Pieter De Baets e1577df1fd Move all header imports to "<React/..>"
Summary:
To make React Native play nicely with our internal build infrastructure we need to properly namespace all of our header includes.

Where previously you could do `#import "RCTBridge.h"`, you must now write this as `#import <React/RCTBridge.h>`. If your xcode project still has a custom header include path, both variants will likely continue to work, but for new projects, we're defaulting the header include path to `$(BUILT_PRODUCTS_DIR)/usr/local/include`, where the React and CSSLayout targets will copy a subset of headers too. To make Xcode copy headers phase work properly, you may need to add React as an explicit dependency to your app's scheme and disable "parallelize build".

Reviewed By: mmmulani

Differential Revision: D4213120

fbshipit-source-id: 84a32a4b250c27699e6795f43584f13d594a9a82
2016-11-23 07:58:39 -08:00

159 lines
4.7 KiB
Objective-C

/**
* 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 "RCTFrameAnimation.h"
#import <UIKit/UIKit.h>
#import <React/RCTConvert.h>
#import <React/RCTDefines.h>
#import "RCTAnimationUtils.h"
#import "RCTValueAnimatedNode.h"
const double SINGLE_FRAME_INTERVAL = 1.0 / 60.0;
@interface RCTFrameAnimation ()
@property (nonatomic, strong) NSNumber *animationId;
@property (nonatomic, strong) RCTValueAnimatedNode *valueNode;
@property (nonatomic, assign) BOOL animationHasBegun;
@property (nonatomic, assign) BOOL animationHasFinished;
@end
@implementation RCTFrameAnimation
{
NSArray<NSNumber *> *_frames;
CGFloat _toValue;
CGFloat _fromValue;
NSTimeInterval _delay;
NSTimeInterval _animationStartTime;
NSTimeInterval _animationCurrentTime;
RCTResponseSenderBlock _callback;
}
- (instancetype)initWithId:(NSNumber *)animationId
config:(NSDictionary *)config
forNode:(RCTValueAnimatedNode *)valueNode
callBack:(nullable RCTResponseSenderBlock)callback;
{
if ((self = [super init])) {
NSNumber *toValue = [RCTConvert NSNumber:config[@"toValue"]] ?: @1;
NSTimeInterval delay = [RCTConvert double:config[@"delay"]];
NSArray<NSNumber *> *frames = [RCTConvert NSNumberArray:config[@"frames"]];
_animationId = animationId;
_toValue = toValue.floatValue;
_fromValue = valueNode.value;
_valueNode = valueNode;
_delay = delay;
_frames = [frames copy];
_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(@[@{
@"finished": @(_animationHasFinished)
}]);
}
}
- (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,
EXTRAPOLATE_TYPE_EXTEND,
EXTRAPOLATE_TYPE_EXTEND);
[self updateOutputWithFrameOutput:frameOutput];
}
- (void)updateOutputWithFrameOutput:(CGFloat)frameOutput
{
CGFloat outputValue = RCTInterpolateValue(frameOutput,
0,
1,
_fromValue,
_toValue,
EXTRAPOLATE_TYPE_EXTEND,
EXTRAPOLATE_TYPE_EXTEND);
_valueNode.value = outputValue;
[_valueNode setNeedsUpdate];
}
- (void)cleanupAnimationUpdate
{
[_valueNode cleanupAnimationUpdate];
}
@end