react-native/Libraries/NativeAnimation/Nodes/RCTAnimationDriverNode.m

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/**
* Copyright (c) 2015-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*/
#import "RCTAnimationDriverNode.h"
#import <UIKit/UIKit.h>
#import "RCTAnimationUtils.h"
#import "RCTDefines.h"
#import "RCTValueAnimatedNode.h"
const double SINGLE_FRAME_INTERVAL = 1.0 / 60.0;
@implementation RCTAnimationDriverNode
{
NSArray<NSNumber *> *_frames;
CGFloat _toValue;
CGFloat _fromValue;
NSTimeInterval _delay;
NSTimeInterval _animationStartTime;
NSTimeInterval _animationCurrentTime;
RCTValueAnimatedNode *_valueNode;
RCTResponseSenderBlock _callback;
}
- (instancetype)initWithId:(nonnull NSNumber *)animationId
delay:(NSTimeInterval)delay
toValue:(CGFloat)toValue
frames:(nonnull NSArray<NSNumber *> *)frames
forNode:(nonnull RCTValueAnimatedNode *)valueNode
callBack:(nullable RCTResponseSenderBlock)callback
{
if ((self = [super init])) {
_animationId = animationId;
_toValue = toValue;
_fromValue = valueNode.value;
_valueNode = valueNode;
_delay = delay;
_frames = [frames copy];
_outputValue = @0;
_callback = [callback copy];
}
return self;
}
RCT_NOT_IMPLEMENTED(- (instancetype)init)
- (void)startAnimation
{
_animationStartTime = CACurrentMediaTime();
_animationCurrentTime = _animationStartTime;
_animationHasBegun = YES;
}
- (void)stopAnimation
{
_animationHasFinished = YES;
}
- (void)removeAnimation
{
[self stopAnimation];
_valueNode = nil;
if (_callback) {
_callback(@[(id)kCFNull]);
}
}
- (void)stepAnimation
{
if (!_animationHasBegun || _animationHasFinished || _frames.count == 0) {
// Animation has not begun or animation has already finished.
return;
}
NSTimeInterval currentTime = CACurrentMediaTime();
NSTimeInterval stepInterval = currentTime - _animationCurrentTime;
_animationCurrentTime = currentTime;
NSTimeInterval currentDuration = _animationCurrentTime - _animationStartTime;
if (_delay > 0) {
// Decrement delay
_delay -= stepInterval;
return;
}
// Determine how many frames have passed since last update.
// Get index of frames that surround the current interval
NSUInteger startIndex = floor(currentDuration / SINGLE_FRAME_INTERVAL);
NSUInteger nextIndex = startIndex + 1;
if (nextIndex >= _frames.count) {
// We are at the end of the animation
// Update value and flag animation has ended.
NSNumber *finalValue = _frames.lastObject;
[self updateOutputWithFrameOutput:finalValue.doubleValue];
[self stopAnimation];
return;
}
// Do a linear remap of the two frames to safegaurd against variable framerates
NSNumber *fromFrameValue = _frames[startIndex];
NSNumber *toFrameValue = _frames[nextIndex];
NSTimeInterval fromInterval = startIndex * SINGLE_FRAME_INTERVAL;
NSTimeInterval toInterval = nextIndex * SINGLE_FRAME_INTERVAL;
// Interpolate between the individual frames to ensure the animations are
//smooth and of the proper duration regardless of the framerate.
CGFloat frameOutput = RCTInterpolateValue(currentDuration,
fromInterval,
toInterval,
fromFrameValue.doubleValue,
toFrameValue.doubleValue);
[self updateOutputWithFrameOutput:frameOutput];
}
- (void)updateOutputWithFrameOutput:(CGFloat)frameOutput
{
CGFloat outputValue = RCTInterpolateValue(frameOutput, 0, 1, _fromValue, _toValue);
_outputValue = @(outputValue);
_valueNode.value = outputValue;
[_valueNode setNeedsUpdate];
}
- (void)cleanupAnimationUpdate
{
[_valueNode cleanupAnimationUpdate];
}
@end