[RN] Document Animated.js

This commit is contained in:
Spencer Ahrens 2015-09-03 19:29:04 -07:00
parent 54f91bd951
commit cc1a9fa3f3
1 changed files with 275 additions and 36 deletions

View File

@ -503,6 +503,12 @@ type ValueListenerCallback = (state: {value: number}) => void;
var _uniqueId = 1; var _uniqueId = 1;
/**
* Standard value for driving animations. One `Animated.Value` can drive
* multiple properties in a synchronized fashion, but can only be driven by one
* mechanism at a time. Using a new mechanism (e.g. starting a new animation,
* or calling `setValue`) will stop any previous ones.
*/
class AnimatedValue extends AnimatedWithChildren { class AnimatedValue extends AnimatedWithChildren {
_value: number; _value: number;
_offset: number; _offset: number;
@ -526,6 +532,10 @@ class AnimatedValue extends AnimatedWithChildren {
return this._value + this._offset; return this._value + this._offset;
} }
/**
* Directly set the value. This will stop any animations running on the value
* and udpate all the bound properties.
*/
setValue(value: number): void { setValue(value: number): void {
if (this._animation) { if (this._animation) {
this._animation.stop(); this._animation.stop();
@ -534,15 +544,29 @@ class AnimatedValue extends AnimatedWithChildren {
this._updateValue(value); this._updateValue(value);
} }
/**
* Sets an offset that is applied on top of whatever value is set, whether via
* `setValue`, an animation, or `Animated.event`. Useful for compensating
* things like the start of a pan gesture.
*/
setOffset(offset: number): void { setOffset(offset: number): void {
this._offset = offset; this._offset = offset;
} }
/**
* Merges the offset value into the base value and resets the offset to zero.
* The final output of the value is unchanged.
*/
flattenOffset(): void { flattenOffset(): void {
this._value += this._offset; this._value += this._offset;
this._offset = 0; this._offset = 0;
} }
/**
* Adds an asynchronous listener to the value so you can observe updates from
* animations or whathaveyou. This is useful because there is no way to
* syncronously read the value because it might be driven natively.
*/
addListener(callback: ValueListenerCallback): string { addListener(callback: ValueListenerCallback): string {
var id = String(_uniqueId++); var id = String(_uniqueId++);
this._listeners[id] = callback; this._listeners[id] = callback;
@ -557,6 +581,30 @@ class AnimatedValue extends AnimatedWithChildren {
this._listeners = {}; this._listeners = {};
} }
/**
* Stops any running animation or tracking. `callback` is invoked with the
* final value after stopping the animation, which is useful for updating
* state to match the animation position with layout.
*/
stopAnimation(callback?: ?(value: number) => void): void {
this.stopTracking();
this._animation && this._animation.stop();
this._animation = null;
callback && callback(this.__getValue());
}
/**
* Interpolates the value before updating the property, e.g. mapping 0-1 to
* 0-10.
*/
interpolate(config: InterpolationConfigType): AnimatedInterpolation {
return new AnimatedInterpolation(this, Interpolation.create(config));
}
/**
* Typically only used internally, but could be used by a custom Animation
* class.
*/
animate(animation: Animation, callback: ?EndCallback): void { animate(animation: Animation, callback: ?EndCallback): void {
var handle = InteractionManager.createInteractionHandle(); var handle = InteractionManager.createInteractionHandle();
var previousAnimation = this._animation; var previousAnimation = this._animation;
@ -576,27 +624,22 @@ class AnimatedValue extends AnimatedWithChildren {
); );
} }
stopAnimation(callback?: ?(value: number) => void): void { /**
this.stopTracking(); * Typically only used internally.
this._animation && this._animation.stop(); */
this._animation = null;
callback && callback(this.__getValue());
}
stopTracking(): void { stopTracking(): void {
this._tracking && this._tracking.__detach(); this._tracking && this._tracking.__detach();
this._tracking = null; this._tracking = null;
} }
/**
* Typically only used internally.
*/
track(tracking: Animated): void { track(tracking: Animated): void {
this.stopTracking(); this.stopTracking();
this._tracking = tracking; this._tracking = tracking;
} }
interpolate(config: InterpolationConfigType): AnimatedInterpolation {
return new AnimatedInterpolation(this, Interpolation.create(config));
}
_updateValue(value: number): void { _updateValue(value: number): void {
this._value = value; this._value = value;
_flush(this); _flush(this);
@ -607,6 +650,45 @@ class AnimatedValue extends AnimatedWithChildren {
} }
type ValueXYListenerCallback = (value: {x: number; y: number}) => void; type ValueXYListenerCallback = (value: {x: number; y: number}) => void;
/**
* 2D Value for driving 2D animations, such as pan gestures. Almost identical
* API to normal `Animated.Value`, but multiplexed. Contains two regular
* `Animated.Value`s under the hood. Example:
*
*```javascript
* class DraggableView extends React.Component {
* constructor(props) {
* super(props);
* this.state = {
* pan: new Animated.ValueXY(), // inits to zero
* };
* this.state.panResponder = PanResponder.create({
* onStartShouldSetPanResponder: () => true,
* onPanResponderMove: Animated.event([null, {
* dx: this.state.pan.x, // x,y are Animated.Value
* dy: this.state.pan.y,
* }]),
* onPanResponderRelease: () => {
* Animated.spring(
* this.state.pan, // Auto-multiplexed
* {toValue: {x: 0, y: 0}} // Back to zero
* ).start();
* },
* });
* }
* render() {
* return (
* <Animated.View
* {...this.state.panResponder.panHandlers}
* style={this.state.pan.getLayout()}>
* {this.props.children}
* </Animated.View>
* );
* }
* }
*```
*/
class AnimatedValueXY extends AnimatedWithChildren { class AnimatedValueXY extends AnimatedWithChildren {
x: AnimatedValue; x: AnimatedValue;
y: AnimatedValue; y: AnimatedValue;
@ -677,6 +759,13 @@ class AnimatedValueXY extends AnimatedWithChildren {
delete this._listeners[id]; delete this._listeners[id];
} }
/**
* Converts `{x, y}` into `{left, top}` for use in style, e.g.
*
*```javascript
* style={this.state.anim.getLayout()}
*```
*/
getLayout(): {[key: string]: AnimatedValue} { getLayout(): {[key: string]: AnimatedValue} {
return { return {
left: this.x, left: this.x,
@ -684,6 +773,15 @@ class AnimatedValueXY extends AnimatedWithChildren {
}; };
} }
/**
* Converts `{x, y}` into a useable translation transform, e.g.
*
*```javascript
* style={{
* transform: this.state.anim.getTranslateTransform()
* }}
*```
*/
getTranslateTransform(): Array<{[key: string]: AnimatedValue}> { getTranslateTransform(): Array<{[key: string]: AnimatedValue}> {
return [ return [
{translateX: this.x}, {translateX: this.x},
@ -1235,21 +1333,6 @@ var stagger = function(
type Mapping = {[key: string]: Mapping} | AnimatedValue; type Mapping = {[key: string]: Mapping} | AnimatedValue;
/**
* Takes an array of mappings and extracts values from each arg accordingly,
* then calls setValue on the mapped outputs. e.g.
*
* onScroll={this.AnimatedEvent(
* [{nativeEvent: {contentOffset: {x: this._scrollX}}}]
* {listener} // optional listener invoked asynchronously
* )
* ...
* onPanResponderMove: this.AnimatedEvent([
* null, // raw event arg
* {dx: this._panX}, // gestureState arg
* ]),
*
*/
type EventConfig = {listener?: ?Function}; type EventConfig = {listener?: ?Function};
var event = function( var event = function(
argMapping: Array<?Mapping>, argMapping: Array<?Mapping>,
@ -1287,23 +1370,179 @@ var event = function(
}; };
}; };
/**
* Animations are an important part of modern UX, and the `Animated`
* library is designed to make them fluid, powerful, and easy to build and
* maintain.
*
* The simplest workflow is to create an `Animated.Value`, hook it up to one or
* more style attributes of an animated component, and then drive updates either
* via animations, such as `Animated.timing`, or by hooking into gestures like
* panning or scolling via `Animated.event`. `Animated.Value` can also bind to
* props other than style, and can be interpolated as well. Here is a basic
* example of a container view that will fade in when it's mounted:
*
*```javascript
* class FadeInView extends React.Component {
* constructor(props) {
* super(props);
* this.state = {
* fadeAnim: new Animated.Value(0), // init opacity 0
* };
* }
* componentDidMount() {
* Animated.timing( // Uses easing functions
* this.state.fadeAnim, // The value to drive
* {toValue: 1}, // Configuration
* ).start(); // Don't forget start!
* }
* render() {
* return (
* <Animated.View // Special animatable View
* style={{opacity: this.state.fadeAnim}}> // Binds
* {this.props.children}
* </Animated.View>
* );
* }
* }
*```
*
* Note that only animatable components can be animated. `View`, `Text`, and
* `Image` are already provided, and you can create custom ones with
* `createAnimatedComponent`. These special components do the magic of binding
* the animated values to the properties, and do targetted native updates to
* avoid the cost of the react render and reconciliation process on every frame.
* They also handle cleanup on unmount so they are safe by default.
*
* Animations are heavily configurable. Custom and pre-defined easing
* functions, delays, durations, decay factors, spring constants, and more can
* all be tweaked depending on the type of animation.
*
* A single `Animated.Value` can drive any number of properties, and each
* property can be run through an interpolation first. An interpolation maps
* input ranges to output ranges, typically using a linear interpolation but
* also supports easing functions. By default, it will extrapolate the curve
* beyond the ranges given, but you can also have it clamp the output value.
*
* For example, you may want to think about your `Animated.Value` as going from
* 0 to 1, but animate the position from 150px to 0px and the opacity from 0 to
* 1. This can easily be done by modifying `style` in the example above like so:
*
*```javascript
* style={{
* opacity: this.state.fadeAnim, // Binds directly
* transform: [{
* translateY: this.state.fadeAnim.interpolate({
* inputRange: [0, 1],
* outputRange: [150, 0] // 0 : 150, 0.5 : 75, 1 : 0
* }),
* }],
* }}>
*```
*
* Animations can also be combined in complex ways using composition functions
* such as `sequence` and `parallel`, and can also be chained together simply
* by setting the `toValue` of one animation to be another `Animated.Value`.
*
* `Animated.ValueXY` is handy for 2D animations, like panning, and there are
* other helpful additions like `setOffset` and `getLayout` to aid with typical
* interaction patterns, like drag-and-drop.
*
* You can see more example usage in `AnimationExample.js`, the Gratuitous
* Animation App, and [Animations documentation guide](http://facebook.github.io/react-native/docs/animations.html).
*
* Note that `Animated` is designed to be fully serializable so that animations
* can be run in a high performace way, independent of the normal JavaScript
* event loop. This does influence the API, so keep that in mind when it seems a
* little trickier to do something compared to a fully synchronous system.
* Checkout `Animated.Value.addListener` as a way to work around some of these
* limitations, but use it sparingly since it might have performance
* implications in the future.
*/
module.exports = { module.exports = {
delay, /**
sequence, * Standard value class for driving animations. Typically initialized with
parallel, * `new Animated.Value(0);`
stagger, */
Value: AnimatedValue,
/**
* 2D value class for driving 2D animations, such as pan gestures.
*/
ValueXY: AnimatedValueXY,
/**
* An animatable View component.
*/
View: createAnimatedComponent(View),
/**
* An animatable Text component.
*/
Text: createAnimatedComponent(Text),
/**
* An animatable Image component.
*/
Image: createAnimatedComponent(Image),
/**
* Animates a value from an initial velocity to zero based on a decay
* coefficient.
*/
decay, decay,
/**
* Animates a value along a timed easing curve. The `Easing` module has tons
* of pre-defined curves, or you can use your own function.
*/
timing, timing,
/**
* Spring animation based on Rebound and Origami. Tracks velocity state to
* create fluid motions as the `toValue` updates, and can be chained together.
*/
spring, spring,
/**
* Starts an animation after the given delay.
*/
delay,
/**
* Starts an array of animations in order, waiting for each to complete
* before starting the next. If the current running animation is stopped, no
* following animations will be started.
*/
sequence,
/**
* Starts an array of animations all at the same time. By default, if one
* of the animations is stopped, they will all be stopped. You can override
* this with the `stopTogether` flag.
*/
parallel,
/**
* Array of animations may run in parallel (overlap), but are started in
* sequence with successive delays. Nice for doing trailing effects.
*/
stagger,
/**
* Takes an array of mappings and extracts values from each arg accordingly,
* then calls `setValue` on the mapped outputs. e.g.
*
*```javascript
* onScroll={this.AnimatedEvent(
* [{nativeEvent: {contentOffset: {x: this._scrollX}}}]
* {listener}, // Optional async listener
* )
* ...
* onPanResponderMove: this.AnimatedEvent([
* null, // raw event arg ignored
* {dx: this._panX}, // gestureState arg
* ]),
*```
*/
event, event,
Value: AnimatedValue, /**
ValueXY: AnimatedValueXY, * Make any React component Animatable. Used to create `Animated.View`, etc.
__PropsOnlyForTests: AnimatedProps, */
View: createAnimatedComponent(View),
Text: createAnimatedComponent(Text),
Image: createAnimatedComponent(Image),
createAnimatedComponent, createAnimatedComponent,
__PropsOnlyForTests: AnimatedProps,
}; };