@ng-native/fabric 0.12.0 → 0.14.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/dist/css.d.ts +16 -1
- package/dist/css.js +49 -8
- package/dist/css.js.map +1 -1
- package/dist/engine.d.ts +143 -8
- package/dist/engine.js +701 -82
- package/dist/engine.js.map +1 -1
- package/dist/font-faces.d.ts +19 -0
- package/dist/font-faces.js +42 -0
- package/dist/font-faces.js.map +1 -1
- package/dist/forms-inputs.d.ts +1 -1
- package/dist/forms-inputs.js +2 -2
- package/dist/forms-inputs.js.map +1 -1
- package/dist/index.d.ts +2 -2
- package/dist/index.js +1 -1
- package/dist/index.js.map +1 -1
- package/dist/inline-token.d.ts +4 -3
- package/dist/inline-token.js +41 -8
- package/dist/inline-token.js.map +1 -1
- package/dist/native-drive.d.ts +42 -1
- package/dist/native-drive.js +135 -9
- package/dist/native-drive.js.map +1 -1
- package/dist/scroll-animation.d.ts +12 -0
- package/dist/scroll-animation.js +10 -0
- package/dist/scroll-animation.js.map +1 -1
- package/dist/transition.d.ts +3 -2
- package/dist/transition.js +17 -8
- package/dist/transition.js.map +1 -1
- package/package.json +1 -1
package/dist/native-drive.js
CHANGED
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@@ -13,13 +13,133 @@
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13
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* It goes through React Native's own `NativeAnimatedHelper`, whose node tags every other animated
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* value in the app also comes from, so none of them can collide.
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*/
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/** The style keys a graph's channels set. */
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function channelKeys(channels) {
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const keys = Object.keys(channels.colors ?? {});
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if (channels.opacity)
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keys.push('opacity');
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if (channels.transform.length)
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keys.push('transform');
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return keys;
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}
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/** Every number a set of values holds, by its path in the graph. */
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function leavesOf(values) {
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const leaves = new Map();
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if (values.opacity !== undefined)
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leaves.set('opacity', values.opacity);
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values.transform?.forEach((entry, at) => leaves.set(`transform.${at}`, entry.value));
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return leaves;
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}
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/** What makes two sets of values the same graph: which keys, and the transform's properties. */
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function shapeOf(values) {
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const transform = values.transform?.map((entry) => entry.property).join(',');
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return `${values.opacity === undefined ? '' : 'o'}|${transform ?? '-'}`;
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}
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const NONE_HELD = new Set();
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export class NativeScrollDriver {
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native;
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touched;
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/** One value per source view and feed, by the feed's key. */
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offsets = new Map();
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pending = new Set();
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-
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/** The keys each graph connected to a view sets, by its props node, while it is connected. */
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live = new WeakMap();
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/** The graph setting each view's values, where one does: see `set`. */
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setters = new WeakMap();
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constructor(native, touched) {
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this.native = native;
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this.touched = touched;
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}
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/** The style keys a graph of this driver's playing or driving a view sets on it now. */
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held(view) {
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const graphs = this.live.get(view);
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return graphs ? new Set([...graphs.values()].flat()) : NONE_HELD;
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}
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/**
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* Set a view's values on native, where a graph that has let it go set them before and no commit
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* can now (see `Touched`). One graph per view, connected until the view is let go or a graph
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* that plays it is connected: a value node for each number, set where it changed.
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*/
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set(view, viewTag, values) {
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const { API } = this.native;
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const shape = shapeOf(values);
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let setter = this.setters.get(view);
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const fresh = setter?.tag !== viewTag || setter.shape !== shape;
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if (fresh) {
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this.forget(view);
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setter = this.buildSetter(viewTag, shape, values);
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this.setters.set(view, setter);
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this.touched?.(view, viewTag, Object.keys(values));
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}
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for (const [path, value] of leavesOf(values)) {
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API.setAnimatedNodeValue(setter.leaves.get(path), value);
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}
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this.flush();
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}
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/** Let go of a view `set` set values on: it is made again, or gone. */
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forget(view) {
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const setter = this.setters.get(view);
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if (!setter)
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return;
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this.setters.delete(view);
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const { API } = this.native;
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API.disconnectAnimatedNodeFromView(setter.props, setter.tag);
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for (const node of setter.nodes)
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API.dropAnimatedNode(node);
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this.flush();
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}
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buildSetter(viewTag, shape, values) {
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const { API } = this.native;
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const nodes = [];
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const leaves = new Map();
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const made = (config) => {
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const node = this.native.generateNewNodeTag();
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API.createAnimatedNode(node, config);
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nodes.push(node);
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return node;
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};
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const leaf = (path, value) => {
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const node = made({ type: 'value', value, offset: 0 });
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leaves.set(path, node);
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return node;
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};
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const style = {};
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if (values.opacity !== undefined)
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style['opacity'] = leaf('opacity', values.opacity);
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if (values.transform) {
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const transforms = values.transform.map((entry, at) => ({
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type: 'animated',
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property: entry.property,
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nodeTag: leaf(`transform.${at}`, entry.value),
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}));
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const transform = made({ type: 'transform', transforms });
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for (const entry of transforms)
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API.connectAnimatedNodes(entry.nodeTag, transform);
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style['transform'] = transform;
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}
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// A style node between, as `Animated` builds it: see `build`.
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const styleNode = made({ type: 'style', style });
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for (const node of Object.values(style))
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API.connectAnimatedNodes(node, styleNode);
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const props = made({ type: 'props', props: { style: styleNode } });
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API.connectAnimatedNodes(styleNode, props);
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API.connectAnimatedNodeToView(props, viewTag);
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return { tag: viewTag, shape, props, nodes: nodes.reverse(), leaves };
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}
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/**
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* Note a graph connected to a view, for `held`, and tell whoever asked of it. The graph that
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* set the view's values lets go: the one that plays it sets them from here.
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*/
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hold(view, viewTag, props, keys) {
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this.forget(view);
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const graphs = this.live.get(view) ?? new Map();
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this.live.set(view, graphs.set(props, keys));
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this.touched?.(view, viewTag, keys);
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}
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letGo(view, props) {
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const graphs = this.live.get(view);
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if (graphs?.delete(props) && !graphs.size)
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this.live.delete(view);
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}
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/**
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* Move a view by a scroll. `tagOf` answers a node's view tag once it has been committed, and
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@@ -39,6 +159,7 @@ export class NativeScrollDriver {
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drive.viewTag = viewTag;
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const offset = this.offset(source, sourceTag, feed, key);
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drive.nodes = this.build(offset.value, viewTag, property, drive, statics);
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this.hold(view, viewTag, drive.nodes.props, ['transform']);
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this.flush();
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return true;
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};
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if (!drive.nodes || drive.viewTag === null)
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return;
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this.tearDown(drive.nodes, drive.viewTag);
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this.letGo(view, drive.nodes.props);
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const offset = this.offsets.get(source).get(key);
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drive.nodes = this.build(offset.value, drive.viewTag, property, drive, statics);
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this.hold(view, drive.viewTag, drive.nodes.props, ['transform']);
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this.flush();
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},
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shift: (amount) => {
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@@ -73,6 +196,7 @@ export class NativeScrollDriver {
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if (!drive.nodes || drive.viewTag === null)
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return;
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this.tearDown(drive.nodes, drive.viewTag);
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this.letGo(view, drive.nodes.props);
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this.release(source, key);
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this.flush();
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},
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return false;
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state.viewTag = viewTag;
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const offset = this.offset(source, sourceTag, feed, key);
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state.nodes = this.buildChannels(offset.value, viewTag, state.channels);
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state.nodes = this.buildChannels(view, offset.value, viewTag, state.channels);
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this.flush();
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return true;
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};
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state.channels = next;
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if (!state.nodes || state.viewTag === null)
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return;
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this.dropChannels(state.nodes, state.viewTag);
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this.dropChannels(view, state.nodes, state.viewTag);
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const offset = this.offsets.get(source).get(key);
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state.nodes = this.buildChannels(offset.value, state.viewTag, next);
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state.nodes = this.buildChannels(view, offset.value, state.viewTag, next);
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this.flush();
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},
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stop: () => {
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this.pending.delete(connect);
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if (!state.nodes || state.viewTag === null)
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return;
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this.dropChannels(state.nodes, state.viewTag);
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this.dropChannels(view, state.nodes, state.viewTag);
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this.release(source, key);
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this.flush();
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},
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state.viewTag = viewTag;
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state.value = this.native.generateNewNodeTag();
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API.createAnimatedNode(state.value, { type: 'value', value: 0, offset: 0 });
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state.nodes = this.buildChannels(state.value, viewTag, channels);
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state.nodes = this.buildChannels(view, state.value, viewTag, channels);
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state.id = this.native.generateNewAnimationId();
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const config = { type: 'frames', frames: [...timing.frames], toValue: timing.toValue };
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start(state.id, state.value, { ...config, iterations: timing.iterations }, (result) => {
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return;
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if (state.id)
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API.stopAnimation(state.id);
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this.dropChannels(state.nodes, state.viewTag);
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this.dropChannels(view, state.nodes, state.viewTag);
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API.dropAnimatedNode(state.value);
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this.flush();
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},
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};
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}
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/** The nodes for a set of channels, connected to the view; the props node first. */
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buildChannels(value, viewTag, channels) {
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buildChannels(view, value, viewTag, channels) {
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const { API } = this.native;
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const made = [];
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const interpolation = (range) => {
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@@ -246,10 +370,12 @@ export class NativeScrollDriver {
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API.createAnimatedNode(props, { type: 'props', props: { style: styleTag } });
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API.connectAnimatedNodes(styleTag, props);
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API.connectAnimatedNodeToView(props, viewTag);
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this.hold(view, viewTag, props, channelKeys(channels));
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return [props, styleTag, ...made.reverse()];
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}
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dropChannels(nodes, viewTag) {
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dropChannels(view, nodes, viewTag) {
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const { API } = this.native;
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this.letGo(view, nodes[0]);
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API.disconnectAnimatedNodeFromView(nodes[0], viewTag);
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for (const tag of nodes)
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API.dropAnimatedNode(tag);
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package/dist/native-drive.js.map
CHANGED
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@@ -1 +1 @@
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1
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-
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* A view moved by a scroll view's offset on the native side, with no JavaScript in between.\n *\n * A sticky header moved by a transform set from each scroll event lags the scroll: the event\n * reaches JavaScript, the transform is committed, and by the time Fabric mounts it the content has\n * moved on, so on a fast fling the header shudders and comes away from the edge it is pinned to.\n * React Native's own sticky headers do not, because `ScrollViewStickyHeader` maps the offset onto\n * an animated value on the native side and interpolates the header's translate from it there.\n * This is that mapping, for the engine's nodes: the scroll view's offset along one axis feeds a\n * value, the value an interpolation, the interpolation a translate, and native applies it on every\n * frame the scroll view moves.\n *\n * It goes through React Native's own `NativeAnimatedHelper`, whose node tags every other animated\n * value in the app also comes from, so none of them can collide.\n */\n\n/** The part of React Native's `NativeAnimatedHelper` default export this uses. */\nexport interface NativeAnimated {\n generateNewNodeTag(): number;\n generateNewAnimationId?(): number;\n readonly API: {\n /** Run a value through `config` on the native side, and say when it has ended. */\n startAnimatingNode?(\n animationId: number,\n nodeTag: number,\n config: object,\n end: (result: { finished: boolean }) => void,\n ): void;\n stopAnimation?(animationId: number): void;\n createAnimatedNode(tag: number, config: object): void;\n connectAnimatedNodes(parentTag: number, childTag: number): void;\n disconnectAnimatedNodes(parentTag: number, childTag: number): void;\n connectAnimatedNodeToView(nodeTag: number, viewTag: number): void;\n disconnectAnimatedNodeFromView(nodeTag: number, viewTag: number): void;\n dropAnimatedNode(tag: number): void;\n addAnimatedEventToView(\n viewTag: number,\n eventName: string,\n mapping: { nativeEventPath: string[]; animatedValueTag: number },\n ): void;\n removeAnimatedEventFromView(viewTag: number, eventName: string, nodeTag: number): void;\n setAnimatedNodeValue(nodeTag: number, value: number): void;\n flushQueue?(): void;\n };\n}\n\nimport type { DrivenChannels } from './scroll-animation.ts';\n\nexport type ScrollAxis = 'x' | 'y';\n\n/** A native event that feeds a value: the events carrying it, and the path to it in each. */\nexport interface EventFeed {\n readonly events: readonly string[];\n readonly path: readonly string[];\n}\n\n/** What a driven view moves along. */\nexport type DrivenProperty = 'translateX' | 'translateY';\n\n/** Where a driven view sits for each scroll offset, as an interpolation clamped at both ends. */\nexport interface ScrollRange {\n readonly input: readonly number[];\n readonly output: readonly number[];\n}\n\n/** A transform native keeps beside the driven translate, such as an inverted list's flip. */\nexport type StaticTransform = Readonly<Record<string, number>>;\n\n/**\n * A view moved by a scroll. `update` moves it by a new range; `shift` adds an amount to where the\n * range puts it, for a drive made with one; `stop` lets it go.\n */\nexport interface ScrollDrive {\n update(range: ScrollRange): void;\n shift(amount: number): void;\n stop(): void;\n}\n\ninterface Offset {\n readonly value: number;\n readonly viewTag: number;\n readonly feed: EventFeed;\n users: number;\n}\n\ninterface Nodes {\n interpolation: number;\n /** The shift JavaScript sets, and the sum of it and the interpolation, for a shifted drive. */\n shift: number | null;\n sum: number | null;\n transform: number;\n style: number;\n props: number;\n}\n\ninterface Drive {\n viewTag: number | null;\n range: ScrollRange;\n /** The amount added to the range's translate, or null for a drive without one. */\n shift: number | null;\n nodes: Nodes | null;\n stopped: boolean;\n}\n\nexport class NativeScrollDriver {\n private readonly native: NativeAnimated;\n /** One value per source view and feed, by the feed's key. */\n private readonly offsets = new Map<object, Map<string, Offset>>();\n private readonly pending = new Set<() => boolean>();\n\n constructor(native: NativeAnimated) {\n this.native = native;\n }\n\n /**\n * Move a view by a scroll. `tagOf` answers a node's view tag once it has been committed, and\n * null before, which is why the connection may wait for a commit: `connect` is tried again by\n * `afterCommit` until both views exist.\n */\n drive(\n view: object,\n source: object,\n feed: EventFeed,\n property: DrivenProperty,\n range: ScrollRange,\n statics: readonly StaticTransform[],\n tagOf: (node: object) => number | null,\n shift: number | null = null,\n ): ScrollDrive {\n const drive: Drive = { viewTag: null, range, shift, nodes: null, stopped: false };\n const key = feedKey(feed);\n const connect = (): boolean => {\n if (drive.stopped) return true;\n const viewTag = tagOf(view);\n const sourceTag = tagOf(source);\n if (viewTag === null || sourceTag === null) return false;\n drive.viewTag = viewTag;\n const offset = this.offset(source, sourceTag, feed, key);\n drive.nodes = this.build(offset.value, viewTag, property, drive, statics);\n this.flush();\n return true;\n };\n if (!connect()) this.pending.add(connect);\n return {\n update: (next) => {\n if (drive.stopped || sameRange(drive.range, next)) return;\n drive.range = next;\n if (!drive.nodes || drive.viewTag === null) return;\n this.tearDown(drive.nodes, drive.viewTag);\n const offset = this.offsets.get(source)!.get(key)!;\n drive.nodes = this.build(offset.value, drive.viewTag, property, drive, statics);\n this.flush();\n },\n shift: (amount) => {\n if (drive.stopped || drive.shift === null || drive.shift === amount) return;\n drive.shift = amount;\n if (drive.nodes?.shift == null) return;\n this.native.API.setAnimatedNodeValue(drive.nodes.shift, amount);\n this.flush();\n },\n stop: () => {\n if (drive.stopped) return;\n drive.stopped = true;\n this.pending.delete(connect);\n if (!drive.nodes || drive.viewTag === null) return;\n this.tearDown(drive.nodes, drive.viewTag);\n this.release(source, key);\n this.flush();\n },\n };\n }\n\n /**\n * Play a view's opacity and transform by a scroll: each channel an interpolation from the\n * offset, as `scroll-animation.ts` lays a `@keyframes` animation along it. `update` rebuilds\n * the channels, when the scroll view says how far it scrolls; `stop` lets the view go.\n */\n animate(\n view: object,\n source: object,\n feed: EventFeed,\n channels: DrivenChannels,\n tagOf: (node: object) => number | null,\n ): { update(channels: DrivenChannels): void; stop(): void } {\n const state = {\n channels,\n viewTag: null as number | null,\n nodes: null as number[] | null,\n stopped: false,\n };\n const key = feedKey(feed);\n const connect = (): boolean => {\n if (state.stopped) return true;\n const viewTag = tagOf(view);\n const sourceTag = tagOf(source);\n if (viewTag === null || sourceTag === null) return false;\n state.viewTag = viewTag;\n const offset = this.offset(source, sourceTag, feed, key);\n state.nodes = this.buildChannels(offset.value, viewTag, state.channels);\n this.flush();\n return true;\n };\n if (!connect()) this.pending.add(connect);\n return {\n update: (next) => {\n if (state.stopped) return;\n state.channels = next;\n if (!state.nodes || state.viewTag === null) return;\n this.dropChannels(state.nodes, state.viewTag);\n const offset = this.offsets.get(source)!.get(key)!;\n state.nodes = this.buildChannels(offset.value, state.viewTag, next);\n this.flush();\n },\n stop: () => {\n if (state.stopped) return;\n state.stopped = true;\n this.pending.delete(connect);\n if (!state.nodes || state.viewTag === null) return;\n this.dropChannels(state.nodes, state.viewTag);\n this.release(source, key);\n this.flush();\n },\n };\n }\n\n /**\n * Play a view's opacity and transform by the clock: each channel an interpolation from a value\n * native runs from nothing to `timing.toValue`, over the frames it is given, as many times as\n * asked. Nothing runs in JavaScript while it plays. `ended` is told when native reaches the end\n * of the last iteration; `stop` lets the view go, and stops an animation still playing.\n *\n * Null where the native module cannot start an animation, and the caller plays it itself.\n */\n play(\n view: object,\n channels: DrivenChannels,\n timing: { frames: readonly number[]; toValue: number; iterations: number },\n tagOf: (node: object) => number | null,\n ended: () => void,\n ): { stop(): void } | null {\n const { API } = this.native;\n const start = API.startAnimatingNode;\n if (!start || !API.stopAnimation || !this.native.generateNewAnimationId) return null;\n const state = {\n viewTag: null as number | null,\n nodes: null as number[] | null,\n value: 0,\n id: 0,\n over: false,\n };\n const connect = (): boolean => {\n if (state.over) return true;\n const viewTag = tagOf(view);\n if (viewTag === null) return false;\n state.viewTag = viewTag;\n state.value = this.native.generateNewNodeTag();\n API.createAnimatedNode(state.value, { type: 'value', value: 0, offset: 0 });\n state.nodes = this.buildChannels(state.value, viewTag, channels);\n state.id = this.native.generateNewAnimationId!();\n const config = { type: 'frames', frames: [...timing.frames], toValue: timing.toValue };\n start(state.id, state.value, { ...config, iterations: timing.iterations }, (result) => {\n // Stopped rather than finished is the caller's own doing, and it knows.\n if (!result.finished || state.over) return;\n state.id = 0;\n // Written once more, to the view as it is now. A view is mounted when the task that\n // made it is over, and an animation no longer than that task is over before there is a\n // view to move: the view is then mounted at the frame the animation started from.\n API.setAnimatedNodeValue(state.value, timing.toValue);\n this.flush();\n ended();\n });\n this.flush();\n return true;\n };\n if (!connect()) this.pending.add(connect);\n return {\n stop: () => {\n if (state.over) return;\n state.over = true;\n this.pending.delete(connect);\n if (!state.nodes || state.viewTag === null) return;\n if (state.id) API.stopAnimation!(state.id);\n this.dropChannels(state.nodes, state.viewTag);\n API.dropAnimatedNode(state.value);\n this.flush();\n },\n };\n }\n\n /** The nodes for a set of channels, connected to the view; the props node first. */\n private buildChannels(value: number, viewTag: number, channels: DrivenChannels): number[] {\n const { API } = this.native;\n const made: number[] = [];\n const interpolation = (range: ScrollRange): number => {\n const tag = this.native.generateNewNodeTag();\n API.createAnimatedNode(tag, {\n type: 'interpolation',\n inputRange: [...range.input],\n outputRange: [...range.output],\n extrapolateLeft: 'clamp',\n extrapolateRight: 'clamp',\n });\n API.connectAnimatedNodes(value, tag);\n made.push(tag);\n return tag;\n };\n const style: Record<string, number> = {};\n if (channels.opacity) style['opacity'] = interpolation(channels.opacity);\n for (const [property, parts] of Object.entries(channels.colors ?? {})) {\n const [r, g, b, a] = parts.map(interpolation);\n const colour = this.native.generateNewNodeTag();\n API.createAnimatedNode(colour, { type: 'color', r, g, b, a });\n for (const part of [r, g, b, a]) API.connectAnimatedNodes(part!, colour);\n style[property] = colour;\n made.push(colour);\n }\n if (channels.transform.length) {\n const transforms = channels.transform.map((channel) =>\n 'range' in channel\n ? { type: 'animated', property: channel.property, nodeTag: interpolation(channel.range) }\n : { type: 'static', property: channel.property, value: channel.value },\n );\n const transform = this.native.generateNewNodeTag();\n API.createAnimatedNode(transform, { type: 'transform', transforms });\n for (const entry of transforms) {\n if (entry.type === 'animated') API.connectAnimatedNodes(entry.nodeTag!, transform);\n }\n style['transform'] = transform;\n made.push(transform);\n }\n const styleTag = this.native.generateNewNodeTag();\n API.createAnimatedNode(styleTag, { type: 'style', style });\n for (const tag of Object.values(style)) API.connectAnimatedNodes(tag, styleTag);\n const props = this.native.generateNewNodeTag();\n API.createAnimatedNode(props, { type: 'props', props: { style: styleTag } });\n API.connectAnimatedNodes(styleTag, props);\n API.connectAnimatedNodeToView(props, viewTag);\n return [props, styleTag, ...made.reverse()];\n }\n\n private dropChannels(nodes: readonly number[], viewTag: number): void {\n const { API } = this.native;\n API.disconnectAnimatedNodeFromView(nodes[0]!, viewTag);\n for (const tag of nodes) API.dropAnimatedNode(tag);\n }\n\n /** Connects every drive still waiting for its views, now that a commit may have made them. */\n afterCommit(): void {\n for (const connect of [...this.pending]) if (connect()) this.pending.delete(connect);\n }\n\n /** One value per source view and feed, fed by its events, shared by every view it drives. */\n private offset(source: object, viewTag: number, feed: EventFeed, key: string): Offset {\n let feeds = this.offsets.get(source);\n if (!feeds) this.offsets.set(source, (feeds = new Map()));\n let offset = feeds.get(key);\n if (!offset) {\n const value = this.native.generateNewNodeTag();\n this.native.API.createAnimatedNode(value, { type: 'value', value: 0, offset: 0 });\n for (const event of feed.events) {\n this.native.API.addAnimatedEventToView(viewTag, event, {\n nativeEventPath: [...feed.path],\n animatedValueTag: value,\n });\n }\n offset = { value, viewTag, feed, users: 0 };\n feeds.set(key, offset);\n }\n offset.users++;\n return offset;\n }\n\n private release(source: object, key: string): void {\n const feeds = this.offsets.get(source);\n const offset = feeds?.get(key);\n if (!feeds || !offset || --offset.users > 0) return;\n feeds.delete(key);\n if (feeds.size === 0) this.offsets.delete(source);\n for (const event of offset.feed.events) {\n this.native.API.removeAnimatedEventFromView(offset.viewTag, event, offset.value);\n }\n this.native.API.dropAnimatedNode(offset.value);\n }\n\n private build(\n value: number,\n viewTag: number,\n property: DrivenProperty,\n drive: Drive,\n statics: readonly StaticTransform[],\n ): Nodes {\n const { API } = this.native;\n const range = drive.range;\n const interpolation = this.native.generateNewNodeTag();\n API.createAnimatedNode(interpolation, {\n type: 'interpolation',\n inputRange: [...range.input],\n outputRange: [...range.output],\n extrapolateLeft: 'clamp',\n extrapolateRight: 'clamp',\n });\n let shift: number | null = null;\n let sum: number | null = null;\n if (drive.shift !== null) {\n shift = this.native.generateNewNodeTag();\n API.createAnimatedNode(shift, { type: 'value', value: drive.shift, offset: 0 });\n sum = this.native.generateNewNodeTag();\n API.createAnimatedNode(sum, { type: 'addition', input: [interpolation, shift] });\n }\n const transform = this.native.generateNewNodeTag();\n API.createAnimatedNode(transform, {\n type: 'transform',\n transforms: [\n {\n type: 'animated',\n property,\n nodeTag: sum ?? interpolation,\n },\n ...statics.flatMap((entry) =>\n Object.entries(entry).map(([property, amount]) => ({\n type: 'static',\n property,\n value: amount,\n })),\n ),\n ],\n });\n // A style node between, as `Animated` builds it: RN's props node on iOS reads its values from\n // a style node and ignores a transform node connected to it directly.\n const style = this.native.generateNewNodeTag();\n API.createAnimatedNode(style, { type: 'style', style: { transform } });\n const props = this.native.generateNewNodeTag();\n API.createAnimatedNode(props, { type: 'props', props: { style } });\n API.connectAnimatedNodes(value, interpolation);\n if (shift !== null && sum !== null) {\n API.connectAnimatedNodes(interpolation, sum);\n API.connectAnimatedNodes(shift, sum);\n API.connectAnimatedNodes(sum, transform);\n } else {\n API.connectAnimatedNodes(interpolation, transform);\n }\n API.connectAnimatedNodes(transform, style);\n API.connectAnimatedNodes(style, props);\n API.connectAnimatedNodeToView(props, viewTag);\n return { interpolation, shift, sum, transform, style, props };\n }\n\n private tearDown(nodes: Nodes, viewTag: number): void {\n const { API } = this.native;\n API.disconnectAnimatedNodeFromView(nodes.props, viewTag);\n API.dropAnimatedNode(nodes.props);\n API.dropAnimatedNode(nodes.style);\n API.dropAnimatedNode(nodes.transform);\n if (nodes.sum !== null) API.dropAnimatedNode(nodes.sum);\n if (nodes.shift !== null) API.dropAnimatedNode(nodes.shift);\n API.dropAnimatedNode(nodes.interpolation);\n }\n\n private flush(): void {\n this.native.API.flushQueue?.();\n }\n}\n\nfunction feedKey(feed: EventFeed): string {\n return `${feed.events.join(',')}:${feed.path.join('.')}`;\n}\n\n/** A scroll view's offset along an axis, as `onScroll` carries it. */\nexport function scrollFeed(axis: ScrollAxis): EventFeed {\n return { events: ['onScroll'], path: ['contentOffset', axis] };\n}\n\nfunction sameRange(a: ScrollRange, b: ScrollRange): boolean {\n return (\n a.input.length === b.input.length &&\n a.input.every((value, i) => value === b.input[i]) &&\n a.output.every((value, i) => value === b.output[i])\n );\n}\n\n/**\n * The translate a pinned view needs at each scroll offset: none until the offset reaches where\n * the view starts, then the offset past that, until `until`, where the next pinned view pushes it\n * off and it stays. `start` and `until` are in the scroll view's own coordinates.\n */\nexport function pinnedRange(start: number, until = Infinity): ScrollRange {\n if (!Number.isFinite(until) || until <= start) {\n // A large finite end, since native interpolation takes numbers and extends nothing here.\n return { input: [start, start + 1e7], output: [0, 1e7] };\n }\n return { input: [start, until], output: [0, until - start] };\n}\n"]}
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* A view moved by a scroll view's offset on the native side, with no JavaScript in between.\n *\n * A sticky header moved by a transform set from each scroll event lags the scroll: the event\n * reaches JavaScript, the transform is committed, and by the time Fabric mounts it the content has\n * moved on, so on a fast fling the header shudders and comes away from the edge it is pinned to.\n * React Native's own sticky headers do not, because `ScrollViewStickyHeader` maps the offset onto\n * an animated value on the native side and interpolates the header's translate from it there.\n * This is that mapping, for the engine's nodes: the scroll view's offset along one axis feeds a\n * value, the value an interpolation, the interpolation a translate, and native applies it on every\n * frame the scroll view moves.\n *\n * It goes through React Native's own `NativeAnimatedHelper`, whose node tags every other animated\n * value in the app also comes from, so none of them can collide.\n */\n\n/** The part of React Native's `NativeAnimatedHelper` default export this uses. */\nexport interface NativeAnimated {\n generateNewNodeTag(): number;\n generateNewAnimationId?(): number;\n readonly API: {\n /** Run a value through `config` on the native side, and say when it has ended. */\n startAnimatingNode?(\n animationId: number,\n nodeTag: number,\n config: object,\n end: (result: { finished: boolean }) => void,\n ): void;\n stopAnimation?(animationId: number): void;\n createAnimatedNode(tag: number, config: object): void;\n connectAnimatedNodes(parentTag: number, childTag: number): void;\n disconnectAnimatedNodes(parentTag: number, childTag: number): void;\n connectAnimatedNodeToView(nodeTag: number, viewTag: number): void;\n disconnectAnimatedNodeFromView(nodeTag: number, viewTag: number): void;\n dropAnimatedNode(tag: number): void;\n addAnimatedEventToView(\n viewTag: number,\n eventName: string,\n mapping: { nativeEventPath: string[]; animatedValueTag: number },\n ): void;\n removeAnimatedEventFromView(viewTag: number, eventName: string, nodeTag: number): void;\n setAnimatedNodeValue(nodeTag: number, value: number): void;\n flushQueue?(): void;\n };\n}\n\nimport type { DrivenChannels } from './scroll-animation.ts';\n\nexport type ScrollAxis = 'x' | 'y';\n\n/** A native event that feeds a value: the events carrying it, and the path to it in each. */\nexport interface EventFeed {\n readonly events: readonly string[];\n readonly path: readonly string[];\n}\n\n/** What a driven view moves along. */\nexport type DrivenProperty = 'translateX' | 'translateY';\n\n/** Where a driven view sits for each scroll offset, as an interpolation clamped at both ends. */\nexport interface ScrollRange {\n readonly input: readonly number[];\n readonly output: readonly number[];\n}\n\n/** A transform native keeps beside the driven translate, such as an inverted list's flip. */\nexport type StaticTransform = Readonly<Record<string, number>>;\n\n/**\n * A view moved by a scroll. `update` moves it by a new range; `shift` adds an amount to where the\n * range puts it, for a drive made with one; `stop` lets it go.\n */\nexport interface ScrollDrive {\n update(range: ScrollRange): void;\n shift(amount: number): void;\n stop(): void;\n}\n\ninterface Offset {\n readonly value: number;\n readonly viewTag: number;\n readonly feed: EventFeed;\n users: number;\n}\n\ninterface Nodes {\n interpolation: number;\n /** The shift JavaScript sets, and the sum of it and the interpolation, for a shifted drive. */\n shift: number | null;\n sum: number | null;\n transform: number;\n style: number;\n props: number;\n}\n\ninterface Drive {\n viewTag: number | null;\n range: ScrollRange;\n /** The amount added to the range's translate, or null for a drive without one. */\n shift: number | null;\n nodes: Nodes | null;\n stopped: boolean;\n}\n\n/**\n * Told of each view a graph is connected to, with the props it sets there. Once a graph has set\n * a view's `transform` or `opacity`, React Native lets no commit change it again: iOS skips both\n * for good (`propKeysManagedByAnimated`), and Android puts the last value set back over each\n * commit's (`overrideBySynchronousMountPropsAtMountingAndroid`), until the view is made again.\n */\nexport type Touched = (view: object, viewTag: number, keys: readonly string[]) => void;\n\n/**\n * What a view is set to on native with no animation, where a graph has set it before: see\n * `NativeScrollDriver.set`. A transform is each entry's amount: points, a factor, or an angle in\n * radians.\n */\nexport interface SetValues {\n opacity?: number;\n transform?: readonly { readonly property: string; readonly value: number }[];\n}\n\n/** The graph that sets a view's values: a value node for each number, by its path. */\ninterface Setter {\n readonly tag: number;\n readonly shape: string;\n readonly props: number;\n /** Every node made, the props node first, for dropping them. */\n readonly nodes: readonly number[];\n readonly leaves: ReadonlyMap<string, number>;\n}\n\n/** The style keys a graph's channels set. */\nfunction channelKeys(channels: DrivenChannels): string[] {\n const keys = Object.keys(channels.colors ?? {});\n if (channels.opacity) keys.push('opacity');\n if (channels.transform.length) keys.push('transform');\n return keys;\n}\n\n/** Every number a set of values holds, by its path in the graph. */\nfunction leavesOf(values: SetValues): Map<string, number> {\n const leaves = new Map<string, number>();\n if (values.opacity !== undefined) leaves.set('opacity', values.opacity);\n values.transform?.forEach((entry, at) => leaves.set(`transform.${at}`, entry.value));\n return leaves;\n}\n\n/** What makes two sets of values the same graph: which keys, and the transform's properties. */\nfunction shapeOf(values: SetValues): string {\n const transform = values.transform?.map((entry) => entry.property).join(',');\n return `${values.opacity === undefined ? '' : 'o'}|${transform ?? '-'}`;\n}\n\nconst NONE_HELD: ReadonlySet<string> = new Set();\n\nexport class NativeScrollDriver {\n private readonly native: NativeAnimated;\n private readonly touched: Touched | undefined;\n /** One value per source view and feed, by the feed's key. */\n private readonly offsets = new Map<object, Map<string, Offset>>();\n private readonly pending = new Set<() => boolean>();\n /** The keys each graph connected to a view sets, by its props node, while it is connected. */\n private readonly live = new WeakMap<object, Map<number, readonly string[]>>();\n /** The graph setting each view's values, where one does: see `set`. */\n private readonly setters = new WeakMap<object, Setter>();\n\n constructor(native: NativeAnimated, touched?: Touched) {\n this.native = native;\n this.touched = touched;\n }\n\n /** The style keys a graph of this driver's playing or driving a view sets on it now. */\n held(view: object): ReadonlySet<string> {\n const graphs = this.live.get(view);\n return graphs ? new Set([...graphs.values()].flat()) : NONE_HELD;\n }\n\n /**\n * Set a view's values on native, where a graph that has let it go set them before and no commit\n * can now (see `Touched`). One graph per view, connected until the view is let go or a graph\n * that plays it is connected: a value node for each number, set where it changed.\n */\n set(view: object, viewTag: number, values: SetValues): void {\n const { API } = this.native;\n const shape = shapeOf(values);\n let setter = this.setters.get(view);\n const fresh = setter?.tag !== viewTag || setter.shape !== shape;\n if (fresh) {\n this.forget(view);\n setter = this.buildSetter(viewTag, shape, values);\n this.setters.set(view, setter);\n this.touched?.(view, viewTag, Object.keys(values));\n }\n for (const [path, value] of leavesOf(values)) {\n API.setAnimatedNodeValue(setter!.leaves.get(path)!, value);\n }\n this.flush();\n }\n\n /** Let go of a view `set` set values on: it is made again, or gone. */\n forget(view: object): void {\n const setter = this.setters.get(view);\n if (!setter) return;\n this.setters.delete(view);\n const { API } = this.native;\n API.disconnectAnimatedNodeFromView(setter.props, setter.tag);\n for (const node of setter.nodes) API.dropAnimatedNode(node);\n this.flush();\n }\n\n private buildSetter(viewTag: number, shape: string, values: SetValues): Setter {\n const { API } = this.native;\n const nodes: number[] = [];\n const leaves = new Map<string, number>();\n const made = (config: object): number => {\n const node = this.native.generateNewNodeTag();\n API.createAnimatedNode(node, config);\n nodes.push(node);\n return node;\n };\n const leaf = (path: string, value: number): number => {\n const node = made({ type: 'value', value, offset: 0 });\n leaves.set(path, node);\n return node;\n };\n const style: Record<string, number> = {};\n if (values.opacity !== undefined) style['opacity'] = leaf('opacity', values.opacity);\n if (values.transform) {\n const transforms = values.transform.map((entry, at) => ({\n type: 'animated',\n property: entry.property,\n nodeTag: leaf(`transform.${at}`, entry.value),\n }));\n const transform = made({ type: 'transform', transforms });\n for (const entry of transforms) API.connectAnimatedNodes(entry.nodeTag, transform);\n style['transform'] = transform;\n }\n // A style node between, as `Animated` builds it: see `build`.\n const styleNode = made({ type: 'style', style });\n for (const node of Object.values(style)) API.connectAnimatedNodes(node, styleNode);\n const props = made({ type: 'props', props: { style: styleNode } });\n API.connectAnimatedNodes(styleNode, props);\n API.connectAnimatedNodeToView(props, viewTag);\n return { tag: viewTag, shape, props, nodes: nodes.reverse(), leaves };\n }\n\n /**\n * Note a graph connected to a view, for `held`, and tell whoever asked of it. The graph that\n * set the view's values lets go: the one that plays it sets them from here.\n */\n private hold(view: object, viewTag: number, props: number, keys: readonly string[]): void {\n this.forget(view);\n const graphs = this.live.get(view) ?? new Map<number, readonly string[]>();\n this.live.set(view, graphs.set(props, keys));\n this.touched?.(view, viewTag, keys);\n }\n\n private letGo(view: object, props: number): void {\n const graphs = this.live.get(view);\n if (graphs?.delete(props) && !graphs.size) this.live.delete(view);\n }\n\n /**\n * Move a view by a scroll. `tagOf` answers a node's view tag once it has been committed, and\n * null before, which is why the connection may wait for a commit: `connect` is tried again by\n * `afterCommit` until both views exist.\n */\n drive(\n view: object,\n source: object,\n feed: EventFeed,\n property: DrivenProperty,\n range: ScrollRange,\n statics: readonly StaticTransform[],\n tagOf: (node: object) => number | null,\n shift: number | null = null,\n ): ScrollDrive {\n const drive: Drive = { viewTag: null, range, shift, nodes: null, stopped: false };\n const key = feedKey(feed);\n const connect = (): boolean => {\n if (drive.stopped) return true;\n const viewTag = tagOf(view);\n const sourceTag = tagOf(source);\n if (viewTag === null || sourceTag === null) return false;\n drive.viewTag = viewTag;\n const offset = this.offset(source, sourceTag, feed, key);\n drive.nodes = this.build(offset.value, viewTag, property, drive, statics);\n this.hold(view, viewTag, drive.nodes.props, ['transform']);\n this.flush();\n return true;\n };\n if (!connect()) this.pending.add(connect);\n return {\n update: (next) => {\n if (drive.stopped || sameRange(drive.range, next)) return;\n drive.range = next;\n if (!drive.nodes || drive.viewTag === null) return;\n this.tearDown(drive.nodes, drive.viewTag);\n this.letGo(view, drive.nodes.props);\n const offset = this.offsets.get(source)!.get(key)!;\n drive.nodes = this.build(offset.value, drive.viewTag, property, drive, statics);\n this.hold(view, drive.viewTag, drive.nodes.props, ['transform']);\n this.flush();\n },\n shift: (amount) => {\n if (drive.stopped || drive.shift === null || drive.shift === amount) return;\n drive.shift = amount;\n if (drive.nodes?.shift == null) return;\n this.native.API.setAnimatedNodeValue(drive.nodes.shift, amount);\n this.flush();\n },\n stop: () => {\n if (drive.stopped) return;\n drive.stopped = true;\n this.pending.delete(connect);\n if (!drive.nodes || drive.viewTag === null) return;\n this.tearDown(drive.nodes, drive.viewTag);\n this.letGo(view, drive.nodes.props);\n this.release(source, key);\n this.flush();\n },\n };\n }\n\n /**\n * Play a view's opacity and transform by a scroll: each channel an interpolation from the\n * offset, as `scroll-animation.ts` lays a `@keyframes` animation along it. `update` rebuilds\n * the channels, when the scroll view says how far it scrolls; `stop` lets the view go.\n */\n animate(\n view: object,\n source: object,\n feed: EventFeed,\n channels: DrivenChannels,\n tagOf: (node: object) => number | null,\n ): { update(channels: DrivenChannels): void; stop(): void } {\n const state = {\n channels,\n viewTag: null as number | null,\n nodes: null as number[] | null,\n stopped: false,\n };\n const key = feedKey(feed);\n const connect = (): boolean => {\n if (state.stopped) return true;\n const viewTag = tagOf(view);\n const sourceTag = tagOf(source);\n if (viewTag === null || sourceTag === null) return false;\n state.viewTag = viewTag;\n const offset = this.offset(source, sourceTag, feed, key);\n state.nodes = this.buildChannels(view, offset.value, viewTag, state.channels);\n this.flush();\n return true;\n };\n if (!connect()) this.pending.add(connect);\n return {\n update: (next) => {\n if (state.stopped) return;\n state.channels = next;\n if (!state.nodes || state.viewTag === null) return;\n this.dropChannels(view, state.nodes, state.viewTag);\n const offset = this.offsets.get(source)!.get(key)!;\n state.nodes = this.buildChannels(view, offset.value, state.viewTag, next);\n this.flush();\n },\n stop: () => {\n if (state.stopped) return;\n state.stopped = true;\n this.pending.delete(connect);\n if (!state.nodes || state.viewTag === null) return;\n this.dropChannels(view, state.nodes, state.viewTag);\n this.release(source, key);\n this.flush();\n },\n };\n }\n\n /**\n * Play a view's opacity and transform by the clock: each channel an interpolation from a value\n * native runs from nothing to `timing.toValue`, over the frames it is given, as many times as\n * asked. Nothing runs in JavaScript while it plays. `ended` is told when native reaches the end\n * of the last iteration; `stop` lets the view go, and stops an animation still playing.\n *\n * Null where the native module cannot start an animation, and the caller plays it itself.\n */\n play(\n view: object,\n channels: DrivenChannels,\n timing: { frames: readonly number[]; toValue: number; iterations: number },\n tagOf: (node: object) => number | null,\n ended: () => void,\n ): { stop(): void } | null {\n const { API } = this.native;\n const start = API.startAnimatingNode;\n if (!start || !API.stopAnimation || !this.native.generateNewAnimationId) return null;\n const state = {\n viewTag: null as number | null,\n nodes: null as number[] | null,\n value: 0,\n id: 0,\n over: false,\n };\n const connect = (): boolean => {\n if (state.over) return true;\n const viewTag = tagOf(view);\n if (viewTag === null) return false;\n state.viewTag = viewTag;\n state.value = this.native.generateNewNodeTag();\n API.createAnimatedNode(state.value, { type: 'value', value: 0, offset: 0 });\n state.nodes = this.buildChannels(view, state.value, viewTag, channels);\n state.id = this.native.generateNewAnimationId!();\n const config = { type: 'frames', frames: [...timing.frames], toValue: timing.toValue };\n start(state.id, state.value, { ...config, iterations: timing.iterations }, (result) => {\n // Stopped rather than finished is the caller's own doing, and it knows.\n if (!result.finished || state.over) return;\n state.id = 0;\n // Written once more, to the view as it is now. A view is mounted when the task that\n // made it is over, and an animation no longer than that task is over before there is a\n // view to move: the view is then mounted at the frame the animation started from.\n API.setAnimatedNodeValue(state.value, timing.toValue);\n this.flush();\n ended();\n });\n this.flush();\n return true;\n };\n if (!connect()) this.pending.add(connect);\n return {\n stop: () => {\n if (state.over) return;\n state.over = true;\n this.pending.delete(connect);\n if (!state.nodes || state.viewTag === null) return;\n if (state.id) API.stopAnimation!(state.id);\n this.dropChannels(view, state.nodes, state.viewTag);\n API.dropAnimatedNode(state.value);\n this.flush();\n },\n };\n }\n\n /** The nodes for a set of channels, connected to the view; the props node first. */\n private buildChannels(\n view: object,\n value: number,\n viewTag: number,\n channels: DrivenChannels,\n ): number[] {\n const { API } = this.native;\n const made: number[] = [];\n const interpolation = (range: ScrollRange): number => {\n const tag = this.native.generateNewNodeTag();\n API.createAnimatedNode(tag, {\n type: 'interpolation',\n inputRange: [...range.input],\n outputRange: [...range.output],\n extrapolateLeft: 'clamp',\n extrapolateRight: 'clamp',\n });\n API.connectAnimatedNodes(value, tag);\n made.push(tag);\n return tag;\n };\n const style: Record<string, number> = {};\n if (channels.opacity) style['opacity'] = interpolation(channels.opacity);\n for (const [property, parts] of Object.entries(channels.colors ?? {})) {\n const [r, g, b, a] = parts.map(interpolation);\n const colour = this.native.generateNewNodeTag();\n API.createAnimatedNode(colour, { type: 'color', r, g, b, a });\n for (const part of [r, g, b, a]) API.connectAnimatedNodes(part!, colour);\n style[property] = colour;\n made.push(colour);\n }\n if (channels.transform.length) {\n const transforms = channels.transform.map((channel) =>\n 'range' in channel\n ? { type: 'animated', property: channel.property, nodeTag: interpolation(channel.range) }\n : { type: 'static', property: channel.property, value: channel.value },\n );\n const transform = this.native.generateNewNodeTag();\n API.createAnimatedNode(transform, { type: 'transform', transforms });\n for (const entry of transforms) {\n if (entry.type === 'animated') API.connectAnimatedNodes(entry.nodeTag!, transform);\n }\n style['transform'] = transform;\n made.push(transform);\n }\n const styleTag = this.native.generateNewNodeTag();\n API.createAnimatedNode(styleTag, { type: 'style', style });\n for (const tag of Object.values(style)) API.connectAnimatedNodes(tag, styleTag);\n const props = this.native.generateNewNodeTag();\n API.createAnimatedNode(props, { type: 'props', props: { style: styleTag } });\n API.connectAnimatedNodes(styleTag, props);\n API.connectAnimatedNodeToView(props, viewTag);\n this.hold(view, viewTag, props, channelKeys(channels));\n return [props, styleTag, ...made.reverse()];\n }\n\n private dropChannels(view: object, nodes: readonly number[], viewTag: number): void {\n const { API } = this.native;\n this.letGo(view, nodes[0]!);\n API.disconnectAnimatedNodeFromView(nodes[0]!, viewTag);\n for (const tag of nodes) API.dropAnimatedNode(tag);\n }\n\n /** Connects every drive still waiting for its views, now that a commit may have made them. */\n afterCommit(): void {\n for (const connect of [...this.pending]) if (connect()) this.pending.delete(connect);\n }\n\n /** One value per source view and feed, fed by its events, shared by every view it drives. */\n private offset(source: object, viewTag: number, feed: EventFeed, key: string): Offset {\n let feeds = this.offsets.get(source);\n if (!feeds) this.offsets.set(source, (feeds = new Map()));\n let offset = feeds.get(key);\n if (!offset) {\n const value = this.native.generateNewNodeTag();\n this.native.API.createAnimatedNode(value, { type: 'value', value: 0, offset: 0 });\n for (const event of feed.events) {\n this.native.API.addAnimatedEventToView(viewTag, event, {\n nativeEventPath: [...feed.path],\n animatedValueTag: value,\n });\n }\n offset = { value, viewTag, feed, users: 0 };\n feeds.set(key, offset);\n }\n offset.users++;\n return offset;\n }\n\n private release(source: object, key: string): void {\n const feeds = this.offsets.get(source);\n const offset = feeds?.get(key);\n if (!feeds || !offset || --offset.users > 0) return;\n feeds.delete(key);\n if (feeds.size === 0) this.offsets.delete(source);\n for (const event of offset.feed.events) {\n this.native.API.removeAnimatedEventFromView(offset.viewTag, event, offset.value);\n }\n this.native.API.dropAnimatedNode(offset.value);\n }\n\n private build(\n value: number,\n viewTag: number,\n property: DrivenProperty,\n drive: Drive,\n statics: readonly StaticTransform[],\n ): Nodes {\n const { API } = this.native;\n const range = drive.range;\n const interpolation = this.native.generateNewNodeTag();\n API.createAnimatedNode(interpolation, {\n type: 'interpolation',\n inputRange: [...range.input],\n outputRange: [...range.output],\n extrapolateLeft: 'clamp',\n extrapolateRight: 'clamp',\n });\n let shift: number | null = null;\n let sum: number | null = null;\n if (drive.shift !== null) {\n shift = this.native.generateNewNodeTag();\n API.createAnimatedNode(shift, { type: 'value', value: drive.shift, offset: 0 });\n sum = this.native.generateNewNodeTag();\n API.createAnimatedNode(sum, { type: 'addition', input: [interpolation, shift] });\n }\n const transform = this.native.generateNewNodeTag();\n API.createAnimatedNode(transform, {\n type: 'transform',\n transforms: [\n {\n type: 'animated',\n property,\n nodeTag: sum ?? interpolation,\n },\n ...statics.flatMap((entry) =>\n Object.entries(entry).map(([property, amount]) => ({\n type: 'static',\n property,\n value: amount,\n })),\n ),\n ],\n });\n // A style node between, as `Animated` builds it: RN's props node on iOS reads its values from\n // a style node and ignores a transform node connected to it directly.\n const style = this.native.generateNewNodeTag();\n API.createAnimatedNode(style, { type: 'style', style: { transform } });\n const props = this.native.generateNewNodeTag();\n API.createAnimatedNode(props, { type: 'props', props: { style } });\n API.connectAnimatedNodes(value, interpolation);\n if (shift !== null && sum !== null) {\n API.connectAnimatedNodes(interpolation, sum);\n API.connectAnimatedNodes(shift, sum);\n API.connectAnimatedNodes(sum, transform);\n } else {\n API.connectAnimatedNodes(interpolation, transform);\n }\n API.connectAnimatedNodes(transform, style);\n API.connectAnimatedNodes(style, props);\n API.connectAnimatedNodeToView(props, viewTag);\n return { interpolation, shift, sum, transform, style, props };\n }\n\n private tearDown(nodes: Nodes, viewTag: number): void {\n const { API } = this.native;\n API.disconnectAnimatedNodeFromView(nodes.props, viewTag);\n API.dropAnimatedNode(nodes.props);\n API.dropAnimatedNode(nodes.style);\n API.dropAnimatedNode(nodes.transform);\n if (nodes.sum !== null) API.dropAnimatedNode(nodes.sum);\n if (nodes.shift !== null) API.dropAnimatedNode(nodes.shift);\n API.dropAnimatedNode(nodes.interpolation);\n }\n\n private flush(): void {\n this.native.API.flushQueue?.();\n }\n}\n\nfunction feedKey(feed: EventFeed): string {\n return `${feed.events.join(',')}:${feed.path.join('.')}`;\n}\n\n/** A scroll view's offset along an axis, as `onScroll` carries it. */\nexport function scrollFeed(axis: ScrollAxis): EventFeed {\n return { events: ['onScroll'], path: ['contentOffset', axis] };\n}\n\nfunction sameRange(a: ScrollRange, b: ScrollRange): boolean {\n return (\n a.input.length === b.input.length &&\n a.input.every((value, i) => value === b.input[i]) &&\n a.output.every((value, i) => value === b.output[i])\n );\n}\n\n/**\n * The translate a pinned view needs at each scroll offset: none until the offset reaches where\n * the view starts, then the offset past that, until `until`, where the next pinned view pushes it\n * off and it stays. `start` and `until` are in the scroll view's own coordinates.\n */\nexport function pinnedRange(start: number, until = Infinity): ScrollRange {\n if (!Number.isFinite(until) || until <= start) {\n // A large finite end, since native interpolation takes numbers and extends nothing here.\n return { input: [start, start + 1e7], output: [0, 1e7] };\n }\n return { input: [start, until], output: [0, until - start] };\n}\n"]}
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@@ -58,6 +58,18 @@ export declare function clockChannels(tracks: ReadonlyMap<string, Track>, spec:
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held: string[];
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59
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span: number;
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};
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/**
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* A transform as native's transform node holds it, entry by entry, each move by a share as the
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* points it is of the box `sizeOf` answers. Null for one native cannot take that way: a matrix,
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* or a share of a box with no size yet.
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export declare function heldTransform(value: unknown, sizeOf: () => {
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width: number;
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height: number;
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property: string;
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value: number;
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}[] | null;
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/** Whether an animation moves a box by a share of its own size, in a frame or at rest. */
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export declare function movesByShare(tracks: ReadonlyMap<string, Track>, resting: Readonly<Record<string, unknown>>): boolean;
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/**
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package/dist/scroll-animation.js
CHANGED
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@@ -153,6 +153,16 @@ function heldGroup(resting) {
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return channels;
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}
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/**
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* A transform as native's transform node holds it, entry by entry, each move by a share as the
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* points it is of the box `sizeOf` answers. Null for one native cannot take that way: a matrix,
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* or a share of a box with no size yet.
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*/
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161
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export function heldTransform(value, sizeOf) {
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const size = sharesIn(value) ? sizeOf() : undefined;
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const channels = heldGroup(size ? inPoints(value, size) : value);
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return channels;
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}
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function restingAmount(resting, index, key, identity) {
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const entry = Array.isArray(resting) ? resting[index] : undefined;
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168
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return (entry && key in entry ? amount(key, entry[key]) : null) ?? identity;
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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* A `@keyframes` animation played by a scroll view's offset: `animation-timeline: scroll()`.\n *\n * Native interpolates linearly between the points it is given and clamps past both ends, which is\n * all a scroll-driven animation needs from it once its keyframes are laid along the offset: each\n * keyframe sits at its share of the range, a segment's timing function is sampled into points\n * along it, and an unfilled end falls back to the resting value just outside the range. What\n * native can animate this way is opacity and the transforms; anything else holds its first frame.\n */\nimport type { ScrollRange } from './native-drive.ts';\nimport {\n at,\n bezier,\n interpolate,\n parseColor,\n type AnimationSpec,\n type TrackPoint,\n} from './transition.ts';\n\ntype Track = readonly { offset: number; value: unknown }[];\n\n/** The channels a scroll-driven animation drives natively, in the order native applies them. */\nexport interface DrivenChannels {\n readonly opacity?: ScrollRange;\n /** Each colour native eases, as its red, green, blue and alpha: see `colourChannels`. */\n readonly colors?: Readonly<Record<string, ColourRanges>>;\n /** Every transform entry the view paints: driven by the scroll, or held as it is. */\n readonly transform: readonly TransformChannel[];\n}\n\nexport type ColourRanges = readonly [ScrollRange, ScrollRange, ScrollRange, ScrollRange];\n\nexport type TransformChannel =\n | { readonly property: string; readonly range: ScrollRange }\n | { readonly property: string; readonly value: number };\n\n/** What a range with no end, or a percentage of one, stands in for until the scroll view says. */\nconst UNKNOWN_EXTENT = 1e6;\n\n/** Points per eased segment: enough that the curve between them reads as the curve. */\nconst SAMPLES = 12;\n\n/** The transform groups in the order CSS applies them, as the engine composes them. */\nconst GROUPS = ['__translate', '__rotate', '__scale', 'transform'] as const;\n\n/** Where the range starts and ends on the scroll view's offset. */\nexport function rangeOf(spec: AnimationSpec, extent: number | null): [number, number] {\n const end = (value: number | string | undefined, otherwise: number): number => {\n if (value === undefined) return otherwise;\n if (typeof value === 'number') return value;\n return (parseFloat(value) / 100) * (extent ?? UNKNOWN_EXTENT);\n };\n return [end(spec.range?.start, 0), end(spec.range?.end, extent ?? 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Sampled along the way as\n * JavaScript mixes the two, in premultiplied alpha and by the curve: native mixes a channel at\n * a time and in a straight line, which is another colour half way between two of different\n * alpha. Nothing for a track that is not two colours.\n */\nexport function colourChannels(\n tracks: ReadonlyMap<string, Track>,\n spec: AnimationSpec,\n): Record<string, ColourRanges> | null {\n const colors: Record<string, ColourRanges> = {};\n for (const [property, track] of tracks) {\n const [from, to] = track;\n if (track.length !== 2 || !parseColor(from!.value) || !parseColor(to!.value)) return null;\n const input: number[] = [];\n const parts: number[][] = [[], [], [], []];\n for (let step = 0; step <= COLOUR_STEPS; step++) {\n const along = step / COLOUR_STEPS;\n const mixed = parseColor(interpolate(from!.value, to!.value, bezier(spec.easing, along)));\n if (!mixed) return null;\n input.push(along);\n mixed.forEach((part, at) => parts[at]!.push(round(part)));\n }\n colors[property] = parts.map((output) => ({ input, output })) as unknown as ColourRanges;\n }\n return colors;\n}\n\n/**\n * The channels for an animation played by the clock, along a value native runs from nothing to\n * `span`: one iteration along 0 to 1, and for `alternate` the way back along 1 to 2, so that\n * native repeats there and back as one animation. Both ends are the frames' own: what the\n * element rests at is committed when the animation ends, and not played.\n */\nexport function clockChannels(\n tracks: ReadonlyMap<string, Track>,\n spec: AnimationSpec,\n resting: Readonly<Record<string, unknown>>,\n): { channels: DrivenChannels; held: string[]; span: number } {\n const way = (direction: AnimationSpec['direction'], range: readonly [number, number]) =>\n scrollChannels(tracks, { ...spec, fill: 'both', direction }, resting, range);\n if (spec.direction !== 'alternate' && spec.direction !== 'alternate-reverse') {\n return { ...way(spec.direction, [0, 1]), span: 1 };\n }\n const reversed = spec.direction === 'alternate-reverse';\n const out = way(reversed ? 'reverse' : undefined, [0, 1]);\n const back = way(reversed ? undefined : 'reverse', [1, 2]);\n const join = (a: ScrollRange, b: ScrollRange): ScrollRange => ({\n input: [...a.input, ...b.input.slice(1)],\n output: [...a.output, ...b.output.slice(1)],\n });\n const transform = out.channels.transform.map((channel, i) => {\n const other = back.channels.transform[i];\n return 'range' in channel && other && 'range' in other\n ? { property: channel.property, range: join(channel.range, other.range) }\n : channel;\n });\n const opacity =\n out.channels.opacity && back.channels.opacity\n ? { opacity: join(out.channels.opacity, back.channels.opacity) }\n : {};\n return { channels: { ...opacity, transform }, held: out.held, span: 2 };\n}\n\n/**\n * One transform group's entries, each driven along the scroll; null if their shapes differ. A\n * frame, or the element at rest, with fewer functions than the longest is that list with the\n * rest at their identity, which is how CSS eases a list into a longer one that starts the same.\n */\nfunction drivenGroup(\n track: Track,\n resting: unknown,\n along: (\n track: Track,\n pick: (value: unknown) => number | null,\n rest: number,\n ) => ScrollRange | null,\n): TransformChannel[] | null {\n const shapes = track.map((point) => (Array.isArray(point.value) ? point.value : []));\n if (Array.isArray(resting)) shapes.push(resting);\n const shape = shapes.reduce((longest, entries) =>\n entries.length > longest.length ? entries : longest,\n );\n const keys = shape.map((entry) => Object.keys(entry as object)[0]!);\n const channels: TransformChannel[] = [];\n for (const [index, key] of keys.entries()) {\n const identity = key.startsWith('scale') ? 1 : 0;\n const pick = (value: unknown) => {\n const entries = Array.isArray(value) ? value : null;\n if (!entries?.length) return identity;\n const entry = entries[index] as Record<string, unknown> | undefined;\n // Past the end of a shorter list. Where it differs before its end, an earlier entry says.\n if (!entry) return identity;\n return key in entry ? amount(key, entry[key]) : null;\n };\n const range = along(track, pick, restingAmount(resting, index, key, identity));\n if (!range) return null;\n channels.push({ property: key, range });\n }\n return channels;\n}\n\n/** A transform group no keyframe touches, held as the element has it. */\nfunction heldGroup(resting: unknown): TransformChannel[] | null {\n if (!Array.isArray(resting)) return [];\n const channels: TransformChannel[] = [];\n for (const entry of resting as Record<string, unknown>[]) {\n const [key, value] = Object.entries(entry)[0] ?? [];\n const number = key === undefined ? null : amount(key, value);\n if (key === undefined || number === null) return null;\n channels.push({ property: key, value: number });\n }\n return channels;\n}\n\nfunction restingAmount(resting: unknown, index: number, key: string, identity: number): number {\n const entry = Array.isArray(resting) ? (resting[index] as Record<string, unknown>) : undefined;\n return (entry && key in entry ? amount(key, entry[key]) : null) ?? identity;\n}\n\nconst numberOr = (value: unknown, otherwise: number) =>\n typeof value === 'number' ? value : otherwise;\n\nconst RADIANS: Record<string, number> = {\n deg: Math.PI / 180,\n rad: 1,\n grad: Math.PI / 200,\n turn: 2 * Math.PI,\n};\n\n/** The side of a box each move by a share is a share of. */\nconst SHARED: Readonly<Record<string, 'width' | 'height'>> = {\n translateX: 'width',\n translateY: 'height',\n};\n\nconst isShare = (value: unknown): value is string =>\n typeof value === 'string' && value.endsWith('%');\n\nconst sharesIn = (value: unknown): boolean =>\n Array.isArray(value) &&\n value.some((entry) =>\n Object.entries(entry as object).some(([key, to]) => key in SHARED && isShare(to)),\n );\n\n/** Whether an animation moves a box by a share of its own size, in a frame or at rest. */\nexport function movesByShare(\n tracks: ReadonlyMap<string, Track>,\n resting: Readonly<Record<string, unknown>>,\n): boolean {\n return GROUPS.some(\n (group) =>\n sharesIn(resting[group]) ||\n tracks.get(group)?.some((point) => sharesIn(point.value)) === true,\n );\n}\n\n/** A transform list with each move by a share as the points it is of a box of `size`. */\nfunction inPoints(value: unknown, size: { width: number; height: number }): unknown {\n if (!sharesIn(value)) return value;\n return (value as Record<string, unknown>[]).map((entry) => {\n const [key, to] = Object.entries(entry)[0]!;\n const side = SHARED[key];\n return side && isShare(to) ? { [key]: (size[side] * Number.parseFloat(to)) / 100 } : entry;\n });\n}\n\n/**\n * An animation's tracks and resting style with every move by a share of the box as points, which\n * is what native interpolates: `translateX(200%)` of a box 300 wide is 600.\n */\nexport function sharesAsPoints<T extends Track>(\n tracks: ReadonlyMap<string, T>,\n resting: Readonly<Record<string, unknown>>,\n size: { width: number; height: number },\n): { tracks: Map<string, T>; resting: Record<string, unknown> } {\n const sized = new Map(tracks);\n const rest = { ...resting };\n for (const group of GROUPS) {\n const track = tracks.get(group);\n if (track) {\n sized.set(\n group,\n track.map((point) => ({ ...point, value: inPoints(point.value, size) })) as never,\n );\n }\n if (group in rest) rest[group] = inPoints(rest[group], size);\n }\n return { tracks: sized, resting: rest };\n}\n\n/**\n * A transform entry's amount as native's transform node takes it: points, a factor, or an angle\n * in radians. Null for what it cannot take, a percentage translate.\n */\nfunction amount(key: string, value: unknown): number | null {\n if (typeof value === 'number') return value;\n if (typeof value !== 'string') return null;\n const angle = /^(-?[\\d.]+)(deg|rad|grad|turn)$/.exec(value);\n if (angle && (key.startsWith('rotate') || key.startsWith('skew'))) {\n return Number(angle[1]) * RADIANS[angle[2]!]!;\n }\n return null;\n}\n\n/**\n * One property's frames laid along the scroll: each keyframe at its share of the range, eased\n * segments sampled, and the resting value just past an end the animation does not fill.\n */\nfunction laid(\n track: Track,\n pick: (value: unknown) => number | null,\n rest: number,\n spec: AnimationSpec,\n [start, end]: readonly [number, number],\n): ScrollRange | null {\n const values = track.map((point) => pick(point.value));\n if (values.some((value) => value === null)) return null;\n // Each point keeps its own timing function, which eases the stretch it starts.\n const numeric = track.map((point, i) => ({ ...point, value: values[i]! }));\n const points = sampled(numeric, spec, start, Math.max(end - start, 1e-3));\n const fills = spec.fill;\n const backwards = fills === 'backwards' || fills === 'both';\n const forwards = fills === 'forwards' || fills === 'both';\n if (!backwards) points.unshift([points[0]![0] - 1e-3, rest]);\n if (!forwards) points.push([points.at(-1)![0] + 1e-3, rest]);\n return { input: points.map(([x]) => x), output: points.map(([, y]) => round(y)) };\n}\n\n/** A numeric track's points along the scroll, each eased segment sampled, in offset order. */\nfunction sampled(\n numeric: readonly (TrackPoint & { value: number })[],\n spec: AnimationSpec,\n start: number,\n span: number,\n): [number, number][] {\n const reversed = spec.direction === 'reverse' || spec.direction === 'alternate-reverse';\n const points: [number, number][] = [];\n for (let i = 0; i < numeric.length - 1; i++) {\n const from = numeric[i]!;\n const to = numeric[i + 1]!;\n const steps = isLinear(from.easing ?? spec.easing) ? 1 : SAMPLES;\n for (let s = i === 0 ? 0 : 1; s <= steps; s++) {\n const offset = from.offset + ((to.offset - from.offset) * s) / steps;\n const value = at(numeric, offset, spec.easing) as number;\n points.push([start + (reversed ? 1 - offset : offset) * span, value]);\n }\n }\n if (points.length === 1) points.push([start + span, points[0]![1]]);\n return points.sort((a, b) => a[0] - b[0]);\n}\n\nconst isLinear = (easing: readonly number[]) =>\n easing[0] === 0 && easing[1] === 0 && easing[2] === 1 && easing[3] === 1;\n\nconst round = (value: number) => Math.round(value * 1e6) / 1e6;\n\n/** The values a scroll-driven animation commits: its frame at the offset the view starts at. */\nexport function firstFrame(\n tracks: ReadonlyMap<string, Track>,\n spec: AnimationSpec,\n range: readonly [number, number],\n): Record<string, unknown> {\n const [start, end] = range;\n const reversed = spec.direction === 'reverse' || spec.direction === 'alternate-reverse';\n const before = 0 < start;\n if (before && spec.fill !== 'backwards' && spec.fill !== 'both') return {};\n const through = Math.min(1, Math.max(0, (0 - start) / Math.max(end - start, 1e-3)));\n const local = reversed ? 1 - through : through;\n const values: Record<string, unknown> = {};\n for (const [property, track] of tracks) values[property] = at(track, local, spec.easing);\n return values;\n}\n"]}
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* A `@keyframes` animation played by a scroll view's offset: `animation-timeline: scroll()`.\n *\n * Native interpolates linearly between the points it is given and clamps past both ends, which is\n * all a scroll-driven animation needs from it once its keyframes are laid along the offset: each\n * keyframe sits at its share of the range, a segment's timing function is sampled into points\n * along it, and an unfilled end falls back to the resting value just outside the range. What\n * native can animate this way is opacity and the transforms; anything else holds its first frame.\n */\nimport type { ScrollRange } from './native-drive.ts';\nimport {\n at,\n bezier,\n interpolate,\n parseColor,\n type AnimationSpec,\n type TrackPoint,\n} from './transition.ts';\n\ntype Track = readonly { offset: number; value: unknown }[];\n\n/** The channels a scroll-driven animation drives natively, in the order native applies them. */\nexport interface DrivenChannels {\n readonly opacity?: ScrollRange;\n /** Each colour native eases, as its red, green, blue and alpha: see `colourChannels`. */\n readonly colors?: Readonly<Record<string, ColourRanges>>;\n /** Every transform entry the view paints: driven by the scroll, or held as it is. */\n readonly transform: readonly TransformChannel[];\n}\n\nexport type ColourRanges = readonly [ScrollRange, ScrollRange, ScrollRange, ScrollRange];\n\nexport type TransformChannel =\n | { readonly property: string; readonly range: ScrollRange }\n | { readonly property: string; readonly value: number };\n\n/** What a range with no end, or a percentage of one, stands in for until the scroll view says. */\nconst UNKNOWN_EXTENT = 1e6;\n\n/** Points per eased segment: enough that the curve between them reads as the curve. */\nconst SAMPLES = 12;\n\n/** The transform groups in the order CSS applies them, as the engine composes them. */\nconst GROUPS = ['__translate', '__rotate', '__scale', 'transform'] as const;\n\n/** Where the range starts and ends on the scroll view's offset. */\nexport function rangeOf(spec: AnimationSpec, extent: number | null): [number, number] {\n const end = (value: number | string | undefined, otherwise: number): number => {\n if (value === undefined) return otherwise;\n if (typeof value === 'number') return value;\n return (parseFloat(value) / 100) * (extent ?? UNKNOWN_EXTENT);\n };\n return [end(spec.range?.start, 0), end(spec.range?.end, extent ?? UNKNOWN_EXTENT)];\n}\n\n/**\n * The channels for an animation's tracks over a range, and the properties it cannot drive\n * natively, which the caller holds at their first frame.\n */\nexport function scrollChannels(\n tracks: ReadonlyMap<string, Track>,\n spec: AnimationSpec,\n resting: Readonly<Record<string, unknown>>,\n range: readonly [number, number],\n): { channels: DrivenChannels; held: string[] } {\n const along = (track: Track, pick: (value: unknown) => number | null, rest: number) =>\n laid(track, pick, rest, spec, range);\n const held: string[] = [];\n let opacity: ScrollRange | undefined;\n const transform: TransformChannel[] = [];\n for (const [property, track] of tracks) {\n if (property === 'opacity') {\n opacity =\n along(\n track,\n (value) => (typeof value === 'number' ? value : null),\n numberOr(resting['opacity'], 1),\n ) ?? undefined;\n if (!opacity) held.push(property);\n } else if (!(GROUPS as readonly string[]).includes(property)) {\n held.push(property);\n }\n }\n for (const group of GROUPS) {\n const track = tracks.get(group);\n const channels = track ? drivenGroup(track, resting[group], along) : heldGroup(resting[group]);\n if (channels === null) held.push(group);\n else transform.push(...channels);\n }\n const anyDriven = transform.some((channel) => 'range' in channel);\n return {\n channels: { ...(opacity ? { opacity } : {}), transform: anyDriven ? transform : [] },\n held,\n };\n}\n\n/** How many stretches a colour's way is cut into: each is straight on native. */\nconst COLOUR_STEPS = 16;\n\n/**\n * The channels for each colour eased by the clock from nothing to one: its red, green, blue and\n * alpha, each a range of its own, which is how native has a colour. Sampled along the way as\n * JavaScript mixes the two, in premultiplied alpha and by the curve: native mixes a channel at\n * a time and in a straight line, which is another colour half way between two of different\n * alpha. Nothing for a track that is not two colours.\n */\nexport function colourChannels(\n tracks: ReadonlyMap<string, Track>,\n spec: AnimationSpec,\n): Record<string, ColourRanges> | null {\n const colors: Record<string, ColourRanges> = {};\n for (const [property, track] of tracks) {\n const [from, to] = track;\n if (track.length !== 2 || !parseColor(from!.value) || !parseColor(to!.value)) return null;\n const input: number[] = [];\n const parts: number[][] = [[], [], [], []];\n for (let step = 0; step <= COLOUR_STEPS; step++) {\n const along = step / COLOUR_STEPS;\n const mixed = parseColor(interpolate(from!.value, to!.value, bezier(spec.easing, along)));\n if (!mixed) return null;\n input.push(along);\n mixed.forEach((part, at) => parts[at]!.push(round(part)));\n }\n colors[property] = parts.map((output) => ({ input, output })) as unknown as ColourRanges;\n }\n return colors;\n}\n\n/**\n * The channels for an animation played by the clock, along a value native runs from nothing to\n * `span`: one iteration along 0 to 1, and for `alternate` the way back along 1 to 2, so that\n * native repeats there and back as one animation. Both ends are the frames' own: what the\n * element rests at is committed when the animation ends, and not played.\n */\nexport function clockChannels(\n tracks: ReadonlyMap<string, Track>,\n spec: AnimationSpec,\n resting: Readonly<Record<string, unknown>>,\n): { channels: DrivenChannels; held: string[]; span: number } {\n const way = (direction: AnimationSpec['direction'], range: readonly [number, number]) =>\n scrollChannels(tracks, { ...spec, fill: 'both', direction }, resting, range);\n if (spec.direction !== 'alternate' && spec.direction !== 'alternate-reverse') {\n return { ...way(spec.direction, [0, 1]), span: 1 };\n }\n const reversed = spec.direction === 'alternate-reverse';\n const out = way(reversed ? 'reverse' : undefined, [0, 1]);\n const back = way(reversed ? undefined : 'reverse', [1, 2]);\n const join = (a: ScrollRange, b: ScrollRange): ScrollRange => ({\n input: [...a.input, ...b.input.slice(1)],\n output: [...a.output, ...b.output.slice(1)],\n });\n const transform = out.channels.transform.map((channel, i) => {\n const other = back.channels.transform[i];\n return 'range' in channel && other && 'range' in other\n ? { property: channel.property, range: join(channel.range, other.range) }\n : channel;\n });\n const opacity =\n out.channels.opacity && back.channels.opacity\n ? { opacity: join(out.channels.opacity, back.channels.opacity) }\n : {};\n return { channels: { ...opacity, transform }, held: out.held, span: 2 };\n}\n\n/**\n * One transform group's entries, each driven along the scroll; null if their shapes differ. A\n * frame, or the element at rest, with fewer functions than the longest is that list with the\n * rest at their identity, which is how CSS eases a list into a longer one that starts the same.\n */\nfunction drivenGroup(\n track: Track,\n resting: unknown,\n along: (\n track: Track,\n pick: (value: unknown) => number | null,\n rest: number,\n ) => ScrollRange | null,\n): TransformChannel[] | null {\n const shapes = track.map((point) => (Array.isArray(point.value) ? point.value : []));\n if (Array.isArray(resting)) shapes.push(resting);\n const shape = shapes.reduce((longest, entries) =>\n entries.length > longest.length ? entries : longest,\n );\n const keys = shape.map((entry) => Object.keys(entry as object)[0]!);\n const channels: TransformChannel[] = [];\n for (const [index, key] of keys.entries()) {\n const identity = key.startsWith('scale') ? 1 : 0;\n const pick = (value: unknown) => {\n const entries = Array.isArray(value) ? value : null;\n if (!entries?.length) return identity;\n const entry = entries[index] as Record<string, unknown> | undefined;\n // Past the end of a shorter list. Where it differs before its end, an earlier entry says.\n if (!entry) return identity;\n return key in entry ? amount(key, entry[key]) : null;\n };\n const range = along(track, pick, restingAmount(resting, index, key, identity));\n if (!range) return null;\n channels.push({ property: key, range });\n }\n return channels;\n}\n\n/** A transform group no keyframe touches, held as the element has it. */\nfunction heldGroup(resting: unknown): TransformChannel[] | null {\n if (!Array.isArray(resting)) return [];\n const channels: TransformChannel[] = [];\n for (const entry of resting as Record<string, unknown>[]) {\n const [key, value] = Object.entries(entry)[0] ?? [];\n const number = key === undefined ? null : amount(key, value);\n if (key === undefined || number === null) return null;\n channels.push({ property: key, value: number });\n }\n return channels;\n}\n\n/**\n * A transform as native's transform node holds it, entry by entry, each move by a share as the\n * points it is of the box `sizeOf` answers. Null for one native cannot take that way: a matrix,\n * or a share of a box with no size yet.\n */\nexport function heldTransform(\n value: unknown,\n sizeOf: () => { width: number; height: number } | undefined,\n): { property: string; value: number }[] | null {\n const size = sharesIn(value) ? sizeOf() : undefined;\n const channels = heldGroup(size ? inPoints(value, size) : value);\n return channels as { property: string; value: number }[] | null;\n}\n\nfunction restingAmount(resting: unknown, index: number, key: string, identity: number): number {\n const entry = Array.isArray(resting) ? (resting[index] as Record<string, unknown>) : undefined;\n return (entry && key in entry ? amount(key, entry[key]) : null) ?? identity;\n}\n\nconst numberOr = (value: unknown, otherwise: number) =>\n typeof value === 'number' ? value : otherwise;\n\nconst RADIANS: Record<string, number> = {\n deg: Math.PI / 180,\n rad: 1,\n grad: Math.PI / 200,\n turn: 2 * Math.PI,\n};\n\n/** The side of a box each move by a share is a share of. */\nconst SHARED: Readonly<Record<string, 'width' | 'height'>> = {\n translateX: 'width',\n translateY: 'height',\n};\n\nconst isShare = (value: unknown): value is string =>\n typeof value === 'string' && value.endsWith('%');\n\nconst sharesIn = (value: unknown): boolean =>\n Array.isArray(value) &&\n value.some((entry) =>\n Object.entries(entry as object).some(([key, to]) => key in SHARED && isShare(to)),\n );\n\n/** Whether an animation moves a box by a share of its own size, in a frame or at rest. */\nexport function movesByShare(\n tracks: ReadonlyMap<string, Track>,\n resting: Readonly<Record<string, unknown>>,\n): boolean {\n return GROUPS.some(\n (group) =>\n sharesIn(resting[group]) ||\n tracks.get(group)?.some((point) => sharesIn(point.value)) === true,\n );\n}\n\n/** A transform list with each move by a share as the points it is of a box of `size`. */\nfunction inPoints(value: unknown, size: { width: number; height: number }): unknown {\n if (!sharesIn(value)) return value;\n return (value as Record<string, unknown>[]).map((entry) => {\n const [key, to] = Object.entries(entry)[0]!;\n const side = SHARED[key];\n return side && isShare(to) ? { [key]: (size[side] * Number.parseFloat(to)) / 100 } : entry;\n });\n}\n\n/**\n * An animation's tracks and resting style with every move by a share of the box as points, which\n * is what native interpolates: `translateX(200%)` of a box 300 wide is 600.\n */\nexport function sharesAsPoints<T extends Track>(\n tracks: ReadonlyMap<string, T>,\n resting: Readonly<Record<string, unknown>>,\n size: { width: number; height: number },\n): { tracks: Map<string, T>; resting: Record<string, unknown> } {\n const sized = new Map(tracks);\n const rest = { ...resting };\n for (const group of GROUPS) {\n const track = tracks.get(group);\n if (track) {\n sized.set(\n group,\n track.map((point) => ({ ...point, value: inPoints(point.value, size) })) as never,\n );\n }\n if (group in rest) rest[group] = inPoints(rest[group], size);\n }\n return { tracks: sized, resting: rest };\n}\n\n/**\n * A transform entry's amount as native's transform node takes it: points, a factor, or an angle\n * in radians. Null for what it cannot take, a percentage translate.\n */\nfunction amount(key: string, value: unknown): number | null {\n if (typeof value === 'number') return value;\n if (typeof value !== 'string') return null;\n const angle = /^(-?[\\d.]+)(deg|rad|grad|turn)$/.exec(value);\n if (angle && (key.startsWith('rotate') || key.startsWith('skew'))) {\n return Number(angle[1]) * RADIANS[angle[2]!]!;\n }\n return null;\n}\n\n/**\n * One property's frames laid along the scroll: each keyframe at its share of the range, eased\n * segments sampled, and the resting value just past an end the animation does not fill.\n */\nfunction laid(\n track: Track,\n pick: (value: unknown) => number | null,\n rest: number,\n spec: AnimationSpec,\n [start, end]: readonly [number, number],\n): ScrollRange | null {\n const values = track.map((point) => pick(point.value));\n if (values.some((value) => value === null)) return null;\n // Each point keeps its own timing function, which eases the stretch it starts.\n const numeric = track.map((point, i) => ({ ...point, value: values[i]! }));\n const points = sampled(numeric, spec, start, Math.max(end - start, 1e-3));\n const fills = spec.fill;\n const backwards = fills === 'backwards' || fills === 'both';\n const forwards = fills === 'forwards' || fills === 'both';\n if (!backwards) points.unshift([points[0]![0] - 1e-3, rest]);\n if (!forwards) points.push([points.at(-1)![0] + 1e-3, rest]);\n return { input: points.map(([x]) => x), output: points.map(([, y]) => round(y)) };\n}\n\n/** A numeric track's points along the scroll, each eased segment sampled, in offset order. */\nfunction sampled(\n numeric: readonly (TrackPoint & { value: number })[],\n spec: AnimationSpec,\n start: number,\n span: number,\n): [number, number][] {\n const reversed = spec.direction === 'reverse' || spec.direction === 'alternate-reverse';\n const points: [number, number][] = [];\n for (let i = 0; i < numeric.length - 1; i++) {\n const from = numeric[i]!;\n const to = numeric[i + 1]!;\n const steps = isLinear(from.easing ?? spec.easing) ? 1 : SAMPLES;\n for (let s = i === 0 ? 0 : 1; s <= steps; s++) {\n const offset = from.offset + ((to.offset - from.offset) * s) / steps;\n const value = at(numeric, offset, spec.easing) as number;\n points.push([start + (reversed ? 1 - offset : offset) * span, value]);\n }\n }\n if (points.length === 1) points.push([start + span, points[0]![1]]);\n return points.sort((a, b) => a[0] - b[0]);\n}\n\nconst isLinear = (easing: readonly number[]) =>\n easing[0] === 0 && easing[1] === 0 && easing[2] === 1 && easing[3] === 1;\n\nconst round = (value: number) => Math.round(value * 1e6) / 1e6;\n\n/** The values a scroll-driven animation commits: its frame at the offset the view starts at. */\nexport function firstFrame(\n tracks: ReadonlyMap<string, Track>,\n spec: AnimationSpec,\n range: readonly [number, number],\n): Record<string, unknown> {\n const [start, end] = range;\n const reversed = spec.direction === 'reverse' || spec.direction === 'alternate-reverse';\n const before = 0 < start;\n if (before && spec.fill !== 'backwards' && spec.fill !== 'both') return {};\n const through = Math.min(1, Math.max(0, (0 - start) / Math.max(end - start, 1e-3)));\n const local = reversed ? 1 - through : through;\n const values: Record<string, unknown> = {};\n for (const [property, track] of tracks) values[property] = at(track, local, spec.easing);\n return values;\n}\n"]}
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package/dist/transition.d.ts
CHANGED
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@@ -76,9 +76,10 @@ export declare function interpolate(from: unknown, to: unknown, t: number): unkn
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76
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* Bring one property up to date, and say whether that started a transition.
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*
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78
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* Mutates `props[key]` to what should be painted now, which for a transition in flight is the
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79
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-
* value it has reached rather than the one it is heading for.
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* value it has reached rather than the one it is heading for. `before` is what the element was
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* painted with before this change, where it was painted at all.
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81
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*/
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81
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-
export declare function step(state: Map<string, Transition>, key: string, props: Record<string, unknown>, rule: TransitionSpec | undefined, now: number): boolean;
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82
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+
export declare function step(state: Map<string, Transition>, key: string, props: Record<string, unknown>, rule: TransitionSpec | undefined, now: number, before?: (key: string) => unknown): boolean;
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82
83
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/** A property seen for the first time: recorded so the next change has something to aim from. */
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83
84
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export declare function settled(value: unknown, rule: TransitionSpec): Transition;
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/**
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