Janic Duplessis 40bcc38d91 Support the Slow Animations option of the iOS simulator (#21157)
Summary:
RN animations currently ignore the `Slow Animations` option on the iOS simulator because we don't use UIKit animations directly. This uses a private api to get the slow coefficient and use it in the native animated driver. We only compile the private api code on simulator so this won't cause issues for app store approval. One possible issue is that the api changes in new iOS versions but I think it's reasonable to do this.

Note that this won't work with JS driven animations, we could expose the slow coefficient as a constant and use that in JS but I decided not to implement it.
Pull Request resolved: https://github.com/facebook/react-native/pull/21157

Differential Revision: D9980306

Pulled By: sahrens

fbshipit-source-id: bdbce2e469261a75cb4b9a251e8e8f212bb9c4e7
2018-09-20 16:18:03 -07:00

159 lines
5.0 KiB
Objective-C

/**
* Copyright (c) Facebook, Inc. and its affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#import "RCTFrameAnimation.h"
#import <UIKit/UIKit.h>
#import <React/RCTConvert.h>
#import <React/RCTDefines.h>
#import "RCTAnimationUtils.h"
#import "RCTValueAnimatedNode.h"
@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;
CGFloat _lastPosition;
NSTimeInterval _animationStartTime;
NSTimeInterval _animationCurrentTime;
RCTResponseSenderBlock _callback;
NSInteger _iterations;
NSInteger _currentLoop;
}
- (instancetype)initWithId:(NSNumber *)animationId
config:(NSDictionary *)config
forNode:(RCTValueAnimatedNode *)valueNode
callBack:(nullable RCTResponseSenderBlock)callback;
{
if ((self = [super init])) {
_animationId = animationId;
_lastPosition = _fromValue = valueNode.value;
_valueNode = valueNode;
_callback = [callback copy];
[self resetAnimationConfig:config];
}
return self;
}
- (void)resetAnimationConfig:(NSDictionary *)config
{
NSNumber *toValue = [RCTConvert NSNumber:config[@"toValue"]] ?: @1;
NSArray<NSNumber *> *frames = [RCTConvert NSNumberArray:config[@"frames"]];
NSNumber *iterations = [RCTConvert NSNumber:config[@"iterations"]] ?: @1;
_fromValue = _lastPosition;
_toValue = toValue.floatValue;
_frames = [frames copy];
_animationStartTime = _animationCurrentTime = -1;
_animationHasFinished = iterations.integerValue == 0;
_iterations = iterations.integerValue;
_currentLoop = 1;
}
RCT_NOT_IMPLEMENTED(- (instancetype)init)
- (void)startAnimation
{
_animationStartTime = _animationCurrentTime = -1;
_animationHasBegun = YES;
}
- (void)stopAnimation
{
_valueNode = nil;
if (_callback) {
_callback(@[@{
@"finished": @(_animationHasFinished)
}]);
}
}
- (void)stepAnimationWithTime:(NSTimeInterval)currentTime
{
if (!_animationHasBegun || _animationHasFinished || _frames.count == 0) {
// Animation has not begun or animation has already finished.
return;
}
if (_animationStartTime == -1) {
_animationStartTime = _animationCurrentTime = currentTime;
}
_animationCurrentTime = currentTime;
NSTimeInterval currentDuration = (_animationCurrentTime - _animationStartTime) / RCTAnimationDragCoefficient();
// Determine how many frames have passed since last update.
// Get index of frames that surround the current interval
NSUInteger startIndex = floor(currentDuration / RCTSingleFrameInterval);
NSUInteger nextIndex = startIndex + 1;
if (nextIndex >= _frames.count) {
if (_iterations == -1 || _currentLoop < _iterations) {
// Looping, reset to the first frame value.
_animationStartTime = currentTime;
_currentLoop++;
NSNumber *firstValue = _frames.firstObject;
[self updateOutputWithFrameOutput:firstValue.doubleValue];
} else {
_animationHasFinished = YES;
// We are at the end of the animation
// Update value and flag animation has ended.
NSNumber *finalValue = _frames.lastObject;
[self updateOutputWithFrameOutput:finalValue.doubleValue];
}
return;
}
// Do a linear remap of the two frames to safeguard against variable framerates
NSNumber *fromFrameValue = _frames[startIndex];
NSNumber *toFrameValue = _frames[nextIndex];
NSTimeInterval fromInterval = startIndex * RCTSingleFrameInterval;
NSTimeInterval toInterval = nextIndex * RCTSingleFrameInterval;
// 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);
_lastPosition = outputValue;
_valueNode.value = outputValue;
[_valueNode setNeedsUpdate];
}
@end