@visactor/vrender-animate 1.0.37-alpha.1 → 1.1.0-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.
Files changed (52) hide show
  1. package/cjs/animate.js +1 -2
  2. package/cjs/animate.js.map +1 -1
  3. package/cjs/custom/clip-graphic.js +3 -3
  4. package/cjs/custom/clip-graphic.js.map +1 -1
  5. package/cjs/custom/custom-animate.d.ts +2 -1
  6. package/cjs/custom/custom-animate.js +4 -5
  7. package/cjs/custom/custom-animate.js.map +1 -1
  8. package/cjs/custom/disappear/base/DisappearAnimateBase.js.map +1 -1
  9. package/cjs/custom/disappear/base/ImageProcessUtils.js.map +1 -1
  10. package/cjs/custom/disappear/gaussian-blur.js.map +1 -1
  11. package/cjs/custom/disappear/pixelation.js.map +1 -1
  12. package/cjs/custom/groupFade.js +2 -1
  13. package/cjs/custom/morphing.js +9 -9
  14. package/cjs/custom/morphing.js.map +1 -1
  15. package/cjs/custom/poptip-animate.js +1 -2
  16. package/cjs/custom/scale.js +2 -1
  17. package/cjs/custom/streamLight.js +2 -2
  18. package/cjs/custom/streamLight.js.map +1 -1
  19. package/cjs/executor/animate-executor.js +7 -7
  20. package/cjs/executor/animate-executor.js.map +1 -1
  21. package/cjs/register.js +2 -1
  22. package/cjs/register.js.map +1 -1
  23. package/cjs/ticker/default-ticker.js +2 -2
  24. package/cjs/ticker/default-ticker.js.map +1 -1
  25. package/cjs/timeline.js.map +1 -1
  26. package/dist/index.es.js +37 -41
  27. package/es/animate.js +1 -2
  28. package/es/animate.js.map +1 -1
  29. package/es/custom/clip-graphic.js +4 -4
  30. package/es/custom/clip-graphic.js.map +1 -1
  31. package/es/custom/custom-animate.d.ts +2 -1
  32. package/es/custom/custom-animate.js +5 -4
  33. package/es/custom/custom-animate.js.map +1 -1
  34. package/es/custom/disappear/base/DisappearAnimateBase.js.map +1 -1
  35. package/es/custom/disappear/base/ImageProcessUtils.js.map +1 -1
  36. package/es/custom/disappear/gaussian-blur.js.map +1 -1
  37. package/es/custom/disappear/pixelation.js.map +1 -1
  38. package/es/custom/groupFade.js +2 -1
  39. package/es/custom/morphing.js +10 -10
  40. package/es/custom/morphing.js.map +1 -1
  41. package/es/custom/poptip-animate.js +1 -2
  42. package/es/custom/scale.js +2 -1
  43. package/es/custom/streamLight.js +3 -3
  44. package/es/custom/streamLight.js.map +1 -1
  45. package/es/executor/animate-executor.js +7 -8
  46. package/es/executor/animate-executor.js.map +1 -1
  47. package/es/register.js +2 -2
  48. package/es/register.js.map +1 -1
  49. package/es/ticker/default-ticker.js +3 -3
  50. package/es/ticker/default-ticker.js.map +1 -1
  51. package/es/timeline.js.map +1 -1
  52. package/package.json +4 -4
@@ -1 +1 @@
1
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{ type IGraphic, type EasingType, type IAnimate, AnimateStatus } from '@visactor/vrender-core';\nimport type {\n IAnimationConfig,\n IAnimationTimeline,\n IAnimationTypeConfig,\n MarkFunctionCallback,\n MarkFunctionValueType,\n IAnimationTimeSlice,\n IAnimationChannelAttrs,\n IAnimationChannelAttributes,\n IAnimationCustomConstructor,\n IAnimationChannelInterpolator\n} from './executor';\nimport { cloneDeep, isArray, isFunction } from '@visactor/vutils';\nimport { getCustomType } from './utils';\n\ninterface IAnimateExecutor {\n execute: (params: IAnimationConfig) => void;\n executeItem: (params: IAnimationConfig, graphic: IGraphic, index?: number) => IAnimate[];\n onStart: (cb?: () => void) => void;\n onEnd: (cb?: () => void) => void;\n}\n\nexport class AnimateExecutor implements IAnimateExecutor {\n static builtInAnimateMap: Record<string, IAnimationCustomConstructor> = {};\n\n static registerBuiltInAnimate(name: string, animate: IAnimationCustomConstructor) {\n AnimateExecutor.builtInAnimateMap[name] = animate;\n }\n\n declare _target: IGraphic;\n\n // 所有动画实例\n private _animates: IAnimate[] = [];\n\n // 动画开始回调\n private _startCallbacks: (() => void)[] = [];\n // 动画结束回调\n private _endCallbacks: (() => void)[] = [];\n\n // 是否已经开始动画\n private _started: boolean = false;\n\n // 当前正在运行的动画数量\n private _activeCount: number = 0;\n\n constructor(target: IGraphic) {\n this._target = target;\n }\n\n get started(): boolean {\n return this._started;\n }\n\n /**\n * 注册一个回调,当动画开始时调用\n */\n onStart(cb?: () => void): void {\n if (cb) {\n this._startCallbacks.push(cb);\n\n // 如果动画已经开始,立即调用回调\n if (this._started && this._activeCount > 0) {\n cb();\n }\n } else {\n this._startCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 注册一个回调,当所有动画结束时调用\n */\n onEnd(cb?: () => void): void {\n if (cb) {\n this._endCallbacks.push(cb);\n } else {\n this._endCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 跟踪动画并附加生命周期钩子\n */\n private _trackAnimation(animate: IAnimate): void {\n this._animates.push(animate);\n this._activeCount++;\n\n // 如果这是第一个正在运行的动画,触发onStart回调\n if (this._activeCount === 1 && !this._started) {\n this._started = true;\n this.onStart();\n }\n\n // 处理动画完成\n animate.onEnd(() => {\n this._activeCount--;\n\n // 从跟踪的动画中移除\n const index = this._animates.indexOf(animate);\n if (index >= 0) {\n this._animates.splice(index, 1);\n }\n\n // 如果所有动画都已完成,触发onEnd回调\n if (this._activeCount === 0 && this._started) {\n this._started = false;\n this.onEnd();\n }\n });\n }\n\n parseParams(params: IAnimationConfig, isTimeline: boolean, child?: IGraphic): IAnimationConfig {\n const totalTime = this.resolveValue(params.totalTime, undefined, undefined);\n const startTime = this.resolveValue(params.startTime, undefined, 0);\n\n // execute只在mark层面调用,所以性能影响可以忽略\n // TODO 存在性能问题,如果后续调用频繁,需要重新修改\n const parsedParams: Record<string, any> = { ...params };\n parsedParams.oneByOneDelay = 0;\n parsedParams.startTime = startTime;\n parsedParams.totalTime = totalTime;\n\n const oneByOne = this.resolveValue(params.oneByOne, child, false);\n\n if (isTimeline) {\n const timeSlices = (parsedParams as IAnimationTimeline).timeSlices;\n if (!isArray(timeSlices)) {\n (parsedParams as IAnimationTimeline).timeSlices = [timeSlices];\n }\n let sliceTime = 0;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n const delay = this.resolveValue(slice.delay, child, 0);\n const delayAfter = this.resolveValue(slice.delayAfter, child, 0);\n const duration = this.resolveValue(slice.duration, child, 300);\n sliceTime += delay + duration + delayAfter;\n return {\n ...slice,\n delay,\n delayAfter,\n duration\n };\n });\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? sliceTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n\n let scale = 1;\n if (totalTime) {\n const _totalTime = sliceTime + oneByOneDelay * (this._target.count - 2);\n scale = totalTime ? totalTime / _totalTime : 1;\n }\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n let effects = slice.effects;\n if (!Array.isArray(effects)) {\n effects = [effects];\n }\n return {\n ...slice,\n delay: (slice.delay as number) * scale,\n delayAfter: (slice.delayAfter as number) * scale,\n duration: (slice.duration as number) * scale,\n effects: effects.map(effect => {\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[(effect.type as any) ?? 'fromTo'];\n const customType = getCustomType(custom);\n return {\n ...effect,\n custom,\n customType\n };\n })\n };\n });\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTimeline).startTime = startTime * scale;\n } else {\n const delay = this.resolveValue((params as IAnimationTypeConfig).delay, child, 0);\n const delayAfter = this.resolveValue((params as IAnimationTypeConfig).delayAfter, child, 0);\n const duration = this.resolveValue((params as IAnimationTypeConfig).duration, child, 300);\n const loopTime = delay + delayAfter + duration;\n\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? loopTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n parsedParams.custom =\n (params as IAnimationTypeConfig).custom ??\n AnimateExecutor.builtInAnimateMap[(params as IAnimationTypeConfig).type ?? 'fromTo'];\n\n const customType = getCustomType(parsedParams.custom);\n parsedParams.customType = customType;\n\n if (totalTime) {\n const _totalTime = delay + delayAfter + duration + oneByOneDelay * (this._target.count - 2);\n const scale = totalTime ? totalTime / _totalTime : 1;\n parsedParams.delay = delay * scale;\n parsedParams.delayAfter = delayAfter * scale;\n parsedParams.duration = duration * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTypeConfig).startTime = startTime;\n }\n }\n\n return parsedParams;\n }\n\n execute(params: IAnimationConfig | IAnimationConfig[]) {\n if (Array.isArray(params)) {\n params.forEach(param => this._execute(param));\n } else {\n this._execute(params);\n }\n }\n\n /**\n * 执行动画,针对一组元素\n */\n _execute(params: IAnimationConfig) {\n if (params.selfOnly) {\n return this._executeItem(params, this._target, 0, 1);\n }\n\n // 判断是否为timeline配置\n const isTimeline = 'timeSlices' in params;\n\n // 筛选符合条件的子图元\n let filteredChildren: IGraphic[];\n\n // 如果设置了partitioner,则进行筛选\n if (isTimeline && params.partitioner) {\n filteredChildren = (filteredChildren ?? (this._target.getChildren() as IGraphic[])).filter(child => {\n return (params as IAnimationTimeline).partitioner((child.context as any)?.data?.[0], child, {});\n });\n }\n\n // 如果需要排序,则进行排序\n if (isTimeline && (params as IAnimationTimeline).sort) {\n filteredChildren = filteredChildren ?? (this._target.getChildren() as IGraphic[]);\n filteredChildren.sort((a, b) => {\n return (params as IAnimationTimeline).sort(\n (a.context as any)?.data?.[0],\n (b.context as any)?.data?.[0],\n a,\n b,\n {}\n );\n });\n }\n\n //\n\n const cb = isTimeline\n ? (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的timeline动画\n const animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n }\n : (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的config动画\n const animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n };\n\n // 执行每个图元的动画\n if (filteredChildren) {\n filteredChildren.forEach((child, index) => cb(child, index, filteredChildren.length));\n } else if (this._target.count <= 1) {\n cb(this._target, 0, 1);\n } else {\n this._target.forEachChildren((child, index) => cb(child as IGraphic, index, this._target.count - 1));\n }\n\n return;\n }\n\n /**\n * 执行 TypeConfig 类型的动画\n */\n private executeTypeConfigItem(\n params: IAnimationTypeConfig,\n graphic: IGraphic,\n index: number,\n count: number\n ): IAnimate {\n const {\n type = 'fromTo',\n channel,\n customParameters,\n easing = 'linear',\n delay = 0,\n delayAfter = 0,\n duration = 300,\n startTime = 0,\n oneByOneDelay = 0,\n loop,\n bounce,\n priority = 0,\n options,\n custom,\n customType, // 0: undefined, 1: class, 2: function\n controlOptions\n } = params as any;\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 设置开始时间\n animate.startAt(startTime as number);\n const wait = index * oneByOneDelay + delayValue;\n wait > 0 && animate.wait(wait);\n\n // 放到startAt中,否则label无法确定主图元何时开始\n // // 添加延迟\n // if (delayValue > 0) {\n // animate.wait(delayValue);\n // }\n\n // 根据 channel 配置创建属性对象\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = params.to;\n let from = params.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n\n let totalDelay = 0;\n if (oneByOneDelay) {\n totalDelay = oneByOneDelay * (count - index - 1);\n }\n\n // 添加后延迟\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n if (delayAfterValue > 0) {\n totalDelay += delayAfterValue as number;\n }\n\n if (totalDelay > 0) {\n animate.wait(totalDelay);\n }\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n return animate;\n }\n\n private _handleRunAnimate(\n animate: IAnimate,\n custom: IAnimationCustomConstructor | IAnimationChannelInterpolator,\n customType: number, // 0: undefined, 1: class, 2: function\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParameters: any,\n controlOptions: any,\n options: any,\n type: string,\n graphic: IGraphic\n ) {\n // 处理自定义动画\n if (custom && customType) {\n customType = getCustomType(custom);\n const _customParameters = this.resolveValue(customParameters, graphic);\n let customParams = _customParameters;\n if (typeof customParams === 'function') {\n customParams = customParams(graphic.context?.data?.[0], graphic, {});\n }\n customParams = {\n width: graphic.stage?.width || 0,\n height: graphic.stage?.height || 0,\n group: this._target.parent,\n ...customParams\n };\n\n const objOptions = isFunction(options)\n ? options.call(\n null,\n (customParams && customParams.data?.[0]) ?? graphic.context?.data?.[0],\n graphic,\n customParams\n )\n : options;\n customParams.options = objOptions;\n customParams.controlOptions = controlOptions;\n if (customType === 1) {\n // 自定义动画构造器 - 创建自定义动画类\n this.createCustomAnimation(\n animate,\n custom as IAnimationCustomConstructor,\n from,\n props,\n duration as number,\n easing,\n customParams\n );\n } else if (customType === 2) {\n // 自定义插值器 - 创建自定义插值动画\n this.createCustomInterpolatorAnimation(\n animate,\n custom as IAnimationChannelInterpolator,\n props,\n duration as number,\n easing,\n customParams\n );\n }\n } else if (type === 'to') {\n animate.to(props, duration as number, easing);\n } else if (type === 'from') {\n animate.from(props, duration as number, easing);\n }\n }\n\n /**\n * 执行 Timeline 类型的动画\n */\n private executeTimelineItem(params: IAnimationTimeline, graphic: IGraphic, index: number, count: number): IAnimate {\n const { timeSlices, startTime = 0, loop, bounce, oneByOneDelay, priority, controlOptions } = params as any;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n // 设置开始时间\n animate.startAt(startTime as number);\n animate.wait(index * oneByOneDelay);\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n // 处理时间切片\n const slices = Array.isArray(timeSlices) ? timeSlices : [timeSlices];\n\n slices.forEach(slice => {\n this.applyTimeSliceToAnimate(slice, animate, graphic, controlOptions);\n });\n\n // 后等待\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n return animate;\n }\n\n /**\n * 将时间切片应用到动画实例\n */\n private applyTimeSliceToAnimate(\n slice: IAnimationTimeSlice,\n animate: IAnimate,\n graphic: IGraphic,\n controlOptions: any\n ) {\n const { effects, duration = 300, delay = 0, delayAfter = 0 } = slice;\n\n // 解析时间参数\n // const durationValue = duration as number;\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n\n // 添加延迟\n if (delayValue > 0) {\n animate.wait(delayValue);\n }\n\n // 处理动画效果\n const effectsArray = Array.isArray(effects) ? effects : [effects];\n\n effectsArray.forEach(effect => {\n const { type = 'fromTo', channel, customParameters, easing = 'linear', options } = effect;\n\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = effect.to;\n let from = effect.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[type];\n const customType = effect.custom ? (effect as any).customType : getCustomType(custom);\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n });\n\n // 添加后延迟\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue);\n }\n }\n\n /**\n * 创建自定义插值器动画\n */\n private createCustomInterpolatorAnimation(\n animate: IAnimate,\n interpolator: IAnimationChannelInterpolator,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n const from: Record<string, any> = {};\n const to = props;\n\n // 为每个属性填充起始值\n Object.keys(to).forEach(key => {\n from[key] = animate.target.getComputedAttribute(key);\n });\n\n animate.interpolateUpdateFunction = (from, to, ratio, step, target) => {\n interpolator(ratio, from, to, step, target, animate.target, customParams);\n };\n\n animate.to(props, duration, easing);\n }\n\n /**\n * 创建自定义动画类\n */\n private createCustomAnimation(\n animate: IAnimate,\n CustomAnimateConstructor: IAnimationCustomConstructor,\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n // const from: Record<string, any> = {};\n const to = props;\n\n // // 为每个属性填充起始值\n // Object.keys(to).forEach(key => {\n // from[key] = animate.target.getComputedAttribute(key);\n // });\n\n // 实例化自定义动画类\n // 自定义动画自己去计算from\n const customAnimate = new CustomAnimateConstructor(from, to, duration, easing, customParams);\n\n // 播放自定义动画\n animate.play(customAnimate);\n }\n\n /**\n * 从 channel 配置创建属性对象\n */\n private createPropsFromChannel(\n channel: IAnimationChannelAttrs | IAnimationChannelAttributes | undefined,\n graphic: IGraphic\n ): { from: Record<string, any> | null; props: Record<string, any> } {\n const props: Record<string, any> = {};\n let from: Record<string, any> | null = null;\n\n if (!channel) {\n return {\n from,\n props\n };\n }\n\n if (!Array.isArray(channel)) {\n // 如果是对象,解析 from/to 配置\n Object.keys(channel).forEach(key => {\n const config = channel[key];\n if (config.to !== undefined) {\n if (typeof config.to === 'function') {\n props[key] = config.to((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n props[key] = config.to;\n }\n }\n if (config.from !== undefined) {\n if (!from) {\n from = {};\n }\n if (typeof config.from === 'function') {\n from[key] = config.from((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n from[key] = config.from;\n }\n }\n });\n } else {\n channel.forEach(key => {\n const value = graphic.context?.diffAttrs?.[key];\n if (value !== undefined) {\n props[key] = value;\n }\n });\n }\n\n return {\n from,\n props\n };\n }\n\n /**\n * 解析函数或值类型的配置项\n */\n private resolveValue<T>(value: MarkFunctionValueType<T> | undefined, graphic?: IGraphic, defaultValue?: T): T {\n if (value === undefined) {\n return defaultValue as T;\n }\n\n if (typeof value === 'function' && graphic) {\n return (value as MarkFunctionCallback<T>)((graphic.context as any)?.data?.[0], graphic, {});\n }\n\n return value as T;\n }\n\n executeItem(params: IAnimationConfig | IAnimationConfig[], graphic: IGraphic, index: number = 0, count: number = 1) {\n if (Array.isArray(params)) {\n return params.map(param => this._executeItem(param, graphic, index, count)).filter(Boolean);\n }\n return [this._executeItem(params, graphic, index, count)].filter(Boolean);\n }\n\n /**\n * 执行动画(具体执行到内部的单个图元)\n */\n _executeItem(params: IAnimationConfig, graphic: IGraphic, index: number = 0, count: number = 1): IAnimate | null {\n if (!graphic) {\n return null;\n }\n\n const isTimeline = 'timeSlices' in params;\n let animate: IAnimate | null = null;\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n if (isTimeline) {\n // 处理 Timeline 类型的动画配置\n animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, graphic, index, count);\n } else {\n // 处理 TypeConfig 类型的动画配置\n animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, graphic, index, count);\n }\n\n // 跟踪动画以进行生命周期管理\n if (animate) {\n this._trackAnimation(animate);\n }\n\n return animate;\n }\n\n /**\n * 停止所有由该执行器管理的动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>, callEnd: boolean = true): void {\n // animate.stop会从数组里删除,所以需要while循环,不能forEach\n while (this._animates.length > 0) {\n const animate = this._animates.pop();\n // 不执行回调时 标记动画为结束状态\n callEnd === false && (animate.status = AnimateStatus.END);\n animate?.stop(type);\n }\n\n // 清空动画实例数组\n this._animates = [];\n this._activeCount = 0;\n\n // 如果动画正在运行,触发结束回调\n if (this._started) {\n this._started = false;\n callEnd && this.onEnd();\n }\n }\n}\n"]}
1
+ 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{ type IGraphic, type EasingType, type IAnimate, AnimateStatus } from '@visactor/vrender-core';\nimport type {\n IAnimationConfig,\n IAnimationTimeline,\n IAnimationTypeConfig,\n MarkFunctionCallback,\n MarkFunctionValueType,\n IAnimationTimeSlice,\n IAnimationChannelAttrs,\n IAnimationChannelAttributes,\n IAnimationCustomConstructor,\n IAnimationChannelInterpolator\n} from './executor';\nimport { cloneDeep, isArray, isFunction, isValidNumber } from '@visactor/vutils';\nimport { getCustomType } from './utils';\n\ninterface IAnimateExecutor {\n execute: (params: IAnimationConfig) => void;\n executeItem: (params: IAnimationConfig, graphic: IGraphic, index?: number) => IAnimate[];\n onStart: (cb?: () => void) => void;\n onEnd: (cb?: () => void) => void;\n}\n\nexport class AnimateExecutor implements IAnimateExecutor {\n static builtInAnimateMap: Record<string, IAnimationCustomConstructor> = {};\n\n static registerBuiltInAnimate(name: string, animate: IAnimationCustomConstructor) {\n AnimateExecutor.builtInAnimateMap[name] = animate;\n }\n\n declare _target: IGraphic;\n\n // 所有动画实例\n private _animates: IAnimate[] = [];\n\n // 动画开始回调\n private _startCallbacks: (() => void)[] = [];\n // 动画结束回调\n private _endCallbacks: (() => void)[] = [];\n\n // 是否已经开始动画\n private _started: boolean = false;\n\n // 当前正在运行的动画数量\n private _activeCount: number = 0;\n\n constructor(target: IGraphic) {\n this._target = target;\n }\n\n get started(): boolean {\n return this._started;\n }\n\n /**\n * 注册一个回调,当动画开始时调用\n */\n onStart(cb?: () => void): void {\n if (cb) {\n this._startCallbacks.push(cb);\n\n // 如果动画已经开始,立即调用回调\n if (this._started && this._activeCount > 0) {\n cb();\n }\n } else {\n this._startCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 注册一个回调,当所有动画结束时调用\n */\n onEnd(cb?: () => void): void {\n if (cb) {\n this._endCallbacks.push(cb);\n } else {\n this._endCallbacks.forEach(cb => {\n cb();\n });\n }\n }\n\n /**\n * 跟踪动画并附加生命周期钩子\n */\n private _trackAnimation(animate: IAnimate): void {\n this._animates.push(animate);\n this._activeCount++;\n\n // 如果这是第一个正在运行的动画,触发onStart回调\n if (this._activeCount === 1 && !this._started) {\n this._started = true;\n this.onStart();\n }\n\n // 处理动画完成\n animate.onEnd(() => {\n this._activeCount--;\n\n // 从跟踪的动画中移除\n const index = this._animates.indexOf(animate);\n if (index >= 0) {\n this._animates.splice(index, 1);\n }\n\n // 如果所有动画都已完成,触发onEnd回调\n if (this._activeCount === 0 && this._started) {\n this._started = false;\n this.onEnd();\n }\n });\n }\n\n parseParams(params: IAnimationConfig, isTimeline: boolean, child?: IGraphic): IAnimationConfig {\n const totalTime = this.resolveValue(params.totalTime, child, undefined);\n const startTime = this.resolveValue(params.startTime, child, 0);\n\n // execute只在mark层面调用,所以性能影响可以忽略\n // TODO 存在性能问题,如果后续调用频繁,需要重新修改\n const parsedParams: Record<string, any> = { ...params };\n parsedParams.oneByOneDelay = 0;\n parsedParams.startTime = startTime;\n parsedParams.totalTime = totalTime;\n\n const oneByOne = this.resolveValue(params.oneByOne, child, false);\n\n if (isTimeline) {\n const timeSlices = (parsedParams as IAnimationTimeline).timeSlices;\n if (!isArray(timeSlices)) {\n (parsedParams as IAnimationTimeline).timeSlices = [timeSlices];\n }\n let sliceTime = 0;\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n const delay = this.resolveValue(slice.delay, child, 0);\n const delayAfter = this.resolveValue(slice.delayAfter, child, 0);\n const duration = this.resolveValue(slice.duration, child, 300);\n sliceTime += delay + duration + delayAfter;\n return {\n ...slice,\n delay,\n delayAfter,\n duration\n };\n });\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? sliceTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n\n let scale = 1;\n if (totalTime) {\n const _totalTime = sliceTime + oneByOneDelay * (this._target.count - 2);\n scale = totalTime ? totalTime / _totalTime : 1;\n }\n ((parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]) = (\n (parsedParams as IAnimationTimeline).timeSlices as IAnimationTimeSlice[]\n ).map(slice => {\n let effects = slice.effects;\n if (!Array.isArray(effects)) {\n effects = [effects];\n }\n return {\n ...slice,\n delay: (slice.delay as number) * scale,\n delayAfter: (slice.delayAfter as number) * scale,\n duration: (slice.duration as number) * scale,\n effects: effects.map(effect => {\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[(effect.type as any) ?? 'fromTo'];\n const customType = getCustomType(custom);\n return {\n ...effect,\n custom,\n customType\n };\n })\n };\n });\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTimeline).startTime = startTime * scale;\n } else {\n const delay = this.resolveValue((params as IAnimationTypeConfig).delay, child, 0);\n const delayAfter = this.resolveValue((params as IAnimationTypeConfig).delayAfter, child, 0);\n const duration = this.resolveValue((params as IAnimationTypeConfig).duration, child, 300);\n const loopTime = delay + delayAfter + duration;\n\n let oneByOneDelay = 0;\n if (oneByOne) {\n oneByOneDelay = typeof oneByOne === 'number' ? (oneByOne as number) : oneByOne ? loopTime : 0;\n }\n parsedParams.oneByOneDelay = oneByOneDelay;\n parsedParams.custom =\n (params as IAnimationTypeConfig).custom ??\n AnimateExecutor.builtInAnimateMap[(params as IAnimationTypeConfig).type ?? 'fromTo'];\n\n const customType = getCustomType(parsedParams.custom);\n parsedParams.customType = customType;\n\n const _totalTime = delay + delayAfter + duration + oneByOneDelay * (this._target.count - 2);\n const scale = isValidNumber(totalTime) ? totalTime / _totalTime : 1;\n\n parsedParams.delay = delay * scale;\n parsedParams.delayAfter = delayAfter * scale;\n parsedParams.duration = duration * scale;\n parsedParams.oneByOneDelay = oneByOneDelay * scale;\n (parsedParams as IAnimationTypeConfig).startTime = startTime;\n }\n\n return parsedParams;\n }\n\n execute(params: IAnimationConfig | IAnimationConfig[]) {\n if (Array.isArray(params)) {\n params.forEach(param => this._execute(param));\n } else {\n this._execute(params);\n }\n }\n\n /**\n * 执行动画,针对一组元素\n */\n _execute(params: IAnimationConfig) {\n if (params.selfOnly) {\n return this._executeItem(params, this._target, 0, 1);\n }\n\n // 判断是否为timeline配置\n const isTimeline = 'timeSlices' in params;\n\n // 筛选符合条件的子图元\n let filteredChildren: IGraphic[];\n\n // 如果设置了partitioner,则进行筛选\n if (isTimeline && params.partitioner) {\n filteredChildren = (filteredChildren ?? (this._target.getChildren() as IGraphic[])).filter(child => {\n return (params as IAnimationTimeline).partitioner((child.context as any)?.data?.[0], child, {});\n });\n }\n\n // 如果需要排序,则进行排序\n if (isTimeline && (params as IAnimationTimeline).sort) {\n filteredChildren = filteredChildren ?? (this._target.getChildren() as IGraphic[]);\n filteredChildren.sort((a, b) => {\n return (params as IAnimationTimeline).sort(\n (a.context as any)?.data?.[0],\n (b.context as any)?.data?.[0],\n a,\n b,\n {}\n );\n });\n }\n\n //\n\n const cb = isTimeline\n ? (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的timeline动画\n const animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n }\n : (child: IGraphic, index: number, count: number) => {\n const parsedParams = this.parseParams(params, isTimeline, child);\n // 执行单个图元的config动画\n const animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, child, index, count);\n if (animate) {\n this._trackAnimation(animate);\n }\n };\n\n // 执行每个图元的动画\n if (filteredChildren) {\n filteredChildren.forEach((child, index) => cb(child, index, filteredChildren.length));\n } else if (this._target.count <= 1) {\n cb(this._target, 0, 1);\n } else {\n this._target.forEachChildren((child, index) => cb(child as IGraphic, index, this._target.count - 1));\n }\n\n return;\n }\n\n /**\n * 执行 TypeConfig 类型的动画\n */\n private executeTypeConfigItem(\n params: IAnimationTypeConfig,\n graphic: IGraphic,\n index: number,\n count: number\n ): IAnimate {\n const {\n type = 'fromTo',\n channel,\n customParameters,\n easing = 'linear',\n delay = 0,\n delayAfter = 0,\n duration = 300,\n startTime = 0,\n oneByOneDelay = 0,\n loop,\n bounce,\n priority = 0,\n options,\n custom,\n customType, // 0: undefined, 1: class, 2: function\n controlOptions\n } = params as any;\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 设置开始时间\n animate.startAt(startTime as number);\n const wait = index * oneByOneDelay + delayValue;\n wait > 0 && animate.wait(wait);\n\n // 放到startAt中,否则label无法确定主图元何时开始\n // // 添加延迟\n // if (delayValue > 0) {\n // animate.wait(delayValue);\n // }\n\n // 根据 channel 配置创建属性对象\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = params.to;\n let from = params.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n\n let totalDelay = 0;\n if (oneByOneDelay) {\n totalDelay = oneByOneDelay * (count - index - 1);\n }\n\n // 添加后延迟\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n if (delayAfterValue > 0) {\n totalDelay += delayAfterValue as number;\n }\n\n if (totalDelay > 0) {\n animate.wait(totalDelay);\n }\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n return animate;\n }\n\n private _handleRunAnimate(\n animate: IAnimate,\n custom: IAnimationCustomConstructor | IAnimationChannelInterpolator,\n customType: number, // 0: undefined, 1: class, 2: function\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParameters: any,\n controlOptions: any,\n options: any,\n type: string,\n graphic: IGraphic\n ) {\n // 处理自定义动画\n if (custom && customType) {\n customType = getCustomType(custom);\n const _customParameters = this.resolveValue(customParameters, graphic);\n let customParams = _customParameters;\n if (typeof customParams === 'function') {\n customParams = customParams(graphic.context?.data?.[0], graphic, {});\n }\n customParams = {\n width: graphic.stage?.width || 0,\n height: graphic.stage?.height || 0,\n group: this._target.parent,\n ...customParams\n };\n\n const objOptions = isFunction(options)\n ? options.call(\n null,\n (customParams && customParams.data?.[0]) ?? graphic.context?.data?.[0],\n graphic,\n customParams\n )\n : options;\n customParams.options = objOptions;\n customParams.controlOptions = controlOptions;\n if (customType === 1) {\n // 自定义动画构造器 - 创建自定义动画类\n this.createCustomAnimation(\n animate,\n custom as IAnimationCustomConstructor,\n from,\n props,\n duration as number,\n easing,\n customParams\n );\n } else if (customType === 2) {\n // 自定义插值器 - 创建自定义插值动画\n this.createCustomInterpolatorAnimation(\n animate,\n custom as IAnimationChannelInterpolator,\n props,\n duration as number,\n easing,\n customParams\n );\n }\n } else if (type === 'to') {\n animate.to(props, duration as number, easing);\n } else if (type === 'from') {\n animate.from(props, duration as number, easing);\n }\n }\n\n /**\n * 执行 Timeline 类型的动画\n */\n private executeTimelineItem(params: IAnimationTimeline, graphic: IGraphic, index: number, count: number): IAnimate {\n const { timeSlices, startTime = 0, loop, bounce, oneByOneDelay, priority, controlOptions } = params as any;\n\n // 如果设置了indexKey,则使用indexKey作为index\n const datum = graphic.context?.data?.[0];\n const indexKey = graphic.context?.indexKey;\n if (datum && indexKey) {\n index = datum[indexKey] ?? index;\n }\n\n // 创建动画实例\n const animate = graphic.animate() as unknown as IAnimate;\n animate.priority = priority;\n\n // 设置开始时间\n animate.startAt(startTime as number);\n animate.wait(index * oneByOneDelay);\n\n // 设置循环\n if (loop && (loop as number) > 0) {\n animate.loop(loop as number);\n }\n\n // 设置反弹\n if (bounce) {\n animate.bounce(true);\n }\n\n // 处理时间切片\n const slices = Array.isArray(timeSlices) ? timeSlices : [timeSlices];\n\n slices.forEach(slice => {\n this.applyTimeSliceToAnimate(slice, animate, graphic, controlOptions);\n });\n\n // 后等待\n if (oneByOneDelay) {\n animate.wait(oneByOneDelay * (count - index - 1));\n }\n\n return animate;\n }\n\n /**\n * 将时间切片应用到动画实例\n */\n private applyTimeSliceToAnimate(\n slice: IAnimationTimeSlice,\n animate: IAnimate,\n graphic: IGraphic,\n controlOptions: any\n ) {\n const { effects, duration = 300, delay = 0, delayAfter = 0 } = slice;\n\n // 解析时间参数\n // const durationValue = duration as number;\n const delayValue = isFunction(delay) ? delay(graphic.context?.data?.[0], graphic, {}) : delay;\n const delayAfterValue = isFunction(delayAfter) ? delayAfter(graphic.context?.data?.[0], graphic, {}) : delayAfter;\n\n // 添加延迟\n if (delayValue > 0) {\n animate.wait(delayValue);\n }\n\n // 处理动画效果\n const effectsArray = Array.isArray(effects) ? effects : [effects];\n\n effectsArray.forEach(effect => {\n const { type = 'fromTo', channel, customParameters, easing = 'linear', options } = effect;\n\n // 根据 channel 配置创建属性对象\n let parsedFromProps = null;\n let props = effect.to;\n let from = effect.from;\n if (!props) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n props = parsedFromProps.props;\n }\n if (!from) {\n if (!parsedFromProps) {\n parsedFromProps = this.createPropsFromChannel(channel, graphic);\n }\n from = parsedFromProps.from;\n }\n const custom = effect.custom ?? AnimateExecutor.builtInAnimateMap[type];\n const customType = effect.custom ? (effect as any).customType : getCustomType(custom);\n this._handleRunAnimate(\n animate,\n custom,\n customType,\n from,\n props,\n duration as number,\n easing,\n customParameters,\n controlOptions,\n options,\n type,\n graphic\n );\n });\n\n // 添加后延迟\n if (delayAfterValue > 0) {\n animate.wait(delayAfterValue);\n }\n }\n\n /**\n * 创建自定义插值器动画\n */\n private createCustomInterpolatorAnimation(\n animate: IAnimate,\n interpolator: IAnimationChannelInterpolator,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n const from: Record<string, any> = {};\n const to = props;\n\n // 为每个属性填充起始值\n Object.keys(to).forEach(key => {\n from[key] = animate.target.getComputedAttribute(key);\n });\n\n animate.interpolateUpdateFunction = (from, to, ratio, step, target) => {\n interpolator(ratio, from, to, step, target, animate.target, customParams);\n };\n\n animate.to(props, duration, easing);\n }\n\n /**\n * 创建自定义动画类\n */\n private createCustomAnimation(\n animate: IAnimate,\n CustomAnimateConstructor: IAnimationCustomConstructor,\n from: Record<string, any> | null,\n props: Record<string, any>,\n duration: number,\n easing: EasingType,\n customParams: any\n ) {\n // 获取动画目标的当前属性作为起始值\n // const from: Record<string, any> = {};\n const to = props;\n\n // // 为每个属性填充起始值\n // Object.keys(to).forEach(key => {\n // from[key] = animate.target.getComputedAttribute(key);\n // });\n\n // 实例化自定义动画类\n // 自定义动画自己去计算from\n const customAnimate = new CustomAnimateConstructor(from, to, duration, easing, customParams);\n\n // 播放自定义动画\n animate.play(customAnimate);\n }\n\n /**\n * 从 channel 配置创建属性对象\n */\n private createPropsFromChannel(\n channel: IAnimationChannelAttrs | IAnimationChannelAttributes | undefined,\n graphic: IGraphic\n ): { from: Record<string, any> | null; props: Record<string, any> } {\n const props: Record<string, any> = {};\n let from: Record<string, any> | null = null;\n\n if (!channel) {\n return {\n from,\n props\n };\n }\n\n if (!Array.isArray(channel)) {\n // 如果是对象,解析 from/to 配置\n Object.keys(channel).forEach(key => {\n const config = channel[key];\n if (config.to !== undefined) {\n if (typeof config.to === 'function') {\n props[key] = config.to((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n props[key] = config.to;\n }\n }\n if (config.from !== undefined) {\n if (!from) {\n from = {};\n }\n if (typeof config.from === 'function') {\n from[key] = config.from((graphic.context as any)?.data?.[0], graphic, {});\n } else {\n from[key] = config.from;\n }\n }\n });\n } else {\n channel.forEach(key => {\n const value = graphic.context?.diffAttrs?.[key];\n if (value !== undefined) {\n props[key] = value;\n }\n });\n }\n\n return {\n from,\n props\n };\n }\n\n /**\n * 解析函数或值类型的配置项\n */\n private resolveValue<T>(value: MarkFunctionValueType<T> | undefined, graphic?: IGraphic, defaultValue?: T): T {\n if (value === undefined) {\n return defaultValue as T;\n }\n\n if (typeof value === 'function' && graphic) {\n return (value as MarkFunctionCallback<T>)((graphic.context as any)?.data?.[0], graphic, {});\n }\n\n return value as T;\n }\n\n executeItem(params: IAnimationConfig | IAnimationConfig[], graphic: IGraphic, index: number = 0, count: number = 1) {\n if (Array.isArray(params)) {\n return params.map(param => this._executeItem(param, graphic, index, count)).filter(Boolean);\n }\n return [this._executeItem(params, graphic, index, count)].filter(Boolean);\n }\n\n /**\n * 执行动画(具体执行到内部的单个图元)\n */\n _executeItem(params: IAnimationConfig, graphic: IGraphic, index: number = 0, count: number = 1): IAnimate | null {\n if (!graphic) {\n return null;\n }\n\n const isTimeline = 'timeSlices' in params;\n let animate: IAnimate | null = null;\n\n const parsedParams = this.parseParams(params, isTimeline);\n\n if (isTimeline) {\n // 处理 Timeline 类型的动画配置\n animate = this.executeTimelineItem(parsedParams as IAnimationTimeline, graphic, index, count);\n } else {\n // 处理 TypeConfig 类型的动画配置\n animate = this.executeTypeConfigItem(parsedParams as IAnimationTypeConfig, graphic, index, count);\n }\n\n // 跟踪动画以进行生命周期管理\n if (animate) {\n this._trackAnimation(animate);\n }\n\n return animate;\n }\n\n /**\n * 停止所有由该执行器管理的动画\n */\n stop(type?: 'start' | 'end' | Record<string, any>, callEnd: boolean = true): void {\n // animate.stop会从数组里删除,所以需要while循环,不能forEach\n while (this._animates.length > 0) {\n const animate = this._animates.pop();\n // 不执行回调时 标记动画为结束状态\n callEnd === false && (animate.status = AnimateStatus.END);\n animate?.stop(type);\n }\n\n // 清空动画实例数组\n this._animates = [];\n this._activeCount = 0;\n\n // 如果动画正在运行,触发结束回调\n if (this._started) {\n this._started = false;\n callEnd && this.onEnd();\n }\n }\n}\n"]}
package/es/register.js CHANGED
@@ -1,4 +1,4 @@
1
- import { Graphic } from "@visactor/vrender-core";
1
+ import { Graphic, Stage } from "@visactor/vrender-core";
2
2
 
3
3
  import { mixin } from "@visactor/vutils";
4
4
 
@@ -7,6 +7,6 @@ import { GraphicStateExtension } from "./state/graphic-extension";
7
7
  import { AnimateExtension } from "./animate-extension";
8
8
 
9
9
  export function registerAnimate() {
10
- mixin(Graphic, GraphicStateExtension), mixin(Graphic, AnimateExtension);
10
+ mixin(Graphic, GraphicStateExtension), mixin(Graphic, AnimateExtension), mixin(Stage, AnimateExtension);
11
11
  }
12
12
  //# sourceMappingURL=register.js.map
@@ -1 +1 @@
1
- {"version":3,"sources":["../src/register.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,MAAM,wBAAwB,CAAC;AACjD,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AACzC,OAAO,EAAE,qBAAqB,EAAE,MAAM,2BAA2B,CAAC;AAClE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEvD,MAAM,UAAU,eAAe;IAE7B,KAAK,CAAC,OAAO,EAAE,qBAAqB,CAAC,CAAC;IACtC,KAAK,CAAC,OAAO,EAAE,gBAAgB,CAAC,CAAC;AACnC,CAAC","file":"register.js","sourcesContent":["import { Graphic } from '@visactor/vrender-core';\nimport { mixin } from '@visactor/vutils';\nimport { GraphicStateExtension } from './state/graphic-extension';\nimport { AnimateExtension } from './animate-extension';\n\nexport function registerAnimate() {\n // Mix in animation state methods to Graphic prototype\n mixin(Graphic, GraphicStateExtension);\n mixin(Graphic, AnimateExtension);\n}\n"]}
1
+ {"version":3,"sources":["../src/register.ts"],"names":[],"mappings":"AAAA,OAAO,EAAE,OAAO,EAAE,KAAK,EAAE,MAAM,wBAAwB,CAAC;AACxD,OAAO,EAAE,KAAK,EAAE,MAAM,kBAAkB,CAAC;AACzC,OAAO,EAAE,qBAAqB,EAAE,MAAM,2BAA2B,CAAC;AAClE,OAAO,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAEvD,MAAM,UAAU,eAAe;IAE7B,KAAK,CAAC,OAAO,EAAE,qBAAqB,CAAC,CAAC;IACtC,KAAK,CAAC,OAAO,EAAE,gBAAgB,CAAC,CAAC;IAEjC,KAAK,CAAC,KAAK,EAAE,gBAAgB,CAAC,CAAC;AACjC,CAAC","file":"register.js","sourcesContent":["import { Graphic, Stage } from '@visactor/vrender-core';\nimport { mixin } from '@visactor/vutils';\nimport { GraphicStateExtension } from './state/graphic-extension';\nimport { AnimateExtension } from './animate-extension';\n\nexport function registerAnimate() {\n // Mix in animation state methods to Graphic prototype\n mixin(Graphic, GraphicStateExtension);\n mixin(Graphic, AnimateExtension);\n // Mix in animation methods to Stage prototype (for createTimeline and createTicker)\n mixin(Stage, AnimateExtension);\n}\n"]}
@@ -1,6 +1,6 @@
1
1
  import { EventEmitter } from "@visactor/vutils";
2
2
 
3
- import { application, PerformanceRAF, STATUS } from "@visactor/vrender-core";
3
+ import { PerformanceRAF, STATUS, vglobal } from "@visactor/vrender-core";
4
4
 
5
5
  const performanceRAF = new PerformanceRAF;
6
6
 
@@ -46,9 +46,9 @@ export class DefaultTicker extends EventEmitter {
46
46
  this.timeOffset = Math.floor(Math.random() * this.interval), this._jitter = Math.min(Math.max(.2 * this.interval, 6), .7 * this.interval);
47
47
  }
48
48
  init() {
49
- this.interval = 16, this.status = STATUS.INITIAL, application.global.hooks.onSetEnv.tap("graph-ticker", (() => {
49
+ this.interval = 16, this.status = STATUS.INITIAL, vglobal.hooks.onSetEnv.tap("graph-ticker", (() => {
50
50
  this.initHandler(!1);
51
- })), application.global.env && this.initHandler(!1);
51
+ })), vglobal.env && this.initHandler(!1);
52
52
  }
53
53
  addTimeline(timeline) {
54
54
  this.timelines.push(timeline);
@@ -1 +1 @@
1
- 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{ EventEmitter } from '@visactor/vutils';\nimport type { IStage, ITimeline } from '@visactor/vrender-core';\nimport { application, PerformanceRAF, type ITickHandler, type ITicker, STATUS } from '@visactor/vrender-core';\n\nconst performanceRAF = new PerformanceRAF();\n\nclass RAFTickHandler implements ITickHandler {\n protected released: boolean = false;\n\n tick(interval: number, cb: (handler: ITickHandler) => void | boolean): void {\n performanceRAF.addAnimationFrameCb(() => {\n if (this.released) {\n return;\n }\n return cb(this);\n });\n }\n\n release(): void {\n this.released = true;\n }\n\n getTime(): number {\n return Date.now();\n }\n}\n\n/**\n * Graph-based Ticker implementation\n * This ticker works directly with GraphManager instances without needing timeline adapters\n */\nexport class DefaultTicker extends EventEmitter implements ITicker {\n protected interval: number;\n protected tickerHandler: ITickHandler;\n protected status: STATUS;\n protected lastFrameTime: number;\n protected tickCounts: number;\n protected stage: IStage;\n timelines: ITimeline[] = [];\n autoStop: boolean;\n // 随机扰动(每次都对interval进行随机的扰动,避免所有tick都发生在同一帧)\n protected _jitter: number;\n protected timeOffset: number;\n declare _lastTickTime: number;\n protected frameTimeHistory: number[] = [];\n\n constructor(stage?: IStage) {\n super();\n this.init();\n this.lastFrameTime = -1;\n this.tickCounts = 0;\n this.stage = stage;\n this.autoStop = true;\n this.interval = 16;\n this.computeTimeOffsetAndJitter();\n }\n\n bindStage(stage: IStage): void {\n this.stage = stage;\n }\n\n /**\n * 计算时间偏移和随机扰动\n */\n computeTimeOffsetAndJitter(): void {\n this.timeOffset = Math.floor(Math.random() * this.interval);\n this._jitter = Math.min(Math.max(this.interval * 0.2, 6), this.interval * 0.7);\n }\n\n init(): void {\n this.interval = 16;\n this.status = STATUS.INITIAL;\n application.global.hooks.onSetEnv.tap('graph-ticker', () => {\n this.initHandler(false);\n });\n if (application.global.env) {\n this.initHandler(false);\n }\n }\n\n addTimeline(timeline: ITimeline): void {\n this.timelines.push(timeline);\n }\n\n remTimeline(timeline: ITimeline): void {\n this.timelines = this.timelines.filter(t => t !== timeline);\n }\n\n getTimelines(): ITimeline[] {\n return this.timelines;\n }\n\n protected initHandler(force: boolean = false) {\n this.setupTickHandler(force);\n }\n\n /**\n * Set up the tick handler\n * @returns true if setup was successful, false otherwise\n */\n protected setupTickHandler(force: boolean = false): boolean {\n if (!force && this.tickerHandler) {\n return true;\n }\n const handler: ITickHandler = new RAFTickHandler();\n\n // Destroy the previous tick handler\n if (this.tickerHandler) {\n this.tickerHandler.release();\n }\n\n this.tickerHandler = handler;\n return true;\n }\n\n setInterval(interval: number): void {\n this.interval = interval;\n this.computeTimeOffsetAndJitter();\n }\n\n getInterval(): number {\n return this.interval;\n }\n\n setFPS(fps: number): void {\n this.setInterval(Math.floor(1000 / fps));\n }\n\n getFPS(): number {\n return 1000 / this.interval;\n }\n\n tick(interval: number): void {\n this.tickerHandler.tick(interval, (handler: ITickHandler) => {\n return this.handleTick(handler, { once: true });\n });\n }\n\n tickTo(t: number): void {\n if (!this.tickerHandler.tickTo) {\n return;\n }\n this.tickerHandler.tickTo(t, (handler: ITickHandler) => {\n this.handleTick(handler, { once: true });\n });\n }\n\n pause(): boolean {\n if (this.status === STATUS.INITIAL) {\n return false;\n }\n this.status = STATUS.PAUSE;\n return true;\n }\n\n resume(): boolean {\n if (this.status === STATUS.INITIAL) {\n return false;\n }\n this.status = STATUS.RUNNING;\n return true;\n }\n\n ifCanStop(): boolean {\n if (this.autoStop) {\n if (!this.timelines.length) {\n return true;\n }\n if (this.timelines.every(timeline => !timeline.isRunning())) {\n return true;\n }\n }\n return false;\n }\n\n start(force: boolean = false): boolean {\n if (this.status === STATUS.RUNNING) {\n return false;\n }\n if (!this.tickerHandler) {\n return false;\n }\n\n // 暂停中、或者应该停止的时候,就不执行\n if (!force) {\n if (this.status === STATUS.PAUSE) {\n return false;\n }\n if (this.ifCanStop()) {\n return false;\n }\n }\n\n this.status = STATUS.RUNNING;\n this.tickerHandler.tick(0, this.handleTick);\n return true;\n }\n\n stop(): void {\n // Reset the tick handler\n this.status = STATUS.INITIAL;\n this.setupTickHandler(true);\n this.lastFrameTime = -1;\n }\n\n /**\n * 用于自动启动或停止\n * 基于当前的graph managers检查是否需要启动或停止\n */\n trySyncTickStatus(): void {\n if (this.status === STATUS.INITIAL && this.timelines.some(timeline => timeline.isRunning())) {\n this.start();\n } else if (this.status === STATUS.RUNNING && this.timelines.every(timeline => !timeline.isRunning())) {\n this.stop();\n }\n }\n\n release(): void {\n this.stop();\n this.timelines = [];\n this.tickerHandler?.release();\n this.tickerHandler = null;\n this.lastFrameTime = -1;\n }\n\n protected checkSkip(delta: number): boolean {\n if (this.stage?.params?.optimize?.tickRenderMode === 'performance') {\n return false;\n }\n // 随机扰动(每次都对interval进行随机的扰动,避免所有tick都发生在同一帧)\n const skip = delta < this.interval + (Math.random() - 0.5) * 2 * this._jitter;\n return skip;\n }\n\n protected handleTick = (handler: ITickHandler, params?: { once?: boolean }): boolean => {\n const { once = false } = params ?? {};\n\n // 尝试停止\n if (this.ifCanStop()) {\n this.stop();\n return false;\n }\n\n const currentTime = handler.getTime();\n this._lastTickTime = currentTime;\n\n if (this.lastFrameTime < 0) {\n this.lastFrameTime = currentTime - this.interval + this.timeOffset;\n this.frameTimeHistory.push(this.lastFrameTime);\n }\n\n const delta = currentTime - this.lastFrameTime;\n\n const skip = this.checkSkip(delta);\n\n if (!skip) {\n this._handlerTick(delta);\n this.lastFrameTime = currentTime;\n this.frameTimeHistory.push(this.lastFrameTime);\n }\n\n if (!once) {\n handler.tick(this.interval, this.handleTick);\n }\n\n return !skip;\n };\n\n protected _handlerTick = (delta: number): void => {\n if (this.status !== STATUS.RUNNING) {\n return;\n }\n\n this.tickCounts++;\n\n // Update all graph managers\n this.timelines.forEach(timeline => {\n timeline.tick(delta);\n });\n\n this.emit('tick', delta);\n };\n}\n"]}
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{ EventEmitter } from '@visactor/vutils';\nimport type { IStage, ITimeline } from '@visactor/vrender-core';\nimport { PerformanceRAF, type ITickHandler, type ITicker, STATUS, vglobal } from '@visactor/vrender-core';\n\nconst performanceRAF = new PerformanceRAF();\n\nclass RAFTickHandler implements ITickHandler {\n protected released: boolean = false;\n\n tick(interval: number, cb: (handler: ITickHandler) => void | boolean): void {\n performanceRAF.addAnimationFrameCb(() => {\n if (this.released) {\n return;\n }\n return cb(this);\n });\n }\n\n release(): void {\n this.released = true;\n }\n\n getTime(): number {\n return Date.now();\n }\n}\n\n/**\n * Graph-based Ticker implementation\n * This ticker works directly with GraphManager instances without needing timeline adapters\n */\nexport class DefaultTicker extends EventEmitter implements ITicker {\n protected interval: number;\n protected tickerHandler: ITickHandler;\n protected status: STATUS;\n protected lastFrameTime: number;\n protected tickCounts: number;\n protected stage: IStage;\n timelines: ITimeline[] = [];\n autoStop: boolean;\n // 随机扰动(每次都对interval进行随机的扰动,避免所有tick都发生在同一帧)\n protected _jitter: number;\n protected timeOffset: number;\n declare _lastTickTime: number;\n protected frameTimeHistory: number[] = [];\n\n constructor(stage?: IStage) {\n super();\n this.init();\n this.lastFrameTime = -1;\n this.tickCounts = 0;\n this.stage = stage;\n this.autoStop = true;\n this.interval = 16;\n this.computeTimeOffsetAndJitter();\n }\n\n bindStage(stage: IStage): void {\n this.stage = stage;\n }\n\n /**\n * 计算时间偏移和随机扰动\n */\n computeTimeOffsetAndJitter(): void {\n this.timeOffset = Math.floor(Math.random() * this.interval);\n this._jitter = Math.min(Math.max(this.interval * 0.2, 6), this.interval * 0.7);\n }\n\n init(): void {\n this.interval = 16;\n this.status = STATUS.INITIAL;\n vglobal.hooks.onSetEnv.tap('graph-ticker', () => {\n this.initHandler(false);\n });\n if (vglobal.env) {\n this.initHandler(false);\n }\n }\n\n addTimeline(timeline: ITimeline): void {\n this.timelines.push(timeline);\n }\n\n remTimeline(timeline: ITimeline): void {\n this.timelines = this.timelines.filter(t => t !== timeline);\n }\n\n getTimelines(): ITimeline[] {\n return this.timelines;\n }\n\n protected initHandler(force: boolean = false) {\n this.setupTickHandler(force);\n }\n\n /**\n * Set up the tick handler\n * @returns true if setup was successful, false otherwise\n */\n protected setupTickHandler(force: boolean = false): boolean {\n if (!force && this.tickerHandler) {\n return true;\n }\n const handler: ITickHandler = new RAFTickHandler();\n\n // Destroy the previous tick handler\n if (this.tickerHandler) {\n this.tickerHandler.release();\n }\n\n this.tickerHandler = handler;\n return true;\n }\n\n setInterval(interval: number): void {\n this.interval = interval;\n this.computeTimeOffsetAndJitter();\n }\n\n getInterval(): number {\n return this.interval;\n }\n\n setFPS(fps: number): void {\n this.setInterval(Math.floor(1000 / fps));\n }\n\n getFPS(): number {\n return 1000 / this.interval;\n }\n\n tick(interval: number): void {\n this.tickerHandler.tick(interval, (handler: ITickHandler) => {\n return this.handleTick(handler, { once: true });\n });\n }\n\n tickTo(t: number): void {\n if (!this.tickerHandler.tickTo) {\n return;\n }\n this.tickerHandler.tickTo(t, (handler: ITickHandler) => {\n this.handleTick(handler, { once: true });\n });\n }\n\n pause(): boolean {\n if (this.status === STATUS.INITIAL) {\n return false;\n }\n this.status = STATUS.PAUSE;\n return true;\n }\n\n resume(): boolean {\n if (this.status === STATUS.INITIAL) {\n return false;\n }\n this.status = STATUS.RUNNING;\n return true;\n }\n\n ifCanStop(): boolean {\n if (this.autoStop) {\n if (!this.timelines.length) {\n return true;\n }\n if (this.timelines.every(timeline => !timeline.isRunning())) {\n return true;\n }\n }\n return false;\n }\n\n start(force: boolean = false): boolean {\n if (this.status === STATUS.RUNNING) {\n return false;\n }\n if (!this.tickerHandler) {\n return false;\n }\n\n // 暂停中、或者应该停止的时候,就不执行\n if (!force) {\n if (this.status === STATUS.PAUSE) {\n return false;\n }\n if (this.ifCanStop()) {\n return false;\n }\n }\n\n this.status = STATUS.RUNNING;\n this.tickerHandler.tick(0, this.handleTick);\n return true;\n }\n\n stop(): void {\n // Reset the tick handler\n this.status = STATUS.INITIAL;\n this.setupTickHandler(true);\n this.lastFrameTime = -1;\n }\n\n /**\n * 用于自动启动或停止\n * 基于当前的graph managers检查是否需要启动或停止\n */\n trySyncTickStatus(): void {\n if (this.status === STATUS.INITIAL && this.timelines.some(timeline => timeline.isRunning())) {\n this.start();\n } else if (this.status === STATUS.RUNNING && this.timelines.every(timeline => !timeline.isRunning())) {\n this.stop();\n }\n }\n\n release(): void {\n this.stop();\n this.timelines = [];\n this.tickerHandler?.release();\n this.tickerHandler = null;\n this.lastFrameTime = -1;\n }\n\n protected checkSkip(delta: number): boolean {\n if (this.stage?.params?.optimize?.tickRenderMode === 'performance') {\n return false;\n }\n // 随机扰动(每次都对interval进行随机的扰动,避免所有tick都发生在同一帧)\n const skip = delta < this.interval + (Math.random() - 0.5) * 2 * this._jitter;\n return skip;\n }\n\n protected handleTick = (handler: ITickHandler, params?: { once?: boolean }): boolean => {\n const { once = false } = params ?? {};\n\n // 尝试停止\n if (this.ifCanStop()) {\n this.stop();\n return false;\n }\n\n const currentTime = handler.getTime();\n this._lastTickTime = currentTime;\n\n if (this.lastFrameTime < 0) {\n this.lastFrameTime = currentTime - this.interval + this.timeOffset;\n this.frameTimeHistory.push(this.lastFrameTime);\n }\n\n const delta = currentTime - this.lastFrameTime;\n\n const skip = this.checkSkip(delta);\n\n if (!skip) {\n this._handlerTick(delta);\n this.lastFrameTime = currentTime;\n this.frameTimeHistory.push(this.lastFrameTime);\n }\n\n if (!once) {\n handler.tick(this.interval, this.handleTick);\n }\n\n return !skip;\n };\n\n protected _handlerTick = (delta: number): void => {\n if (this.status !== STATUS.RUNNING) {\n return;\n }\n\n this.tickCounts++;\n\n // Update all graph managers\n this.timelines.forEach(timeline => {\n timeline.tick(delta);\n });\n\n this.emit('tick', delta);\n };\n}\n"]}
@@ -1 +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 declare protected 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 protected _animationEndFlag: boolean = true;\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 if (this._animationEndFlag) {\n this._animationEndFlag = false;\n this.emit('animationStart');\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._animationEndFlag = true;\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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{ 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 protected _animationEndFlag: boolean = true;\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 if (this._animationEndFlag) {\n this._animationEndFlag = false;\n this.emit('animationStart');\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._animationEndFlag = true;\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"]}
package/package.json CHANGED
@@ -1,6 +1,6 @@
1
1
  {
2
2
  "name": "@visactor/vrender-animate",
3
- "version": "1.0.37-alpha.1",
3
+ "version": "1.1.0-alpha.0",
4
4
  "description": "",
5
5
  "sideEffects": false,
6
6
  "main": "cjs/index.js",
@@ -13,7 +13,7 @@
13
13
  ],
14
14
  "dependencies": {
15
15
  "@visactor/vutils": "~1.0.12",
16
- "@visactor/vrender-core": "1.0.37-alpha.1"
16
+ "@visactor/vrender-core": "1.1.0-alpha.0"
17
17
  },
18
18
  "devDependencies": {
19
19
  "@rushstack/eslint-patch": "~1.1.4",
@@ -29,9 +29,9 @@
29
29
  "vite": "3.2.6",
30
30
  "typescript": "4.9.5",
31
31
  "cross-env": "^7.0.3",
32
- "@internal/eslint-config": "0.0.1",
33
32
  "@internal/bundler": "0.0.1",
34
- "@internal/ts-config": "0.0.1"
33
+ "@internal/ts-config": "0.0.1",
34
+ "@internal/eslint-config": "0.0.1"
35
35
  },
36
36
  "keywords": [
37
37
  "VisActor",