@visactor/vrender-animate 1.0.0-alpha.9 → 1.0.0
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/animate-extension.d.ts +2 -2
- package/cjs/animate-extension.js +2 -2
- package/cjs/animate-extension.js.map +1 -1
- package/cjs/custom/fade.js +1 -2
- package/cjs/custom/groupFade.js +2 -1
- package/cjs/custom/register.js +1 -2
- package/cjs/custom/scale.js +2 -1
- package/cjs/custom/sphere.d.ts +2 -1
- package/cjs/custom/sphere.js +14 -7
- package/cjs/custom/sphere.js.map +1 -1
- package/cjs/custom/tag-points.js +3 -0
- package/cjs/custom/tag-points.js.map +1 -1
- package/cjs/custom/update.js +2 -3
- package/cjs/custom/update.js.map +1 -1
- package/cjs/state/animation-states-registry.js +18 -0
- package/cjs/state/animation-states-registry.js.map +1 -1
- package/cjs/state/index.js +1 -2
- package/cjs/step.js +2 -1
- package/cjs/step.js.map +1 -1
- package/cjs/ticker/default-ticker.js +2 -1
- package/cjs/timeline.d.ts +2 -1
- package/cjs/timeline.js +4 -4
- package/cjs/timeline.js.map +1 -1
- package/dist/index.es.js +67 -21
- package/es/animate-extension.d.ts +2 -2
- package/es/animate-extension.js +2 -2
- package/es/animate-extension.js.map +1 -1
- package/es/custom/fade.js +1 -2
- package/es/custom/groupFade.js +2 -1
- package/es/custom/register.js +1 -2
- package/es/custom/scale.js +2 -1
- package/es/custom/sphere.d.ts +2 -1
- package/es/custom/sphere.js +14 -7
- package/es/custom/sphere.js.map +1 -1
- package/es/custom/tag-points.js +3 -0
- package/es/custom/tag-points.js.map +1 -1
- package/es/custom/update.js +2 -3
- package/es/custom/update.js.map +1 -1
- package/es/state/animation-states-registry.js +18 -0
- package/es/state/animation-states-registry.js.map +1 -1
- package/es/state/index.js +1 -2
- package/es/step.js +2 -1
- package/es/step.js.map +1 -1
- package/es/ticker/default-ticker.js +2 -1
- package/es/timeline.d.ts +2 -1
- package/es/timeline.js +5 -3
- package/es/timeline.js.map +1 -1
- package/package.json +3 -3
package/es/step.js.map
CHANGED
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1
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{\n ColorStore,\n ColorType,\n Generator,\n type IGraphic,\n type IAnimate,\n type IStep,\n type EasingType,\n type EasingTypeFunc,\n type IAnimateStepType\n} from '@visactor/vrender-core';\nimport { Easing } from './utils/easing';\nimport { commonInterpolateUpdate, interpolateUpdateStore } from './interpolate/store';\nimport { isString } from '@visactor/vutils';\n\nfunction noop() {\n //...\n}\n\nexport class Step implements IStep {\n id: number;\n type: IAnimateStepType;\n prev?: IStep;\n duration: number;\n next?: IStep;\n props?: Record<string, any>;\n propKeys?: string[];\n interpolateUpdateFunctions?: ((\n key: string,\n from: number,\n to: number,\n ratio: number,\n step: IStep,\n target: IGraphic\n ) => void)[];\n easing: EasingTypeFunc;\n animate: IAnimate;\n target: IGraphic;\n fromProps: Record<string, any>;\n fromParsedProps: Record<string, any>;\n toParsedProps: Record<string, any>;\n\n // 内部状态\n protected _startTime: number = 0;\n _hasFirstRun: boolean = false;\n\n protected _endCb?: (animate: IAnimate, step: IStep) => void;\n\n syncAttributeUpdate: () => void;\n\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n this.type = type;\n this.props = props;\n this.duration = duration;\n // 设置缓动函数\n if (easing) {\n this.easing = typeof easing === 'function' ? easing : Easing[easing];\n } else {\n this.easing = Easing.linear;\n }\n if (type === 'wait') {\n this.onUpdate = noop;\n }\n this.id = Generator.GenAutoIncrementId();\n this.syncAttributeUpdate = noop;\n }\n\n bind(target: IGraphic, animate: IAnimate): void {\n this.target = target;\n this.animate = animate;\n this.onBind();\n this.syncAttributeUpdate();\n }\n\n append(step: IStep): void {\n this.next = step;\n step.prev = this;\n\n // 更新绝对时间\n step.setStartTime(this.getStartTime() + this.duration, false);\n }\n\n // 更新下游节点的开始时间\n private updateDownstreamStartTimes(): void {\n let currentStep = this.next;\n let currentStartTime = this._startTime + this.duration;\n\n while (currentStep) {\n currentStep.setStartTime(currentStartTime, false);\n currentStartTime += currentStep.duration;\n currentStep = currentStep.next;\n }\n this.animate.updateDuration();\n }\n\n getLastProps(): any {\n if (this.prev) {\n return this.prev.props || {};\n }\n return this.animate.getStartProps();\n }\n\n setDuration(duration: number, updateDownstream: boolean = true): void {\n this.duration = duration;\n\n // 如果有后续节点,更新所有后续节点的开始时间\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getDuration(): number {\n return this.duration;\n }\n\n determineInterpolateUpdateFunction(): void {\n // 根据属性类型确定插值更新函数\n // 这里可以进行优化,例如缓存不同类型属性的插值更新函数\n if (!this.props) {\n return;\n }\n\n const funcs: ((key: string, from: number, to: number, ratio: number, step: IStep, target: IGraphic) => void)[] = [];\n this.propKeys.forEach(key => {\n // 普通颜色特殊处理,需要提前解析成number[]\n if (key === 'fill' || key === 'stroke') {\n const from = this.fromProps[key];\n const to = this.props[key];\n if (isString(from) && isString(to)) {\n const fromArray = ColorStore.Get(from, ColorType.Color255);\n const toArray = ColorStore.Get(to, ColorType.Color255);\n if (!this.fromParsedProps) {\n this.fromParsedProps = {};\n }\n if (!this.toParsedProps) {\n this.toParsedProps = {};\n }\n this.fromParsedProps[key] = fromArray;\n this.toParsedProps[key] = toArray;\n funcs.push((interpolateUpdateStore as any)[key === 'fill' ? 'fillPure' : 'strokePure']);\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n });\n this.interpolateUpdateFunctions = funcs;\n }\n\n setStartTime(time: number, updateDownstream: boolean = true): void {\n this._startTime = time;\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getStartTime(): number {\n return this._startTime;\n }\n\n onBind(): void {\n // 在第一次绑定到Animate的时候触发\n if (this.target.type === 'glyph') {\n this.syncAttributeUpdate = this._syncAttributeUpdate;\n }\n }\n\n _syncAttributeUpdate = (): void => {\n this.target.setAttributes(this.target.attribute);\n };\n\n /**\n * 首次运行逻辑\n * 如果跳帧了就不一定会执行\n */\n onFirstRun(): void {\n // 首次运行逻辑\n }\n\n /**\n * 开始执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onStart(): void {\n if (!this._hasFirstRun) {\n this._hasFirstRun = true;\n // 获取上一步的属性值作为起始值\n this.fromProps = this.getLastProps();\n const startProps = this.animate.getStartProps();\n this.propKeys &&\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.fromProps[key] ?? startProps[key];\n });\n this.determineInterpolateUpdateFunction();\n this.tryPreventConflict();\n this.trySyncStartProps();\n this.onFirstRun();\n }\n }\n\n protected tryPreventConflict(): void {\n // 屏蔽掉之前动画冲突的属性\n const animate = this.animate;\n const target = this.target;\n target.animates.forEach((a: any) => {\n if (a === animate || a.priority > animate.priority || a.priority === Infinity) {\n return;\n }\n const fromProps = a.getStartProps();\n this.propKeys.forEach(key => {\n if (fromProps[key] != null) {\n a.preventAttr(key);\n }\n });\n });\n }\n\n /**\n * 删除自身属性,会直接从props等内容里删除掉\n */\n deleteSelfAttr(key: string): void {\n delete this.props[key];\n // fromProps在动画开始时才会计算,这时可能不在\n this.fromProps && delete this.fromProps[key];\n const index = this.propKeys.indexOf(key);\n if (index !== -1) {\n this.propKeys.splice(index, 1);\n this.interpolateUpdateFunctions?.splice(index, 1);\n }\n }\n\n /**\n * 尝试同步startProps,因为当前animate的startProps仅包含当前animate的信息,不排除过程中有其他animate的干扰\n * 所以为了避免属性突变,需要确保startProps的属性值是最新的\n */\n trySyncStartProps(): void {\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.animate.target.getComputedAttribute(key);\n });\n }\n\n /**\n * 更新执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n // TODO 需要修复,只有在开始的时候才调用\n this.onStart();\n if (!this.props || !this.propKeys) {\n return;\n }\n // 应用缓动函数\n const easedRatio = this.easing(ratio);\n this.animate.interpolateUpdateFunction\n ? this.animate.interpolateUpdateFunction(this.fromProps, this.props, easedRatio, this, this.target)\n : this.interpolateUpdateFunctions.forEach((func, index) => {\n // 如果这个属性被屏蔽了,直接跳过\n if (!this.animate.validAttr(this.propKeys[index])) {\n return;\n }\n const key = this.propKeys[index];\n const fromValue = this.fromProps[key];\n const toValue = this.props[key];\n func(key, fromValue, toValue, easedRatio, this, this.target);\n });\n this.onUpdate(end, easedRatio, out);\n this.syncAttributeUpdate();\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n // ...\n }\n\n /**\n * 结束执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onEnd(cb?: (animate: IAnimate, step: IStep) => void): void {\n this.target.setAttributes(this.props);\n if (cb) {\n this._endCb = cb;\n } else if (this._endCb) {\n this._endCb(this.animate, this);\n }\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的\n * @returns\n */\n getEndProps(): Record<string, any> {\n return this.props;\n }\n\n /**\n * 获取开始的属性,是前序的终值\n * @returns\n */\n getFromProps(): Record<string, any> {\n return this.fromProps;\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的,同getEndProps\n * @returns\n */\n getMergedEndProps(): Record<string, any> | void {\n return this.getEndProps();\n }\n\n stop(): void {\n // ...\n }\n}\n\nexport class WaitStep extends Step {\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n super(type, props, duration, easing);\n }\n\n onStart(): void {\n super.onStart();\n }\n onFirstRun(): void {\n // 设置上一个阶段的props到attribute\n const fromProps = this.getFromProps();\n this.target.setAttributes(fromProps);\n }\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n this.onStart();\n // 其他的不执行\n }\n\n determineInterpolateUpdateFunction(): void {\n return;\n }\n}\n"]}
|
|
1
|
+
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{\n ColorStore,\n ColorType,\n Generator,\n type IGraphic,\n type IAnimate,\n type IStep,\n type EasingType,\n type EasingTypeFunc,\n type IAnimateStepType\n} from '@visactor/vrender-core';\nimport { Easing } from './utils/easing';\nimport { commonInterpolateUpdate, interpolateUpdateStore } from './interpolate/store';\nimport { isString } from '@visactor/vutils';\n\nfunction noop() {\n //...\n}\n\nexport class Step implements IStep {\n id: number;\n type: IAnimateStepType;\n prev?: IStep;\n duration: number;\n next?: IStep;\n props?: Record<string, any>;\n propKeys?: string[];\n interpolateUpdateFunctions?: ((\n key: string,\n from: number,\n to: number,\n ratio: number,\n step: IStep,\n target: IGraphic\n ) => void)[];\n easing: EasingTypeFunc;\n animate: IAnimate;\n target: IGraphic;\n fromProps: Record<string, any>;\n fromParsedProps: Record<string, any>;\n toParsedProps: Record<string, any>;\n\n // 内部状态\n protected _startTime: number = 0;\n _hasFirstRun: boolean = false;\n\n protected _endCb?: (animate: IAnimate, step: IStep) => void;\n\n syncAttributeUpdate: () => void;\n\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n this.type = type;\n this.props = props;\n this.duration = duration;\n // 设置缓动函数\n if (easing) {\n this.easing = typeof easing === 'function' ? easing : Easing[easing] ?? Easing.linear;\n } else {\n this.easing = Easing.linear;\n }\n if (type === 'wait') {\n this.onUpdate = noop;\n }\n this.id = Generator.GenAutoIncrementId();\n this.syncAttributeUpdate = noop;\n }\n\n bind(target: IGraphic, animate: IAnimate): void {\n this.target = target;\n this.animate = animate;\n this.onBind();\n this.syncAttributeUpdate();\n }\n\n append(step: IStep): void {\n this.next = step;\n step.prev = this;\n\n // 更新绝对时间\n step.setStartTime(this.getStartTime() + this.duration, false);\n }\n\n // 更新下游节点的开始时间\n private updateDownstreamStartTimes(): void {\n let currentStep = this.next;\n let currentStartTime = this._startTime + this.duration;\n\n while (currentStep) {\n currentStep.setStartTime(currentStartTime, false);\n currentStartTime += currentStep.duration;\n currentStep = currentStep.next;\n }\n this.animate.updateDuration();\n }\n\n getLastProps(): any {\n if (this.prev) {\n return this.prev.props || {};\n }\n return this.animate.getStartProps();\n }\n\n setDuration(duration: number, updateDownstream: boolean = true): void {\n this.duration = duration;\n\n // 如果有后续节点,更新所有后续节点的开始时间\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getDuration(): number {\n return this.duration;\n }\n\n determineInterpolateUpdateFunction(): void {\n // 根据属性类型确定插值更新函数\n // 这里可以进行优化,例如缓存不同类型属性的插值更新函数\n if (!this.props) {\n return;\n }\n\n const funcs: ((key: string, from: number, to: number, ratio: number, step: IStep, target: IGraphic) => void)[] = [];\n this.propKeys.forEach(key => {\n // 普通颜色特殊处理,需要提前解析成number[]\n if (key === 'fill' || key === 'stroke') {\n const from = this.fromProps[key];\n const to = this.props[key];\n if (isString(from) && isString(to)) {\n const fromArray = ColorStore.Get(from, ColorType.Color255);\n const toArray = ColorStore.Get(to, ColorType.Color255);\n if (!this.fromParsedProps) {\n this.fromParsedProps = {};\n }\n if (!this.toParsedProps) {\n this.toParsedProps = {};\n }\n this.fromParsedProps[key] = fromArray;\n this.toParsedProps[key] = toArray;\n funcs.push((interpolateUpdateStore as any)[key === 'fill' ? 'fillPure' : 'strokePure']);\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n });\n this.interpolateUpdateFunctions = funcs;\n }\n\n setStartTime(time: number, updateDownstream: boolean = true): void {\n this._startTime = time;\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getStartTime(): number {\n return this._startTime;\n }\n\n onBind(): void {\n // 在第一次绑定到Animate的时候触发\n if (this.target.type === 'glyph') {\n this.syncAttributeUpdate = this._syncAttributeUpdate;\n }\n }\n\n _syncAttributeUpdate = (): void => {\n this.target.setAttributes(this.target.attribute);\n };\n\n /**\n * 首次运行逻辑\n * 如果跳帧了就不一定会执行\n */\n onFirstRun(): void {\n // 首次运行逻辑\n }\n\n /**\n * 开始执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onStart(): void {\n if (!this._hasFirstRun) {\n this._hasFirstRun = true;\n // 获取上一步的属性值作为起始值\n this.fromProps = this.getLastProps();\n const startProps = this.animate.getStartProps();\n this.propKeys &&\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.fromProps[key] ?? startProps[key];\n });\n this.determineInterpolateUpdateFunction();\n this.tryPreventConflict();\n this.trySyncStartProps();\n this.onFirstRun();\n }\n }\n\n protected tryPreventConflict(): void {\n // 屏蔽掉之前动画冲突的属性\n const animate = this.animate;\n const target = this.target;\n target.animates.forEach((a: any) => {\n if (a === animate || a.priority > animate.priority || a.priority === Infinity) {\n return;\n }\n const fromProps = a.getStartProps();\n this.propKeys.forEach(key => {\n if (fromProps[key] != null) {\n a.preventAttr(key);\n }\n });\n });\n }\n\n /**\n * 删除自身属性,会直接从props等内容里删除掉\n */\n deleteSelfAttr(key: string): void {\n delete this.props[key];\n // fromProps在动画开始时才会计算,这时可能不在\n this.fromProps && delete this.fromProps[key];\n const index = this.propKeys.indexOf(key);\n if (index !== -1) {\n this.propKeys.splice(index, 1);\n this.interpolateUpdateFunctions?.splice(index, 1);\n }\n }\n\n /**\n * 尝试同步startProps,因为当前animate的startProps仅包含当前animate的信息,不排除过程中有其他animate的干扰\n * 所以为了避免属性突变,需要确保startProps的属性值是最新的\n */\n trySyncStartProps(): void {\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.animate.target.getComputedAttribute(key);\n });\n }\n\n /**\n * 更新执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n // TODO 需要修复,只有在开始的时候才调用\n this.onStart();\n if (!this.props || !this.propKeys) {\n return;\n }\n // 应用缓动函数\n const easedRatio = this.easing(ratio);\n this.animate.interpolateUpdateFunction\n ? this.animate.interpolateUpdateFunction(this.fromProps, this.props, easedRatio, this, this.target)\n : this.interpolateUpdateFunctions.forEach((func, index) => {\n // 如果这个属性被屏蔽了,直接跳过\n if (!this.animate.validAttr(this.propKeys[index])) {\n return;\n }\n const key = this.propKeys[index];\n const fromValue = this.fromProps[key];\n const toValue = this.props[key];\n func(key, fromValue, toValue, easedRatio, this, this.target);\n });\n this.onUpdate(end, easedRatio, out);\n this.syncAttributeUpdate();\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n // ...\n }\n\n /**\n * 结束执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onEnd(cb?: (animate: IAnimate, step: IStep) => void): void {\n this.target.setAttributes(this.props);\n if (cb) {\n this._endCb = cb;\n } else if (this._endCb) {\n this._endCb(this.animate, this);\n }\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的\n * @returns\n */\n getEndProps(): Record<string, any> {\n return this.props;\n }\n\n /**\n * 获取开始的属性,是前序的终值\n * @returns\n */\n getFromProps(): Record<string, any> {\n return this.fromProps;\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的,同getEndProps\n * @returns\n */\n getMergedEndProps(): Record<string, any> | void {\n return this.getEndProps();\n }\n\n stop(): void {\n // ...\n }\n}\n\nexport class WaitStep extends Step {\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n super(type, props, duration, easing);\n }\n\n onStart(): void {\n super.onStart();\n }\n onFirstRun(): void {\n // 设置上一个阶段的props到attribute\n const fromProps = this.getFromProps();\n this.target.setAttributes(fromProps);\n }\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n this.onStart();\n // 其他的不执行\n }\n\n determineInterpolateUpdateFunction(): void {\n return;\n }\n}\n"]}
|
|
@@ -129,4 +129,5 @@ export class DefaultTicker extends EventEmitter {
|
|
|
129
129
|
if ("performance" === this.stage.params.optimize.tickRenderMode) return !1;
|
|
130
130
|
return delta < this.interval + 2 * (Math.random() - .5) * this._jitter;
|
|
131
131
|
}
|
|
132
|
-
}
|
|
132
|
+
}
|
|
133
|
+
//# sourceMappingURL=default-ticker.js.map
|
package/es/timeline.d.ts
CHANGED
|
@@ -1,10 +1,11 @@
|
|
|
1
1
|
import { type IAnimate, type ITimeline } from '@visactor/vrender-core';
|
|
2
|
+
import { EventEmitter } from '@visactor/vutils';
|
|
2
3
|
interface AnimateNode {
|
|
3
4
|
animate: IAnimate;
|
|
4
5
|
next: AnimateNode | null;
|
|
5
6
|
prev: AnimateNode | null;
|
|
6
7
|
}
|
|
7
|
-
export declare class DefaultTimeline implements ITimeline {
|
|
8
|
+
export declare class DefaultTimeline extends EventEmitter implements ITimeline {
|
|
8
9
|
id: number;
|
|
9
10
|
protected head: AnimateNode | null;
|
|
10
11
|
protected tail: AnimateNode | null;
|
package/es/timeline.js
CHANGED
|
@@ -1,11 +1,13 @@
|
|
|
1
1
|
import { Generator, AnimateStatus } from "@visactor/vrender-core";
|
|
2
2
|
|
|
3
|
-
|
|
3
|
+
import { EventEmitter } from "@visactor/vutils";
|
|
4
|
+
|
|
5
|
+
export class DefaultTimeline extends EventEmitter {
|
|
4
6
|
get animateCount() {
|
|
5
7
|
return this._animateCount;
|
|
6
8
|
}
|
|
7
9
|
constructor() {
|
|
8
|
-
this.head = null, this.tail = null, this.animateMap = new Map, this._animateCount = 0,
|
|
10
|
+
super(), this.head = null, this.tail = null, this.animateMap = new Map, this._animateCount = 0,
|
|
9
11
|
this._playSpeed = 1, this._totalDuration = 0, this._startTime = 0, this._currentTime = 0,
|
|
10
12
|
this.id = Generator.GenAutoIncrementId(), this.paused = !1;
|
|
11
13
|
}
|
|
@@ -40,7 +42,7 @@ export class DefaultTimeline {
|
|
|
40
42
|
const scaledDelta = delta * this._playSpeed;
|
|
41
43
|
this._currentTime += scaledDelta, this.forEachAccessAnimate(((animate, i) => {
|
|
42
44
|
animate.status === AnimateStatus.END ? this.removeAnimate(animate, !0) : animate.status !== AnimateStatus.RUNNING && animate.status !== AnimateStatus.INITIAL || animate.advance(scaledDelta);
|
|
43
|
-
}));
|
|
45
|
+
})), 0 === this._animateCount && this.emit("animationEnd");
|
|
44
46
|
}
|
|
45
47
|
clear() {
|
|
46
48
|
this.forEachAccessAnimate((animate => {
|
package/es/timeline.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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{ Generator, type IAnimate, type ITimeline, AnimateStatus } from '@visactor/vrender-core';\nimport { EventEmitter } from '@visactor/vutils';\n\n// 定义链表节点\ninterface AnimateNode {\n animate: IAnimate;\n next: AnimateNode | null;\n prev: AnimateNode | null;\n}\n\nexport class DefaultTimeline extends EventEmitter implements ITimeline {\n declare id: number;\n protected head: AnimateNode | null = null;\n protected tail: AnimateNode | null = null;\n protected animateMap: Map<IAnimate, AnimateNode> = new Map();\n protected _animateCount: number = 0;\n protected declare paused: boolean;\n\n // 添加必要的属性\n protected _playSpeed: number = 1;\n protected _totalDuration: number = 0;\n protected _startTime: number = 0;\n protected _currentTime: number = 0;\n\n declare isGlobal?: boolean;\n\n get animateCount() {\n return this._animateCount;\n }\n\n constructor() {\n super();\n this.id = Generator.GenAutoIncrementId();\n this.paused = false;\n }\n\n isRunning() {\n return !this.paused && this._animateCount > 0;\n }\n\n forEachAccessAnimate(cb: (animate: IAnimate, index: number) => void) {\n let current = this.head;\n let index = 0;\n\n while (current) {\n // 保存下一个节点的引用,以防在回调中移除当前节点\n const next = current.next;\n cb(current.animate, index);\n index++;\n current = next;\n }\n }\n\n addAnimate(animate: IAnimate) {\n const newNode: AnimateNode = {\n animate,\n next: null,\n prev: null\n };\n\n // 添加到链表尾部\n if (!this.head) {\n this.head = newNode;\n this.tail = newNode;\n } else {\n if (this.tail) {\n this.tail.next = newNode;\n newNode.prev = this.tail;\n this.tail = newNode;\n }\n }\n\n // 在映射中保存节点引用\n this.animateMap.set(animate, newNode);\n this._animateCount++;\n\n // 更新总时长\n this._totalDuration = Math.max(this._totalDuration, animate.getStartTime() + animate.getDuration());\n }\n\n pause() {\n this.paused = true;\n }\n\n resume() {\n this.paused = false;\n }\n\n tick(delta: number) {\n if (this.paused) {\n return;\n }\n\n // 应用播放速度\n const scaledDelta = delta * this._playSpeed;\n\n // 更新当前时间\n this._currentTime += scaledDelta;\n\n this.forEachAccessAnimate((animate, i) => {\n if (animate.status === AnimateStatus.END) {\n this.removeAnimate(animate, true);\n } else if (animate.status === AnimateStatus.RUNNING || animate.status === AnimateStatus.INITIAL) {\n animate.advance(scaledDelta);\n }\n });\n\n if (this._animateCount === 0) {\n this.emit('animationEnd');\n }\n }\n\n clear() {\n this.forEachAccessAnimate(animate => {\n animate.release();\n });\n\n this.head = null;\n this.tail = null;\n this.animateMap.clear();\n this._animateCount = 0;\n this._totalDuration = 0;\n }\n\n removeAnimate(animate: IAnimate, release: boolean = true) {\n const node = this.animateMap.get(animate);\n\n if (!node) {\n return;\n }\n\n if (release) {\n animate._onRemove && animate._onRemove.forEach(cb => cb());\n animate.release();\n }\n\n // 从链表中移除节点\n if (node.prev) {\n node.prev.next = node.next;\n } else {\n // 节点是头节点\n this.head = node.next;\n }\n\n if (node.next) {\n node.next.prev = node.prev;\n } else {\n // 节点是尾节点\n this.tail = node.prev;\n }\n\n // 从映射中移除\n this.animateMap.delete(animate);\n this._animateCount--;\n\n // 如果移除的是最长时间的动画,应该重新计算总时长\n if (animate.getStartTime() + animate.getDuration() >= this._totalDuration) {\n this.recalculateTotalDuration();\n }\n\n return;\n }\n\n // 重新计算总时长\n protected recalculateTotalDuration() {\n this._totalDuration = 0;\n this.forEachAccessAnimate(animate => {\n this._totalDuration = Math.max(this._totalDuration, animate.getStartTime() + animate.getDuration());\n });\n }\n\n getTotalDuration() {\n return this._totalDuration;\n }\n\n getPlaySpeed() {\n return this._playSpeed;\n }\n\n setPlaySpeed(speed: number) {\n this._playSpeed = speed;\n }\n\n // 实现ITimeline接口所需的其他方法\n getPlayState(): 'playing' | 'paused' | 'stopped' {\n if (this.paused) {\n return 'paused';\n }\n if (this.animateCount === 0) {\n return 'stopped';\n }\n return 'playing';\n }\n\n setStartTime(time: number) {\n this._startTime = time;\n }\n\n getStartTime() {\n return this._startTime;\n }\n\n getCurrentTime() {\n return this._currentTime;\n }\n\n setCurrentTime(time: number) {\n this._currentTime = time;\n }\n}\n\n// 不会使用,存粹做临时存储用,请一定要放置到stage中才行\nexport const defaultTimeline = new DefaultTimeline();\ndefaultTimeline.isGlobal = true;\n"]}
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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/vrender-animate",
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3
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-
"version": "1.0.0
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3
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+
"version": "1.0.0",
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"description": "",
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5
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"sideEffects": false,
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6
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"main": "cjs/index.js",
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@@ -12,8 +12,8 @@
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12
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"dist"
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13
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],
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14
14
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"dependencies": {
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15
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-
"@visactor/vutils": "1.0.
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16
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-
"@visactor/vrender-core": "1.0.0
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15
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+
"@visactor/vutils": "1.0.4",
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16
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+
"@visactor/vrender-core": "1.0.0"
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17
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},
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18
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"devDependencies": {
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19
19
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"@rushstack/eslint-patch": "~1.1.4",
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