"
@_valueUpdaters[k] = @_updateShadows
else
@_valueUpdaters[k] = @_updateNumberValue
_updateValues: (value) =>
delta = value - @_previousValue
@_previousValue = value
@_valueUpdaters[k](k, value, delta) for k, v of @_stateB
return null
_updateNumberValue: (key, value) =>
@_target[key] = Utils.mapRange(value, 0, 1, @_stateA[key], @_stateB[key])
_interpolateNumericObjectValues: (propKeys, valueA, valueB, value, flatten=true) ->
result = {}
for propKey in propKeys
keyValueA = if _.isNumber(valueA) then valueA else valueA?[propKey]
keyValueB = if _.isNumber(valueB) then valueB else valueB?[propKey]
# If the key value is undefined in one state, use the value from the other
keyValueA ?= keyValueB
keyValueB ?= keyValueA
result[propKey] = Utils.mapRange(value, 0, 1, keyValueA, keyValueB)
# Flatten to a single number if all properties have the same value
if flatten and _.uniq(_.values(result)).length is 1
result = result[propKeys[0]]
return result
_calculateNumericObjectValue: (propKeys, key, value, flatten=true) =>
valueA = @_stateA[key]
valueB = @_stateB[key]
return @_interpolateNumericObjectValues(propKeys, valueA, valueB, value, flatten)
_updateNumericObjectValue: (propKeys, key, value, flatten=true) =>
result = @_calculateNumericObjectValue(propKeys, key, value, flatten)
@_target[key] = result
_updateColorValue: (key, value) =>
@_target[key] = Color.mix(@_stateA[key], @_stateB[key], value, false, @options.colorModel)
_updateGradientValue: (key, value) =>
if not @_stateB[key] and value is 1
@_target[key] = @_stateB[key]
return
gradientA = Gradient._asPlainObject(@_stateA[key])
# If the end state is not set, animate to the same state but with alpha 0
gradientB = Gradient._asPlainObject(@_stateB[key] ? Gradient.multiplyAlpha(gradientA, 0))
@_target[key] = Gradient.mix(
_.defaults(gradientA, gradientB)
_.defaults(gradientB, gradientA)
value
@options.colorModel
)
_updateShadows: (key, value) =>
if value is 1
@_target[key] = @_stateB[key]
return
result = []
numShadows = Math.max(@_stateA[key]?.length ? 0, @_stateB[key]?.length ? 0)
for index in [0...numShadows]
fromShadow = @_stateA[key]?[index]
toShadow = @_stateB[key]?[index]
if not toShadow? and not fromShadow?
continue
type = toShadow?.type ? fromShadow?.type ? Framer.Defaults.Shadow.type
fromShadow ?= _.defaults {color: null, type: type}, Framer.Defaults.Shadow
toShadow ?= _.defaults {color: null, type: type}, Framer.Defaults.Shadow
_.defaults fromShadow, Framer.Defaults.Shadow
_.defaults toShadow, Framer.Defaults.Shadow
result[index] = @_interpolateNumericObjectValues(["x", "y", "blur", "spread"], fromShadow, toShadow, value, false)
result[index].color = Color.mix(fromShadow.color, toShadow.color, value, false, @options.colorModel)
result[index].type = type
@_target[key] = result
# shallow mix all end state `{key: value}`s if `value` is a number, otherwise just takes `value`
_updateTemplateValue: (key, value) =>
fromData = @_stateA[key]
toData = @_stateB[key]
targetData = {}
if not _.isObject(toData)
k = @_target._styledText?.buildTemplate()
return if not k
valueB = toData
if _.isNumber(valueB)
valueA = if _.isObject(fromData) then fromData[k] else fromData
valueA = 0 unless _.isNumber(valueA)
valueB = Utils.mapRange(value, 0, 1, valueA, valueB)
targetData[k] = valueB
@_target.template = targetData
return
for k, valueB of toData
if _.isNumber(valueB)
valueA = if _.isObject(fromData) then fromData[k] else fromData
valueA = 0 unless _.isNumber(valueA)
valueB = Utils.mapRange(value, 0, 1, valueA, valueB)
targetData[k] = valueB
@_target.template = targetData
_currentState: ->
return _.pick(@layer, _.keys(@properties))
@isAnimatable = (v) ->
_.isNumber(v) or _.isFunction(v) or isRelativeProperty(v) or Color.isColorObject(v) or Gradient.isGradientObject(v) or SVG.isPath(v)
# Special cases that animate with different types of objects
@isAnimatableKey = (k) ->
k in ["gradient", "borderWidth", "borderRadius", "template", "shadows"]
@filterAnimatableProperties = (properties, layer) ->
# Function to filter only animatable properties out of a given set
animatableProperties = {}
# Only animate numeric properties for now
for k, v of properties
if k in ["frame", "size", "point", "midPoint"] # Derived properties
switch k
when "frame" then derivedKeys = ["x", "y", "width", "height"]
when "size" then derivedKeys = ["width", "height"]
when "point" then derivedKeys = ["x", "y"]
when "midPoint" then derivedKeys = ["midX", "midY"]
else derivedKeys = []
if SVG.isPath(v)
for derivedKey in derivedKeys
animatableProperties[derivedKey] = v
else if _.isObject(v)
_.defaults(animatableProperties, _.pick(v, derivedKeys))
else if _.isNumber(v)
for derivedKey in derivedKeys
animatableProperties[derivedKey] = v
else if @isAnimatable(v)
animatableProperties[k] = v
else if Color.isValidColorProperty(k, v)
animatableProperties[k] = new Color(v)
else if @isAnimatableKey(k)
animatableProperties[k] = v
else if matches = k.match(/^shadow([1-9])$/)
animatableProperties.shadows ?= _.clone(layer.shadows) ? []
shadowIndex = parseInt(matches[1]) - 1
if animatableProperties.shadows[shadowIndex]?
_.defaults v, animatableProperties.shadows[shadowIndex]
animatableProperties.shadows[shadowIndex] = v
return animatableProperties
toInspect: ->
return "<#{@constructor.name} id:#{@id} layer:#{@layer?.toName()} [#{_.keys(@properties).join(", ")}] isAnimating:#{@isAnimating}>"
##############################################################
## EVENT HELPERS
onAnimationStart: (cb) -> @on(Events.AnimationStart, cb)
onAnimationHalt: (cb) -> @on(Events.AnimationHalt, 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)