@visactor/vrender-animate 1.0.37 → 1.0.38

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.
@@ -1,5 +1,5 @@
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  import type { ComponentAnimator } from '../component';
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- import type { EasingType, IAnimateStepType, ICustomAnimate, Stage } from '@visactor/vrender-core';
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+ import { type EasingType, type IAnimateStepType, type ICustomAnimate, type Stage } from '@visactor/vrender-core';
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  import { Step } from '../step';
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  export declare abstract class ACustomAnimate<T> extends Step implements ICustomAnimate {
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  type: IAnimateStepType;
@@ -20,6 +20,7 @@ export declare abstract class AComponentAnimate<T> extends ACustomAnimate<T> {
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  export declare abstract class AStageAnimate<T> extends ACustomAnimate<T> {
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  willCallBeforeStageRender: boolean;
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  willCallAfterStageRender: boolean;
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+ checkStatusAfterRender: boolean;
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  constructor(customFrom: T, customTo: T, duration: number, easing: EasingType, params?: any);
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  protected beforeStageRender(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false;
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  protected afterStageRender(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false;
@@ -4,7 +4,7 @@ Object.defineProperty(exports, "__esModule", {
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  value: !0
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  }), exports.AStageAnimate = exports.AComponentAnimate = exports.ACustomAnimate = void 0;
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- const step_1 = require("../step");
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+ const vrender_core_1 = require("@visactor/vrender-core"), step_1 = require("../step");
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  class ACustomAnimate extends step_1.Step {
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  constructor(customFrom, customTo, duration, easing, params) {
@@ -37,7 +37,7 @@ exports.AComponentAnimate = AComponentAnimate;
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  class AStageAnimate extends ACustomAnimate {
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  constructor(customFrom, customTo, duration, easing, params) {
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  super(customFrom, customTo, duration, easing, params), this.willCallBeforeStageRender = !0,
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- this.willCallAfterStageRender = !0, this._beforeStageRender = () => {
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+ this.willCallAfterStageRender = !0, this.checkStatusAfterRender = !0, this._beforeStageRender = () => {
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  if (!this.willCallBeforeStageRender) return;
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  this.willCallBeforeStageRender = !1;
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  const stage = this.target.stage, canvas = stage.window.getContext().canvas.nativeCanvas, outputCanvas = this.beforeStageRender(stage, canvas);
@@ -46,7 +46,7 @@ class AStageAnimate extends ACustomAnimate {
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  if (!this.willCallAfterStageRender) return;
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  this.willCallAfterStageRender = !1;
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  const stage = this.target.stage, canvas = stage.window.getContext().canvas.nativeCanvas, outputCanvas = this.afterStageRender(stage, canvas);
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- outputCanvas && this.renderToStage(stage, outputCanvas);
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+ outputCanvas && this.renderToStage(stage, outputCanvas), this.checkStatusAfterRender && this.animate.status === vrender_core_1.AnimateStatus.END && this.animate.timeline.removeAnimate(this.animate);
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  }, this.props = {};
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  }
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  beforeStageRender(stage, canvas) {
@@ -72,4 +72,5 @@ class AStageAnimate extends ACustomAnimate {
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  }
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  }
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- exports.AStageAnimate = AStageAnimate;
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+ exports.AStageAnimate = AStageAnimate;
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+ //# sourceMappingURL=custom-animate.js.map
@@ -1 +1 @@
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"]}
1
+ 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type { ComponentAnimator } from '../component';\nimport {\n AnimateStatus,\n type EasingType,\n type IAnimateStepType,\n type ICustomAnimate,\n type Stage\n} 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 checkStatusAfterRender: 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 // 检查是否需要移除动画\n if (this.checkStatusAfterRender && this.animate.status === AnimateStatus.END) {\n this.animate.timeline.removeAnimate(this.animate);\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"]}
@@ -22,5 +22,4 @@ class GroupFadeOut extends common_1.CommonOut {
22
22
  }
23
23
  }
24
24
 
25
- exports.GroupFadeOut = GroupFadeOut;
26
- //# sourceMappingURL=groupFade.js.map
25
+ exports.GroupFadeOut = GroupFadeOut;
@@ -105,4 +105,5 @@ class PoptipDisappear extends custom_animate_1.AComponentAnimate {
105
105
  }
106
106
  }
107
107
 
108
- exports.PoptipDisappear = PoptipDisappear;
108
+ exports.PoptipDisappear = PoptipDisappear;
109
+ //# sourceMappingURL=poptip-animate.js.map
@@ -118,5 +118,4 @@ class ScaleOut extends custom_animate_1.ACustomAnimate {
118
118
  }
119
119
  }
120
120
 
121
- exports.ScaleOut = ScaleOut;
122
- //# sourceMappingURL=scale.js.map
121
+ exports.ScaleOut = ScaleOut;
@@ -1 +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"]}
1
+ 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{ Generator, type IAnimate, type ITimeline, AnimateStatus } from '@visactor/vrender-core';\nimport { EventEmitter } from '@visactor/vutils';\n\n// 定义链表节点\ninterface AnimateNode {\n animate: IAnimate;\n next: AnimateNode | null;\n prev: AnimateNode | null;\n}\n\nexport class DefaultTimeline extends EventEmitter implements ITimeline {\n declare id: number;\n protected head: AnimateNode | null = null;\n protected tail: AnimateNode | null = null;\n protected animateMap: Map<IAnimate, AnimateNode> = new Map();\n protected _animateCount: number = 0;\n protected declare paused: boolean;\n\n // 添加必要的属性\n protected _playSpeed: number = 1;\n protected _totalDuration: number = 0;\n protected _startTime: number = 0;\n protected _currentTime: number = 0;\n 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/dist/index.es.js CHANGED
@@ -2370,6 +2370,7 @@ class AStageAnimate extends ACustomAnimate {
2370
2370
  super(customFrom, customTo, duration, easing, params);
2371
2371
  this.willCallBeforeStageRender = true;
2372
2372
  this.willCallAfterStageRender = true;
2373
+ this.checkStatusAfterRender = true;
2373
2374
  this._beforeStageRender = () => {
2374
2375
  if (!this.willCallBeforeStageRender) {
2375
2376
  return;
@@ -2393,6 +2394,9 @@ class AStageAnimate extends ACustomAnimate {
2393
2394
  if (outputCanvas) {
2394
2395
  this.renderToStage(stage, outputCanvas);
2395
2396
  }
2397
+ if (this.checkStatusAfterRender && this.animate.status === AnimateStatus.END) {
2398
+ this.animate.timeline.removeAnimate(this.animate);
2399
+ }
2396
2400
  };
2397
2401
  this.props = {};
2398
2402
  }
@@ -1,5 +1,5 @@
1
1
  import type { ComponentAnimator } from '../component';
2
- import type { EasingType, IAnimateStepType, ICustomAnimate, Stage } from '@visactor/vrender-core';
2
+ import { type EasingType, type IAnimateStepType, type ICustomAnimate, type 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;
@@ -20,6 +20,7 @@ export declare abstract class AComponentAnimate<T> extends ACustomAnimate<T> {
20
20
  export declare abstract class AStageAnimate<T> extends ACustomAnimate<T> {
21
21
  willCallBeforeStageRender: boolean;
22
22
  willCallAfterStageRender: boolean;
23
+ checkStatusAfterRender: boolean;
23
24
  constructor(customFrom: T, customTo: T, duration: number, easing: EasingType, params?: any);
24
25
  protected beforeStageRender(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false;
25
26
  protected afterStageRender(stage: Stage, canvas: HTMLCanvasElement): HTMLCanvasElement | void | null | false;
@@ -1,3 +1,5 @@
1
+ import { AnimateStatus } from "@visactor/vrender-core";
2
+
1
3
  import { Step } from "../step";
2
4
 
3
5
  export class ACustomAnimate extends Step {
@@ -27,7 +29,7 @@ export class AComponentAnimate extends ACustomAnimate {
27
29
  export class AStageAnimate extends ACustomAnimate {
28
30
  constructor(customFrom, customTo, duration, easing, params) {
29
31
  super(customFrom, customTo, duration, easing, params), this.willCallBeforeStageRender = !0,
30
- this.willCallAfterStageRender = !0, this._beforeStageRender = () => {
32
+ this.willCallAfterStageRender = !0, this.checkStatusAfterRender = !0, this._beforeStageRender = () => {
31
33
  if (!this.willCallBeforeStageRender) return;
32
34
  this.willCallBeforeStageRender = !1;
33
35
  const stage = this.target.stage, canvas = stage.window.getContext().canvas.nativeCanvas, outputCanvas = this.beforeStageRender(stage, canvas);
@@ -36,7 +38,7 @@ export class AStageAnimate extends ACustomAnimate {
36
38
  if (!this.willCallAfterStageRender) return;
37
39
  this.willCallAfterStageRender = !1;
38
40
  const stage = this.target.stage, canvas = stage.window.getContext().canvas.nativeCanvas, outputCanvas = this.afterStageRender(stage, canvas);
39
- outputCanvas && this.renderToStage(stage, outputCanvas);
41
+ outputCanvas && this.renderToStage(stage, outputCanvas), this.checkStatusAfterRender && this.animate.status === AnimateStatus.END && this.animate.timeline.removeAnimate(this.animate);
40
42
  }, this.props = {};
41
43
  }
42
44
  beforeStageRender(stage, canvas) {
@@ -60,4 +62,5 @@ export class AStageAnimate extends ACustomAnimate {
60
62
  return !!ctx && (ctx.clearRect(0, 0, stageCanvas.width, stageCanvas.height), ctx.drawImage(canvas, 0, 0),
61
63
  stageCanvas);
62
64
  }
63
- }
65
+ }
66
+ //# sourceMappingURL=custom-animate.js.map
@@ -1 +1 @@
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"]}
1
+ 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type { ComponentAnimator } from '../component';\nimport {\n AnimateStatus,\n type EasingType,\n type IAnimateStepType,\n type ICustomAnimate,\n type Stage\n} 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 checkStatusAfterRender: 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 // 检查是否需要移除动画\n if (this.checkStatusAfterRender && this.animate.status === AnimateStatus.END) {\n this.animate.timeline.removeAnimate(this.animate);\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"]}
@@ -12,5 +12,4 @@ export class GroupFadeOut extends CommonOut {
12
12
  constructor(from, to, duration, easing, params) {
13
13
  super(from, to, duration, easing, params), this.keys = [ "baseOpacity" ];
14
14
  }
15
- }
16
- //# sourceMappingURL=groupFade.js.map
15
+ }
@@ -99,4 +99,5 @@ export class PoptipDisappear extends AComponentAnimate {
99
99
  easing: easing
100
100
  }), this.completeBind(animator);
101
101
  }
102
- }
102
+ }
103
+ //# sourceMappingURL=poptip-animate.js.map
@@ -108,5 +108,4 @@ export class ScaleOut extends ACustomAnimate {
108
108
  attribute[key] = this.from[key] + (this.to[key] - this.from[key]) * ratio;
109
109
  })), this.target.addUpdatePositionTag(), this.target.addUpdateBoundTag();
110
110
  }
111
- }
112
- //# sourceMappingURL=scale.js.map
111
+ }
@@ -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",
3
+ "version": "1.0.38",
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"
16
+ "@visactor/vrender-core": "1.0.38"
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/ts-config": "0.0.1",
33
32
  "@internal/bundler": "0.0.1",
34
- "@internal/eslint-config": "0.0.1"
33
+ "@internal/eslint-config": "0.0.1",
34
+ "@internal/ts-config": "0.0.1"
35
35
  },
36
36
  "keywords": [
37
37
  "VisActor",