251 lines
8.0 KiB
JavaScript
251 lines
8.0 KiB
JavaScript
/**
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* Copyright 2004-present Facebook. All Rights Reserved.
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*
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* @providesModule POPAnimationMixin
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* @flow
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*/
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'use strict';
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var POPAnimation = require('POPAnimation');
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if (!POPAnimation) {
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// POP animation isn't available in the OSS fork - this is a temporary
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// workaround to enable its availability to be determined at runtime.
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module.exports = null;
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} else {
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var invariant = require('invariant');
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var warning = require('warning');
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var POPAnimationMixin = {
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/**
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* Different ways to interpolate between beginning and end states
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* of properties during animation, such as spring, linear, and decay.
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*/
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AnimationTypes: POPAnimation.Types,
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AnimationProperties: POPAnimation.Properties,
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getInitialState: function(): Object {
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return {
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_currentAnimationsByNodeHandle: {},
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};
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},
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_ensureBookkeepingSetup: function(nodeHandle: any) {
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if (!this.state._currentAnimationsByNodeHandle[nodeHandle]) {
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this.state._currentAnimationsByNodeHandle[nodeHandle] = [];
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}
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},
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/**
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* Start animating the View with ref `refKey`.
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*
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* @param {key} refKey The key to reference the View to be animated.
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*
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* @param {number|Object} anim Either the identifier returned by
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* POPAnimation.create* or an object defining all the necessary
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* properties of the animation you wish to start (including type, matching
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* an entry in AnimationTypes).
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*
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* @param {func} doneCallback A callback fired when the animation is done, and
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* is passed a `finished` param that indicates whether the animation
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* completely finished, or was interrupted.
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*/
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startAnimation: function(
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refKey: string,
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anim: number | {type: number; property: number;},
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doneCallback: (finished: bool) => void
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) {
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var animID: number = 0;
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if (typeof anim === 'number') {
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animID = anim;
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} else {
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invariant(
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anim instanceof Object &&
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anim.type !== undefined &&
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anim.property !== undefined,
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'Animation definitions must specify a type of animation and a ' +
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'property to animate.'
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);
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animID = POPAnimation.createAnimation(anim.type, anim);
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}
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invariant(
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this.refs[refKey],
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'Invalid refKey ' + refKey + ' for anim:\n' + JSON.stringify(anim) +
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'\nvalid refs: ' + JSON.stringify(Object.keys(this.refs))
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);
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var refNodeHandle = this.refs[refKey].getNodeHandle();
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this.startAnimationWithNodeHandle(refNodeHandle, animID, doneCallback);
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},
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/**
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* Starts an animation on a native node.
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*
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* @param {NodeHandle} nodeHandle Handle to underlying native node.
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* @see `startAnimation`.
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*/
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startAnimationWithNodeHandle: function(
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nodeHandle: any,
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animID: number,
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doneCallback: (finished: bool) => void
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) {
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this._ensureBookkeepingSetup(nodeHandle);
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var animations = this.state._currentAnimationsByNodeHandle[nodeHandle];
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var animIndex = animations.length;
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animations.push(animID);
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var cleanupWrapper = (finished) => {
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if (!this.isMounted()) {
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return;
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}
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animations[animIndex] = 0; // zero it out so we don't try to stop it
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var allDone = true;
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for (var ii = 0; ii < animations.length; ii++) {
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if (animations[ii]) {
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allDone = false;
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break;
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}
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}
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if (allDone) {
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this.state._currentAnimationsByNodeHandle[nodeHandle] = undefined;
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}
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doneCallback && doneCallback(finished);
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};
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POPAnimation.addAnimation(nodeHandle, animID, cleanupWrapper);
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},
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/**
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* Starts multiple animations with one shared callback that is called when all
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* animations complete.
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*
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* @param {Array(Object} animations Array of objects defining all the
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* animations to start, each with shape `{ref|nodeHandle, anim}`.
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* @param {func} onSuccess A callback fired when all animations have returned,
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* and is passed a finished arg that is true if all animations finished
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* completely.
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* @param {func} onFailure Not supported yet.
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*/
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startAnimations: function(
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animations: Array<Object>,
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onSuccess: (finished: boolean) => void,
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onFailure: () => void
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) {
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var numReturned = 0;
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var numFinished = 0;
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var numAnimations = animations.length;
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var metaCallback = (finished) => {
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if (finished) {
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++numFinished;
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}
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if (++numReturned === numAnimations) {
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onSuccess && onSuccess(numFinished === numAnimations);
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}
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};
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animations.forEach((anim) => {
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warning(
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anim.ref != null || anim.nodeHandle != null &&
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!anim.ref !== !anim.nodeHandle,
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'Animations must be specified with either ref xor nodeHandle'
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);
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if (anim.ref) {
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this.startAnimation(anim.ref, anim.anim, metaCallback);
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} else if (anim.nodeHandle) {
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this.startAnimationWithNodeHandle(anim.nodeHandle, anim.anim, metaCallback);
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}
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});
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},
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/**
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* Stop any and all animations operating on the View with native node handle
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* `nodeHandle`.
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*
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* @param {NodeHandle} component The instance to stop animations
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* on. Do not pass a composite component.
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*/
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stopNodeHandleAnimations: function(nodeHandle: any) {
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if (!this.state._currentAnimationsByNodeHandle[nodeHandle]) {
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return;
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}
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var anims = this.state._currentAnimationsByNodeHandle[nodeHandle];
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for (var i = 0; i < anims.length; i++) {
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var anim = anims[i];
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if (anim) {
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// Note: Converting the string key to a number `nodeHandle`.
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POPAnimation.removeAnimation(+nodeHandle, anim);
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}
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}
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this.state._currentAnimationsByNodeHandle[nodeHandle] = undefined;
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},
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/**
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* Stop any and all animations operating on the View with ref `refKey`.
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*
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* @param {key} refKey The key to reference the View to be animated.
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*/
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stopAnimations: function(refKey: string) {
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invariant(this.refs[refKey], 'invalid ref');
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this.stopNodeHandleAnimations(this.refs[refKey].getNodeHandle());
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},
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/**
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* Stop any and all animations created by this component on itself and
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* subviews.
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*/
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stopAllAnimations: function() {
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for (var nodeHandle in this.state._currentAnimationsByNodeHandle) {
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this.stopNodeHandleAnimations(nodeHandle);
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}
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},
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/**
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* Animates size and position of a view referenced by `refKey` to a specific
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* frame.
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*
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* @param {key} refKey ref key for view to animate.
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* @param {Object} frame The frame to animate the view to, specified as {left,
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* top, width, height}.
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* @param {const} type What type of interpolation to use, selected from
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* `inperpolationTypes`.
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* @param {Object} event Event encapsulating synthetic and native data that
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* may have triggered this animation. Velocity is extracted from it if
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* possible and applied to the animation.
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* @param {func} doneCallback A callback fired when the animation is done, and
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* is passed a `finished` param that indicates whether the animation
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* completely finished, or was interrupted.
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*/
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animateToFrame: function(
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refKey: string,
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frame: {left: number; top: number; width: number; height: number;},
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type: number,
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velocity: number,
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doneCallback: (finished: boolean) => void
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) {
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var animFrame = { // Animations use a centered coordinate system.
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x: frame.left + frame.width / 2,
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y: frame.top + frame.height / 2,
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w: frame.width,
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h: frame.height
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};
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frame = undefined;
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var velocity = velocity || [0, 0];
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var posAnim = POPAnimation.createAnimation(type, {
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property: POPAnimation.Properties.position,
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toValue: [animFrame.x, animFrame.y],
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velocity: velocity,
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});
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var sizeAnim = POPAnimation.createAnimation(type, {
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property: POPAnimation.Properties.size,
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toValue: [animFrame.w, animFrame.h]
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});
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this.startAnimation(refKey, posAnim, doneCallback);
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this.startAnimation(refKey, sizeAnim);
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},
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// Cleanup any potentially leaked animations.
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componentWillUnmount: function() {
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this.stopAllAnimations();
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}
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};
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module.exports = POPAnimationMixin;
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}
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