@visactor/vgrammar-core 0.16.2 → 0.16.4-alpha.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/cjs/graph/animation/animate.js +1 -1
- package/cjs/graph/animation/animate.js.map +1 -1
- package/cjs/index.d.ts +1 -1
- package/cjs/index.js +1 -1
- package/cjs/index.js.map +1 -1
- package/es/graph/animation/animate.js +1 -1
- package/es/graph/animation/animate.js.map +1 -1
- package/es/index.d.ts +1 -1
- package/es/index.js +1 -1
- package/es/index.js.map +1 -1
- package/package.json +8 -8
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@@ -29,7 +29,7 @@ class Animate {
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var _a;
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element.isReserved && element.diffState !== enums_1.DiffState.exit && (element.isReserved = !1);
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const prevElementState = null === (_a = this.elementRecorder.get(element)) || void 0 === _a ? void 0 : _a.prevState;
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-
(this.configs.some((config => prevElementState !== element.diffState && config.state === prevElementState && config.timeline.controlOptions.stopWhenStateChange)) || element.diffState === enums_1.DiffState.exit) && this.clearElementAnimation(element, !1);
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+
(this.configs.some((config => prevElementState !== element.diffState && config.state === prevElementState && config.timeline.controlOptions.stopWhenStateChange)) || element.diffState === enums_1.DiffState.exit && prevElementState !== element.diffState) && this.clearElementAnimation(element, !1);
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})), this.configs.forEach((config => {
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this.animateByTimeline(config, elements, parameters);
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})), this.mark.cleanExitElements(), this;
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@@ -1 +1 @@
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1
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-
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{ array, isNil, isNumber } from '@visactor/vutils';\nimport type {\n IAnimate,\n IAnimationConfig,\n IAnimationParameters,\n IAnimationTimeline,\n IAnimationTimeSlice,\n IAnimationUnit,\n IAnimator,\n IParsedAnimationConfig\n} from '../../types/animate';\nimport { Animator } from './animator';\nimport { invokeAnimateSpec, normalizeAnimationConfig, normalizeStateAnimationConfig } from './config';\nimport { DefaultAnimationParameters, ImmediateAnimationState } from '../constants';\nimport type { AnimationEvent, IElement, IMark, MarkFunctionType } from '../../types';\nimport { invokeFunctionType } from '../../parse/util';\nimport { Arranger } from './arranger';\nimport { DiffState, HOOK_EVENT } from '../enums';\n\nexport class Animate implements IAnimate {\n mark: IMark;\n state: MarkFunctionType<string> | null = null;\n configs: Array<IParsedAnimationConfig>;\n immediateConfigs: Array<IParsedAnimationConfig> = [];\n\n private isEnabled: boolean = true;\n private disabledStates: string[] = [];\n // store animator by animation state\n private animators: Map<string, IAnimator[]> = new Map();\n // count animation for each elements\n private elementRecorder: WeakMap<\n IElement,\n {\n prevState: string;\n count: { [state: string]: number };\n }\n > = new WeakMap();\n private timelineCount: Record<string, number> = {};\n // record: IAnimationRecord;\n\n constructor(mark: IMark, config: Record<string, IAnimationConfig | IAnimationConfig[]>) {\n this.mark = mark;\n this.configs = normalizeAnimationConfig(config ?? {});\n }\n\n getAnimationConfigs(animationState: string) {\n if (!this.isEnabled) {\n return [];\n }\n return (this.configs ?? []).filter(config => config.state === animationState);\n }\n\n updateConfig(config: Record<string, IAnimationConfig | IAnimationConfig[]>) {\n this.configs = normalizeAnimationConfig(config ?? {});\n }\n\n updateState(state: MarkFunctionType<string> | null) {\n this.state = state;\n }\n\n animate() {\n if (!this.isEnabled || !this.configs || !this.configs.length) {\n return;\n }\n\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n elements.forEach(element => {\n // TODO: if element is restored, clear isReserved flag\n if (element.isReserved && element.diffState !== DiffState.exit) {\n element.isReserved = false;\n }\n // clear previous animation when animation state changed\n const prevElementState = this.elementRecorder.get(element)?.prevState;\n const needStopAnimation = this.configs.some(config => {\n return (\n prevElementState !== element.diffState &&\n config.state === prevElementState &&\n config.timeline.controlOptions.stopWhenStateChange\n );\n });\n if (needStopAnimation) {\n this.clearElementAnimation(element, false);\n }\n // clear animations for exit elements\n else if (element.diffState === DiffState.exit) {\n this.clearElementAnimation(element, false);\n }\n });\n\n this.configs.forEach(config => {\n this.animateByTimeline(config, elements, parameters);\n });\n\n this.mark.cleanExitElements();\n\n return this;\n }\n\n runAnimationByState(animationState: string) {\n if (!this.isEnabled) {\n return;\n }\n\n // FIXME: maybe do nothing if state animation is already running\n // if (this.animators.get(animationState)?.length > 0) { return; }\n\n const stateConfigs = this.configs.filter(config => config.state === animationState);\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n const animators = stateConfigs.reduce((animators, config) => {\n return animators.concat(this.animateByTimeline(config, elements, parameters, true));\n }, [] as IAnimator[]);\n\n return new Arranger(animators);\n }\n stopAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.stop('end'));\n }\n return this;\n }\n pauseAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.pause());\n }\n return this;\n }\n resumeAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.resume());\n }\n return this;\n }\n\n run(config: IAnimationConfig | IAnimationConfig[]) {\n if (!this.isEnabled) {\n return;\n }\n\n const parsedConfigs = normalizeStateAnimationConfig(ImmediateAnimationState, config, this.immediateConfigs.length);\n this.immediateConfigs = this.immediateConfigs.concat(parsedConfigs);\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n const animators = parsedConfigs.reduce((animators, config) => {\n return animators.concat(this.animateByTimeline(config, elements, parameters, true));\n }, [] as IAnimator[]);\n\n return new Arranger(animators);\n }\n stop() {\n // map will be cleared in animator callback\n this.animators.forEach(animators => {\n animators.forEach(animator => animator.stop('end'));\n });\n return this;\n }\n pause() {\n this.animators.forEach(stateAnimators => stateAnimators.forEach(animator => animator.pause()));\n return this;\n }\n resume() {\n this.animators.forEach(stateAnimators => stateAnimators.forEach(animator => animator.resume()));\n return this;\n }\n reverse() {\n /** Animation scheduler api, resume the recorded animations */\n return this;\n }\n restart() {\n /** Animation scheduler api, resume current animations */\n return this;\n }\n record() {\n /** Animation scheduler api, start to record a timestamp */\n return this;\n }\n recordEnd() {\n /** Animation scheduler api, end to record a timestamp */\n return this;\n }\n\n isAnimating() {\n let isAnimating = false;\n this.animators.forEach(animators => {\n isAnimating = isAnimating || animators.some(animator => animator.isAnimating);\n });\n return isAnimating;\n }\n\n isElementAnimating(element: IElement) {\n const stateAnimationCounts = this.elementRecorder.get(element)?.count;\n return isNil(stateAnimationCounts) || Object.values(stateAnimationCounts).every(count => count === 0);\n }\n\n getAnimatorCount() {\n let count = 0;\n this.animators.forEach(animators => (count += animators.length));\n return count;\n }\n\n getAllAnimators() {\n const allAnimators: IAnimator[] = [];\n this.animators.forEach(animators => {\n allAnimators.push(...animators);\n });\n return allAnimators;\n }\n\n getElementAnimators(element: IElement | IElement[], animationState?: string) {\n const elements = array(element);\n let animators: IAnimator[] = [];\n if (animationState) {\n animators = this.animators.get(animationState) ?? [];\n } else {\n this.animators.forEach(stateAnimators => {\n animators = animators.concat(stateAnimators);\n });\n }\n return animators.filter(animator => elements.includes(animator.element));\n }\n\n enable() {\n this.isEnabled = true;\n return this;\n }\n disable() {\n this.isEnabled = false;\n this.stop();\n this.animators.clear();\n return this;\n }\n enableAnimationState(state: string | string[]) {\n const states = array(state);\n this.disabledStates = this.disabledStates.filter(state => !states.includes(state));\n return this;\n }\n disableAnimationState(state: string | string[]) {\n const states = array(state);\n this.disabledStates = this.disabledStates.concat(states);\n return this;\n }\n\n release() {\n this.stop();\n // we need to clear map\n this.animators.clear();\n\n this.configs = null;\n this.animators = null;\n this.elementRecorder = null;\n this.timelineCount = null;\n }\n\n private animateByTimeline(\n config: IParsedAnimationConfig,\n elements: IElement[],\n parameters: any,\n forceState: boolean = false\n ) {\n const animators: IAnimator[] = [];\n const animatedElements = elements.filter(element => {\n // do not animate on element which is running exit animation\n // if an element is reserved, it should be set for exit animation and will be removed\n const checkExit = !(element.isReserved && element.diffState === DiffState.exit);\n // do not check animation state if forceState is set\n const state = this.getAnimationState(element);\n const checkDisabled = !this.disabledStates.includes(state);\n const checkState = forceState || state === config.state;\n // filter elements by partitioner config\n const checkPartitioner =\n !config.timeline.partitioner || config.timeline.partitioner(element.getDatum(), element, parameters);\n return checkExit && checkDisabled && checkState && checkPartitioner;\n });\n\n if (animatedElements.length) {\n if (isNil(this.timelineCount[config.id])) {\n this.timelineCount[config.id] = 0;\n }\n\n if (config.timeline.sort) {\n animatedElements.sort((elementA, elementB) => {\n return config.timeline.sort(elementA.getDatum(), elementB.getDatum(), elementA, elementB, parameters);\n });\n }\n const width = this.mark.view.width();\n const height = this.mark.view.height();\n const animationParameters = {\n width,\n height,\n group: this.mark.group ?? null,\n mark: this.mark,\n view: this.mark.view,\n elementCount: animatedElements.length,\n elementIndex: 0\n };\n // clear animator with same state\n animatedElements.forEach(element => {\n (this.animators.get(config.state) ?? [])\n .filter(animator => animator.element === element && animator.animationOptions.id === config.id)\n .forEach(animator => {\n animator.stop(null, false);\n this.handleAnimatorEnd(animator, false);\n });\n });\n // run animator\n animatedElements.forEach((element, index) => {\n animationParameters.elementIndex = index;\n // add animation parameter into parameters\n const mergedParameters = Object.assign({ [DefaultAnimationParameters]: animationParameters }, parameters);\n const animationUnit = this.getAnimationUnit(\n config.timeline,\n element,\n index,\n animatedElements.length,\n mergedParameters\n );\n animators.push(this.animateElement(config, animationUnit, element, animationParameters, mergedParameters));\n });\n }\n return animators;\n }\n\n private animateElement(\n config: IParsedAnimationConfig,\n animationUnit: IAnimationUnit,\n element: IElement,\n animationParameters: IAnimationParameters,\n parameters: any\n ) {\n // create animator\n const animator = new Animator(element, animationUnit, config);\n\n // start animating\n animator.animate(animationParameters, parameters);\n // return when animator has no valid animation\n if (!animator.isAnimating) {\n return;\n }\n if (element.diffState === DiffState.exit) {\n element.isReserved = true;\n }\n\n const isFirstAnimator = this.timelineCount[config.id] === 0;\n\n this.timelineCount[config.id] += 1;\n const elementRecord = this.elementRecorder.get(element) ?? { prevState: config.state, count: {} };\n elementRecord.prevState = config.state;\n elementRecord.count[config.state] = (elementRecord.count[config.state] ?? 0) + 1;\n this.elementRecorder.set(element, elementRecord);\n const stateData = this.animators.get(config.state);\n if (!stateData) {\n this.animators.set(config.state, [animator]);\n } else {\n stateData.push(animator);\n }\n // this.animators.set(config.state, (this.animators.get(config.state) ?? []).concat(animator));\n // invoke callback when animation finish\n animator.callback(() => {\n this.handleAnimatorEnd(animator);\n });\n\n // FIXME: handle multiple timelines with same animation state\n // emit animation start event\n const animationEvent: AnimationEvent = {\n mark: this.mark,\n animationState: config.state,\n animationConfig: config.originConfig\n };\n if (isFirstAnimator) {\n this.mark.emit(HOOK_EVENT.ANIMATION_START, animationEvent);\n }\n this.mark.emit(HOOK_EVENT.ELEMENT_ANIMATION_START, animationEvent, element);\n\n return animator;\n }\n\n private getAnimationState(element: IElement): string {\n const customState = invokeFunctionType(this.state, this.mark.parameters(), element.getDatum(), element);\n return customState ?? element.diffState;\n }\n\n private getAnimationUnit(\n timeline: IAnimationTimeline,\n element: IElement,\n index: number,\n elementCount: number,\n parameters: any\n ): IAnimationUnit {\n const timeSlices: IAnimationTimeSlice[] = [];\n const startTime = invokeAnimateSpec(timeline.startTime, element, parameters);\n const totalTime = invokeAnimateSpec(timeline.totalTime, element, parameters);\n const oneByOne = invokeAnimateSpec(timeline.oneByOne, element, parameters);\n const loop = invokeAnimateSpec(timeline.loop, element, parameters);\n\n let loopTime = 0;\n (timeline.timeSlices as IAnimationTimeSlice[]).forEach(timeSlice => {\n const delay = invokeAnimateSpec(timeSlice.delay, element, parameters);\n const delayAfter = invokeAnimateSpec(timeSlice.delayAfter, element, parameters);\n const duration = invokeAnimateSpec(timeSlice.duration, element, parameters) ?? totalTime / elementCount;\n const effects = array(timeSlice.effects).map(effect =>\n Object.assign({}, effect, {\n customParameters: invokeAnimateSpec(effect.customParameters, element, parameters)\n })\n );\n timeSlices.push({\n effects,\n duration,\n delay,\n delayAfter\n });\n loopTime += delay + duration + delayAfter;\n });\n\n const oneByOneDelay = isNumber(oneByOne) ? oneByOne : oneByOne === true ? loopTime : 0;\n return {\n initialDelay: startTime,\n loopCount: isNumber(loop) ? loop : loop === true ? Infinity : 1,\n loopDelay: oneByOneDelay * index,\n loopDelayAfter: oneByOneDelay * (elementCount - index - 1),\n loopAnimateDuration: loopTime,\n loopDuration: loopTime + oneByOneDelay * (elementCount - 1),\n totalTime,\n timeSlices\n };\n }\n\n private clearElementAnimation(element: IElement, clearElement: boolean = true) {\n this.animators.forEach(animators => {\n animators.forEach(animator => {\n if (animator.element === element) {\n // if previous animation state is exit, modify graphic item channel to start\n if (animator.animationOptions.state === DiffState.exit) {\n animator.stop('start', false);\n } else {\n animator.stop('end', false);\n }\n this.handleAnimatorEnd(animator, clearElement);\n }\n });\n });\n this.elementRecorder.delete(element);\n }\n\n private clearAllElements() {\n const elements = this.mark.getAllElements();\n if (elements) {\n elements.forEach((element, i) => {\n // only update mark in previous invocation\n this.clearElement(element, i === elements.length - 1);\n });\n }\n }\n\n private clearElement(element: IElement, updateMark: boolean = true) {\n this.clearElementAnimation(element);\n // element might already be released\n if (element.getGraphicItem()) {\n // if element stops animating or needs to be removed, clear all cached attributes\n element.clearGraphicAttributes();\n // remove element from mark if exit animation is finished\n if (element.diffState === DiffState.exit) {\n element.isReserved = false;\n }\n if (updateMark) {\n this.mark.cleanExitElements();\n }\n // TODO: waiting for vRender to optimize bound cache logic, otherwise this line\n // will cause huge performance waste in multiple animation like appear & disappear.\n // if (updateMark) mark.updateBounds();\n }\n }\n\n private handleAnimatorEnd(animator: IAnimator, clearElement: boolean = true) {\n const element = animator.element;\n const animationOptions = animator.animationOptions;\n const animationState = animationOptions.state;\n const isImmediateAnimation = animationState === ImmediateAnimationState;\n\n // sub element animation count\n const stateAnimationCounts = this.elementRecorder.get(element).count;\n stateAnimationCounts[animationState] -= 1;\n // FIXME: maybe delete zero animationState\n // if (stateAnimationCounts[animationState] === 0) {\n // delete stateAnimationCounts[animationState];\n // }\n\n this.animators.set(\n animationState,\n this.animators.get(animationState).filter(ani => ani !== animator)\n );\n if (this.animators.get(animationState).length === 0) {\n this.animators.delete(animationState);\n }\n this.timelineCount[animationOptions.id] -= 1;\n const isLastAnimator = this.timelineCount[animationOptions.id] === 0;\n\n const originAnimationConfig = isImmediateAnimation\n ? this.immediateConfigs.find(config => config.id === animationOptions.id).originConfig\n : this.configs.find(config => config.id === animationOptions.id).originConfig;\n if (isLastAnimator) {\n delete this.timelineCount[animationOptions.id];\n // delete config when immediate executed animation is finished\n if (isImmediateAnimation) {\n this.immediateConfigs = this.immediateConfigs.filter(config => config.id !== animationOptions.id);\n }\n }\n\n if (clearElement) {\n if (Object.keys(this.timelineCount).length === 0) {\n this.clearAllElements();\n } else if (animationState === DiffState.exit && stateAnimationCounts[DiffState.exit] === 0) {\n // if all exit animations are finished\n this.clearElement(element);\n }\n }\n\n // emit animation end event\n const animationEvent: AnimationEvent = {\n mark: this.mark,\n animationState,\n animationConfig: originAnimationConfig\n };\n if (isLastAnimator) {\n this.mark.emit(HOOK_EVENT.ANIMATION_END, animationEvent);\n }\n this.mark.emit(HOOK_EVENT.ELEMENT_ANIMATION_END, animationEvent, element);\n }\n}\n"]}
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{ array, isNil, isNumber } from '@visactor/vutils';\nimport type {\n IAnimate,\n IAnimationConfig,\n IAnimationParameters,\n IAnimationTimeline,\n IAnimationTimeSlice,\n IAnimationUnit,\n IAnimator,\n IParsedAnimationConfig\n} from '../../types/animate';\nimport { Animator } from './animator';\nimport { invokeAnimateSpec, normalizeAnimationConfig, normalizeStateAnimationConfig } from './config';\nimport { DefaultAnimationParameters, ImmediateAnimationState } from '../constants';\nimport type { AnimationEvent, IElement, IMark, MarkFunctionType } from '../../types';\nimport { invokeFunctionType } from '../../parse/util';\nimport { Arranger } from './arranger';\nimport { DiffState, HOOK_EVENT } from '../enums';\n\nexport class Animate implements IAnimate {\n mark: IMark;\n state: MarkFunctionType<string> | null = null;\n configs: Array<IParsedAnimationConfig>;\n immediateConfigs: Array<IParsedAnimationConfig> = [];\n\n private isEnabled: boolean = true;\n private disabledStates: string[] = [];\n // store animator by animation state\n private animators: Map<string, IAnimator[]> = new Map();\n // count animation for each elements\n private elementRecorder: WeakMap<\n IElement,\n {\n prevState: string;\n count: { [state: string]: number };\n }\n > = new WeakMap();\n private timelineCount: Record<string, number> = {};\n // record: IAnimationRecord;\n\n constructor(mark: IMark, config: Record<string, IAnimationConfig | IAnimationConfig[]>) {\n this.mark = mark;\n this.configs = normalizeAnimationConfig(config ?? {});\n }\n\n getAnimationConfigs(animationState: string) {\n if (!this.isEnabled) {\n return [];\n }\n return (this.configs ?? []).filter(config => config.state === animationState);\n }\n\n updateConfig(config: Record<string, IAnimationConfig | IAnimationConfig[]>) {\n this.configs = normalizeAnimationConfig(config ?? {});\n }\n\n updateState(state: MarkFunctionType<string> | null) {\n this.state = state;\n }\n\n animate() {\n if (!this.isEnabled || !this.configs || !this.configs.length) {\n return;\n }\n\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n elements.forEach(element => {\n // TODO: if element is restored, clear isReserved flag\n if (element.isReserved && element.diffState !== DiffState.exit) {\n element.isReserved = false;\n }\n // clear previous animation when animation state changed\n const prevElementState = this.elementRecorder.get(element)?.prevState;\n const needStopAnimation = this.configs.some(config => {\n return (\n prevElementState !== element.diffState &&\n config.state === prevElementState &&\n config.timeline.controlOptions.stopWhenStateChange\n );\n });\n if (needStopAnimation) {\n this.clearElementAnimation(element, false);\n }\n // clear animations for exit elements\n else if (element.diffState === DiffState.exit && prevElementState !== element.diffState) {\n this.clearElementAnimation(element, false);\n }\n });\n\n this.configs.forEach(config => {\n this.animateByTimeline(config, elements, parameters);\n });\n\n this.mark.cleanExitElements();\n\n return this;\n }\n\n runAnimationByState(animationState: string) {\n if (!this.isEnabled) {\n return;\n }\n\n // FIXME: maybe do nothing if state animation is already running\n // if (this.animators.get(animationState)?.length > 0) { return; }\n\n const stateConfigs = this.configs.filter(config => config.state === animationState);\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n const animators = stateConfigs.reduce((animators, config) => {\n return animators.concat(this.animateByTimeline(config, elements, parameters, true));\n }, [] as IAnimator[]);\n\n return new Arranger(animators);\n }\n stopAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.stop('end'));\n }\n return this;\n }\n pauseAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.pause());\n }\n return this;\n }\n resumeAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.resume());\n }\n return this;\n }\n\n run(config: IAnimationConfig | IAnimationConfig[]) {\n if (!this.isEnabled) {\n return;\n }\n\n const parsedConfigs = normalizeStateAnimationConfig(ImmediateAnimationState, config, this.immediateConfigs.length);\n this.immediateConfigs = this.immediateConfigs.concat(parsedConfigs);\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n const animators = parsedConfigs.reduce((animators, config) => {\n return animators.concat(this.animateByTimeline(config, elements, parameters, true));\n }, [] as IAnimator[]);\n\n return new Arranger(animators);\n }\n stop() {\n // map will be cleared in animator callback\n this.animators.forEach(animators => {\n animators.forEach(animator => animator.stop('end'));\n });\n return this;\n }\n pause() {\n this.animators.forEach(stateAnimators => stateAnimators.forEach(animator => animator.pause()));\n return this;\n }\n resume() {\n this.animators.forEach(stateAnimators => stateAnimators.forEach(animator => animator.resume()));\n return this;\n }\n reverse() {\n /** Animation scheduler api, resume the recorded animations */\n return this;\n }\n restart() {\n /** Animation scheduler api, resume current animations */\n return this;\n }\n record() {\n /** Animation scheduler api, start to record a timestamp */\n return this;\n }\n recordEnd() {\n /** Animation scheduler api, end to record a timestamp */\n return this;\n }\n\n isAnimating() {\n let isAnimating = false;\n this.animators.forEach(animators => {\n isAnimating = isAnimating || animators.some(animator => animator.isAnimating);\n });\n return isAnimating;\n }\n\n isElementAnimating(element: IElement) {\n const stateAnimationCounts = this.elementRecorder.get(element)?.count;\n return isNil(stateAnimationCounts) || Object.values(stateAnimationCounts).every(count => count === 0);\n }\n\n getAnimatorCount() {\n let count = 0;\n this.animators.forEach(animators => (count += animators.length));\n return count;\n }\n\n getAllAnimators() {\n const allAnimators: IAnimator[] = [];\n this.animators.forEach(animators => {\n allAnimators.push(...animators);\n });\n return allAnimators;\n }\n\n getElementAnimators(element: IElement | IElement[], animationState?: string) {\n const elements = array(element);\n let animators: IAnimator[] = [];\n if (animationState) {\n animators = this.animators.get(animationState) ?? [];\n } else {\n this.animators.forEach(stateAnimators => {\n animators = animators.concat(stateAnimators);\n });\n }\n return animators.filter(animator => elements.includes(animator.element));\n }\n\n enable() {\n this.isEnabled = true;\n return this;\n }\n disable() {\n this.isEnabled = false;\n this.stop();\n this.animators.clear();\n return this;\n }\n enableAnimationState(state: string | string[]) {\n const states = array(state);\n this.disabledStates = this.disabledStates.filter(state => !states.includes(state));\n return this;\n }\n disableAnimationState(state: string | string[]) {\n const states = array(state);\n this.disabledStates = this.disabledStates.concat(states);\n return this;\n }\n\n release() {\n this.stop();\n // we need to clear map\n this.animators.clear();\n\n this.configs = null;\n this.animators = null;\n this.elementRecorder = null;\n this.timelineCount = null;\n }\n\n private animateByTimeline(\n config: IParsedAnimationConfig,\n elements: IElement[],\n parameters: any,\n forceState: boolean = false\n ) {\n const animators: IAnimator[] = [];\n const animatedElements = elements.filter(element => {\n // do not animate on element which is running exit animation\n // if an element is reserved, it should be set for exit animation and will be removed\n const checkExit = !(element.isReserved && element.diffState === DiffState.exit);\n // do not check animation state if forceState is set\n const state = this.getAnimationState(element);\n const checkDisabled = !this.disabledStates.includes(state);\n const checkState = forceState || state === config.state;\n // filter elements by partitioner config\n const checkPartitioner =\n !config.timeline.partitioner || config.timeline.partitioner(element.getDatum(), element, parameters);\n return checkExit && checkDisabled && checkState && checkPartitioner;\n });\n\n if (animatedElements.length) {\n if (isNil(this.timelineCount[config.id])) {\n this.timelineCount[config.id] = 0;\n }\n\n if (config.timeline.sort) {\n animatedElements.sort((elementA, elementB) => {\n return config.timeline.sort(elementA.getDatum(), elementB.getDatum(), elementA, elementB, parameters);\n });\n }\n const width = this.mark.view.width();\n const height = this.mark.view.height();\n const animationParameters = {\n width,\n height,\n group: this.mark.group ?? null,\n mark: this.mark,\n view: this.mark.view,\n elementCount: animatedElements.length,\n elementIndex: 0\n };\n // clear animator with same state\n animatedElements.forEach(element => {\n (this.animators.get(config.state) ?? [])\n .filter(animator => animator.element === element && animator.animationOptions.id === config.id)\n .forEach(animator => {\n animator.stop(null, false);\n this.handleAnimatorEnd(animator, false);\n });\n });\n // run animator\n animatedElements.forEach((element, index) => {\n animationParameters.elementIndex = index;\n // add animation parameter into parameters\n const mergedParameters = Object.assign({ [DefaultAnimationParameters]: animationParameters }, parameters);\n const animationUnit = this.getAnimationUnit(\n config.timeline,\n element,\n index,\n animatedElements.length,\n mergedParameters\n );\n animators.push(this.animateElement(config, animationUnit, element, animationParameters, mergedParameters));\n });\n }\n return animators;\n }\n\n private animateElement(\n config: IParsedAnimationConfig,\n animationUnit: IAnimationUnit,\n element: IElement,\n animationParameters: IAnimationParameters,\n parameters: any\n ) {\n // create animator\n const animator = new Animator(element, animationUnit, config);\n\n // start animating\n animator.animate(animationParameters, parameters);\n // return when animator has no valid animation\n if (!animator.isAnimating) {\n return;\n }\n if (element.diffState === DiffState.exit) {\n element.isReserved = true;\n }\n\n const isFirstAnimator = this.timelineCount[config.id] === 0;\n\n this.timelineCount[config.id] += 1;\n const elementRecord = this.elementRecorder.get(element) ?? { prevState: config.state, count: {} };\n elementRecord.prevState = config.state;\n elementRecord.count[config.state] = (elementRecord.count[config.state] ?? 0) + 1;\n this.elementRecorder.set(element, elementRecord);\n const stateData = this.animators.get(config.state);\n if (!stateData) {\n this.animators.set(config.state, [animator]);\n } else {\n stateData.push(animator);\n }\n // this.animators.set(config.state, (this.animators.get(config.state) ?? []).concat(animator));\n // invoke callback when animation finish\n animator.callback(() => {\n this.handleAnimatorEnd(animator);\n });\n\n // FIXME: handle multiple timelines with same animation state\n // emit animation start event\n const animationEvent: AnimationEvent = {\n mark: this.mark,\n animationState: config.state,\n animationConfig: config.originConfig\n };\n if (isFirstAnimator) {\n this.mark.emit(HOOK_EVENT.ANIMATION_START, animationEvent);\n }\n this.mark.emit(HOOK_EVENT.ELEMENT_ANIMATION_START, animationEvent, element);\n\n return animator;\n }\n\n private getAnimationState(element: IElement): string {\n const customState = invokeFunctionType(this.state, this.mark.parameters(), element.getDatum(), element);\n return customState ?? element.diffState;\n }\n\n private getAnimationUnit(\n timeline: IAnimationTimeline,\n element: IElement,\n index: number,\n elementCount: number,\n parameters: any\n ): IAnimationUnit {\n const timeSlices: IAnimationTimeSlice[] = [];\n const startTime = invokeAnimateSpec(timeline.startTime, element, parameters);\n const totalTime = invokeAnimateSpec(timeline.totalTime, element, parameters);\n const oneByOne = invokeAnimateSpec(timeline.oneByOne, element, parameters);\n const loop = invokeAnimateSpec(timeline.loop, element, parameters);\n\n let loopTime = 0;\n (timeline.timeSlices as IAnimationTimeSlice[]).forEach(timeSlice => {\n const delay = invokeAnimateSpec(timeSlice.delay, element, parameters);\n const delayAfter = invokeAnimateSpec(timeSlice.delayAfter, element, parameters);\n const duration = invokeAnimateSpec(timeSlice.duration, element, parameters) ?? totalTime / elementCount;\n const effects = array(timeSlice.effects).map(effect =>\n Object.assign({}, effect, {\n customParameters: invokeAnimateSpec(effect.customParameters, element, parameters)\n })\n );\n timeSlices.push({\n effects,\n duration,\n delay,\n delayAfter\n });\n loopTime += delay + duration + delayAfter;\n });\n\n const oneByOneDelay = isNumber(oneByOne) ? oneByOne : oneByOne === true ? loopTime : 0;\n return {\n initialDelay: startTime,\n loopCount: isNumber(loop) ? loop : loop === true ? Infinity : 1,\n loopDelay: oneByOneDelay * index,\n loopDelayAfter: oneByOneDelay * (elementCount - index - 1),\n loopAnimateDuration: loopTime,\n loopDuration: loopTime + oneByOneDelay * (elementCount - 1),\n totalTime,\n timeSlices\n };\n }\n\n private clearElementAnimation(element: IElement, clearElement: boolean = true) {\n this.animators.forEach(animators => {\n animators.forEach(animator => {\n if (animator.element === element) {\n // if previous animation state is exit, modify graphic item channel to start\n if (animator.animationOptions.state === DiffState.exit) {\n animator.stop('start', false);\n } else {\n animator.stop('end', false);\n }\n this.handleAnimatorEnd(animator, clearElement);\n }\n });\n });\n this.elementRecorder.delete(element);\n }\n\n private clearAllElements() {\n const elements = this.mark.getAllElements();\n if (elements) {\n elements.forEach((element, i) => {\n // only update mark in previous invocation\n this.clearElement(element, i === elements.length - 1);\n });\n }\n }\n\n private clearElement(element: IElement, updateMark: boolean = true) {\n this.clearElementAnimation(element);\n // element might already be released\n if (element.getGraphicItem()) {\n // if element stops animating or needs to be removed, clear all cached attributes\n element.clearGraphicAttributes();\n // remove element from mark if exit animation is finished\n if (element.diffState === DiffState.exit) {\n element.isReserved = false;\n }\n if (updateMark) {\n this.mark.cleanExitElements();\n }\n // TODO: waiting for vRender to optimize bound cache logic, otherwise this line\n // will cause huge performance waste in multiple animation like appear & disappear.\n // if (updateMark) mark.updateBounds();\n }\n }\n\n private handleAnimatorEnd(animator: IAnimator, clearElement: boolean = true) {\n const element = animator.element;\n const animationOptions = animator.animationOptions;\n const animationState = animationOptions.state;\n const isImmediateAnimation = animationState === ImmediateAnimationState;\n\n // sub element animation count\n const stateAnimationCounts = this.elementRecorder.get(element).count;\n stateAnimationCounts[animationState] -= 1;\n // FIXME: maybe delete zero animationState\n // if (stateAnimationCounts[animationState] === 0) {\n // delete stateAnimationCounts[animationState];\n // }\n\n this.animators.set(\n animationState,\n this.animators.get(animationState).filter(ani => ani !== animator)\n );\n if (this.animators.get(animationState).length === 0) {\n this.animators.delete(animationState);\n }\n this.timelineCount[animationOptions.id] -= 1;\n const isLastAnimator = this.timelineCount[animationOptions.id] === 0;\n\n const originAnimationConfig = isImmediateAnimation\n ? this.immediateConfigs.find(config => config.id === animationOptions.id).originConfig\n : this.configs.find(config => config.id === animationOptions.id).originConfig;\n if (isLastAnimator) {\n delete this.timelineCount[animationOptions.id];\n // delete config when immediate executed animation is finished\n if (isImmediateAnimation) {\n this.immediateConfigs = this.immediateConfigs.filter(config => config.id !== animationOptions.id);\n }\n }\n\n if (clearElement) {\n if (Object.keys(this.timelineCount).length === 0) {\n this.clearAllElements();\n } else if (animationState === DiffState.exit && stateAnimationCounts[DiffState.exit] === 0) {\n // if all exit animations are finished\n this.clearElement(element);\n }\n }\n\n // emit animation end event\n const animationEvent: AnimationEvent = {\n mark: this.mark,\n animationState,\n animationConfig: originAnimationConfig\n };\n if (isLastAnimator) {\n this.mark.emit(HOOK_EVENT.ANIMATION_END, animationEvent);\n }\n this.mark.emit(HOOK_EVENT.ELEMENT_ANIMATION_END, animationEvent, element);\n }\n}\n"]}
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package/cjs/index.d.ts
CHANGED
package/cjs/index.js
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@@ -18,7 +18,7 @@ var __createBinding = this && this.__createBinding || (Object.create ? function(
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value: !0
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}), exports.registerAnimate = exports.registerGesturePlugin = exports.registerDragPlugin = exports.GlyphMark = exports.registerGlyphMark = exports.defaultDoLayout = exports.registerDefaultLayout = exports.vglobal = exports.ThemeManager = exports.registerViewMorphAPI = exports.registerViewEventsAPI = exports.SIGNAL_VIEW_BOX = exports.SIGNAL_WIDTH = exports.SIGNAL_VIEW_WIDTH = exports.SIGNAL_VIEW_HEIGHT = exports.SIGNAL_PADDING = exports.SIGNAL_HEIGHT = exports.SIGNAL_AUTOFIT = exports.Factory = exports.GrammarBase = exports.invokeFunctionType = exports.parseFunctionType = exports.registerCoordinate = exports.Coordinate = exports.registerScale = exports.Scale = exports.View = exports.version = void 0,
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-
exports.version = "0.16.
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exports.version = "0.16.4-alpha.0", __exportStar(require("./graph"), exports), __exportStar(require("./interactions"), exports);
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var view_1 = require("./view");
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{"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACa,QAAA,OAAO,GAAG,
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{"version":3,"sources":["../src/index.ts"],"names":[],"mappings":";;;;;;;;;;;;;;;;;AACa,QAAA,OAAO,GAAG,gBAAgB,CAAC;AAExC,0CAAwB;AAExB,iDAA+B;AAE/B,+BAA8B;AAArB,4FAAA,IAAI,OAAA;AACb,sCAAoD;AAA3C,8FAAA,KAAK,OAAA;AAAE,sGAAA,aAAa,OAAA;AAC7B,gDAAmE;AAA1D,wGAAA,UAAU,OAAA;AAAE,gHAAA,kBAAkB,OAAA;AACvC,qCAAqE;AAA5D,yGAAA,iBAAiB,OAAA;AAAE,0GAAA,kBAAkB,OAAA;AAC9C,oDAAkD;AAAzC,2GAAA,WAAW,OAAA;AACpB,8CAA4B;AAC5B,0CAAwB;AACxB,0CAAyC;AAAhC,kGAAA,OAAO,OAAA;AAChB,8CAQ0B;AAPxB,2GAAA,cAAc,OAAA;AACd,0GAAA,aAAa,OAAA;AACb,2GAAA,cAAc,OAAA;AACd,+GAAA,kBAAkB,OAAA;AAClB,8GAAA,iBAAiB,OAAA;AACjB,yGAAA,YAAY,OAAA;AACZ,4GAAA,eAAe,OAAA;AAEjB,4DAAgE;AAAvD,yHAAA,qBAAqB,OAAA;AAC9B,4DAA+D;AAAtD,wHAAA,oBAAoB,OAAA;AAE7B,uDAAqD;AAA5C,6GAAA,YAAY,OAAA;AAErB,0CAAwB;AACxB,8CAA4B;AAC5B,+CAA6B;AAC7B,8DAA4C;AAE5C,uDAAiD;AAAxC,uGAAA,OAAO,OAAA;AAChB,wCAAsB;AACtB,iDAA+B;AAC/B,wDAAsC;AACtC,4DAA0C;AAC1C,uDAAqC;AACrC,gDAA+E;AAAtE,+GAAA,qBAAqB,OAAA;AAAE,yGAAA,eAAe,OAAA;AAC/C,sCAA4D;AAAnD,0GAAA,iBAAiB,OAAA;AAAE,kGAAA,SAAS,OAAA;AAErC,yDAA4D;AAC5D,4CAAyC;AAElC,MAAM,kBAAkB,GAAG,GAAG,EAAE;IACrC,iBAAO,CAAC,wBAAwB,CAAC,MAAM,EAAE,wBAAS,CAAC,CAAC;AACtD,CAAC,CAAC;AAFW,QAAA,kBAAkB,sBAE7B;AAEK,MAAM,qBAAqB,GAAG,GAAG,EAAE;IACxC,iBAAO,CAAC,wBAAwB,CAAC,SAAS,EAAE,sBAAO,CAAC,CAAC;AACvD,CAAC,CAAC;AAFW,QAAA,qBAAqB,yBAEhC;AAEF,kEAAmE;AACnE,kEAAmE;AAE5D,MAAM,eAAe,GAAG,GAAG,EAAE;IAClC,IAAA,2CAAsB,GAAE,CAAC;IACzB,IAAA,2CAAsB,GAAE,CAAC;AAC3B,CAAC,CAAC;AAHW,QAAA,eAAe,mBAG1B","file":"index.js","sourcesContent":["// -- Exports -----\nexport const version = \"0.16.4-alpha.0\";\n\nexport * from './graph';\n\nexport * from './interactions';\n\nexport { View } from './view';\nexport { Scale, registerScale } from './view/scale';\nexport { Coordinate, registerCoordinate } from './view/coordinate';\nexport { parseFunctionType, invokeFunctionType } from './parse/util';\nexport { GrammarBase } from './view/grammar-base';\nexport * from './util/text';\nexport * from './types';\nexport { Factory } from './core/factory';\nexport {\n SIGNAL_AUTOFIT,\n SIGNAL_HEIGHT,\n SIGNAL_PADDING,\n SIGNAL_VIEW_HEIGHT,\n SIGNAL_VIEW_WIDTH,\n SIGNAL_WIDTH,\n SIGNAL_VIEW_BOX\n} from './view/constants';\nexport { registerViewEventsAPI } from './view/view-event-mixin';\nexport { registerViewMorphAPI } from './view/view-morph-mixin';\n\nexport { ThemeManager } from './theme/theme-manager';\n\nexport * from './glyph';\nexport * from './component';\nexport * from './transforms';\nexport * from './graph/animation/animation';\n\nexport { vglobal } from '@visactor/vrender-core';\nexport * from './env';\nexport * from './interactions';\nexport * from './semantic-marks/cell';\nexport * from './semantic-marks/interval';\nexport * from './graph/mark/graphic';\nexport { registerDefaultLayout, defaultDoLayout } from './graph/layout/layout';\nexport { registerGlyphMark, GlyphMark } from './view/glyph';\n\nimport { DragNDrop, Gesture } from '@visactor/vrender-kits';\nimport { Factory } from './core/factory';\n\nexport const registerDragPlugin = () => {\n Factory.registerStageEventPlugin('drag', DragNDrop);\n};\n\nexport const registerGesturePlugin = () => {\n Factory.registerStageEventPlugin('gesture', Gesture);\n};\n\nimport { registerViewAnimateAPI } from './view/view-animate-mixin';\nimport { registerMarkAnimateAPI } from './view/mark-animate-mixin';\n\nexport const registerAnimate = () => {\n registerViewAnimateAPI();\n registerMarkAnimateAPI();\n};\n"]}
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var _a;
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element.isReserved && element.diffState !== DiffState.exit && (element.isReserved = !1);
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const prevElementState = null === (_a = this.elementRecorder.get(element)) || void 0 === _a ? void 0 : _a.prevState;
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(this.configs.some((config => prevElementState !== element.diffState && config.state === prevElementState && config.timeline.controlOptions.stopWhenStateChange)) || element.diffState === DiffState.exit) && this.clearElementAnimation(element, !1);
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(this.configs.some((config => prevElementState !== element.diffState && config.state === prevElementState && config.timeline.controlOptions.stopWhenStateChange)) || element.diffState === DiffState.exit && prevElementState !== element.diffState) && this.clearElementAnimation(element, !1);
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})), this.configs.forEach((config => {
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this.animateByTimeline(config, elements, parameters);
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})), this.mark.cleanExitElements(), this;
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@@ -1 +1 @@
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{ array, isNil, isNumber } from '@visactor/vutils';\nimport type {\n IAnimate,\n IAnimationConfig,\n IAnimationParameters,\n IAnimationTimeline,\n IAnimationTimeSlice,\n IAnimationUnit,\n IAnimator,\n IParsedAnimationConfig\n} from '../../types/animate';\nimport { Animator } from './animator';\nimport { invokeAnimateSpec, normalizeAnimationConfig, normalizeStateAnimationConfig } from './config';\nimport { DefaultAnimationParameters, ImmediateAnimationState } from '../constants';\nimport type { AnimationEvent, IElement, IMark, MarkFunctionType } from '../../types';\nimport { invokeFunctionType } from '../../parse/util';\nimport { Arranger } from './arranger';\nimport { DiffState, HOOK_EVENT } from '../enums';\n\nexport class Animate implements IAnimate {\n mark: IMark;\n state: MarkFunctionType<string> | null = null;\n configs: Array<IParsedAnimationConfig>;\n immediateConfigs: Array<IParsedAnimationConfig> = [];\n\n private isEnabled: boolean = true;\n private disabledStates: string[] = [];\n // store animator by animation state\n private animators: Map<string, IAnimator[]> = new Map();\n // count animation for each elements\n private elementRecorder: WeakMap<\n IElement,\n {\n prevState: string;\n count: { [state: string]: number };\n }\n > = new WeakMap();\n private timelineCount: Record<string, number> = {};\n // record: IAnimationRecord;\n\n constructor(mark: IMark, config: Record<string, IAnimationConfig | IAnimationConfig[]>) {\n this.mark = mark;\n this.configs = normalizeAnimationConfig(config ?? {});\n }\n\n getAnimationConfigs(animationState: string) {\n if (!this.isEnabled) {\n return [];\n }\n return (this.configs ?? []).filter(config => config.state === animationState);\n }\n\n updateConfig(config: Record<string, IAnimationConfig | IAnimationConfig[]>) {\n this.configs = normalizeAnimationConfig(config ?? {});\n }\n\n updateState(state: MarkFunctionType<string> | null) {\n this.state = state;\n }\n\n animate() {\n if (!this.isEnabled || !this.configs || !this.configs.length) {\n return;\n }\n\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n elements.forEach(element => {\n // TODO: if element is restored, clear isReserved flag\n if (element.isReserved && element.diffState !== DiffState.exit) {\n element.isReserved = false;\n }\n // clear previous animation when animation state changed\n const prevElementState = this.elementRecorder.get(element)?.prevState;\n const needStopAnimation = this.configs.some(config => {\n return (\n prevElementState !== element.diffState &&\n config.state === prevElementState &&\n config.timeline.controlOptions.stopWhenStateChange\n );\n });\n if (needStopAnimation) {\n this.clearElementAnimation(element, false);\n }\n // clear animations for exit elements\n else if (element.diffState === DiffState.exit) {\n this.clearElementAnimation(element, false);\n }\n });\n\n this.configs.forEach(config => {\n this.animateByTimeline(config, elements, parameters);\n });\n\n this.mark.cleanExitElements();\n\n return this;\n }\n\n runAnimationByState(animationState: string) {\n if (!this.isEnabled) {\n return;\n }\n\n // FIXME: maybe do nothing if state animation is already running\n // if (this.animators.get(animationState)?.length > 0) { return; }\n\n const stateConfigs = this.configs.filter(config => config.state === animationState);\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n const animators = stateConfigs.reduce((animators, config) => {\n return animators.concat(this.animateByTimeline(config, elements, parameters, true));\n }, [] as IAnimator[]);\n\n return new Arranger(animators);\n }\n stopAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.stop('end'));\n }\n return this;\n }\n pauseAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.pause());\n }\n return this;\n }\n resumeAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.resume());\n }\n return this;\n }\n\n run(config: IAnimationConfig | IAnimationConfig[]) {\n if (!this.isEnabled) {\n return;\n }\n\n const parsedConfigs = normalizeStateAnimationConfig(ImmediateAnimationState, config, this.immediateConfigs.length);\n this.immediateConfigs = this.immediateConfigs.concat(parsedConfigs);\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n const animators = parsedConfigs.reduce((animators, config) => {\n return animators.concat(this.animateByTimeline(config, elements, parameters, true));\n }, [] as IAnimator[]);\n\n return new Arranger(animators);\n }\n stop() {\n // map will be cleared in animator callback\n this.animators.forEach(animators => {\n animators.forEach(animator => animator.stop('end'));\n });\n return this;\n }\n pause() {\n this.animators.forEach(stateAnimators => stateAnimators.forEach(animator => animator.pause()));\n return this;\n }\n resume() {\n this.animators.forEach(stateAnimators => stateAnimators.forEach(animator => animator.resume()));\n return this;\n }\n reverse() {\n /** Animation scheduler api, resume the recorded animations */\n return this;\n }\n restart() {\n /** Animation scheduler api, resume current animations */\n return this;\n }\n record() {\n /** Animation scheduler api, start to record a timestamp */\n return this;\n }\n recordEnd() {\n /** Animation scheduler api, end to record a timestamp */\n return this;\n }\n\n isAnimating() {\n let isAnimating = false;\n this.animators.forEach(animators => {\n isAnimating = isAnimating || animators.some(animator => animator.isAnimating);\n });\n return isAnimating;\n }\n\n isElementAnimating(element: IElement) {\n const stateAnimationCounts = this.elementRecorder.get(element)?.count;\n return isNil(stateAnimationCounts) || Object.values(stateAnimationCounts).every(count => count === 0);\n }\n\n getAnimatorCount() {\n let count = 0;\n this.animators.forEach(animators => (count += animators.length));\n return count;\n }\n\n getAllAnimators() {\n const allAnimators: IAnimator[] = [];\n this.animators.forEach(animators => {\n allAnimators.push(...animators);\n });\n return allAnimators;\n }\n\n getElementAnimators(element: IElement | IElement[], animationState?: string) {\n const elements = array(element);\n let animators: IAnimator[] = [];\n if (animationState) {\n animators = this.animators.get(animationState) ?? [];\n } else {\n this.animators.forEach(stateAnimators => {\n animators = animators.concat(stateAnimators);\n });\n }\n return animators.filter(animator => elements.includes(animator.element));\n }\n\n enable() {\n this.isEnabled = true;\n return this;\n }\n disable() {\n this.isEnabled = false;\n this.stop();\n this.animators.clear();\n return this;\n }\n enableAnimationState(state: string | string[]) {\n const states = array(state);\n this.disabledStates = this.disabledStates.filter(state => !states.includes(state));\n return this;\n }\n disableAnimationState(state: string | string[]) {\n const states = array(state);\n this.disabledStates = this.disabledStates.concat(states);\n return this;\n }\n\n release() {\n this.stop();\n // we need to clear map\n this.animators.clear();\n\n this.configs = null;\n this.animators = null;\n this.elementRecorder = null;\n this.timelineCount = null;\n }\n\n private animateByTimeline(\n config: IParsedAnimationConfig,\n elements: IElement[],\n parameters: any,\n forceState: boolean = false\n ) {\n const animators: IAnimator[] = [];\n const animatedElements = elements.filter(element => {\n // do not animate on element which is running exit animation\n // if an element is reserved, it should be set for exit animation and will be removed\n const checkExit = !(element.isReserved && element.diffState === DiffState.exit);\n // do not check animation state if forceState is set\n const state = this.getAnimationState(element);\n const checkDisabled = !this.disabledStates.includes(state);\n const checkState = forceState || state === config.state;\n // filter elements by partitioner config\n const checkPartitioner =\n !config.timeline.partitioner || config.timeline.partitioner(element.getDatum(), element, parameters);\n return checkExit && checkDisabled && checkState && checkPartitioner;\n });\n\n if (animatedElements.length) {\n if (isNil(this.timelineCount[config.id])) {\n this.timelineCount[config.id] = 0;\n }\n\n if (config.timeline.sort) {\n animatedElements.sort((elementA, elementB) => {\n return config.timeline.sort(elementA.getDatum(), elementB.getDatum(), elementA, elementB, parameters);\n });\n }\n const width = this.mark.view.width();\n const height = this.mark.view.height();\n const animationParameters = {\n width,\n height,\n group: this.mark.group ?? null,\n mark: this.mark,\n view: this.mark.view,\n elementCount: animatedElements.length,\n elementIndex: 0\n };\n // clear animator with same state\n animatedElements.forEach(element => {\n (this.animators.get(config.state) ?? [])\n .filter(animator => animator.element === element && animator.animationOptions.id === config.id)\n .forEach(animator => {\n animator.stop(null, false);\n this.handleAnimatorEnd(animator, false);\n });\n });\n // run animator\n animatedElements.forEach((element, index) => {\n animationParameters.elementIndex = index;\n // add animation parameter into parameters\n const mergedParameters = Object.assign({ [DefaultAnimationParameters]: animationParameters }, parameters);\n const animationUnit = this.getAnimationUnit(\n config.timeline,\n element,\n index,\n animatedElements.length,\n mergedParameters\n );\n animators.push(this.animateElement(config, animationUnit, element, animationParameters, mergedParameters));\n });\n }\n return animators;\n }\n\n private animateElement(\n config: IParsedAnimationConfig,\n animationUnit: IAnimationUnit,\n element: IElement,\n animationParameters: IAnimationParameters,\n parameters: any\n ) {\n // create animator\n const animator = new Animator(element, animationUnit, config);\n\n // start animating\n animator.animate(animationParameters, parameters);\n // return when animator has no valid animation\n if (!animator.isAnimating) {\n return;\n }\n if (element.diffState === DiffState.exit) {\n element.isReserved = true;\n }\n\n const isFirstAnimator = this.timelineCount[config.id] === 0;\n\n this.timelineCount[config.id] += 1;\n const elementRecord = this.elementRecorder.get(element) ?? { prevState: config.state, count: {} };\n elementRecord.prevState = config.state;\n elementRecord.count[config.state] = (elementRecord.count[config.state] ?? 0) + 1;\n this.elementRecorder.set(element, elementRecord);\n const stateData = this.animators.get(config.state);\n if (!stateData) {\n this.animators.set(config.state, [animator]);\n } else {\n stateData.push(animator);\n }\n // this.animators.set(config.state, (this.animators.get(config.state) ?? []).concat(animator));\n // invoke callback when animation finish\n animator.callback(() => {\n this.handleAnimatorEnd(animator);\n });\n\n // FIXME: handle multiple timelines with same animation state\n // emit animation start event\n const animationEvent: AnimationEvent = {\n mark: this.mark,\n animationState: config.state,\n animationConfig: config.originConfig\n };\n if (isFirstAnimator) {\n this.mark.emit(HOOK_EVENT.ANIMATION_START, animationEvent);\n }\n this.mark.emit(HOOK_EVENT.ELEMENT_ANIMATION_START, animationEvent, element);\n\n return animator;\n }\n\n private getAnimationState(element: IElement): string {\n const customState = invokeFunctionType(this.state, this.mark.parameters(), element.getDatum(), element);\n return customState ?? element.diffState;\n }\n\n private getAnimationUnit(\n timeline: IAnimationTimeline,\n element: IElement,\n index: number,\n elementCount: number,\n parameters: any\n ): IAnimationUnit {\n const timeSlices: IAnimationTimeSlice[] = [];\n const startTime = invokeAnimateSpec(timeline.startTime, element, parameters);\n const totalTime = invokeAnimateSpec(timeline.totalTime, element, parameters);\n const oneByOne = invokeAnimateSpec(timeline.oneByOne, element, parameters);\n const loop = invokeAnimateSpec(timeline.loop, element, parameters);\n\n let loopTime = 0;\n (timeline.timeSlices as IAnimationTimeSlice[]).forEach(timeSlice => {\n const delay = invokeAnimateSpec(timeSlice.delay, element, parameters);\n const delayAfter = invokeAnimateSpec(timeSlice.delayAfter, element, parameters);\n const duration = invokeAnimateSpec(timeSlice.duration, element, parameters) ?? totalTime / elementCount;\n const effects = array(timeSlice.effects).map(effect =>\n Object.assign({}, effect, {\n customParameters: invokeAnimateSpec(effect.customParameters, element, parameters)\n })\n );\n timeSlices.push({\n effects,\n duration,\n delay,\n delayAfter\n });\n loopTime += delay + duration + delayAfter;\n });\n\n const oneByOneDelay = isNumber(oneByOne) ? oneByOne : oneByOne === true ? loopTime : 0;\n return {\n initialDelay: startTime,\n loopCount: isNumber(loop) ? loop : loop === true ? Infinity : 1,\n loopDelay: oneByOneDelay * index,\n loopDelayAfter: oneByOneDelay * (elementCount - index - 1),\n loopAnimateDuration: loopTime,\n loopDuration: loopTime + oneByOneDelay * (elementCount - 1),\n totalTime,\n timeSlices\n };\n }\n\n private clearElementAnimation(element: IElement, clearElement: boolean = true) {\n this.animators.forEach(animators => {\n animators.forEach(animator => {\n if (animator.element === element) {\n // if previous animation state is exit, modify graphic item channel to start\n if (animator.animationOptions.state === DiffState.exit) {\n animator.stop('start', false);\n } else {\n animator.stop('end', false);\n }\n this.handleAnimatorEnd(animator, clearElement);\n }\n });\n });\n this.elementRecorder.delete(element);\n }\n\n private clearAllElements() {\n const elements = this.mark.getAllElements();\n if (elements) {\n elements.forEach((element, i) => {\n // only update mark in previous invocation\n this.clearElement(element, i === elements.length - 1);\n });\n }\n }\n\n private clearElement(element: IElement, updateMark: boolean = true) {\n this.clearElementAnimation(element);\n // element might already be released\n if (element.getGraphicItem()) {\n // if element stops animating or needs to be removed, clear all cached attributes\n element.clearGraphicAttributes();\n // remove element from mark if exit animation is finished\n if (element.diffState === DiffState.exit) {\n element.isReserved = false;\n }\n if (updateMark) {\n this.mark.cleanExitElements();\n }\n // TODO: waiting for vRender to optimize bound cache logic, otherwise this line\n // will cause huge performance waste in multiple animation like appear & disappear.\n // if (updateMark) mark.updateBounds();\n }\n }\n\n private handleAnimatorEnd(animator: IAnimator, clearElement: boolean = true) {\n const element = animator.element;\n const animationOptions = animator.animationOptions;\n const animationState = animationOptions.state;\n const isImmediateAnimation = animationState === ImmediateAnimationState;\n\n // sub element animation count\n const stateAnimationCounts = this.elementRecorder.get(element).count;\n stateAnimationCounts[animationState] -= 1;\n // FIXME: maybe delete zero animationState\n // if (stateAnimationCounts[animationState] === 0) {\n // delete stateAnimationCounts[animationState];\n // }\n\n this.animators.set(\n animationState,\n this.animators.get(animationState).filter(ani => ani !== animator)\n );\n if (this.animators.get(animationState).length === 0) {\n this.animators.delete(animationState);\n }\n this.timelineCount[animationOptions.id] -= 1;\n const isLastAnimator = this.timelineCount[animationOptions.id] === 0;\n\n const originAnimationConfig = isImmediateAnimation\n ? this.immediateConfigs.find(config => config.id === animationOptions.id).originConfig\n : this.configs.find(config => config.id === animationOptions.id).originConfig;\n if (isLastAnimator) {\n delete this.timelineCount[animationOptions.id];\n // delete config when immediate executed animation is finished\n if (isImmediateAnimation) {\n this.immediateConfigs = this.immediateConfigs.filter(config => config.id !== animationOptions.id);\n }\n }\n\n if (clearElement) {\n if (Object.keys(this.timelineCount).length === 0) {\n this.clearAllElements();\n } else if (animationState === DiffState.exit && stateAnimationCounts[DiffState.exit] === 0) {\n // if all exit animations are finished\n this.clearElement(element);\n }\n }\n\n // emit animation end event\n const animationEvent: AnimationEvent = {\n mark: this.mark,\n animationState,\n animationConfig: originAnimationConfig\n };\n if (isLastAnimator) {\n this.mark.emit(HOOK_EVENT.ANIMATION_END, animationEvent);\n }\n this.mark.emit(HOOK_EVENT.ELEMENT_ANIMATION_END, animationEvent, element);\n }\n}\n"]}
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{ array, isNil, isNumber } from '@visactor/vutils';\nimport type {\n IAnimate,\n IAnimationConfig,\n IAnimationParameters,\n IAnimationTimeline,\n IAnimationTimeSlice,\n IAnimationUnit,\n IAnimator,\n IParsedAnimationConfig\n} from '../../types/animate';\nimport { Animator } from './animator';\nimport { invokeAnimateSpec, normalizeAnimationConfig, normalizeStateAnimationConfig } from './config';\nimport { DefaultAnimationParameters, ImmediateAnimationState } from '../constants';\nimport type { AnimationEvent, IElement, IMark, MarkFunctionType } from '../../types';\nimport { invokeFunctionType } from '../../parse/util';\nimport { Arranger } from './arranger';\nimport { DiffState, HOOK_EVENT } from '../enums';\n\nexport class Animate implements IAnimate {\n mark: IMark;\n state: MarkFunctionType<string> | null = null;\n configs: Array<IParsedAnimationConfig>;\n immediateConfigs: Array<IParsedAnimationConfig> = [];\n\n private isEnabled: boolean = true;\n private disabledStates: string[] = [];\n // store animator by animation state\n private animators: Map<string, IAnimator[]> = new Map();\n // count animation for each elements\n private elementRecorder: WeakMap<\n IElement,\n {\n prevState: string;\n count: { [state: string]: number };\n }\n > = new WeakMap();\n private timelineCount: Record<string, number> = {};\n // record: IAnimationRecord;\n\n constructor(mark: IMark, config: Record<string, IAnimationConfig | IAnimationConfig[]>) {\n this.mark = mark;\n this.configs = normalizeAnimationConfig(config ?? {});\n }\n\n getAnimationConfigs(animationState: string) {\n if (!this.isEnabled) {\n return [];\n }\n return (this.configs ?? []).filter(config => config.state === animationState);\n }\n\n updateConfig(config: Record<string, IAnimationConfig | IAnimationConfig[]>) {\n this.configs = normalizeAnimationConfig(config ?? {});\n }\n\n updateState(state: MarkFunctionType<string> | null) {\n this.state = state;\n }\n\n animate() {\n if (!this.isEnabled || !this.configs || !this.configs.length) {\n return;\n }\n\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n elements.forEach(element => {\n // TODO: if element is restored, clear isReserved flag\n if (element.isReserved && element.diffState !== DiffState.exit) {\n element.isReserved = false;\n }\n // clear previous animation when animation state changed\n const prevElementState = this.elementRecorder.get(element)?.prevState;\n const needStopAnimation = this.configs.some(config => {\n return (\n prevElementState !== element.diffState &&\n config.state === prevElementState &&\n config.timeline.controlOptions.stopWhenStateChange\n );\n });\n if (needStopAnimation) {\n this.clearElementAnimation(element, false);\n }\n // clear animations for exit elements\n else if (element.diffState === DiffState.exit && prevElementState !== element.diffState) {\n this.clearElementAnimation(element, false);\n }\n });\n\n this.configs.forEach(config => {\n this.animateByTimeline(config, elements, parameters);\n });\n\n this.mark.cleanExitElements();\n\n return this;\n }\n\n runAnimationByState(animationState: string) {\n if (!this.isEnabled) {\n return;\n }\n\n // FIXME: maybe do nothing if state animation is already running\n // if (this.animators.get(animationState)?.length > 0) { return; }\n\n const stateConfigs = this.configs.filter(config => config.state === animationState);\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n const animators = stateConfigs.reduce((animators, config) => {\n return animators.concat(this.animateByTimeline(config, elements, parameters, true));\n }, [] as IAnimator[]);\n\n return new Arranger(animators);\n }\n stopAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.stop('end'));\n }\n return this;\n }\n pauseAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.pause());\n }\n return this;\n }\n resumeAnimationByState(animationState: string) {\n const animators = this.animators.get(animationState);\n if (animators) {\n animators.forEach(animator => animator.resume());\n }\n return this;\n }\n\n run(config: IAnimationConfig | IAnimationConfig[]) {\n if (!this.isEnabled) {\n return;\n }\n\n const parsedConfigs = normalizeStateAnimationConfig(ImmediateAnimationState, config, this.immediateConfigs.length);\n this.immediateConfigs = this.immediateConfigs.concat(parsedConfigs);\n const elements = this.mark.getAllElements();\n const parameters = this.mark.parameters();\n\n const animators = parsedConfigs.reduce((animators, config) => {\n return animators.concat(this.animateByTimeline(config, elements, parameters, true));\n }, [] as IAnimator[]);\n\n return new Arranger(animators);\n }\n stop() {\n // map will be cleared in animator callback\n this.animators.forEach(animators => {\n animators.forEach(animator => animator.stop('end'));\n });\n return this;\n }\n pause() {\n this.animators.forEach(stateAnimators => stateAnimators.forEach(animator => animator.pause()));\n return this;\n }\n resume() {\n this.animators.forEach(stateAnimators => stateAnimators.forEach(animator => animator.resume()));\n return this;\n }\n reverse() {\n /** Animation scheduler api, resume the recorded animations */\n return this;\n }\n restart() {\n /** Animation scheduler api, resume current animations */\n return this;\n }\n record() {\n /** Animation scheduler api, start to record a timestamp */\n return this;\n }\n recordEnd() {\n /** Animation scheduler api, end to record a timestamp */\n return this;\n }\n\n isAnimating() {\n let isAnimating = false;\n this.animators.forEach(animators => {\n isAnimating = isAnimating || animators.some(animator => animator.isAnimating);\n });\n return isAnimating;\n }\n\n isElementAnimating(element: IElement) {\n const stateAnimationCounts = this.elementRecorder.get(element)?.count;\n return isNil(stateAnimationCounts) || Object.values(stateAnimationCounts).every(count => count === 0);\n }\n\n getAnimatorCount() {\n let count = 0;\n this.animators.forEach(animators => (count += animators.length));\n return count;\n }\n\n getAllAnimators() {\n const allAnimators: IAnimator[] = [];\n this.animators.forEach(animators => {\n allAnimators.push(...animators);\n });\n return allAnimators;\n }\n\n getElementAnimators(element: IElement | IElement[], animationState?: string) {\n const elements = array(element);\n let animators: IAnimator[] = [];\n if (animationState) {\n animators = this.animators.get(animationState) ?? [];\n } else {\n this.animators.forEach(stateAnimators => {\n animators = animators.concat(stateAnimators);\n });\n }\n return animators.filter(animator => elements.includes(animator.element));\n }\n\n enable() {\n this.isEnabled = true;\n return this;\n }\n disable() {\n this.isEnabled = false;\n this.stop();\n this.animators.clear();\n return this;\n }\n enableAnimationState(state: string | string[]) {\n const states = array(state);\n this.disabledStates = this.disabledStates.filter(state => !states.includes(state));\n return this;\n }\n disableAnimationState(state: string | string[]) {\n const states = array(state);\n this.disabledStates = this.disabledStates.concat(states);\n return this;\n }\n\n release() {\n this.stop();\n // we need to clear map\n this.animators.clear();\n\n this.configs = null;\n this.animators = null;\n this.elementRecorder = null;\n this.timelineCount = null;\n }\n\n private animateByTimeline(\n config: IParsedAnimationConfig,\n elements: IElement[],\n parameters: any,\n forceState: boolean = false\n ) {\n const animators: IAnimator[] = [];\n const animatedElements = elements.filter(element => {\n // do not animate on element which is running exit animation\n // if an element is reserved, it should be set for exit animation and will be removed\n const checkExit = !(element.isReserved && element.diffState === DiffState.exit);\n // do not check animation state if forceState is set\n const state = this.getAnimationState(element);\n const checkDisabled = !this.disabledStates.includes(state);\n const checkState = forceState || state === config.state;\n // filter elements by partitioner config\n const checkPartitioner =\n !config.timeline.partitioner || config.timeline.partitioner(element.getDatum(), element, parameters);\n return checkExit && checkDisabled && checkState && checkPartitioner;\n });\n\n if (animatedElements.length) {\n if (isNil(this.timelineCount[config.id])) {\n this.timelineCount[config.id] = 0;\n }\n\n if (config.timeline.sort) {\n animatedElements.sort((elementA, elementB) => {\n return config.timeline.sort(elementA.getDatum(), elementB.getDatum(), elementA, elementB, parameters);\n });\n }\n const width = this.mark.view.width();\n const height = this.mark.view.height();\n const animationParameters = {\n width,\n height,\n group: this.mark.group ?? null,\n mark: this.mark,\n view: this.mark.view,\n elementCount: animatedElements.length,\n elementIndex: 0\n };\n // clear animator with same state\n animatedElements.forEach(element => {\n (this.animators.get(config.state) ?? [])\n .filter(animator => animator.element === element && animator.animationOptions.id === config.id)\n .forEach(animator => {\n animator.stop(null, false);\n this.handleAnimatorEnd(animator, false);\n });\n });\n // run animator\n animatedElements.forEach((element, index) => {\n animationParameters.elementIndex = index;\n // add animation parameter into parameters\n const mergedParameters = Object.assign({ [DefaultAnimationParameters]: animationParameters }, parameters);\n const animationUnit = this.getAnimationUnit(\n config.timeline,\n element,\n index,\n animatedElements.length,\n mergedParameters\n );\n animators.push(this.animateElement(config, animationUnit, element, animationParameters, mergedParameters));\n });\n }\n return animators;\n }\n\n private animateElement(\n config: IParsedAnimationConfig,\n animationUnit: IAnimationUnit,\n element: IElement,\n animationParameters: IAnimationParameters,\n parameters: any\n ) {\n // create animator\n const animator = new Animator(element, animationUnit, config);\n\n // start animating\n animator.animate(animationParameters, parameters);\n // return when animator has no valid animation\n if (!animator.isAnimating) {\n return;\n }\n if (element.diffState === DiffState.exit) {\n element.isReserved = true;\n }\n\n const isFirstAnimator = this.timelineCount[config.id] === 0;\n\n this.timelineCount[config.id] += 1;\n const elementRecord = this.elementRecorder.get(element) ?? { prevState: config.state, count: {} };\n elementRecord.prevState = config.state;\n elementRecord.count[config.state] = (elementRecord.count[config.state] ?? 0) + 1;\n this.elementRecorder.set(element, elementRecord);\n const stateData = this.animators.get(config.state);\n if (!stateData) {\n this.animators.set(config.state, [animator]);\n } else {\n stateData.push(animator);\n }\n // this.animators.set(config.state, (this.animators.get(config.state) ?? []).concat(animator));\n // invoke callback when animation finish\n animator.callback(() => {\n this.handleAnimatorEnd(animator);\n });\n\n // FIXME: handle multiple timelines with same animation state\n // emit animation start event\n const animationEvent: AnimationEvent = {\n mark: this.mark,\n animationState: config.state,\n animationConfig: config.originConfig\n };\n if (isFirstAnimator) {\n this.mark.emit(HOOK_EVENT.ANIMATION_START, animationEvent);\n }\n this.mark.emit(HOOK_EVENT.ELEMENT_ANIMATION_START, animationEvent, element);\n\n return animator;\n }\n\n private getAnimationState(element: IElement): string {\n const customState = invokeFunctionType(this.state, this.mark.parameters(), element.getDatum(), element);\n return customState ?? element.diffState;\n }\n\n private getAnimationUnit(\n timeline: IAnimationTimeline,\n element: IElement,\n index: number,\n elementCount: number,\n parameters: any\n ): IAnimationUnit {\n const timeSlices: IAnimationTimeSlice[] = [];\n const startTime = invokeAnimateSpec(timeline.startTime, element, parameters);\n const totalTime = invokeAnimateSpec(timeline.totalTime, element, parameters);\n const oneByOne = invokeAnimateSpec(timeline.oneByOne, element, parameters);\n const loop = invokeAnimateSpec(timeline.loop, element, parameters);\n\n let loopTime = 0;\n (timeline.timeSlices as IAnimationTimeSlice[]).forEach(timeSlice => {\n const delay = invokeAnimateSpec(timeSlice.delay, element, parameters);\n const delayAfter = invokeAnimateSpec(timeSlice.delayAfter, element, parameters);\n const duration = invokeAnimateSpec(timeSlice.duration, element, parameters) ?? totalTime / elementCount;\n const effects = array(timeSlice.effects).map(effect =>\n Object.assign({}, effect, {\n customParameters: invokeAnimateSpec(effect.customParameters, element, parameters)\n })\n );\n timeSlices.push({\n effects,\n duration,\n delay,\n delayAfter\n });\n loopTime += delay + duration + delayAfter;\n });\n\n const oneByOneDelay = isNumber(oneByOne) ? oneByOne : oneByOne === true ? loopTime : 0;\n return {\n initialDelay: startTime,\n loopCount: isNumber(loop) ? loop : loop === true ? Infinity : 1,\n loopDelay: oneByOneDelay * index,\n loopDelayAfter: oneByOneDelay * (elementCount - index - 1),\n loopAnimateDuration: loopTime,\n loopDuration: loopTime + oneByOneDelay * (elementCount - 1),\n totalTime,\n timeSlices\n };\n }\n\n private clearElementAnimation(element: IElement, clearElement: boolean = true) {\n this.animators.forEach(animators => {\n animators.forEach(animator => {\n if (animator.element === element) {\n // if previous animation state is exit, modify graphic item channel to start\n if (animator.animationOptions.state === DiffState.exit) {\n animator.stop('start', false);\n } else {\n animator.stop('end', false);\n }\n this.handleAnimatorEnd(animator, clearElement);\n }\n });\n });\n this.elementRecorder.delete(element);\n }\n\n private clearAllElements() {\n const elements = this.mark.getAllElements();\n if (elements) {\n elements.forEach((element, i) => {\n // only update mark in previous invocation\n this.clearElement(element, i === elements.length - 1);\n });\n }\n }\n\n private clearElement(element: IElement, updateMark: boolean = true) {\n this.clearElementAnimation(element);\n // element might already be released\n if (element.getGraphicItem()) {\n // if element stops animating or needs to be removed, clear all cached attributes\n element.clearGraphicAttributes();\n // remove element from mark if exit animation is finished\n if (element.diffState === DiffState.exit) {\n element.isReserved = false;\n }\n if (updateMark) {\n this.mark.cleanExitElements();\n }\n // TODO: waiting for vRender to optimize bound cache logic, otherwise this line\n // will cause huge performance waste in multiple animation like appear & disappear.\n // if (updateMark) mark.updateBounds();\n }\n }\n\n private handleAnimatorEnd(animator: IAnimator, clearElement: boolean = true) {\n const element = animator.element;\n const animationOptions = animator.animationOptions;\n const animationState = animationOptions.state;\n const isImmediateAnimation = animationState === ImmediateAnimationState;\n\n // sub element animation count\n const stateAnimationCounts = this.elementRecorder.get(element).count;\n stateAnimationCounts[animationState] -= 1;\n // FIXME: maybe delete zero animationState\n // if (stateAnimationCounts[animationState] === 0) {\n // delete stateAnimationCounts[animationState];\n // }\n\n this.animators.set(\n animationState,\n this.animators.get(animationState).filter(ani => ani !== animator)\n );\n if (this.animators.get(animationState).length === 0) {\n this.animators.delete(animationState);\n }\n this.timelineCount[animationOptions.id] -= 1;\n const isLastAnimator = this.timelineCount[animationOptions.id] === 0;\n\n const originAnimationConfig = isImmediateAnimation\n ? this.immediateConfigs.find(config => config.id === animationOptions.id).originConfig\n : this.configs.find(config => config.id === animationOptions.id).originConfig;\n if (isLastAnimator) {\n delete this.timelineCount[animationOptions.id];\n // delete config when immediate executed animation is finished\n if (isImmediateAnimation) {\n this.immediateConfigs = this.immediateConfigs.filter(config => config.id !== animationOptions.id);\n }\n }\n\n if (clearElement) {\n if (Object.keys(this.timelineCount).length === 0) {\n this.clearAllElements();\n } else if (animationState === DiffState.exit && stateAnimationCounts[DiffState.exit] === 0) {\n // if all exit animations are finished\n this.clearElement(element);\n }\n }\n\n // emit animation end event\n const animationEvent: AnimationEvent = {\n mark: this.mark,\n animationState,\n animationConfig: originAnimationConfig\n };\n if (isLastAnimator) {\n this.mark.emit(HOOK_EVENT.ANIMATION_END, animationEvent);\n }\n this.mark.emit(HOOK_EVENT.ELEMENT_ANIMATION_END, animationEvent, element);\n }\n}\n"]}
|
package/es/index.d.ts
CHANGED
package/es/index.js
CHANGED
package/es/index.js.map
CHANGED
|
@@ -1 +1 @@
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1
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-
{"version":3,"sources":["../src/index.ts"],"names":[],"mappings":"AACA,MAAM,CAAC,MAAM,OAAO,GAAG,
|
|
1
|
+
{"version":3,"sources":["../src/index.ts"],"names":[],"mappings":"AACA,MAAM,CAAC,MAAM,OAAO,GAAG,gBAAgB,CAAC;AAExC,cAAc,SAAS,CAAC;AAExB,cAAc,gBAAgB,CAAC;AAE/B,OAAO,EAAE,IAAI,EAAE,MAAM,QAAQ,CAAC;AAC9B,OAAO,EAAE,KAAK,EAAE,aAAa,EAAE,MAAM,cAAc,CAAC;AACpD,OAAO,EAAE,UAAU,EAAE,kBAAkB,EAAE,MAAM,mBAAmB,CAAC;AACnE,OAAO,EAAE,iBAAiB,EAAE,kBAAkB,EAAE,MAAM,cAAc,CAAC;AACrE,OAAO,EAAE,WAAW,EAAE,MAAM,qBAAqB,CAAC;AAClD,cAAc,aAAa,CAAC;AAC5B,cAAc,SAAS,CAAC;AACxB,OAAO,EAAE,OAAO,EAAE,MAAM,gBAAgB,CAAC;AACzC,OAAO,EACL,cAAc,EACd,aAAa,EACb,cAAc,EACd,kBAAkB,EAClB,iBAAiB,EACjB,YAAY,EACZ,eAAe,EAChB,MAAM,kBAAkB,CAAC;AAC1B,OAAO,EAAE,qBAAqB,EAAE,MAAM,yBAAyB,CAAC;AAChE,OAAO,EAAE,oBAAoB,EAAE,MAAM,yBAAyB,CAAC;AAE/D,OAAO,EAAE,YAAY,EAAE,MAAM,uBAAuB,CAAC;AAErD,cAAc,SAAS,CAAC;AACxB,cAAc,aAAa,CAAC;AAC5B,cAAc,cAAc,CAAC;AAC7B,cAAc,6BAA6B,CAAC;AAE5C,OAAO,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;AACjD,cAAc,OAAO,CAAC;AACtB,cAAc,gBAAgB,CAAC;AAC/B,cAAc,uBAAuB,CAAC;AACtC,cAAc,2BAA2B,CAAC;AAC1C,cAAc,sBAAsB,CAAC;AACrC,OAAO,EAAE,qBAAqB,EAAE,eAAe,EAAE,MAAM,uBAAuB,CAAC;AAC/E,OAAO,EAAE,iBAAiB,EAAE,SAAS,EAAE,MAAM,cAAc,CAAC;AAE5D,OAAO,EAAE,SAAS,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;AAC5D,OAAO,EAAE,OAAO,EAAE,MAAM,gBAAgB,CAAC;AAEzC,MAAM,CAAC,MAAM,kBAAkB,GAAG,GAAG,EAAE;IACrC,OAAO,CAAC,wBAAwB,CAAC,MAAM,EAAE,SAAS,CAAC,CAAC;AACtD,CAAC,CAAC;AAEF,MAAM,CAAC,MAAM,qBAAqB,GAAG,GAAG,EAAE;IACxC,OAAO,CAAC,wBAAwB,CAAC,SAAS,EAAE,OAAO,CAAC,CAAC;AACvD,CAAC,CAAC;AAEF,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AACnE,OAAO,EAAE,sBAAsB,EAAE,MAAM,2BAA2B,CAAC;AAEnE,MAAM,CAAC,MAAM,eAAe,GAAG,GAAG,EAAE;IAClC,sBAAsB,EAAE,CAAC;IACzB,sBAAsB,EAAE,CAAC;AAC3B,CAAC,CAAC","file":"index.js","sourcesContent":["// -- Exports -----\nexport const version = \"0.16.4-alpha.0\";\n\nexport * from './graph';\n\nexport * from './interactions';\n\nexport { View } from './view';\nexport { Scale, registerScale } from './view/scale';\nexport { Coordinate, registerCoordinate } from './view/coordinate';\nexport { parseFunctionType, invokeFunctionType } from './parse/util';\nexport { GrammarBase } from './view/grammar-base';\nexport * from './util/text';\nexport * from './types';\nexport { Factory } from './core/factory';\nexport {\n SIGNAL_AUTOFIT,\n SIGNAL_HEIGHT,\n SIGNAL_PADDING,\n SIGNAL_VIEW_HEIGHT,\n SIGNAL_VIEW_WIDTH,\n SIGNAL_WIDTH,\n SIGNAL_VIEW_BOX\n} from './view/constants';\nexport { registerViewEventsAPI } from './view/view-event-mixin';\nexport { registerViewMorphAPI } from './view/view-morph-mixin';\n\nexport { ThemeManager } from './theme/theme-manager';\n\nexport * from './glyph';\nexport * from './component';\nexport * from './transforms';\nexport * from './graph/animation/animation';\n\nexport { vglobal } from '@visactor/vrender-core';\nexport * from './env';\nexport * from './interactions';\nexport * from './semantic-marks/cell';\nexport * from './semantic-marks/interval';\nexport * from './graph/mark/graphic';\nexport { registerDefaultLayout, defaultDoLayout } from './graph/layout/layout';\nexport { registerGlyphMark, GlyphMark } from './view/glyph';\n\nimport { DragNDrop, Gesture } from '@visactor/vrender-kits';\nimport { Factory } from './core/factory';\n\nexport const registerDragPlugin = () => {\n Factory.registerStageEventPlugin('drag', DragNDrop);\n};\n\nexport const registerGesturePlugin = () => {\n Factory.registerStageEventPlugin('gesture', Gesture);\n};\n\nimport { registerViewAnimateAPI } from './view/view-animate-mixin';\nimport { registerMarkAnimateAPI } from './view/mark-animate-mixin';\n\nexport const registerAnimate = () => {\n registerViewAnimateAPI();\n registerMarkAnimateAPI();\n};\n"]}
|
package/package.json
CHANGED
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@@ -1,6 +1,6 @@
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1
1
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{
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2
2
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"name": "@visactor/vgrammar-core",
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3
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-
"version": "0.16.
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3
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+
"version": "0.16.4-alpha.0",
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4
4
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"description": "VGrammar is a visual grammar library",
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5
5
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"keywords": [
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6
6
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"grammar",
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@@ -26,12 +26,12 @@
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26
26
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"dependencies": {
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27
27
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"@visactor/vutils": "~0.19.4",
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28
28
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"@visactor/vdataset": "~0.19.4",
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29
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-
"@visactor/vgrammar-coordinate": "0.16.
|
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30
|
-
"@visactor/vgrammar-util": "0.16.
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29
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+
"@visactor/vgrammar-coordinate": "0.16.4-alpha.0",
|
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30
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+
"@visactor/vgrammar-util": "0.16.4-alpha.0",
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31
31
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"@visactor/vscale": "~0.19.4",
|
|
32
|
-
"@visactor/vrender-core": "0.22.
|
|
33
|
-
"@visactor/vrender-kits": "0.22.
|
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34
|
-
"@visactor/vrender-components": "0.22.
|
|
32
|
+
"@visactor/vrender-core": "0.22.7-alpha.1",
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33
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+
"@visactor/vrender-kits": "0.22.7-alpha.1",
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34
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+
"@visactor/vrender-components": "0.22.7-alpha.1"
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35
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},
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"devDependencies": {
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37
37
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"@rushstack/eslint-patch": "~1.1.4",
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@@ -44,10 +44,10 @@
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44
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"ts-jest": "~29.1.0",
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45
45
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"@types/jest": "~29.5.0",
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46
46
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"typescript": "4.9.5",
|
|
47
|
-
"@internal/
|
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47
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+
"@internal/eslint-config": "0.0.1",
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48
48
|
"@internal/ts-config": "0.0.1",
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49
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"@internal/jest-config": "0.0.1",
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-
"@internal/
|
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50
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+
"@internal/bundler": "0.0.1"
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51
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},
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52
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"publishConfig": {
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53
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"access": "public",
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