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| import { | |
| is, | |
| raf, | |
| each, | |
| isEqual, | |
| toArray, | |
| eachProp, | |
| frameLoop, | |
| flushCalls, | |
| getFluidValue, | |
| isAnimatedString, | |
| FluidValue, | |
| Globals as G, | |
| callFluidObservers, | |
| hasFluidValue, | |
| addFluidObserver, | |
| removeFluidObserver, | |
| getFluidObservers, | |
| } from '@react-spring/shared' | |
| import { | |
| Animated, | |
| AnimatedValue, | |
| AnimatedString, | |
| getPayload, | |
| getAnimated, | |
| setAnimated, | |
| getAnimatedType, | |
| } from '@react-spring/animated' | |
| import { Lookup } from '@react-spring/types' | |
| import { Animation } from './Animation' | |
| import { mergeConfig } from './AnimationConfig' | |
| import { scheduleProps } from './scheduleProps' | |
| import { runAsync, RunAsyncState, RunAsyncProps, stopAsync } from './runAsync' | |
| import { | |
| callProp, | |
| computeGoal, | |
| matchProp, | |
| inferTo, | |
| getDefaultProps, | |
| getDefaultProp, | |
| isAsyncTo, | |
| resolveProp, | |
| } from './helpers' | |
| import { FrameValue, isFrameValue } from './FrameValue' | |
| import { | |
| isAnimating, | |
| isPaused, | |
| setPausedBit, | |
| hasAnimated, | |
| setActiveBit, | |
| } from './SpringPhase' | |
| import { | |
| AnimationRange, | |
| AnimationResolver, | |
| EventKey, | |
| PickEventFns, | |
| } from './types/internal' | |
| import { AsyncResult, SpringUpdate, VelocityProp, SpringProps } from './types' | |
| import { | |
| getCombinedResult, | |
| getCancelledResult, | |
| getFinishedResult, | |
| getNoopResult, | |
| } from './AnimationResult' | |
| declare const console: any | |
| interface DefaultSpringProps<T> | |
| extends Pick<SpringProps<T>, 'pause' | 'cancel' | 'immediate' | 'config'>, | |
| PickEventFns<SpringProps<T>> {} | |
| /** | |
| * Only numbers, strings, and arrays of numbers/strings are supported. | |
| * Non-animatable strings are also supported. | |
| */ | |
| export class SpringValue<T = any> extends FrameValue<T> { | |
| /** The property name used when `to` or `from` is an object. Useful when debugging too. */ | |
| key?: string | |
| /** The animation state */ | |
| animation = new Animation<T>() | |
| /** The queue of pending props */ | |
| queue?: SpringUpdate<T>[] | |
| /** Some props have customizable default values */ | |
| defaultProps: DefaultSpringProps<T> = {} | |
| /** The state for `runAsync` calls */ | |
| protected _state: RunAsyncState<SpringValue<T>> = { | |
| paused: false, | |
| delayed: false, | |
| pauseQueue: new Set(), | |
| resumeQueue: new Set(), | |
| timeouts: new Set(), | |
| } | |
| /** The promise resolvers of pending `start` calls */ | |
| protected _pendingCalls = new Set<AnimationResolver<this>>() | |
| /** The counter for tracking `scheduleProps` calls */ | |
| protected _lastCallId = 0 | |
| /** The last `scheduleProps` call that changed the `to` prop */ | |
| protected _lastToId = 0 | |
| protected _memoizedDuration = 0 | |
| constructor(from: Exclude<T, object>, props?: SpringUpdate<T>) | |
| constructor(props?: SpringUpdate<T>) | |
| constructor(arg1?: any, arg2?: any) { | |
| super() | |
| if (!is.und(arg1) || !is.und(arg2)) { | |
| const props = is.obj(arg1) ? { ...arg1 } : { ...arg2, from: arg1 } | |
| if (is.und(props.default)) { | |
| props.default = true | |
| } | |
| this.start(props) | |
| } | |
| } | |
| /** Equals true when not advancing on each frame. */ | |
| get idle() { | |
| return !(isAnimating(this) || this._state.asyncTo) || isPaused(this) | |
| } | |
| get goal() { | |
| return getFluidValue(this.animation.to) as T | |
| } | |
| get velocity(): VelocityProp<T> { | |
| const node = getAnimated(this)! | |
| return ( | |
| node instanceof AnimatedValue | |
| ? node.lastVelocity || 0 | |
| : node.getPayload().map(node => node.lastVelocity || 0) | |
| ) as any | |
| } | |
| /** | |
| * When true, this value has been animated at least once. | |
| */ | |
| get hasAnimated() { | |
| return hasAnimated(this) | |
| } | |
| /** | |
| * When true, this value has an unfinished animation, | |
| * which is either active or paused. | |
| */ | |
| get isAnimating() { | |
| return isAnimating(this) | |
| } | |
| /** | |
| * When true, all current and future animations are paused. | |
| */ | |
| get isPaused() { | |
| return isPaused(this) | |
| } | |
| /** | |
| * | |
| * | |
| */ | |
| get isDelayed() { | |
| return this._state.delayed | |
| } | |
| /** Advance the current animation by a number of milliseconds */ | |
| advance(dt: number) { | |
| let idle = true | |
| let changed = false | |
| const anim = this.animation | |
| let { toValues } = anim | |
| const { config } = anim | |
| const payload = getPayload(anim.to) | |
| if (!payload && hasFluidValue(anim.to)) { | |
| toValues = toArray(getFluidValue(anim.to)) as any | |
| } | |
| anim.values.forEach((node, i) => { | |
| if (node.done) return | |
| const to = | |
| // Animated strings always go from 0 to 1. | |
| node.constructor == AnimatedString | |
| ? 1 | |
| : payload | |
| ? payload[i].lastPosition | |
| : toValues![i] | |
| let finished = anim.immediate | |
| let position = to | |
| if (!finished) { | |
| position = node.lastPosition | |
| // Loose springs never move. | |
| if (config.tension <= 0) { | |
| node.done = true | |
| return | |
| } | |
| let elapsed = (node.elapsedTime += dt) | |
| const from = anim.fromValues[i] | |
| const v0 = | |
| node.v0 != null | |
| ? node.v0 | |
| : (node.v0 = is.arr(config.velocity) | |
| ? config.velocity[i] | |
| : config.velocity) | |
| let velocity: number | |
| /** The smallest distance from a value before being treated like said value. */ | |
| /** | |
| * TODO: make this value ~0.0001 by default in next breaking change | |
| * for more info see – https://github.com/pmndrs/react-spring/issues/1389 | |
| */ | |
| const precision = | |
| config.precision || | |
| (from == to ? 0.005 : Math.min(1, Math.abs(to - from) * 0.001)) | |
| // Duration easing | |
| if (!is.und(config.duration)) { | |
| let p = 1 | |
| if (config.duration > 0) { | |
| /** | |
| * Here we check if the duration has changed in the config | |
| * and if so update the elapsed time to the percentage | |
| * of completition so there is no jank in the animation | |
| * https://github.com/pmndrs/react-spring/issues/1163 | |
| */ | |
| if (this._memoizedDuration !== config.duration) { | |
| // update the memoized version to the new duration | |
| this._memoizedDuration = config.duration | |
| // if the value has started animating we need to update it | |
| if (node.durationProgress > 0) { | |
| // set elapsed time to be the same percentage of progress as the previous duration | |
| node.elapsedTime = config.duration * node.durationProgress | |
| // add the delta so the below updates work as expected | |
| elapsed = node.elapsedTime += dt | |
| } | |
| } | |
| // calculate the new progress | |
| p = (config.progress || 0) + elapsed / this._memoizedDuration | |
| // p is clamped between 0-1 | |
| p = p > 1 ? 1 : p < 0 ? 0 : p | |
| // store our new progress | |
| node.durationProgress = p | |
| } | |
| position = from + config.easing(p) * (to - from) | |
| velocity = (position - node.lastPosition) / dt | |
| finished = p == 1 | |
| } | |
| // Decay easing | |
| else if (config.decay) { | |
| const decay = config.decay === true ? 0.998 : config.decay | |
| const e = Math.exp(-(1 - decay) * elapsed) | |
| position = from + (v0 / (1 - decay)) * (1 - e) | |
| finished = Math.abs(node.lastPosition - position) <= precision | |
| // derivative of position | |
| velocity = v0 * e | |
| } | |
| // Spring easing | |
| else { | |
| velocity = node.lastVelocity == null ? v0 : node.lastVelocity | |
| /** The velocity at which movement is essentially none */ | |
| const restVelocity = config.restVelocity || precision / 10 | |
| // Bouncing is opt-in (not to be confused with overshooting) | |
| const bounceFactor = config.clamp ? 0 : config.bounce! | |
| const canBounce = !is.und(bounceFactor) | |
| /** When `true`, the value is increasing over time */ | |
| const isGrowing = from == to ? node.v0 > 0 : from < to | |
| /** When `true`, the velocity is considered moving */ | |
| let isMoving!: boolean | |
| /** When `true`, the velocity is being deflected or clamped */ | |
| let isBouncing = false | |
| const step = 1 // 1ms | |
| const numSteps = Math.ceil(dt / step) | |
| for (let n = 0; n < numSteps; ++n) { | |
| isMoving = Math.abs(velocity) > restVelocity | |
| if (!isMoving) { | |
| finished = Math.abs(to - position) <= precision | |
| if (finished) { | |
| break | |
| } | |
| } | |
| if (canBounce) { | |
| isBouncing = position == to || position > to == isGrowing | |
| // Invert the velocity with a magnitude, or clamp it. | |
| if (isBouncing) { | |
| velocity = -velocity * bounceFactor | |
| position = to | |
| } | |
| } | |
| const springForce = -config.tension * 0.000001 * (position - to) | |
| const dampingForce = -config.friction * 0.001 * velocity | |
| const acceleration = (springForce + dampingForce) / config.mass // pt/ms^2 | |
| velocity = velocity + acceleration * step // pt/ms | |
| position = position + velocity * step | |
| } | |
| } | |
| node.lastVelocity = velocity | |
| if (Number.isNaN(position)) { | |
| console.warn(`Got NaN while animating:`, this) | |
| finished = true | |
| } | |
| } | |
| // Parent springs must finish before their children can. | |
| if (payload && !payload[i].done) { | |
| finished = false | |
| } | |
| if (finished) { | |
| node.done = true | |
| } else { | |
| idle = false | |
| } | |
| if (node.setValue(position, config.round)) { | |
| changed = true | |
| } | |
| }) | |
| const node = getAnimated(this)! | |
| /** | |
| * Get the node's current value, this will be different | |
| * to anim.to when config.decay is true | |
| */ | |
| const currVal = node.getValue() | |
| if (idle) { | |
| // get our final fluid val from the anim.to | |
| const finalVal = getFluidValue(anim.to) | |
| /** | |
| * check if they're not equal, or if they're | |
| * change and if there's no config.decay set | |
| */ | |
| if ((currVal !== finalVal || changed) && !config.decay) { | |
| // set the value to anim.to | |
| node.setValue(finalVal) | |
| this._onChange(finalVal) | |
| } else if (changed && config.decay) { | |
| /** | |
| * if it's changed but there is a config.decay, | |
| * just call _onChange with currrent value | |
| */ | |
| this._onChange(currVal) | |
| } | |
| // call stop because the spring has stopped. | |
| this._stop() | |
| } else if (changed) { | |
| /** | |
| * if the spring has changed, but is not idle, | |
| * just call the _onChange handler | |
| */ | |
| this._onChange(currVal) | |
| } | |
| } | |
| /** Set the current value, while stopping the current animation */ | |
| set(value: T | FluidValue<T>) { | |
| raf.batchedUpdates(() => { | |
| this._stop() | |
| // These override the current value and goal value that may have | |
| // been updated by `onRest` handlers in the `_stop` call above. | |
| this._focus(value) | |
| this._set(value) | |
| }) | |
| return this | |
| } | |
| /** | |
| * Freeze the active animation in time, as well as any updates merged | |
| * before `resume` is called. | |
| */ | |
| pause() { | |
| this._update({ pause: true }) | |
| } | |
| /** Resume the animation if paused. */ | |
| resume() { | |
| this._update({ pause: false }) | |
| } | |
| /** Skip to the end of the current animation. */ | |
| finish() { | |
| if (isAnimating(this)) { | |
| const { to, config } = this.animation | |
| raf.batchedUpdates(() => { | |
| // Ensure the "onStart" and "onRest" props are called. | |
| this._onStart() | |
| // Jump to the goal value, except for decay animations | |
| // which have an undefined goal value. | |
| if (!config.decay) { | |
| this._set(to, false) | |
| } | |
| this._stop() | |
| }) | |
| } | |
| return this | |
| } | |
| /** Push props into the pending queue. */ | |
| update(props: SpringUpdate<T>) { | |
| const queue = this.queue || (this.queue = []) | |
| queue.push(props) | |
| return this | |
| } | |
| /** | |
| * Update this value's animation using the queue of pending props, | |
| * and unpause the current animation (if one is frozen). | |
| * | |
| * When arguments are passed, a new animation is created, and the | |
| * queued animations are left alone. | |
| */ | |
| start(): AsyncResult<this> | |
| start(props: SpringUpdate<T>): AsyncResult<this> | |
| start(to: T, props?: SpringProps<T>): AsyncResult<this> | |
| start(to?: any, arg2?: any) { | |
| let queue: SpringUpdate<T>[] | |
| if (!is.und(to)) { | |
| queue = [is.obj(to) ? to : { ...arg2, to }] | |
| } else { | |
| queue = this.queue || [] | |
| this.queue = [] | |
| } | |
| return Promise.all( | |
| queue.map(props => { | |
| const up = this._update(props) | |
| return up | |
| }) | |
| ).then(results => getCombinedResult(this, results)) | |
| } | |
| /** | |
| * Stop the current animation, and cancel any delayed updates. | |
| * | |
| * Pass `true` to call `onRest` with `cancelled: true`. | |
| */ | |
| stop(cancel?: boolean) { | |
| const { to } = this.animation | |
| // The current value becomes the goal value. | |
| this._focus(this.get()) | |
| stopAsync(this._state, cancel && this._lastCallId) | |
| raf.batchedUpdates(() => this._stop(to, cancel)) | |
| return this | |
| } | |
| /** Restart the animation. */ | |
| reset() { | |
| this._update({ reset: true }) | |
| } | |
| /** @internal */ | |
| eventObserved(event: FrameValue.Event) { | |
| if (event.type == 'change') { | |
| this._start() | |
| } else if (event.type == 'priority') { | |
| this.priority = event.priority + 1 | |
| } | |
| } | |
| /** | |
| * Parse the `to` and `from` range from the given `props` object. | |
| * | |
| * This also ensures the initial value is available to animated components | |
| * during the render phase. | |
| */ | |
| protected _prepareNode(props: { | |
| to?: any | |
| from?: any | |
| reverse?: boolean | |
| default?: any | |
| }) { | |
| const key = this.key || '' | |
| let { to, from } = props | |
| to = is.obj(to) ? to[key] : to | |
| if (to == null || isAsyncTo(to)) { | |
| to = undefined | |
| } | |
| from = is.obj(from) ? from[key] : from | |
| if (from == null) { | |
| from = undefined | |
| } | |
| // Create the range now to avoid "reverse" logic. | |
| const range = { to, from } | |
| // Before ever animating, this method ensures an `Animated` node | |
| // exists and keeps its value in sync with the "from" prop. | |
| if (!hasAnimated(this)) { | |
| if (props.reverse) [to, from] = [from, to] | |
| from = getFluidValue(from) | |
| if (!is.und(from)) { | |
| this._set(from) | |
| } | |
| // Use the "to" value if our node is undefined. | |
| else if (!getAnimated(this)) { | |
| this._set(to) | |
| } | |
| } | |
| return range | |
| } | |
| /** Every update is processed by this method before merging. */ | |
| protected _update( | |
| { ...props }: SpringProps<T>, | |
| isLoop?: boolean | |
| ): AsyncResult<SpringValue<T>> { | |
| const { key, defaultProps } = this | |
| // Update the default props immediately. | |
| if (props.default) | |
| Object.assign( | |
| defaultProps, | |
| getDefaultProps(props, (value, prop) => | |
| /^on/.test(prop) ? resolveProp(value, key) : value | |
| ) | |
| ) | |
| mergeActiveFn(this, props, 'onProps') | |
| sendEvent(this, 'onProps', props, this) | |
| // Ensure the initial value can be accessed by animated components. | |
| const range = this._prepareNode(props) | |
| if (Object.isFrozen(this)) { | |
| throw Error( | |
| 'Cannot animate a `SpringValue` object that is frozen. ' + | |
| 'Did you forget to pass your component to `animated(...)` before animating its props?' | |
| ) | |
| } | |
| const state = this._state | |
| return scheduleProps(++this._lastCallId, { | |
| key, | |
| props, | |
| defaultProps, | |
| state, | |
| actions: { | |
| pause: () => { | |
| if (!isPaused(this)) { | |
| setPausedBit(this, true) | |
| flushCalls(state.pauseQueue) | |
| sendEvent( | |
| this, | |
| 'onPause', | |
| getFinishedResult(this, checkFinished(this, this.animation.to)), | |
| this | |
| ) | |
| } | |
| }, | |
| resume: () => { | |
| if (isPaused(this)) { | |
| setPausedBit(this, false) | |
| if (isAnimating(this)) { | |
| this._resume() | |
| } | |
| flushCalls(state.resumeQueue) | |
| sendEvent( | |
| this, | |
| 'onResume', | |
| getFinishedResult(this, checkFinished(this, this.animation.to)), | |
| this | |
| ) | |
| } | |
| }, | |
| start: this._merge.bind(this, range), | |
| }, | |
| }).then(result => { | |
| if (props.loop && result.finished && !(isLoop && result.noop)) { | |
| const nextProps = createLoopUpdate(props) | |
| if (nextProps) { | |
| return this._update(nextProps, true) | |
| } | |
| } | |
| return result | |
| }) | |
| } | |
| /** Merge props into the current animation */ | |
| protected _merge( | |
| range: AnimationRange<T>, | |
| props: RunAsyncProps<SpringValue<T>>, | |
| resolve: AnimationResolver<SpringValue<T>> | |
| ): void { | |
| // The "cancel" prop cancels all pending delays and it forces the | |
| // active animation to stop where it is. | |
| if (props.cancel) { | |
| this.stop(true) | |
| return resolve(getCancelledResult(this)) | |
| } | |
| /** The "to" prop is defined. */ | |
| const hasToProp = !is.und(range.to) | |
| /** The "from" prop is defined. */ | |
| const hasFromProp = !is.und(range.from) | |
| // Avoid merging other props if implicitly prevented, except | |
| // when both the "to" and "from" props are undefined. | |
| if (hasToProp || hasFromProp) { | |
| if (props.callId > this._lastToId) { | |
| this._lastToId = props.callId | |
| } else { | |
| return resolve(getCancelledResult(this)) | |
| } | |
| } | |
| const { key, defaultProps, animation: anim } = this | |
| const { to: prevTo, from: prevFrom } = anim | |
| let { to = prevTo, from = prevFrom } = range | |
| // Focus the "from" value if changing without a "to" value. | |
| // For default updates, do this only if no "to" value exists. | |
| if (hasFromProp && !hasToProp && (!props.default || is.und(to))) { | |
| to = from | |
| } | |
| // Flip the current range if "reverse" is true. | |
| if (props.reverse) [to, from] = [from, to] | |
| /** The "from" value is changing. */ | |
| const hasFromChanged = !isEqual(from, prevFrom) | |
| if (hasFromChanged) { | |
| anim.from = from | |
| } | |
| // Coerce "from" into a static value. | |
| from = getFluidValue(from) | |
| /** The "to" value is changing. */ | |
| const hasToChanged = !isEqual(to, prevTo) | |
| if (hasToChanged) { | |
| this._focus(to) | |
| } | |
| /** The "to" prop is async. */ | |
| const hasAsyncTo = isAsyncTo(props.to) | |
| const { config } = anim | |
| const { decay, velocity } = config | |
| // Reset to default velocity when goal values are defined. | |
| if (hasToProp || hasFromProp) { | |
| config.velocity = 0 | |
| } | |
| // The "runAsync" function treats the "config" prop as a default, | |
| // so we must avoid merging it when the "to" prop is async. | |
| if (props.config && !hasAsyncTo) { | |
| mergeConfig( | |
| config, | |
| callProp(props.config, key!), | |
| // Avoid calling the same "config" prop twice. | |
| props.config !== defaultProps.config | |
| ? callProp(defaultProps.config, key!) | |
| : void 0 | |
| ) | |
| } | |
| // This instance might not have its Animated node yet. For example, | |
| // the constructor can be given props without a "to" or "from" value. | |
| let node = getAnimated(this) | |
| if (!node || is.und(to)) { | |
| return resolve(getFinishedResult(this, true)) | |
| } | |
| /** When true, start at the "from" value. */ | |
| const reset = | |
| // When `reset` is undefined, the `from` prop implies `reset: true`, | |
| // except for declarative updates. When `reset` is defined, there | |
| // must exist a value to animate from. | |
| is.und(props.reset) | |
| ? hasFromProp && !props.default | |
| : !is.und(from) && matchProp(props.reset, key) | |
| // The current value, where the animation starts from. | |
| const value = reset ? (from as T) : this.get() | |
| // The animation ends at this value, unless "to" is fluid. | |
| const goal = computeGoal<any>(to) | |
| // Only specific types can be animated to/from. | |
| const isAnimatable = is.num(goal) || is.arr(goal) || isAnimatedString(goal) | |
| // When true, the value changes instantly on the next frame. | |
| const immediate = | |
| !hasAsyncTo && | |
| (!isAnimatable || | |
| matchProp(defaultProps.immediate || props.immediate, key)) | |
| if (hasToChanged) { | |
| const nodeType = getAnimatedType(to) | |
| if (nodeType !== node.constructor) { | |
| if (immediate) { | |
| node = this._set(goal)! | |
| } else | |
| throw Error( | |
| `Cannot animate between ${node.constructor.name} and ${nodeType.name}, as the "to" prop suggests` | |
| ) | |
| } | |
| } | |
| // The type of Animated node for the goal value. | |
| const goalType = node.constructor | |
| // When the goal value is fluid, we don't know if its value | |
| // will change before the next animation frame, so it always | |
| // starts the animation to be safe. | |
| let started = hasFluidValue(to) | |
| let finished = false | |
| if (!started) { | |
| // When true, the current value has probably changed. | |
| const hasValueChanged = reset || (!hasAnimated(this) && hasFromChanged) | |
| // When the "to" value or current value are changed, | |
| // start animating if not already finished. | |
| if (hasToChanged || hasValueChanged) { | |
| finished = isEqual(computeGoal(value), goal) | |
| started = !finished | |
| } | |
| // Changing "decay" or "velocity" starts the animation. | |
| if ( | |
| (!isEqual(anim.immediate, immediate) && !immediate) || | |
| !isEqual(config.decay, decay) || | |
| !isEqual(config.velocity, velocity) | |
| ) { | |
| started = true | |
| } | |
| } | |
| // Was the goal value set to the current value while animating? | |
| if (finished && isAnimating(this)) { | |
| // If the first frame has passed, allow the animation to | |
| // overshoot instead of stopping abruptly. | |
| if (anim.changed && !reset) { | |
| started = true | |
| } | |
| // Stop the animation before its first frame. | |
| else if (!started) { | |
| this._stop(prevTo) | |
| } | |
| } | |
| if (!hasAsyncTo) { | |
| // Make sure our "toValues" are updated even if our previous | |
| // "to" prop is a fluid value whose current value is also ours. | |
| if (started || hasFluidValue(prevTo)) { | |
| anim.values = node.getPayload() | |
| anim.toValues = hasFluidValue(to) | |
| ? null | |
| : goalType == AnimatedString | |
| ? [1] | |
| : toArray(goal) | |
| } | |
| if (anim.immediate != immediate) { | |
| anim.immediate = immediate | |
| // Ensure the immediate goal is used as from value. | |
| if (!immediate && !reset) { | |
| this._set(prevTo) | |
| } | |
| } | |
| if (started) { | |
| const { onRest } = anim | |
| // Set the active handlers when an animation starts. | |
| each(ACTIVE_EVENTS, type => mergeActiveFn(this, props, type)) | |
| const result = getFinishedResult(this, checkFinished(this, prevTo)) | |
| flushCalls(this._pendingCalls, result) | |
| this._pendingCalls.add(resolve) | |
| if (anim.changed) | |
| raf.batchedUpdates(() => { | |
| // Ensure `onStart` can be called after a reset. | |
| anim.changed = !reset | |
| // Call the active `onRest` handler from the interrupted animation. | |
| onRest?.(result, this) | |
| // Notify the default `onRest` of the reset, but wait for the | |
| // first frame to pass before sending an `onStart` event. | |
| if (reset) { | |
| callProp(defaultProps.onRest, result) | |
| } | |
| // Call the active `onStart` handler here since the first frame | |
| // has already passed, which means this is a goal update and not | |
| // an entirely new animation. | |
| else { | |
| anim.onStart?.(result, this) | |
| } | |
| }) | |
| } | |
| } | |
| if (reset) { | |
| this._set(value) | |
| } | |
| if (hasAsyncTo) { | |
| resolve(runAsync(props.to, props, this._state, this)) | |
| } | |
| // Start an animation | |
| else if (started) { | |
| this._start() | |
| } | |
| // Postpone promise resolution until the animation is finished, | |
| // so that no-op updates still resolve at the expected time. | |
| else if (isAnimating(this) && !hasToChanged) { | |
| this._pendingCalls.add(resolve) | |
| } | |
| // Resolve our promise immediately. | |
| else { | |
| resolve(getNoopResult(value)) | |
| } | |
| } | |
| /** Update the `animation.to` value, which might be a `FluidValue` */ | |
| protected _focus(value: T | FluidValue<T>) { | |
| const anim = this.animation | |
| if (value !== anim.to) { | |
| if (getFluidObservers(this)) { | |
| this._detach() | |
| } | |
| anim.to = value | |
| if (getFluidObservers(this)) { | |
| this._attach() | |
| } | |
| } | |
| } | |
| protected _attach() { | |
| let priority = 0 | |
| const { to } = this.animation | |
| if (hasFluidValue(to)) { | |
| addFluidObserver(to, this) | |
| if (isFrameValue(to)) { | |
| priority = to.priority + 1 | |
| } | |
| } | |
| this.priority = priority | |
| } | |
| protected _detach() { | |
| const { to } = this.animation | |
| if (hasFluidValue(to)) { | |
| removeFluidObserver(to, this) | |
| } | |
| } | |
| /** | |
| * Update the current value from outside the frameloop, | |
| * and return the `Animated` node. | |
| */ | |
| protected _set(arg: T | FluidValue<T>, idle = true): Animated | undefined { | |
| const value = getFluidValue(arg) | |
| if (!is.und(value)) { | |
| const oldNode = getAnimated(this) | |
| if (!oldNode || !isEqual(value, oldNode.getValue())) { | |
| // Create a new node or update the existing node. | |
| const nodeType = getAnimatedType(value) | |
| if (!oldNode || oldNode.constructor != nodeType) { | |
| setAnimated(this, nodeType.create(value)) | |
| } else { | |
| oldNode.setValue(value) | |
| } | |
| // Never emit a "change" event for the initial value. | |
| if (oldNode) { | |
| raf.batchedUpdates(() => { | |
| this._onChange(value, idle) | |
| }) | |
| } | |
| } | |
| } | |
| return getAnimated(this) | |
| } | |
| protected _onStart() { | |
| const anim = this.animation | |
| if (!anim.changed) { | |
| anim.changed = true | |
| sendEvent( | |
| this, | |
| 'onStart', | |
| getFinishedResult(this, checkFinished(this, anim.to)), | |
| this | |
| ) | |
| } | |
| } | |
| protected _onChange(value: T, idle?: boolean) { | |
| if (!idle) { | |
| this._onStart() | |
| callProp(this.animation.onChange, value, this) | |
| } | |
| callProp(this.defaultProps.onChange, value, this) | |
| super._onChange(value, idle) | |
| } | |
| // This method resets the animation state (even if already animating) to | |
| // ensure the latest from/to range is used, and it also ensures this spring | |
| // is added to the frameloop. | |
| protected _start() { | |
| const anim = this.animation | |
| // Reset the state of each Animated node. | |
| getAnimated(this)!.reset(getFluidValue(anim.to)) | |
| // Use the current values as the from values. | |
| if (!anim.immediate) { | |
| anim.fromValues = anim.values.map(node => node.lastPosition) | |
| } | |
| if (!isAnimating(this)) { | |
| setActiveBit(this, true) | |
| if (!isPaused(this)) { | |
| this._resume() | |
| } | |
| } | |
| } | |
| protected _resume() { | |
| // The "skipAnimation" global avoids the frameloop. | |
| if (G.skipAnimation) { | |
| this.finish() | |
| } else { | |
| frameLoop.start(this) | |
| } | |
| } | |
| /** | |
| * Exit the frameloop and notify `onRest` listeners. | |
| * | |
| * Always wrap `_stop` calls with `batchedUpdates`. | |
| */ | |
| protected _stop(goal?: any, cancel?: boolean) { | |
| if (isAnimating(this)) { | |
| setActiveBit(this, false) | |
| const anim = this.animation | |
| each(anim.values, node => { | |
| node.done = true | |
| }) | |
| // These active handlers must be reset to undefined or else | |
| // they could be called while idle. But keep them defined | |
| // when the goal value is dynamic. | |
| if (anim.toValues) { | |
| anim.onChange = anim.onPause = anim.onResume = undefined | |
| } | |
| callFluidObservers(this, { | |
| type: 'idle', | |
| parent: this, | |
| }) | |
| const result = cancel | |
| ? getCancelledResult(this.get()) | |
| : getFinishedResult(this.get(), checkFinished(this, goal ?? anim.to)) | |
| flushCalls(this._pendingCalls, result) | |
| if (anim.changed) { | |
| anim.changed = false | |
| sendEvent(this, 'onRest', result, this) | |
| } | |
| } | |
| } | |
| } | |
| /** Returns true when the current value and goal value are equal. */ | |
| function checkFinished<T>(target: SpringValue<T>, to: T | FluidValue<T>) { | |
| const goal = computeGoal(to) | |
| const value = computeGoal(target.get()) | |
| return isEqual(value, goal) | |
| } | |
| export function createLoopUpdate<T>( | |
| props: T & { loop?: any; to?: any; from?: any; reverse?: any }, | |
| loop = props.loop, | |
| to = props.to | |
| ): T | undefined { | |
| const loopRet = callProp(loop) | |
| if (loopRet) { | |
| const overrides = loopRet !== true && inferTo(loopRet) | |
| const reverse = (overrides || props).reverse | |
| const reset = !overrides || overrides.reset | |
| return createUpdate({ | |
| ...props, | |
| loop, | |
| // Avoid updating default props when looping. | |
| default: false, | |
| // Never loop the `pause` prop. | |
| pause: undefined, | |
| // For the "reverse" prop to loop as expected, the "to" prop | |
| // must be undefined. The "reverse" prop is ignored when the | |
| // "to" prop is an array or function. | |
| to: !reverse || isAsyncTo(to) ? to : undefined, | |
| // Ignore the "from" prop except on reset. | |
| from: reset ? props.from : undefined, | |
| reset, | |
| // The "loop" prop can return a "useSpring" props object to | |
| // override any of the original props. | |
| ...overrides, | |
| }) | |
| } | |
| } | |
| /** | |
| * Return a new object based on the given `props`. | |
| * | |
| * - All non-reserved props are moved into the `to` prop object. | |
| * - The `keys` prop is set to an array of affected keys, | |
| * or `null` if all keys are affected. | |
| */ | |
| export function createUpdate(props: any) { | |
| const { to, from } = (props = inferTo(props)) | |
| // Collect the keys affected by this update. | |
| const keys = new Set<string>() | |
| if (is.obj(to)) findDefined(to, keys) | |
| if (is.obj(from)) findDefined(from, keys) | |
| // The "keys" prop helps in applying updates to affected keys only. | |
| props.keys = keys.size ? Array.from(keys) : null | |
| return props | |
| } | |
| /** | |
| * A modified version of `createUpdate` meant for declarative APIs. | |
| */ | |
| export function declareUpdate(props: any) { | |
| const update = createUpdate(props) | |
| if (is.und(update.default)) { | |
| update.default = getDefaultProps(update) | |
| } | |
| return update | |
| } | |
| /** Find keys with defined values */ | |
| function findDefined(values: Lookup, keys: Set<string>) { | |
| eachProp(values, (value, key) => value != null && keys.add(key as any)) | |
| } | |
| /** Event props with "active handler" support */ | |
| const ACTIVE_EVENTS = [ | |
| 'onStart', | |
| 'onRest', | |
| 'onChange', | |
| 'onPause', | |
| 'onResume', | |
| ] as const | |
| function mergeActiveFn<T, P extends EventKey>( | |
| target: SpringValue<T>, | |
| props: SpringProps<T>, | |
| type: P | |
| ) { | |
| target.animation[type] = | |
| props[type] !== getDefaultProp(props, type) | |
| ? resolveProp<any>(props[type], target.key) | |
| : undefined | |
| } | |
| type EventArgs<T, P extends EventKey> = Parameters< | |
| Extract<SpringProps<T>[P], Function> | |
| > | |
| /** Call the active handler first, then the default handler. */ | |
| function sendEvent<T, P extends EventKey>( | |
| target: SpringValue<T>, | |
| type: P, | |
| ...args: EventArgs<T, P> | |
| ) { | |
| target.animation[type]?.(...(args as [any, any])) | |
| target.defaultProps[type]?.(...(args as [any, any])) | |
| } | |