@visactor/vrender-animate 1.0.10 → 1.0.11-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.
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type { IGraphic } from '@visactor/vrender-core';\nimport type { IAnimationState } from './types';\nimport { AnimationTransitionRegistry } from './animation-states-registry';\nimport type { IAnimationConfig } from '../executor/executor';\nimport { AnimateExecutor } from '../executor/animate-executor';\nimport { isArray } from '@visactor/vutils';\n\n// Standard animation state names\nexport const AnimationStates = {\n APPEAR: 'appear',\n DISAPPEAR: 'disappear',\n UPDATE: 'update',\n HIGHLIGHT: 'highlight',\n UNHIGHLIGHT: 'unhighlight',\n SELECT: 'select',\n UNSELECT: 'unselect',\n HOVER: 'hover',\n UNHOVER: 'unhover',\n ACTIVE: 'active',\n INACTIVE: 'inactive'\n};\n\nexport class AnimationStateStore {\n graphic: IGraphic;\n\n constructor(graphic: IGraphic) {\n this.graphic = graphic;\n }\n\n // 动画状态配置\n // 并不是所有图元都有(只有mark才有),所以在应用状态的时候,需要额外传入\n states?: Map<string, IAnimationState>;\n\n registerState(state: IAnimationState): void {\n if (!this.states) {\n this.states = new Map();\n }\n this.states.set(state.name, state);\n }\n\n clearStates(): void {\n this.states?.clear();\n }\n}\n\n// 一个状态对应一个执行器,每个图元都有一一对应\ninterface IStateInfo {\n state: string;\n animationConfig: IAnimationConfig | IAnimationConfig[];\n executor: AnimateExecutor;\n}\n\nexport class AnimationStateManager {\n protected graphic: IGraphic;\n\n // 当前状态\n // TODO(注意,这里无法了解动画的顺序,既有串行也有并行,具体在执行的时候确定,执行之后就无法获取串行或并行配置了)\n stateList: IStateInfo[] | null = null;\n\n constructor(graphic: IGraphic) {\n this.graphic = graphic;\n }\n\n // TODO 这里因为只有状态变更才会调用,所以代码写的比较宽松,如果有性能问题需要优化\n /**\n * 应用状态\n * @param nextState 下一个状态数组,如果传入数组,那么状态是串行的。但是每次applyState都会立即执行动画,也就是applyState和applyState之间是并行\n * @param animationConfig 动画配置\n * @param callback 动画结束后的回调函数,参数empty为true表示没有动画需要执行直接调的回调\n */\n applyState(\n nextState: string[],\n animationConfig: (IAnimationState | IAnimationState[])[],\n callback?: (empty?: boolean) => void\n ): void {\n const registry = AnimationTransitionRegistry.getInstance();\n\n // TODO 这里指判断第一个状态,后续如果需要的话要循环判断\n // 检查是否需要停止当前状态,以及下一个状态是否需要应用\n const shouldStopState: IStateInfo[] = [];\n const shouldApplyState: IStateInfo[] = [];\n if (!(this.stateList && this.stateList.length)) {\n nextState.forEach((state, index) => {\n shouldApplyState.push({\n state,\n animationConfig: isArray(animationConfig[index])\n ? (animationConfig[index] as IAnimationState[]).map(item => item.animation)\n : (animationConfig[index] as IAnimationState).animation,\n executor: new AnimateExecutor(this.graphic)\n });\n });\n } else {\n // const _stateList = this.stateList[0];\n nextState.forEach((state, index) => {\n // 遍历this.stateList,获取result,只要有一个是false,那这个result就是false\n const result: { allowTransition: boolean; stopOriginalTransition: boolean } = {\n allowTransition: true,\n stopOriginalTransition: true\n };\n this.stateList.forEach(currState => {\n const _result = registry.isTransitionAllowed(currState.state, state, this.graphic);\n result.allowTransition = result.allowTransition && _result.allowTransition;\n });\n // 所有状态都允许过渡,则添加到shouldApplyState\n if (result.allowTransition) {\n shouldApplyState.push({\n state,\n animationConfig: isArray(animationConfig[index])\n ? (animationConfig[index] as IAnimationState[]).map(item => item.animation)\n : (animationConfig[index] as IAnimationState).animation,\n executor: new AnimateExecutor(this.graphic)\n });\n // 允许过渡的话,需要重新遍历this.stateList,获取stopOriginalTransition\n this.stateList.forEach(currState => {\n const _result = registry.isTransitionAllowed(currState.state, state, this.graphic);\n if (_result.stopOriginalTransition) {\n shouldStopState.push(currState);\n }\n });\n }\n });\n }\n\n // 停止动画\n shouldStopState.forEach(state => {\n state.executor.stop();\n });\n\n // 立即应用动画,串行的应用\n if (shouldApplyState.length) {\n shouldApplyState[0].executor.execute(shouldApplyState[0].animationConfig);\n // 如果下一个状态存在,那么下一个状态的动画在当前状态动画结束后立即执行\n for (let i = 0; i < shouldApplyState.length; i++) {\n const nextState = shouldApplyState[i + 1];\n const currentState = shouldApplyState[i];\n currentState.executor.onEnd(() => {\n if (nextState) {\n nextState.executor.execute(nextState.animationConfig);\n }\n // 删除这个状态\n this.stateList = this.stateList.filter(state => state !== currentState);\n\n // 如果是最后一个状态且有回调,则调用回调\n if (i === shouldApplyState.length - 1 && callback) {\n callback(false);\n }\n });\n }\n } else if (callback) {\n // 如果没有需要应用的动画状态,直接调用回调\n callback(true);\n }\n\n if (this.stateList) {\n this.stateList = this.stateList.filter(state => !shouldStopState.includes(state));\n } else {\n this.stateList = [];\n }\n this.stateList.push(...shouldApplyState);\n }\n\n /**\n * Apply a standard appear animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyAppearState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState([AnimationStates.APPEAR], [{ name: AnimationStates.APPEAR, animation: animationConfig }], callback);\n }\n\n /**\n * Apply a standard disappear animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyDisappearState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState(\n [AnimationStates.DISAPPEAR],\n [{ name: AnimationStates.DISAPPEAR, animation: animationConfig }],\n callback\n );\n }\n\n /**\n * Apply a standard update animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyUpdateState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState([AnimationStates.UPDATE], [{ name: AnimationStates.UPDATE, animation: animationConfig }], callback);\n }\n\n /**\n * Apply a standard highlight animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyHighlightState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState(\n [AnimationStates.HIGHLIGHT],\n [{ name: AnimationStates.HIGHLIGHT, animation: animationConfig }],\n callback\n );\n }\n\n /**\n * Apply a standard unhighlight animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyUnhighlightState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState(\n [AnimationStates.UNHIGHLIGHT],\n [{ name: AnimationStates.UNHIGHLIGHT, animation: animationConfig }],\n callback\n );\n }\n\n stopState(state: string, type?: 'start' | 'end' | Record<string, any>): void {\n const stateInfo = this.stateList?.find(stateInfo => stateInfo.state === state);\n if (stateInfo) {\n stateInfo.executor.stop(type);\n }\n }\n\n clearState(): void {\n // 清空状态\n this.stateList?.forEach(state => {\n state.executor.stop();\n });\n this.stateList = null;\n }\n\n reApplyState(state: string): void {\n const stateInfo = this.stateList?.find(stateInfo => stateInfo.state === state);\n if (stateInfo) {\n // stop状态会改变stateList,但因为是reapply,所以保留原始的stateList\n const stateList = this.stateList.slice();\n stateInfo.executor.stop();\n this.stateList = stateList;\n stateInfo.executor.execute(stateInfo.animationConfig);\n }\n }\n\n // getstateList(): string[] | null {\n // return this.stateList;\n // }\n}\n"]}
1
+ 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type { IGraphic } from '@visactor/vrender-core';\nimport type { IAnimationState } from './types';\nimport { AnimationTransitionRegistry } from './animation-states-registry';\nimport type { IAnimationConfig } from '../executor/executor';\nimport { AnimateExecutor } from '../executor/animate-executor';\nimport { isArray } from '@visactor/vutils';\n\n// Standard animation state names\nexport const AnimationStates = {\n APPEAR: 'appear',\n DISAPPEAR: 'disappear',\n UPDATE: 'update',\n HIGHLIGHT: 'highlight',\n UNHIGHLIGHT: 'unhighlight',\n SELECT: 'select',\n UNSELECT: 'unselect',\n HOVER: 'hover',\n UNHOVER: 'unhover',\n ACTIVE: 'active',\n INACTIVE: 'inactive'\n};\n\nexport class AnimationStateStore {\n graphic: IGraphic;\n\n constructor(graphic: IGraphic) {\n this.graphic = graphic;\n }\n\n // 动画状态配置\n // 并不是所有图元都有(只有mark才有),所以在应用状态的时候,需要额外传入\n states?: Map<string, IAnimationState>;\n\n registerState(state: IAnimationState): void {\n if (!this.states) {\n this.states = new Map();\n }\n this.states.set(state.name, state);\n }\n\n clearStates(): void {\n this.states?.clear();\n }\n}\n\n// 一个状态对应一个执行器,每个图元都有一一对应\ninterface IStateInfo {\n state: string;\n animationConfig: IAnimationConfig | IAnimationConfig[];\n executor: AnimateExecutor;\n}\n\nexport class AnimationStateManager {\n protected graphic: IGraphic;\n\n // 当前状态\n // TODO(注意,这里无法了解动画的顺序,既有串行也有并行,具体在执行的时候确定,执行之后就无法获取串行或并行配置了)\n stateList: IStateInfo[] | null = null;\n\n constructor(graphic: IGraphic) {\n this.graphic = graphic;\n }\n\n // TODO 这里因为只有状态变更才会调用,所以代码写的比较宽松,如果有性能问题需要优化\n /**\n * 应用状态\n * @param nextState 下一个状态数组,如果传入数组,那么状态是串行的。但是每次applyState都会立即执行动画,也就是applyState和applyState之间是并行\n * @param animationConfig 动画配置\n * @param callback 动画结束后的回调函数,参数empty为true表示没有动画需要执行直接调的回调\n */\n applyState(\n nextState: string[],\n animationConfig: (IAnimationState | IAnimationState[])[],\n callback?: (empty?: boolean) => void\n ): void {\n const registry = AnimationTransitionRegistry.getInstance();\n\n // TODO 这里指判断第一个状态,后续如果需要的话要循环判断\n // 检查是否需要停止当前状态,以及下一个状态是否需要应用\n const shouldStopState: IStateInfo[] = [];\n const shouldApplyState: IStateInfo[] = [];\n if (!(this.stateList && this.stateList.length)) {\n nextState.forEach((state, index) => {\n shouldApplyState.push({\n state,\n animationConfig: isArray(animationConfig[index])\n ? (animationConfig[index] as IAnimationState[]).map(item => item.animation)\n : (animationConfig[index] as IAnimationState).animation,\n executor: new AnimateExecutor(this.graphic)\n });\n });\n } else {\n // const _stateList = this.stateList[0];\n nextState.forEach((state, index) => {\n // 遍历this.stateList,获取result,只要有一个是false,那这个result就是false\n const result: { allowTransition: boolean; stopOriginalTransition: boolean } = {\n allowTransition: true,\n stopOriginalTransition: true\n };\n this.stateList.forEach(currState => {\n const _result = registry.isTransitionAllowed(currState.state, state, this.graphic);\n result.allowTransition = result.allowTransition && _result.allowTransition;\n });\n // 所有状态都允许过渡,则添加到shouldApplyState\n if (result.allowTransition) {\n shouldApplyState.push({\n state,\n animationConfig: isArray(animationConfig[index])\n ? (animationConfig[index] as IAnimationState[]).map(item => item.animation)\n : (animationConfig[index] as IAnimationState).animation,\n executor: new AnimateExecutor(this.graphic)\n });\n // 允许过渡的话,需要重新遍历this.stateList,获取stopOriginalTransition\n this.stateList.forEach(currState => {\n const _result = registry.isTransitionAllowed(currState.state, state, this.graphic);\n if (_result.stopOriginalTransition) {\n shouldStopState.push(currState);\n }\n });\n }\n });\n }\n\n // 停止动画\n shouldStopState.forEach(state => {\n state.executor.stop();\n });\n\n // 立即应用动画,串行的应用\n if (shouldApplyState.length) {\n shouldApplyState[0].executor.execute(shouldApplyState[0].animationConfig);\n // 如果下一个状态存在,那么下一个状态的动画在当前状态动画结束后立即执行\n for (let i = 0; i < shouldApplyState.length; i++) {\n const nextState = shouldApplyState[i + 1];\n const currentState = shouldApplyState[i];\n currentState.executor.onEnd(() => {\n if (nextState) {\n nextState.executor.execute(nextState.animationConfig);\n }\n // 删除这个状态\n this.stateList = this.stateList.filter(state => state !== currentState);\n\n // 如果是最后一个状态且有回调,则调用回调\n if (i === shouldApplyState.length - 1 && callback) {\n callback(false);\n }\n });\n }\n } else if (callback) {\n // 如果没有需要应用的动画状态,直接调用回调\n callback(true);\n }\n\n if (this.stateList) {\n this.stateList = this.stateList.filter(state => !shouldStopState.includes(state));\n } else {\n this.stateList = [];\n }\n this.stateList.push(...shouldApplyState);\n }\n\n /**\n * Apply a standard appear animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyAppearState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState([AnimationStates.APPEAR], [{ name: AnimationStates.APPEAR, animation: animationConfig }], callback);\n }\n\n /**\n * Apply a standard disappear animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyDisappearState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState(\n [AnimationStates.DISAPPEAR],\n [{ name: AnimationStates.DISAPPEAR, animation: animationConfig }],\n callback\n );\n }\n\n /**\n * Apply a standard update animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyUpdateState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState([AnimationStates.UPDATE], [{ name: AnimationStates.UPDATE, animation: animationConfig }], callback);\n }\n\n /**\n * Apply a standard highlight animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyHighlightState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState(\n [AnimationStates.HIGHLIGHT],\n [{ name: AnimationStates.HIGHLIGHT, animation: animationConfig }],\n callback\n );\n }\n\n /**\n * Apply a standard unhighlight animation to the graphic\n * @param animationConfig Animation configuration\n * @param callback Callback to be called when animation ends\n */\n applyUnhighlightState(animationConfig: IAnimationConfig, callback?: () => void): void {\n this.applyState(\n [AnimationStates.UNHIGHLIGHT],\n [{ name: AnimationStates.UNHIGHLIGHT, animation: animationConfig }],\n callback\n );\n }\n\n stopState(state: string, type?: 'start' | 'end' | Record<string, any>): void {\n const stateInfo = this.stateList?.find(stateInfo => stateInfo.state === state);\n if (stateInfo) {\n stateInfo.executor.stop(type);\n }\n }\n\n clearState(): void {\n // 清空状态\n this.stateList?.forEach(state => {\n state.executor.stop();\n });\n this.stateList = null;\n }\n\n reApplyState(state: string): void {\n const stateInfo = this.stateList?.find(stateInfo => stateInfo.state === state);\n // 只有当状态存在且动画正在运行时才重新应用\n if (stateInfo && stateInfo.executor.started) {\n // stop状态会改变stateList,但因为是reapply,所以保留原始的stateList\n const stateList = this.stateList.slice();\n stateInfo.executor.stop();\n this.stateList = stateList;\n stateInfo.executor.execute(stateInfo.animationConfig);\n }\n }\n\n // getstateList(): string[] | null {\n // return this.stateList;\n // }\n}\n"]}
package/cjs/step.d.ts CHANGED
@@ -42,6 +42,7 @@ export declare class Step implements IStep {
42
42
  getFromProps(): Record<string, any>;
43
43
  getMergedEndProps(): Record<string, any> | void;
44
44
  stop(): void;
45
+ release(): void;
45
46
  }
46
47
  export declare class WaitStep extends Step {
47
48
  constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType);
package/cjs/step.js CHANGED
@@ -117,6 +117,7 @@ class Step {
117
117
  return this.getEndProps();
118
118
  }
119
119
  stop() {}
120
+ release() {}
120
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  }
121
122
 
122
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  exports.Step = Step;
package/cjs/step.js.map CHANGED
@@ -1 +1 @@
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 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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 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'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 release(): 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"]}
package/dist/index.es.js CHANGED
@@ -556,6 +556,8 @@ class Step {
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  }
557
557
  stop() {
558
558
  }
559
+ release() {
560
+ }
559
561
  }
560
562
  class WaitStep extends Step {
561
563
  constructor(type, props, duration, easing) {
@@ -985,6 +987,9 @@ class Animate {
985
987
  this._onFrame = [];
986
988
  this._onEnd = [];
987
989
  this._onRemove = [];
990
+ this.forEachStep(step => {
991
+ step.release();
992
+ });
988
993
  }
989
994
  getDuration() {
990
995
  return this._duration;
@@ -1119,6 +1124,13 @@ class Animate {
1119
1124
  getLoop() {
1120
1125
  return this._loopCount;
1121
1126
  }
1127
+ forEachStep(cb) {
1128
+ let step = this._firstStep;
1129
+ while (step) {
1130
+ cb(step);
1131
+ step = step.next;
1132
+ }
1133
+ }
1122
1134
  }
1123
1135
 
1124
1136
  const performanceRAF = new PerformanceRAF();
@@ -1562,6 +1574,9 @@ class AnimateExecutor {
1562
1574
  this._activeCount = 0;
1563
1575
  this._target = target;
1564
1576
  }
1577
+ get started() {
1578
+ return this._started;
1579
+ }
1565
1580
  onStart(cb) {
1566
1581
  if (cb) {
1567
1582
  this._startCallbacks.push(cb);
@@ -1787,11 +1802,11 @@ class AnimateExecutor {
1787
1802
  return animate;
1788
1803
  }
1789
1804
  _handleRunAnimate(animate, custom, customType, from, props, duration, easing, customParameters, controlOptions, options, type, graphic) {
1790
- var _a, _b, _c, _d;
1805
+ var _a, _b, _c, _d, _e, _f;
1791
1806
  if (custom && customType) {
1792
- const customParams = Object.assign({ width: graphic.stage.width, height: graphic.stage.height, group: this._target.parent }, this.resolveValue(customParameters, graphic));
1807
+ const customParams = Object.assign({ width: ((_a = graphic.stage) === null || _a === void 0 ? void 0 : _a.width) || 0, height: ((_b = graphic.stage) === null || _b === void 0 ? void 0 : _b.height) || 0, group: this._target.parent }, this.resolveValue(customParameters, graphic));
1793
1808
  const objOptions = isFunction(options)
1794
- ? options.call(null, (_b = (customParams && ((_a = customParams.data) === null || _a === void 0 ? void 0 : _a[0]))) !== null && _b !== void 0 ? _b : (_d = (_c = graphic.context) === null || _c === void 0 ? void 0 : _c.data) === null || _d === void 0 ? void 0 : _d[0], graphic, customParams)
1809
+ ? options.call(null, (_d = (customParams && ((_c = customParams.data) === null || _c === void 0 ? void 0 : _c[0]))) !== null && _d !== void 0 ? _d : (_f = (_e = graphic.context) === null || _e === void 0 ? void 0 : _e.data) === null || _f === void 0 ? void 0 : _f[0], graphic, customParams)
1795
1810
  : options;
1796
1811
  customParams.options = objOptions;
1797
1812
  customParams.controlOptions = controlOptions;
@@ -2120,7 +2135,7 @@ class AnimationStateManager {
2120
2135
  reApplyState(state) {
2121
2136
  var _a;
2122
2137
  const stateInfo = (_a = this.stateList) === null || _a === void 0 ? void 0 : _a.find(stateInfo => stateInfo.state === state);
2123
- if (stateInfo) {
2138
+ if (stateInfo && stateInfo.executor.started) {
2124
2139
  const stateList = this.stateList.slice();
2125
2140
  stateInfo.executor.stop();
2126
2141
  this.stateList = stateList;
@@ -2331,6 +2346,70 @@ class AComponentAnimate extends ACustomAnimate {
2331
2346
  this._animator && this._animator.stop();
2332
2347
  }
2333
2348
  }
2349
+ class AStageAnimate extends ACustomAnimate {
2350
+ constructor(customFrom, customTo, duration, easing, params) {
2351
+ super(customFrom, customTo, duration, easing, params);
2352
+ this.willCallBeforeStageRender = true;
2353
+ this.willCallAfterStageRender = true;
2354
+ this._beforeStageRender = () => {
2355
+ if (!this.willCallBeforeStageRender) {
2356
+ return;
2357
+ }
2358
+ this.willCallBeforeStageRender = false;
2359
+ const stage = this.target.stage;
2360
+ const canvas = stage.window.getContext().canvas.nativeCanvas;
2361
+ const outputCanvas = this.beforeStageRender(stage, canvas);
2362
+ if (outputCanvas) {
2363
+ this.renderToStage(stage, outputCanvas);
2364
+ }
2365
+ };
2366
+ this._afterStageRender = () => {
2367
+ if (!this.willCallAfterStageRender) {
2368
+ return;
2369
+ }
2370
+ this.willCallAfterStageRender = false;
2371
+ const stage = this.target.stage;
2372
+ const canvas = stage.window.getContext().canvas.nativeCanvas;
2373
+ const outputCanvas = this.afterStageRender(stage, canvas);
2374
+ if (outputCanvas) {
2375
+ this.renderToStage(stage, outputCanvas);
2376
+ }
2377
+ };
2378
+ this.props = {};
2379
+ }
2380
+ beforeStageRender(stage, canvas) {
2381
+ return false;
2382
+ }
2383
+ afterStageRender(stage, canvas) {
2384
+ return false;
2385
+ }
2386
+ onFirstRun() {
2387
+ super.onFirstRun();
2388
+ this.target.stage.setBeforeRender(this._beforeStageRender);
2389
+ this.target.stage.setAfterRender(this._afterStageRender);
2390
+ this.target.stage.disableDirtyBounds();
2391
+ }
2392
+ stop() {
2393
+ super.stop();
2394
+ this.target.stage.removeBeforeRender(this._beforeStageRender);
2395
+ this.target.stage.removeAfterRender(this._afterStageRender);
2396
+ }
2397
+ onUpdate(end, ratio, out) {
2398
+ super.onUpdate(end, ratio, out);
2399
+ this.willCallBeforeStageRender = true;
2400
+ this.willCallAfterStageRender = true;
2401
+ }
2402
+ renderToStage(stage, canvas) {
2403
+ const stageCanvas = stage.window.getContext().canvas.nativeCanvas;
2404
+ const ctx = stageCanvas.getContext('2d');
2405
+ if (!ctx) {
2406
+ return false;
2407
+ }
2408
+ ctx.clearRect(0, 0, stageCanvas.width, stageCanvas.height);
2409
+ ctx.drawImage(canvas, 0, 0);
2410
+ return stageCanvas;
2411
+ }
2412
+ }
2334
2413
 
2335
2414
  class ComponentAnimator {
2336
2415
  constructor(component) {
@@ -7134,4 +7213,4 @@ const registerCustomAnimate = () => {
7134
7213
  AnimateExecutor.registerBuiltInAnimate('streamLight', StreamLight);
7135
7214
  };
7136
7215
 
7137
- export { AComponentAnimate, ACustomAnimate, Animate, AnimateExecutor, Step as AnimateStep, AnimationStateManager, AnimationStateStore, AnimationStates, AnimationTransitionRegistry, ClipAngleAnimate, ClipDirectionAnimate, ClipGraphicAnimate, ClipIn, ClipOut, ClipRadiusAnimate, ComponentAnimator, DefaultTicker, DefaultTimeline, Easing, FadeIn, FadeOut, FromTo, GraphicStateExtension, GroupFadeIn, GroupFadeOut, GrowAngleIn, GrowAngleOut, GrowCenterIn, GrowCenterOut, GrowHeightIn, GrowHeightOut, GrowIn, GrowOut, GrowPointsIn, GrowPointsOut, GrowPointsXIn, GrowPointsXOut, GrowPointsYIn, GrowPointsYOut, GrowRadiusIn, GrowRadiusOut, GrowWidthIn, GrowWidthOut, IncreaseCount, InputRichText, InputText, LabelItemAppear, LabelItemDisappear, ManualTicker, MorphingPath, MotionPath, MoveIn, MoveOut, MoveRotateIn, MoveRotateOut, MoveScaleIn, MoveScaleOut, MultiToOneMorphingPath, OutputRichText, PoptipAppear, PoptipDisappear, PulseAnimate, RotateBySphereAnimate, RotateIn, RotateOut, ScaleIn, ScaleOut, SlideIn, SlideOut, SlideOutRichText, SlideRichText, SpinIn, SpinOut, State, StreamLight, StrokeIn, StrokeOut, TagPointsUpdate, Update, createComponentAnimator, generatorPathEasingFunc, morphPath, multiToOneMorph, oneToMultiMorph, registerAnimate, registerCustomAnimate, transitionRegistry };
7216
+ export { AComponentAnimate, ACustomAnimate, AStageAnimate, Animate, AnimateExecutor, Step as AnimateStep, AnimationStateManager, AnimationStateStore, AnimationStates, AnimationTransitionRegistry, ClipAngleAnimate, ClipDirectionAnimate, ClipGraphicAnimate, ClipIn, ClipOut, ClipRadiusAnimate, ComponentAnimator, DefaultTicker, DefaultTimeline, Easing, FadeIn, FadeOut, FromTo, GraphicStateExtension, GroupFadeIn, GroupFadeOut, GrowAngleIn, GrowAngleOut, GrowCenterIn, GrowCenterOut, GrowHeightIn, GrowHeightOut, GrowIn, GrowOut, GrowPointsIn, GrowPointsOut, GrowPointsXIn, GrowPointsXOut, GrowPointsYIn, GrowPointsYOut, GrowRadiusIn, GrowRadiusOut, GrowWidthIn, GrowWidthOut, IncreaseCount, InputRichText, InputText, LabelItemAppear, LabelItemDisappear, ManualTicker, MorphingPath, MotionPath, MoveIn, MoveOut, MoveRotateIn, MoveRotateOut, MoveScaleIn, MoveScaleOut, MultiToOneMorphingPath, OutputRichText, PoptipAppear, PoptipDisappear, PulseAnimate, RotateBySphereAnimate, RotateIn, RotateOut, ScaleIn, ScaleOut, SlideIn, SlideOut, SlideOutRichText, SlideRichText, SpinIn, SpinOut, State, StreamLight, StrokeIn, StrokeOut, TagPointsUpdate, Update, createComponentAnimator, generatorPathEasingFunc, morphPath, multiToOneMorph, oneToMultiMorph, registerAnimate, registerCustomAnimate, transitionRegistry };
package/es/animate.d.ts CHANGED
@@ -65,4 +65,5 @@ export declare class Animate implements IAnimate {
65
65
  updateDuration(): void;
66
66
  getTotalDuration(): number;
67
67
  getLoop(): number;
68
+ protected forEachStep(cb: (step: IStep) => void): void;
68
69
  }
package/es/animate.js CHANGED
@@ -133,7 +133,9 @@ export class Animate {
133
133
  }
134
134
  release() {
135
135
  this.status = AnimateStatus.END, this._onRemove && this._onRemove.forEach((cb => cb())),
136
- this._onStart = [], this._onFrame = [], this._onEnd = [], this._onRemove = [];
136
+ this._onStart = [], this._onFrame = [], this._onEnd = [], this._onRemove = [], this.forEachStep((step => {
137
+ step.release();
138
+ }));
137
139
  }
138
140
  getDuration() {
139
141
  return this._duration;
@@ -209,5 +211,9 @@ export class Animate {
209
211
  getLoop() {
210
212
  return this._loopCount;
211
213
  }
214
+ forEachStep(cb) {
215
+ let step = this._firstStep;
216
+ for (;step; ) cb(step), step = step.next;
217
+ }
212
218
  }
213
219
  //# sourceMappingURL=animate.js.map
package/es/animate.js.map CHANGED
@@ -1 +1 @@
1
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{ Step, WaitStep } from './step';\nimport {\n Generator,\n AnimateStatus,\n AnimateStepType,\n type IGraphic,\n type IAnimate,\n type IStep,\n type ICustomAnimate,\n type EasingType,\n type ITimeline\n} from '@visactor/vrender-core';\nimport { defaultTimeline } from './timeline';\n\nexport class Animate implements IAnimate {\n readonly id: string | number;\n status: AnimateStatus;\n target: IGraphic;\n\n // 回调函数列表\n _onStart?: (() => void)[];\n _onFrame?: ((step: IStep, ratio: number) => void)[];\n _onEnd?: (() => void)[];\n _onRemove?: (() => void)[];\n\n // 时间控制\n private _timeline: ITimeline;\n private _startTime: number;\n private _duration: number;\n private _totalDuration: number;\n\n // 动画控制\n // private _reversed: boolean;\n private _loopCount: number;\n private _currentLoop: number;\n private _bounce: boolean;\n\n // 链表头节点和尾节点\n private _firstStep: IStep | null;\n private _lastStep: IStep | null;\n\n // 初始属性和屏蔽的属性\n private _startProps: Record<string, any>;\n private _endProps: Record<string, any>;\n private _preventAttrs: Set<string>;\n // 优先级,用于判定是否能被后续的动画preventAttr\n declare priority: number;\n\n protected currentTime: number;\n slience?: boolean;\n\n // 临时变量\n lastRunStep?: IStep;\n\n interpolateUpdateFunction:\n | ((from: Record<string, any>, to: Record<string, any>, ratio: number, step: IStep, target: IGraphic) => void)\n | null;\n\n constructor(\n id: string | number = Generator.GenAutoIncrementId(),\n timeline: ITimeline = defaultTimeline,\n slience?: boolean\n ) {\n this.id = id;\n this.status = AnimateStatus.INITIAL;\n this._timeline = timeline;\n timeline.addAnimate(this);\n this.slience = slience;\n this._startTime = 0;\n this._duration = 0;\n this._totalDuration = 0;\n // this._reversed = false;\n this._loopCount = 0;\n this._currentLoop = 0;\n this._bounce = false;\n this._firstStep = null;\n this._lastStep = null;\n this._startProps = {};\n this._endProps = {};\n this._preventAttrs = new Set();\n this.currentTime = 0;\n this.interpolateUpdateFunction = null;\n this.priority = 0;\n }\n\n /**\n * 获取开始属性\n */\n getStartProps(): Record<string, any> {\n return this._startProps;\n }\n\n /**\n * 获取结束属性\n */\n getEndProps(): Record<string, any> {\n return this._endProps;\n }\n\n /**\n * 设置时间线\n */\n setTimeline(timeline: ITimeline): void {\n this._timeline = timeline;\n }\n\n /**\n * 获取时间线\n */\n getTimeline(): ITimeline {\n return this._timeline;\n }\n\n /**\n * 时间线属性访问器\n */\n get timeline(): ITimeline {\n return this._timeline;\n }\n\n /**\n * 绑定目标图形\n */\n bind(target: IGraphic): this {\n this.target = target;\n\n if (!this.target.animates) {\n this.target.animates = new Map();\n }\n this.target.animates.set(this.id, this);\n this.onRemove(() => {\n this.stop();\n this.target.animates.delete(this.id);\n });\n\n if (this.target.onAnimateBind && !this.slience) {\n this.target.onAnimateBind(this as any);\n }\n // 添加一个animationAttribute属性,用于存储动画过程中的属性\n if (!this.target.animationAttribute) {\n this.target.animationAttribute = {};\n }\n return this;\n }\n\n /**\n * 动画步骤:to\n * 添加一个to步骤,这会在当前状态到指定状态间进行插值\n */\n to(props: Record<string, any>, duration: number = 300, easing: EasingType = 'linear'): this {\n // 创建新的step\n const step = new Step(AnimateStepType.to, props, duration, easing);\n\n step.bind(this.target, this);\n\n this.updateStepAfterAppend(step);\n\n return this;\n }\n\n /**\n * 等待延迟\n */\n wait(delay: number): this {\n // 创建新的wait step\n const step = new WaitStep(AnimateStepType.wait, {}, delay, 'linear');\n\n step.bind(this.target, this);\n\n this.updateStepAfterAppend(step);\n\n return this;\n }\n\n protected updateStepAfterAppend(step: IStep): void {\n // 如果是第一个step\n if (!this._firstStep) {\n this._firstStep = step;\n this._lastStep = step;\n } else {\n // 添加到链表末尾\n this._lastStep.append(step);\n this._lastStep = step;\n }\n\n this.parseStepProps(step);\n\n this.updateDuration();\n }\n\n /**\n * 解析step的props\n * 1. 预先获取step的propKeys并保存\n * 2. 将截止目前的最新props设置到step.props中,这样该props上的属性就是最终的属性了,跳帧时直接设置即可\n * 3. 同步到_endProps中,保存这个Animate实例的最终props\n * 4. 给step的props的原型链上绑定Animate的_startProps,这样在下一个step查找fromProps的时候,一定能拿得到值\n */\n parseStepProps(step: IStep) {\n if (!this._lastStep) {\n return;\n }\n\n /* 预设置step的属性,基于性能考虑,实现比较复杂 */\n // step.propKeys为真实的props属性的key\n step.propKeys = step.propKeys || Object.keys(step.props);\n // step.props为包含前序step的props的最终props,用于跳帧等场景,可以直接设置\n Object.keys(this._endProps).forEach(key => {\n step.props[key] = step.props[key] ?? this._endProps[key];\n });\n // 将最终的props设置到step.props中\n step.propKeys.forEach(key => {\n this._endProps[key] = step.props[key];\n });\n // 给step的props的原型链上绑定Animate的_startProps\n // 下一个step在查找上一个step.props(也就是找到它的fromProps)的时候,就能拿到初始的props了\n // 比如:\n // rect.animate().to({ x: 100 }, 1000, 'linear').to({ y: 100 }, 1000, 'linear');\n // 在第二个step查找fromProps的时候,就能拿到第一个step的endProps中的y值(在原型链上)\n // TODO 由于会有其他animate的干扰,所以不能直接设置原型链\n // Object.setPrototypeOf(step.props, this._startProps);\n }\n\n /**\n * 重新同步和计算props,用于内部某些step发生了变更后,重新计算自身\n * 性能较差,不要频繁调用\n * @returns\n */\n reSyncProps() {\n if (!this._lastStep) {\n return;\n }\n this._endProps = {};\n let currentStep: IStep = this._firstStep;\n // 从前向后寻找当前时间所在的step\n while (currentStep) {\n // step.props为包含前序step的props的最终props,用于跳帧等场景,可以直接设置\n // eslint-disable-next-line no-loop-func\n Object.keys(this._endProps).forEach(key => {\n currentStep.props[key] = currentStep.props[key] ?? this._endProps[key];\n });\n // 将最终的props设置到step.props中\n // eslint-disable-next-line no-loop-func\n currentStep.propKeys.forEach(key => {\n this._endProps[key] = currentStep.props[key];\n });\n // 给step的props的原型链上绑定Animate的_startProps\n // 下一个step在查找上一个step.props(也就是找到它的fromProps)的时候,就能拿到初始的props了\n // 比如:\n // rect.animate().to({ x: 100 }, 1000, 'linear').to({ y: 100 }, 1000, 'linear');\n // 在第二个step查找fromProps的时候,就能拿到第一个step的endProps中的y值(在原型链上)\n // TODO 由于会有其他animate的干扰,所以不能直接设置原型链\n // Object.setPrototypeOf(currentStep.props, this._startProps);\n currentStep = currentStep.next;\n }\n }\n\n /**\n * 动画步骤:from\n * 添加一个from步骤,这会将目标属性先设置为指定值,然后过渡到当前状态\n * 【注意】这可能会导致动画跳变,请谨慎使用\n */\n from(props: Record<string, any>, duration: number = 300, easing: EasingType = 'linear'): this {\n // 创建新的step\n const step = new Step(AnimateStepType.from, props, duration, easing);\n\n // 如果是第一个step\n if (!this._firstStep) {\n this._firstStep = step;\n this._lastStep = step;\n } else {\n // 添加到链表末尾\n this._lastStep.append(step);\n this._lastStep = step;\n }\n\n this.updateDuration();\n\n return this;\n }\n\n /**\n * 自定义动画\n */\n play(customAnimate: ICustomAnimate): this {\n customAnimate.bind(this.target, this);\n this.updateStepAfterAppend(customAnimate);\n\n return this;\n }\n\n /**\n * 暂停动画\n */\n pause(): void {\n if (this.status === AnimateStatus.RUNNING) {\n this.status = AnimateStatus.PAUSED;\n }\n }\n\n /**\n * 恢复动画\n */\n resume(): void {\n if (this.status === AnimateStatus.PAUSED) {\n this.status = AnimateStatus.RUNNING;\n }\n }\n\n /**\n * 注册开始回调\n */\n onStart(cb?: () => void): void {\n if (cb) {\n if (!this._onStart) {\n this._onStart = [];\n }\n this._onStart.push(cb);\n } else {\n this._onStart?.forEach(cb => cb());\n // 设置开始属性,Animate不会重复执行start所以不需要判断firstStart\n Object.keys(this._endProps).forEach(key => {\n this._startProps[key] = this.target.getComputedAttribute(key);\n });\n }\n }\n\n /**\n * 注册结束回调\n */\n onEnd(cb?: () => void): void {\n if (cb) {\n if (!this._onEnd) {\n this._onEnd = [];\n }\n this._onEnd.push(cb);\n } else {\n this._onEnd?.forEach(cb => cb());\n }\n }\n\n /**\n * 注册帧回调\n */\n onFrame(cb?: (step: IStep, ratio: number) => void): void {\n if (cb) {\n if (!this._onFrame) {\n this._onFrame = [];\n }\n this._onFrame.push(cb);\n }\n }\n\n /**\n * 注册移除回调\n */\n onRemove(cb?: () => void): void {\n if (cb) {\n if (!this._onRemove) {\n this._onRemove = [];\n }\n this._onRemove.push(cb);\n } else {\n this._onRemove?.forEach(cb => cb());\n }\n }\n\n /**\n * 屏蔽单个属性\n */\n preventAttr(key: string): void {\n this._preventAttrs.add(key);\n // 从所有step中移除该属性,并从自身的_startProps和_endProps中移除该属性\n delete this._startProps[key];\n delete this._endProps[key];\n let step = this._firstStep;\n while (step) {\n step.deleteSelfAttr(key);\n step = step.next;\n }\n }\n\n /**\n * 屏蔽多个属性\n */\n preventAttrs(keys: string[]): void {\n keys.forEach(key => this._preventAttrs.add(key));\n }\n\n /**\n * 检查属性是否合法(未被屏蔽)\n */\n validAttr(key: string): boolean {\n return !this._preventAttrs.has(key);\n }\n\n /**\n * 运行自定义回调\n */\n runCb(cb: (a: IAnimate, step: IStep) => void): IAnimate {\n this._lastStep?.onEnd(cb);\n return this;\n }\n\n /**\n * 设置动画开始时间\n */\n startAt(t: number): this {\n this._startTime = t;\n\n return this;\n }\n\n /**\n * 自定义插值函数,返回false表示没有匹配上\n */\n customInterpolate(\n key: string,\n ratio: number,\n from: any,\n to: any,\n target: IGraphic,\n ret: Record<string, any>\n ): boolean {\n // 默认无自定义插值,可由子类重写\n return false;\n }\n\n /**\n * 获取起始值,该起始值为animate的起始值,并不一定为step的起始值\n */\n getFromValue(): Record<string, any> {\n return this._startProps;\n }\n\n /**\n * 获取结束值\n */\n getToValue(): Record<string, any> {\n return this._endProps;\n }\n\n /**\n * 停止动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>): void {\n // TODO 有些动画可能一添加就被删除\n // if (this.status === AnimateStatus.END) {\n // return;\n // }\n // 遍历step,调用其stop\n let step = this._firstStep;\n while (step) {\n step.stop();\n step = step.next;\n }\n\n if (this.status !== AnimateStatus.END) {\n this.onEnd();\n }\n\n this.status = AnimateStatus.END;\n\n if (!this.target) {\n return;\n }\n\n if (type === 'start') {\n // 设置为开始状态\n this.target.setAttributes(this._startProps);\n } else if (type === 'end') {\n // 设置为结束状态\n this.target.setAttributes(this._endProps);\n } else if (type) {\n // 设置为自定义状态\n this.target.setAttributes(type);\n }\n }\n\n /**\n * 释放动画资源\n */\n release(): void {\n this.status = AnimateStatus.END;\n\n // 触发移除回调\n if (this._onRemove) {\n this._onRemove.forEach(cb => cb());\n }\n\n // 清空回调\n this._onStart = [];\n this._onFrame = [];\n this._onEnd = [];\n this._onRemove = [];\n }\n\n /**\n * 获取动画持续时间\n */\n getDuration(): number {\n return this._duration;\n }\n\n /**\n * 获取动画开始时间\n */\n getStartTime(): number {\n return this._startTime;\n }\n\n /**\n * 在所有动画完成后执行\n */\n afterAll(list: IAnimate[]): this {\n if (!list || list.length === 0) {\n return this;\n }\n\n // 计算所有动画结束的最大时间点\n let maxEndTime = 0;\n list.forEach(animate => {\n const endTime = animate.getStartTime() + animate.getTotalDuration();\n maxEndTime = Math.max(maxEndTime, endTime);\n });\n\n // 设置当前动画的开始时间为最大结束时间\n return this.startAt(maxEndTime);\n }\n\n /**\n * 在指定动画完成后执行\n */\n after(animate: IAnimate): this {\n if (!animate) {\n return this;\n }\n\n // 计算指定动画结束的时间点\n const endTime = animate.getStartTime() + animate.getTotalDuration();\n\n // 设置当前动画的开始时间为结束时间\n return this.startAt(endTime);\n }\n\n /**\n * 并行执行动画\n */\n parallel(animate: IAnimate): this {\n if (!animate) {\n return this;\n }\n\n // 设置指定动画的开始时间为当前动画的开始时间\n this.startAt(animate.getStartTime());\n\n return this;\n }\n\n // /**\n // * 设置动画是否反转\n // */\n // reversed(r: boolean): this {\n // this._reversed = r;\n // return this;\n // }\n\n /**\n * 设置动画循环次数,如果传入true,则无限循环,如果传入false,则不循环\n */\n loop(n: number | boolean): this {\n if (n === true) {\n n = Infinity;\n } else if (n === false) {\n n = 0;\n }\n this._loopCount = n;\n this.updateDuration();\n return this;\n }\n\n /**\n * 设置动画是否反弹\n */\n bounce(b: boolean): this {\n this._bounce = b;\n return this;\n }\n\n /**\n * 推进动画\n */\n advance(delta: number): void {\n if (this.status === AnimateStatus.END) {\n console.warn('aaa 动画已经结束,不能推进');\n return;\n }\n const nextTime = this.currentTime + delta;\n // 如果还没开始,直接return\n if (nextTime < this._startTime) {\n this.currentTime = nextTime;\n return;\n }\n // 如果已经结束,设置状态后return\n if (nextTime >= this._startTime + this._totalDuration) {\n this._lastStep?.onUpdate(true, 1, {});\n this._lastStep?.onEnd();\n this.onEnd();\n this.status = AnimateStatus.END;\n return;\n }\n\n this.status = AnimateStatus.RUNNING;\n\n // 如果是第一次运行,触发开始回调\n if (this.currentTime <= this._startTime) {\n this.onStart();\n }\n this.currentTime = nextTime;\n\n let cycleTime = nextTime - this._startTime;\n let newLoop = false;\n let bounceTime = false;\n if (this._loopCount > 0) {\n cycleTime = (nextTime - this._startTime) % this._duration;\n const currentLoop = Math.floor((nextTime - this._startTime) / this._duration);\n newLoop = currentLoop > this._currentLoop;\n this._currentLoop = currentLoop;\n\n bounceTime = this._bounce && currentLoop % 2 === 1;\n if (bounceTime) {\n cycleTime = this._duration - cycleTime;\n }\n }\n\n // 如果是新的循环,重置为初始状态\n if (newLoop && !bounceTime) {\n this.target.setAttributes(this._startProps);\n }\n\n // 选择起始步骤和遍历方向\n let targetStep: IStep | null = null;\n\n if (this._lastStep === this._firstStep) {\n targetStep = this._firstStep;\n } else {\n let currentStep: IStep = this._firstStep;\n // 从前向后寻找当前时间所在的step\n while (currentStep) {\n const stepStartTime = currentStep.getStartTime();\n const stepDuration = currentStep.getDuration();\n const stepEndTime = stepStartTime + stepDuration;\n\n // 找到当前周期时间所在的step\n if (cycleTime >= stepStartTime && cycleTime <= stepEndTime) {\n targetStep = currentStep;\n break;\n }\n\n currentStep = currentStep.next;\n }\n }\n\n // 如果没找到目标step(可能是所有step都执行完了,但整体动画还没结束,这正常是不存在的)\n if (!targetStep) {\n // this.currentTime = nextTime;\n // console.warn('动画出现问题');\n return;\n }\n\n // 如果当前step和上一次执行的step不一样,则调用上一次step的onEnd,确保所有完成的step都调用了结束\n // 如果上一次的step已经调用了onEnd,在下面的onEnd那里会将lastRunStep设置为null\n if (targetStep !== this.lastRunStep) {\n this.lastRunStep?.onEnd();\n }\n\n this.lastRunStep = targetStep;\n\n // 计算当前step的进度比例(基于当前step内的相对时间)\n const stepStartTime = targetStep.getStartTime();\n const stepDuration = targetStep.getDuration();\n\n const ratio = (cycleTime - stepStartTime) / stepDuration;\n // // 限制ratio在0-1之间\n // ratio = Math.max(0, Math.min(1, ratio));\n\n const isEnd = ratio >= 1;\n targetStep.update(isEnd, ratio, {});\n\n // 如果step执行完毕\n if (isEnd) {\n targetStep.onEnd();\n this.lastRunStep = null;\n // 不立即调用onFinish,让动画系统来决定何时结束\n }\n\n // 触发帧回调\n // if (this._onFrame) {\n // this._onFrame.forEach(cb => cb(targetStep, ratio));\n // }\n }\n\n updateDuration(): void {\n if (!this._lastStep) {\n this._duration = 0;\n return;\n }\n\n this._duration = this._lastStep.getStartTime() + this._lastStep.getDuration();\n this._totalDuration = this._duration * (this._loopCount + 1);\n }\n\n getTotalDuration(): number {\n return this._totalDuration;\n }\n\n getLoop(): number {\n return this._loopCount;\n }\n}\n"]}
1
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{ Step, WaitStep } from './step';\nimport {\n Generator,\n AnimateStatus,\n AnimateStepType,\n type IGraphic,\n type IAnimate,\n type IStep,\n type ICustomAnimate,\n type EasingType,\n type ITimeline\n} from '@visactor/vrender-core';\nimport { defaultTimeline } from './timeline';\n\nexport class Animate implements IAnimate {\n readonly id: string | number;\n status: AnimateStatus;\n target: IGraphic;\n\n // 回调函数列表\n _onStart?: (() => void)[];\n _onFrame?: ((step: IStep, ratio: number) => void)[];\n _onEnd?: (() => void)[];\n _onRemove?: (() => void)[];\n\n // 时间控制\n private _timeline: ITimeline;\n private _startTime: number;\n private _duration: number;\n private _totalDuration: number;\n\n // 动画控制\n // private _reversed: boolean;\n private _loopCount: number;\n private _currentLoop: number;\n private _bounce: boolean;\n\n // 链表头节点和尾节点\n private _firstStep: IStep | null;\n private _lastStep: IStep | null;\n\n // 初始属性和屏蔽的属性\n private _startProps: Record<string, any>;\n private _endProps: Record<string, any>;\n private _preventAttrs: Set<string>;\n // 优先级,用于判定是否能被后续的动画preventAttr\n declare priority: number;\n\n protected currentTime: number;\n slience?: boolean;\n\n // 临时变量\n lastRunStep?: IStep;\n\n interpolateUpdateFunction:\n | ((from: Record<string, any>, to: Record<string, any>, ratio: number, step: IStep, target: IGraphic) => void)\n | null;\n\n constructor(\n id: string | number = Generator.GenAutoIncrementId(),\n timeline: ITimeline = defaultTimeline,\n slience?: boolean\n ) {\n this.id = id;\n this.status = AnimateStatus.INITIAL;\n this._timeline = timeline;\n timeline.addAnimate(this);\n this.slience = slience;\n this._startTime = 0;\n this._duration = 0;\n this._totalDuration = 0;\n // this._reversed = false;\n this._loopCount = 0;\n this._currentLoop = 0;\n this._bounce = false;\n this._firstStep = null;\n this._lastStep = null;\n this._startProps = {};\n this._endProps = {};\n this._preventAttrs = new Set();\n this.currentTime = 0;\n this.interpolateUpdateFunction = null;\n this.priority = 0;\n }\n\n /**\n * 获取开始属性\n */\n getStartProps(): Record<string, any> {\n return this._startProps;\n }\n\n /**\n * 获取结束属性\n */\n getEndProps(): Record<string, any> {\n return this._endProps;\n }\n\n /**\n * 设置时间线\n */\n setTimeline(timeline: ITimeline): void {\n this._timeline = timeline;\n }\n\n /**\n * 获取时间线\n */\n getTimeline(): ITimeline {\n return this._timeline;\n }\n\n /**\n * 时间线属性访问器\n */\n get timeline(): ITimeline {\n return this._timeline;\n }\n\n /**\n * 绑定目标图形\n */\n bind(target: IGraphic): this {\n this.target = target;\n\n if (!this.target.animates) {\n this.target.animates = new Map();\n }\n this.target.animates.set(this.id, this);\n this.onRemove(() => {\n this.stop();\n this.target.animates.delete(this.id);\n });\n\n if (this.target.onAnimateBind && !this.slience) {\n this.target.onAnimateBind(this as any);\n }\n // 添加一个animationAttribute属性,用于存储动画过程中的属性\n if (!this.target.animationAttribute) {\n this.target.animationAttribute = {};\n }\n return this;\n }\n\n /**\n * 动画步骤:to\n * 添加一个to步骤,这会在当前状态到指定状态间进行插值\n */\n to(props: Record<string, any>, duration: number = 300, easing: EasingType = 'linear'): this {\n // 创建新的step\n const step = new Step(AnimateStepType.to, props, duration, easing);\n\n step.bind(this.target, this);\n\n this.updateStepAfterAppend(step);\n\n return this;\n }\n\n /**\n * 等待延迟\n */\n wait(delay: number): this {\n // 创建新的wait step\n const step = new WaitStep(AnimateStepType.wait, {}, delay, 'linear');\n\n step.bind(this.target, this);\n\n this.updateStepAfterAppend(step);\n\n return this;\n }\n\n protected updateStepAfterAppend(step: IStep): void {\n // 如果是第一个step\n if (!this._firstStep) {\n this._firstStep = step;\n this._lastStep = step;\n } else {\n // 添加到链表末尾\n this._lastStep.append(step);\n this._lastStep = step;\n }\n\n this.parseStepProps(step);\n\n this.updateDuration();\n }\n\n /**\n * 解析step的props\n * 1. 预先获取step的propKeys并保存\n * 2. 将截止目前的最新props设置到step.props中,这样该props上的属性就是最终的属性了,跳帧时直接设置即可\n * 3. 同步到_endProps中,保存这个Animate实例的最终props\n * 4. 给step的props的原型链上绑定Animate的_startProps,这样在下一个step查找fromProps的时候,一定能拿得到值\n */\n parseStepProps(step: IStep) {\n if (!this._lastStep) {\n return;\n }\n\n /* 预设置step的属性,基于性能考虑,实现比较复杂 */\n // step.propKeys为真实的props属性的key\n step.propKeys = step.propKeys || Object.keys(step.props);\n // step.props为包含前序step的props的最终props,用于跳帧等场景,可以直接设置\n Object.keys(this._endProps).forEach(key => {\n step.props[key] = step.props[key] ?? this._endProps[key];\n });\n // 将最终的props设置到step.props中\n step.propKeys.forEach(key => {\n this._endProps[key] = step.props[key];\n });\n // 给step的props的原型链上绑定Animate的_startProps\n // 下一个step在查找上一个step.props(也就是找到它的fromProps)的时候,就能拿到初始的props了\n // 比如:\n // rect.animate().to({ x: 100 }, 1000, 'linear').to({ y: 100 }, 1000, 'linear');\n // 在第二个step查找fromProps的时候,就能拿到第一个step的endProps中的y值(在原型链上)\n // TODO 由于会有其他animate的干扰,所以不能直接设置原型链\n // Object.setPrototypeOf(step.props, this._startProps);\n }\n\n /**\n * 重新同步和计算props,用于内部某些step发生了变更后,重新计算自身\n * 性能较差,不要频繁调用\n * @returns\n */\n reSyncProps() {\n if (!this._lastStep) {\n return;\n }\n this._endProps = {};\n let currentStep: IStep = this._firstStep;\n // 从前向后寻找当前时间所在的step\n while (currentStep) {\n // step.props为包含前序step的props的最终props,用于跳帧等场景,可以直接设置\n // eslint-disable-next-line no-loop-func\n Object.keys(this._endProps).forEach(key => {\n currentStep.props[key] = currentStep.props[key] ?? this._endProps[key];\n });\n // 将最终的props设置到step.props中\n // eslint-disable-next-line no-loop-func\n currentStep.propKeys.forEach(key => {\n this._endProps[key] = currentStep.props[key];\n });\n // 给step的props的原型链上绑定Animate的_startProps\n // 下一个step在查找上一个step.props(也就是找到它的fromProps)的时候,就能拿到初始的props了\n // 比如:\n // rect.animate().to({ x: 100 }, 1000, 'linear').to({ y: 100 }, 1000, 'linear');\n // 在第二个step查找fromProps的时候,就能拿到第一个step的endProps中的y值(在原型链上)\n // TODO 由于会有其他animate的干扰,所以不能直接设置原型链\n // Object.setPrototypeOf(currentStep.props, this._startProps);\n currentStep = currentStep.next;\n }\n }\n\n /**\n * 动画步骤:from\n * 添加一个from步骤,这会将目标属性先设置为指定值,然后过渡到当前状态\n * 【注意】这可能会导致动画跳变,请谨慎使用\n */\n from(props: Record<string, any>, duration: number = 300, easing: EasingType = 'linear'): this {\n // 创建新的step\n const step = new Step(AnimateStepType.from, props, duration, easing);\n\n // 如果是第一个step\n if (!this._firstStep) {\n this._firstStep = step;\n this._lastStep = step;\n } else {\n // 添加到链表末尾\n this._lastStep.append(step);\n this._lastStep = step;\n }\n\n this.updateDuration();\n\n return this;\n }\n\n /**\n * 自定义动画\n */\n play(customAnimate: ICustomAnimate): this {\n customAnimate.bind(this.target, this);\n this.updateStepAfterAppend(customAnimate);\n\n return this;\n }\n\n /**\n * 暂停动画\n */\n pause(): void {\n if (this.status === AnimateStatus.RUNNING) {\n this.status = AnimateStatus.PAUSED;\n }\n }\n\n /**\n * 恢复动画\n */\n resume(): void {\n if (this.status === AnimateStatus.PAUSED) {\n this.status = AnimateStatus.RUNNING;\n }\n }\n\n /**\n * 注册开始回调\n */\n onStart(cb?: () => void): void {\n if (cb) {\n if (!this._onStart) {\n this._onStart = [];\n }\n this._onStart.push(cb);\n } else {\n this._onStart?.forEach(cb => cb());\n // 设置开始属性,Animate不会重复执行start所以不需要判断firstStart\n Object.keys(this._endProps).forEach(key => {\n this._startProps[key] = this.target.getComputedAttribute(key);\n });\n }\n }\n\n /**\n * 注册结束回调\n */\n onEnd(cb?: () => void): void {\n if (cb) {\n if (!this._onEnd) {\n this._onEnd = [];\n }\n this._onEnd.push(cb);\n } else {\n this._onEnd?.forEach(cb => cb());\n }\n }\n\n /**\n * 注册帧回调\n */\n onFrame(cb?: (step: IStep, ratio: number) => void): void {\n if (cb) {\n if (!this._onFrame) {\n this._onFrame = [];\n }\n this._onFrame.push(cb);\n }\n }\n\n /**\n * 注册移除回调\n */\n onRemove(cb?: () => void): void {\n if (cb) {\n if (!this._onRemove) {\n this._onRemove = [];\n }\n this._onRemove.push(cb);\n } else {\n this._onRemove?.forEach(cb => cb());\n }\n }\n\n /**\n * 屏蔽单个属性\n */\n preventAttr(key: string): void {\n this._preventAttrs.add(key);\n // 从所有step中移除该属性,并从自身的_startProps和_endProps中移除该属性\n delete this._startProps[key];\n delete this._endProps[key];\n let step = this._firstStep;\n while (step) {\n step.deleteSelfAttr(key);\n step = step.next;\n }\n }\n\n /**\n * 屏蔽多个属性\n */\n preventAttrs(keys: string[]): void {\n keys.forEach(key => this._preventAttrs.add(key));\n }\n\n /**\n * 检查属性是否合法(未被屏蔽)\n */\n validAttr(key: string): boolean {\n return !this._preventAttrs.has(key);\n }\n\n /**\n * 运行自定义回调\n */\n runCb(cb: (a: IAnimate, step: IStep) => void): IAnimate {\n this._lastStep?.onEnd(cb);\n return this;\n }\n\n /**\n * 设置动画开始时间\n */\n startAt(t: number): this {\n this._startTime = t;\n\n return this;\n }\n\n /**\n * 自定义插值函数,返回false表示没有匹配上\n */\n customInterpolate(\n key: string,\n ratio: number,\n from: any,\n to: any,\n target: IGraphic,\n ret: Record<string, any>\n ): boolean {\n // 默认无自定义插值,可由子类重写\n return false;\n }\n\n /**\n * 获取起始值,该起始值为animate的起始值,并不一定为step的起始值\n */\n getFromValue(): Record<string, any> {\n return this._startProps;\n }\n\n /**\n * 获取结束值\n */\n getToValue(): Record<string, any> {\n return this._endProps;\n }\n\n /**\n * 停止动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>): void {\n // TODO 有些动画可能一添加就被删除\n // if (this.status === AnimateStatus.END) {\n // return;\n // }\n // 遍历step,调用其stop\n let step = this._firstStep;\n while (step) {\n step.stop();\n step = step.next;\n }\n\n if (this.status !== AnimateStatus.END) {\n this.onEnd();\n }\n\n this.status = AnimateStatus.END;\n\n if (!this.target) {\n return;\n }\n\n if (type === 'start') {\n // 设置为开始状态\n this.target.setAttributes(this._startProps);\n } else if (type === 'end') {\n // 设置为结束状态\n this.target.setAttributes(this._endProps);\n } else if (type) {\n // 设置为自定义状态\n this.target.setAttributes(type);\n }\n }\n\n /**\n * 释放动画资源\n */\n release(): void {\n this.status = AnimateStatus.END;\n\n // 触发移除回调\n if (this._onRemove) {\n this._onRemove.forEach(cb => cb());\n }\n\n // 清空回调\n this._onStart = [];\n this._onFrame = [];\n this._onEnd = [];\n this._onRemove = [];\n\n this.forEachStep(step => {\n step.release();\n });\n }\n\n /**\n * 获取动画持续时间\n */\n getDuration(): number {\n return this._duration;\n }\n\n /**\n * 获取动画开始时间\n */\n getStartTime(): number {\n return this._startTime;\n }\n\n /**\n * 在所有动画完成后执行\n */\n afterAll(list: IAnimate[]): this {\n if (!list || list.length === 0) {\n return this;\n }\n\n // 计算所有动画结束的最大时间点\n let maxEndTime = 0;\n list.forEach(animate => {\n const endTime = animate.getStartTime() + animate.getTotalDuration();\n maxEndTime = Math.max(maxEndTime, endTime);\n });\n\n // 设置当前动画的开始时间为最大结束时间\n return this.startAt(maxEndTime);\n }\n\n /**\n * 在指定动画完成后执行\n */\n after(animate: IAnimate): this {\n if (!animate) {\n return this;\n }\n\n // 计算指定动画结束的时间点\n const endTime = animate.getStartTime() + animate.getTotalDuration();\n\n // 设置当前动画的开始时间为结束时间\n return this.startAt(endTime);\n }\n\n /**\n * 并行执行动画\n */\n parallel(animate: IAnimate): this {\n if (!animate) {\n return this;\n }\n\n // 设置指定动画的开始时间为当前动画的开始时间\n this.startAt(animate.getStartTime());\n\n return this;\n }\n\n // /**\n // * 设置动画是否反转\n // */\n // reversed(r: boolean): this {\n // this._reversed = r;\n // return this;\n // }\n\n /**\n * 设置动画循环次数,如果传入true,则无限循环,如果传入false,则不循环\n */\n loop(n: number | boolean): this {\n if (n === true) {\n n = Infinity;\n } else if (n === false) {\n n = 0;\n }\n this._loopCount = n;\n this.updateDuration();\n return this;\n }\n\n /**\n * 设置动画是否反弹\n */\n bounce(b: boolean): this {\n this._bounce = b;\n return this;\n }\n\n /**\n * 推进动画\n */\n advance(delta: number): void {\n if (this.status === AnimateStatus.END) {\n console.warn('aaa 动画已经结束,不能推进');\n return;\n }\n const nextTime = this.currentTime + delta;\n // 如果还没开始,直接return\n if (nextTime < this._startTime) {\n this.currentTime = nextTime;\n return;\n }\n // 如果已经结束,设置状态后return\n if (nextTime >= this._startTime + this._totalDuration) {\n this._lastStep?.onUpdate(true, 1, {});\n this._lastStep?.onEnd();\n this.onEnd();\n this.status = AnimateStatus.END;\n return;\n }\n\n this.status = AnimateStatus.RUNNING;\n\n // 如果是第一次运行,触发开始回调\n if (this.currentTime <= this._startTime) {\n this.onStart();\n }\n this.currentTime = nextTime;\n\n let cycleTime = nextTime - this._startTime;\n let newLoop = false;\n let bounceTime = false;\n if (this._loopCount > 0) {\n cycleTime = (nextTime - this._startTime) % this._duration;\n const currentLoop = Math.floor((nextTime - this._startTime) / this._duration);\n newLoop = currentLoop > this._currentLoop;\n this._currentLoop = currentLoop;\n\n bounceTime = this._bounce && currentLoop % 2 === 1;\n if (bounceTime) {\n cycleTime = this._duration - cycleTime;\n }\n }\n\n // 如果是新的循环,重置为初始状态\n if (newLoop && !bounceTime) {\n this.target.setAttributes(this._startProps);\n }\n\n // 选择起始步骤和遍历方向\n let targetStep: IStep | null = null;\n\n if (this._lastStep === this._firstStep) {\n targetStep = this._firstStep;\n } else {\n let currentStep: IStep = this._firstStep;\n // 从前向后寻找当前时间所在的step\n while (currentStep) {\n const stepStartTime = currentStep.getStartTime();\n const stepDuration = currentStep.getDuration();\n const stepEndTime = stepStartTime + stepDuration;\n\n // 找到当前周期时间所在的step\n if (cycleTime >= stepStartTime && cycleTime <= stepEndTime) {\n targetStep = currentStep;\n break;\n }\n\n currentStep = currentStep.next;\n }\n }\n\n // 如果没找到目标step(可能是所有step都执行完了,但整体动画还没结束,这正常是不存在的)\n if (!targetStep) {\n // this.currentTime = nextTime;\n // console.warn('动画出现问题');\n return;\n }\n\n // 如果当前step和上一次执行的step不一样,则调用上一次step的onEnd,确保所有完成的step都调用了结束\n // 如果上一次的step已经调用了onEnd,在下面的onEnd那里会将lastRunStep设置为null\n if (targetStep !== this.lastRunStep) {\n this.lastRunStep?.onEnd();\n }\n\n this.lastRunStep = targetStep;\n\n // 计算当前step的进度比例(基于当前step内的相对时间)\n const stepStartTime = targetStep.getStartTime();\n const stepDuration = targetStep.getDuration();\n\n const ratio = (cycleTime - stepStartTime) / stepDuration;\n // // 限制ratio在0-1之间\n // ratio = Math.max(0, Math.min(1, ratio));\n\n const isEnd = ratio >= 1;\n targetStep.update(isEnd, ratio, {});\n\n // 如果step执行完毕\n if (isEnd) {\n targetStep.onEnd();\n this.lastRunStep = null;\n // 不立即调用onFinish,让动画系统来决定何时结束\n }\n\n // 触发帧回调\n // if (this._onFrame) {\n // this._onFrame.forEach(cb => cb(targetStep, ratio));\n // }\n }\n\n updateDuration(): void {\n if (!this._lastStep) {\n this._duration = 0;\n return;\n }\n\n this._duration = this._lastStep.getStartTime() + this._lastStep.getDuration();\n this._totalDuration = this._duration * (this._loopCount + 1);\n }\n\n getTotalDuration(): number {\n return this._totalDuration;\n }\n\n getLoop(): number {\n return this._loopCount;\n }\n\n protected forEachStep(cb: (step: IStep) => void): void {\n let step = this._firstStep;\n while (step) {\n cb(step);\n step = step.next;\n }\n }\n}\n"]}
@@ -1,5 +1,5 @@
1
1
  import type { ComponentAnimator } from '../component';
2
- import type { EasingType, IAnimateStepType, ICustomAnimate } from '@visactor/vrender-core';
2
+ import type { EasingType, IAnimateStepType, ICustomAnimate, Stage } from '@visactor/vrender-core';
3
3
  import { Step } from '../step';
4
4
  export declare abstract class ACustomAnimate<T> extends Step implements ICustomAnimate {
5
5
  type: IAnimateStepType;
@@ -17,3 +17,16 @@ export declare abstract class AComponentAnimate<T> extends ACustomAnimate<T> {
17
17
  completeBind(animator: ComponentAnimator): void;
18
18
  stop(): void;
19
19
  }
20
+ export declare abstract class AStageAnimate<T> extends ACustomAnimate<T> {
21
+ willCallBeforeStageRender: boolean;
22
+ willCallAfterStageRender: boolean;
23
+ constructor(customFrom: T, customTo: T, duration: number, easing: EasingType, params?: any);
24
+ protected beforeStageRender(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false;
25
+ protected afterStageRender(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false;
26
+ onFirstRun(): void;
27
+ stop(): void;
28
+ onUpdate(end: boolean, ratio: number, out: Record<string, any>): void;
29
+ protected _beforeStageRender: () => void;
30
+ protected _afterStageRender: () => void;
31
+ protected renderToStage(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false;
32
+ }
@@ -23,4 +23,42 @@ export class AComponentAnimate extends ACustomAnimate {
23
23
  this._animator && this._animator.stop();
24
24
  }
25
25
  }
26
+
27
+ export class AStageAnimate extends ACustomAnimate {
28
+ constructor(customFrom, customTo, duration, easing, params) {
29
+ super(customFrom, customTo, duration, easing, params), this.willCallBeforeStageRender = !0,
30
+ this.willCallAfterStageRender = !0, this._beforeStageRender = () => {
31
+ if (!this.willCallBeforeStageRender) return;
32
+ this.willCallBeforeStageRender = !1;
33
+ const stage = this.target.stage, canvas = stage.window.getContext().canvas.nativeCanvas, outputCanvas = this.beforeStageRender(stage, canvas);
34
+ outputCanvas && this.renderToStage(stage, outputCanvas);
35
+ }, this._afterStageRender = () => {
36
+ if (!this.willCallAfterStageRender) return;
37
+ this.willCallAfterStageRender = !1;
38
+ const stage = this.target.stage, canvas = stage.window.getContext().canvas.nativeCanvas, outputCanvas = this.afterStageRender(stage, canvas);
39
+ outputCanvas && this.renderToStage(stage, outputCanvas);
40
+ }, this.props = {};
41
+ }
42
+ beforeStageRender(stage, canvas) {
43
+ return !1;
44
+ }
45
+ afterStageRender(stage, canvas) {
46
+ return !1;
47
+ }
48
+ onFirstRun() {
49
+ super.onFirstRun(), this.target.stage.setBeforeRender(this._beforeStageRender),
50
+ this.target.stage.setAfterRender(this._afterStageRender), this.target.stage.disableDirtyBounds();
51
+ }
52
+ stop() {
53
+ super.stop(), this.target.stage.removeBeforeRender(this._beforeStageRender), this.target.stage.removeAfterRender(this._afterStageRender);
54
+ }
55
+ onUpdate(end, ratio, out) {
56
+ super.onUpdate(end, ratio, out), this.willCallBeforeStageRender = !0, this.willCallAfterStageRender = !0;
57
+ }
58
+ renderToStage(stage, canvas) {
59
+ const stageCanvas = stage.window.getContext().canvas.nativeCanvas, ctx = stageCanvas.getContext("2d");
60
+ return !!ctx && (ctx.clearRect(0, 0, stageCanvas.width, stageCanvas.height), ctx.drawImage(canvas, 0, 0),
61
+ stageCanvas);
62
+ }
63
+ }
26
64
  //# sourceMappingURL=custom-animate.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/custom/custom-animate.ts"],"names":[],"mappings":"AAEA,OAAO,EAAE,IAAI,EAAE,MAAM,SAAS,CAAC;AAE/B,MAAM,OAAgB,cAAkB,SAAQ,IAAI;IAUlD,YAAY,UAAa,EAAE,QAAW,EAAE,QAAgB,EAAE,MAAkB,EAAE,MAAY;QACxF,KAAK,CAAC,eAAe,EAAE,QAAQ,EAAE,QAAQ,EAAE,MAAM,CAAC,CAAC;QAVrD,SAAI,GAAqB,eAAe,CAAC;QAWvC,IAAI,CAAC,UAAU,GAAG,UAAU,CAAC;QAC7B,IAAI,CAAC,MAAM,GAAG,MAAM,CAAC;QACrB,IAAI,CAAC,IAAI,GAAG,UAAU,CAAC;QACvB,IAAI,CAAC,EAAE,GAAG,QAAQ,CAAC;IACrB,CAAC;IAED,MAAM,CAAC,GAAY,EAAE,KAAa,EAAE,GAAwB;QAE1D,IAAI,CAAC,OAAO,EAAE,CAAC;QACf,IAAI,CAAC,IAAI,CAAC,KAAK,IAAI,CAAC,IAAI,CAAC,QAAQ,EAAE;YACjC,OAAO;SACR;QAED,MAAM,UAAU,GAAG,IAAI,CAAC,MAAM,CAAC,KAAK,CAAC,CAAC;QACtC,IAAI,CAAC,QAAQ,CAAC,GAAG,EAAE,UAAU,EAAE,GAAG,CAAC,CAAC;QACpC,IAAI,CAAC,mBAAmB,EAAE,CAAC;IAC7B,CAAC;IAES,QAAQ,CAAC,KAAQ;QACzB,IAAI,CAAC,KAAK,GAAG,KAAK,CAAC;QACnB,IAAI,CAAC,QAAQ,GAAG,MAAM,CAAC,IAAI,CAAC,KAAK,CAAC,CAAC;QACnC,IAAI,CAAC,OAAO,CAAC,WAAW,EAAE,CAAC;IAC7B,CAAC;CACF;AAED,MAAM,OAAgB,iBAAqB,SAAQ,cAAiB;IAGlE,YAAY,CAAC,QAA2B;QACtC,IAAI,CAAC,YAAY,CAAC,CAAC,CAAC,CAAC;QACrB,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,KAAK,EAAE,CAAC;QACzC,IAAI,CAAC,WAAW,CAAC,QAAQ,CAAC,WAAW,EAAE,CAAC,CAAC;IAC3C,CAAC;IAED,IAAI;QACF,IAAI,CAAC,SAAS,IAAI,IAAI,CAAC,SAAS,CAAC,IAAI,EAAE,CAAC;IAC1C,CAAC;CACF","file":"custom-animate.js","sourcesContent":["import type { ComponentAnimator } from '../component';\nimport type { EasingType, IAnimateStepType, ICustomAnimate } from '@visactor/vrender-core';\nimport { Step } from '../step';\n\nexport abstract class ACustomAnimate<T> extends Step implements ICustomAnimate {\n type: IAnimateStepType = 'customAnimate';\n declare customFrom: T;\n declare params?: any;\n declare props?: T;\n declare from?: T;\n declare to?: T;\n\n // 为了兼容旧的api,from和to是可选的,且尽量不需要From,因为为了避免突变,From都应该从当前位置开始\n // 所以From并不会真正设置到fromProps中,而是作为customFrom参数\n constructor(customFrom: T, customTo: T, duration: number, easing: EasingType, params?: any) {\n super('customAnimate', customTo, duration, easing);\n this.customFrom = customFrom;\n this.params = params;\n this.from = customFrom;\n this.to = customTo;\n }\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.onUpdate(end, easedRatio, out);\n this.syncAttributeUpdate();\n }\n\n protected setProps(props: T) {\n this.props = props;\n this.propKeys = Object.keys(props);\n this.animate.reSyncProps();\n }\n}\n\nexport abstract class AComponentAnimate<T> extends ACustomAnimate<T> {\n protected _animator: ComponentAnimator;\n\n completeBind(animator: ComponentAnimator): void {\n this.setStartTime(0);\n this._animator && this._animator.start();\n this.setDuration(animator.getDuration());\n }\n\n stop(): void {\n this._animator && this._animator.stop();\n }\n}\n"]}
1
+ 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type { ComponentAnimator } from '../component';\nimport type { EasingType, IAnimateStepType, ICustomAnimate, Stage } from '@visactor/vrender-core';\nimport { Step } from '../step';\n\nexport abstract class ACustomAnimate<T> extends Step implements ICustomAnimate {\n type: IAnimateStepType = 'customAnimate';\n declare customFrom: T;\n declare params?: any;\n declare props?: T;\n declare from?: T;\n declare to?: T;\n\n // 为了兼容旧的api,from和to是可选的,且尽量不需要From,因为为了避免突变,From都应该从当前位置开始\n // 所以From并不会真正设置到fromProps中,而是作为customFrom参数\n constructor(customFrom: T, customTo: T, duration: number, easing: EasingType, params?: any) {\n super('customAnimate', customTo, duration, easing);\n this.customFrom = customFrom;\n this.params = params;\n this.from = customFrom;\n this.to = customTo;\n }\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.onUpdate(end, easedRatio, out);\n this.syncAttributeUpdate();\n }\n\n protected setProps(props: T) {\n this.props = props;\n this.propKeys = Object.keys(props);\n this.animate.reSyncProps();\n }\n}\n\nexport abstract class AComponentAnimate<T> extends ACustomAnimate<T> {\n protected _animator: ComponentAnimator;\n\n completeBind(animator: ComponentAnimator): void {\n this.setStartTime(0);\n this._animator && this._animator.start();\n this.setDuration(animator.getDuration());\n }\n\n stop(): void {\n this._animator && this._animator.stop();\n }\n}\n\nexport abstract class AStageAnimate<T> extends ACustomAnimate<T> {\n willCallBeforeStageRender: boolean = true;\n willCallAfterStageRender: boolean = true;\n constructor(customFrom: T, customTo: T, duration: number, easing: EasingType, params?: any) {\n super(customFrom, customTo, duration, easing, params);\n this.props = {} as T;\n }\n\n // 用户重载\n protected beforeStageRender(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false {\n return false;\n }\n\n // 用户重载\n protected afterStageRender(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false {\n return false;\n }\n\n onFirstRun(): void {\n super.onFirstRun();\n this.target.stage.setBeforeRender(this._beforeStageRender);\n this.target.stage.setAfterRender(this._afterStageRender);\n // 禁用脏矩形,因为stage动画可能会批量修改整体画面\n this.target.stage.disableDirtyBounds();\n }\n\n stop() {\n super.stop();\n this.target.stage.removeBeforeRender(this._beforeStageRender);\n this.target.stage.removeAfterRender(this._afterStageRender);\n }\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n super.onUpdate(end, ratio, out);\n this.willCallBeforeStageRender = true;\n this.willCallAfterStageRender = true;\n }\n\n protected _beforeStageRender = () => {\n if (!this.willCallBeforeStageRender) {\n return;\n }\n this.willCallBeforeStageRender = false;\n const stage = this.target.stage as any;\n const canvas = stage.window.getContext().canvas.nativeCanvas;\n const outputCanvas = this.beforeStageRender(stage, canvas);\n if (outputCanvas) {\n this.renderToStage(stage, outputCanvas);\n }\n };\n\n protected _afterStageRender = () => {\n if (!this.willCallAfterStageRender) {\n return;\n }\n this.willCallAfterStageRender = false;\n const stage = this.target.stage as any;\n const canvas = stage.window.getContext().canvas.nativeCanvas;\n const outputCanvas = this.afterStageRender(stage, canvas);\n if (outputCanvas) {\n this.renderToStage(stage, outputCanvas);\n }\n };\n\n protected renderToStage(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false {\n const stageCanvas = stage.window.getContext().canvas.nativeCanvas;\n const ctx = stageCanvas.getContext('2d');\n if (!ctx) {\n return false;\n }\n ctx.clearRect(0, 0, stageCanvas.width, stageCanvas.height);\n ctx.drawImage(canvas, 0, 0);\n return stageCanvas;\n }\n}\n"]}
@@ -16,6 +16,7 @@ export declare class AnimateExecutor implements IAnimateExecutor {
16
16
  private _started;
17
17
  private _activeCount;
18
18
  constructor(target: IGraphic);
19
+ get started(): boolean;
19
20
  onStart(cb?: () => void): void;
20
21
  onEnd(cb?: () => void): void;
21
22
  private _trackAnimation;