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[Question] Pattern for executing javascript during an animation #20

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mattkrick opened this Issue Feb 14, 2015 · 2 comments

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mattkrick commented Feb 14, 2015

During an animation, I'd like to execute some javascript.
If the JS is adjusting attributes, my current pattern is to create a 1ms animation and put it in the sequence. Not pretty, but simple enough.

Alternatively, if I need create/delete an element, I wait until the end:
player.onfinish (I assume this will change to player.finished.then in a future version?)

However, if I need to move something, create a new element, and then move the new element, I think I have to create 2 players and call the 2nd player after the first one finishes, and then the 3rd when the 2nd finishes... this has the potential to get nasty. Is there a better way?

In an ideal world, AnimationSequence would accept an array of Animation as well as functions, but I understand this could get tricky if folks start playing with async functions.

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mattkrick commented Feb 14, 2015

Ah I think I found it, I would just embed the function inside an animation with an arbitrary duration?

      new Animation(elem, function () {
        console.log("here");
      }, {
        duration: 500
      }),
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shans commented Feb 17, 2015

Right, although it's probably better to do something like:

new Animation(elem, function(tf) {
if (tf == null) return; console.log('here');
}, { duration: 0, fill: 'forwards' });

to guarantee that there's only a single invocation of the log, and to prevent the animation from taking up space in a sequence.

Note that we're thinking of changing this somewhat - one suggestion is that functions will be able to be registered on any animation via an onsample registration point.

Cheers,
-Shane

@shans shans closed this Apr 30, 2015

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