@visactor/vrender-animate 1.0.8-alpha.1 → 1.0.8-alpha.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/cjs/animate-extension.d.ts +0 -3
- package/cjs/animate-extension.js +4 -16
- package/cjs/animate-extension.js.map +1 -1
- package/cjs/animate.d.ts +0 -1
- package/cjs/animate.js +2 -11
- package/cjs/animate.js.map +1 -1
- package/cjs/custom/custom-animate.d.ts +1 -14
- package/cjs/custom/custom-animate.js +2 -42
- package/cjs/custom/custom-animate.js.map +1 -1
- package/cjs/custom/fromTo.d.ts +0 -1
- package/cjs/custom/fromTo.js +0 -3
- package/cjs/custom/fromTo.js.map +1 -1
- package/cjs/custom/growCenter.js +2 -2
- package/cjs/custom/growCenter.js.map +1 -1
- package/cjs/custom/growHeight.js +2 -2
- package/cjs/custom/growHeight.js.map +1 -1
- package/cjs/custom/move.d.ts +4 -4
- package/cjs/custom/move.js +10 -11
- package/cjs/custom/move.js.map +1 -1
- package/cjs/executor/animate-executor.js +3 -4
- package/cjs/executor/animate-executor.js.map +1 -1
- package/cjs/index.d.ts +1 -2
- package/cjs/index.js +2 -7
- package/cjs/index.js.map +1 -1
- package/cjs/state/animation-state.d.ts +0 -1
- package/cjs/state/animation-state.js +0 -5
- package/cjs/state/animation-state.js.map +1 -1
- package/cjs/state/graphic-extension.d.ts +1 -2
- package/cjs/state/graphic-extension.js +2 -9
- package/cjs/state/graphic-extension.js.map +1 -1
- package/cjs/step.d.ts +0 -1
- package/cjs/step.js +0 -1
- package/cjs/step.js.map +1 -1
- package/cjs/ticker/default-ticker.d.ts +2 -2
- package/cjs/ticker/default-ticker.js +7 -9
- package/cjs/ticker/default-ticker.js.map +1 -1
- package/cjs/timeline.d.ts +0 -1
- package/cjs/timeline.js +2 -4
- package/cjs/timeline.js.map +1 -1
- package/dist/index.es.js +39 -178
- package/es/animate-extension.d.ts +0 -3
- package/es/animate-extension.js +4 -16
- package/es/animate-extension.js.map +1 -1
- package/es/animate.d.ts +0 -1
- package/es/animate.js +2 -11
- package/es/animate.js.map +1 -1
- package/es/custom/custom-animate.d.ts +1 -14
- package/es/custom/custom-animate.js +1 -39
- package/es/custom/custom-animate.js.map +1 -1
- package/es/custom/fromTo.d.ts +0 -1
- package/es/custom/fromTo.js +0 -3
- package/es/custom/fromTo.js.map +1 -1
- package/es/custom/growCenter.js +2 -2
- package/es/custom/growCenter.js.map +1 -1
- package/es/custom/growHeight.js +2 -2
- package/es/custom/growHeight.js.map +1 -1
- package/es/custom/move.d.ts +4 -4
- package/es/custom/move.js +8 -8
- package/es/custom/move.js.map +1 -1
- package/es/executor/animate-executor.js +3 -4
- package/es/executor/animate-executor.js.map +1 -1
- package/es/index.d.ts +1 -2
- package/es/index.js +1 -3
- package/es/index.js.map +1 -1
- package/es/state/animation-state.d.ts +0 -1
- package/es/state/animation-state.js +0 -5
- package/es/state/animation-state.js.map +1 -1
- package/es/state/graphic-extension.d.ts +1 -2
- package/es/state/graphic-extension.js +2 -9
- package/es/state/graphic-extension.js.map +1 -1
- package/es/step.d.ts +0 -1
- package/es/step.js +0 -1
- package/es/step.js.map +1 -1
- package/es/ticker/default-ticker.d.ts +2 -2
- package/es/ticker/default-ticker.js +7 -9
- package/es/ticker/default-ticker.js.map +1 -1
- package/es/timeline.d.ts +0 -1
- package/es/timeline.js +2 -3
- package/es/timeline.js.map +1 -1
- package/package.json +2 -2
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@@ -12,8 +12,7 @@ export declare class GraphicStateExtension {
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applyUpdateState(animationConfig: IAnimationConfig, callback?: () => void): this;
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applyHighlightState(animationConfig: IAnimationConfig, callback?: () => void): this;
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applyUnhighlightState(animationConfig: IAnimationConfig, callback?: () => void): this;
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stopAnimationState(state: string, type?: 'start' | 'end' | Record<string, any
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stopAnimationState(state: string, type?: 'start' | 'end' | Record<string, any>): this;
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clearAnimationStates(): this;
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reApplyAnimationState(state: string, deep?: boolean): this;
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static extend(graphic: IGraphic): IGraphic;
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}
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@@ -42,19 +42,12 @@ class GraphicStateExtension {
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return this._getAnimationStateManager(this).applyUnhighlightState(animationConfig, callback),
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this;
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}
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stopAnimationState(state, type
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return this._getAnimationStateManager(this).stopState(state, type),
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child.stopAnimationState(state, type, deep);
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})), this;
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stopAnimationState(state, type) {
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return this._getAnimationStateManager(this).stopState(state, type), this;
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}
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clearAnimationStates() {
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return this._getAnimationStateManager(this).clearState(), this;
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}
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reApplyAnimationState(state, deep = !1) {
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return this._getAnimationStateManager(this).reApplyState(state), deep && this.isContainer && this.forEachChildren((child => {
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child.reApplyAnimationState(state, deep);
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})), this;
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}
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static extend(graphic) {
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return (new GraphicStateExtension)._getAnimationStateManager(graphic), graphic;
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}
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@@ -1 +1 @@
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{"version":3,"sources":["../src/state/graphic-extension.ts"],"names":[],"mappings":";;;AAEA,uDAA+E;AAM/E,MAAa,qBAAqB;IAChC,yBAAyB,CAAC,OAAiB;QACzC,IAAI,CAAE,OAAe,CAAC,sBAAsB,EAAE;YAE3C,OAAe,CAAC,sBAAsB,GAAG,IAAI,uCAAqB,CAAC,OAAO,CAAC,CAAC;SAC9E;QACD,OAAQ,OAAe,CAAC,sBAAsB,CAAC;IACjD,CAAC;IACD,uBAAuB,CAAC,OAAiB;QACvC,IAAI,CAAE,OAAe,CAAC,oBAAoB,EAAE;YAEzC,OAAe,CAAC,oBAAoB,GAAG,IAAI,qCAAmB,CAAC,OAAO,CAAC,CAAC;SAC1E;QACD,OAAQ,OAAe,CAAC,oBAAoB,CAAC;IAC/C,CAAC;IAKD,sBAAsB,CAAC,KAAsB;QAC3C,IAAI,CAAC,uBAAuB,CAAC,IAA2B,CAAC,CAAC,aAAa,CAAC,KAAK,CAAC,CAAC;QAC/E,OAAO,IAAI,CAAC;IACd,CAAC;IAKD,mBAAmB,CACjB,KAAe,EACf,eAAwD,EACxD,QAAoC;QAEpC,IAAI,CAAC,yBAAyB,CAAC,IAA2B,CAAC,CAAC,UAAU,CAAC,KAAK,EAAE,eAAe,EAAE,QAAQ,CAAC,CAAC;QACzG,OAAO,IAAI,CAAC;IACd,CAAC;IAOD,gBAAgB,CAAC,eAAiC,EAAE,QAAqB;QACvE,IAAI,CAAC,yBAAyB,CAAC,IAA2B,CAAC,CAAC,gBAAgB,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;QACxG,OAAO,IAAI,CAAC;IACd,CAAC;IAOD,mBAAmB,CAAC,eAAiC,EAAE,QAAqB;QAC1E,IAAI,CAAC,yBAAyB,CAAC,IAA2B,CAAC,CAAC,mBAAmB,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;QAC3G,OAAO,IAAI,CAAC;IACd,CAAC;IAOD,gBAAgB,CAAC,eAAiC,EAAE,QAAqB;QACvE,IAAI,CAAC,yBAAyB,CAAC,IAA2B,CAAC,CAAC,gBAAgB,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;QACxG,OAAO,IAAI,CAAC;IACd,CAAC;IAOD,mBAAmB,CAAC,eAAiC,EAAE,QAAqB;QAC1E,IAAI,CAAC,yBAAyB,CAAC,IAA2B,CAAC,CAAC,mBAAmB,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;QAC3G,OAAO,IAAI,CAAC;IACd,CAAC;IAOD,qBAAqB,CAAC,eAAiC,EAAE,QAAqB;QAC5E,IAAI,CAAC,yBAAyB,CAAC,IAA2B,CAAC,CAAC,qBAAqB,CAAC,eAAe,EAAE,QAAQ,CAAC,CAAC;QAC7G,OAAO,IAAI,CAAC;IACd,CAAC;IAKD,kBAAkB,CAAC,KAAa,EAAE,IAA4C;QAC5E,IAAI,CAAC,yBAAyB,CAAC,IAA2B,CAAC,CAAC,SAAS,CAAC,KAAK,EAAE,IAAI,CAAC,CAAC;QACnF,OAAO,IAAI,CAAC;IACd,CAAC;IAKD,oBAAoB;QAClB,IAAI,CAAC,yBAAyB,CAAC,IAA2B,CAAC,CAAC,UAAU,EAAE,CAAC;QACzE,OAAO,IAAI,CAAC;IACd,CAAC;IAYD,MAAM,CAAC,MAAM,CAAC,OAAiB;QAC7B,MAAM,SAAS,GAAG,IAAI,qBAAqB,EAAE,CAAC;QAC9C,SAAS,CAAC,yBAAyB,CAAC,OAAO,CAAC,CAAC;QAC7C,OAAO,OAAO,CAAC;IACjB,CAAC;CACF;AArHD,sDAqHC","file":"graphic-extension.js","sourcesContent":["import type { IGraphic } from '@visactor/vrender-core';\nimport type { IAnimationState } from './types';\nimport { AnimationStateManager, AnimationStateStore } from './animation-state';\nimport type { IAnimationConfig } from '../executor/executor';\n\n/**\n * 将动画状态方法作为混入扩展 Graphic 的类\n */\nexport class GraphicStateExtension {\n _getAnimationStateManager(graphic: IGraphic): AnimationStateManager {\n if (!(graphic as any)._animationStateManager) {\n // Create the appropriate manager type based on whether this is a group\n (graphic as any)._animationStateManager = new AnimationStateManager(graphic);\n }\n return (graphic as any)._animationStateManager;\n }\n _getAnimationStateStore(graphic: IGraphic): AnimationStateStore {\n if (!(graphic as any)._animationStateStore) {\n // Create the appropriate manager type based on whether this is a group\n (graphic as any)._animationStateStore = new AnimationStateStore(graphic);\n }\n return (graphic as any)._animationStateStore;\n }\n\n /**\n * 注册一个动画状态\n */\n registerAnimationState(state: IAnimationState): this {\n this._getAnimationStateStore(this as unknown as IGraphic).registerState(state);\n return this;\n }\n\n /**\n * 应用一个动画状态到图形\n */\n applyAnimationState(\n state: string[],\n animationConfig: (IAnimationState | IAnimationState[])[],\n callback?: (empty?: boolean) => void\n ): this {\n this._getAnimationStateManager(this as unknown as IGraphic).applyState(state, animationConfig, callback);\n return this;\n }\n\n /**\n * 应用出现动画状态\n * @param animationConfig 动画配置\n * @param callback 动画结束回调\n */\n applyAppearState(animationConfig: IAnimationConfig, callback?: () => void): this {\n this._getAnimationStateManager(this as unknown as IGraphic).applyAppearState(animationConfig, callback);\n return this;\n }\n\n /**\n * 应用消失动画状态\n * @param animationConfig 动画配置\n * @param callback 动画结束回调\n */\n applyDisappearState(animationConfig: IAnimationConfig, callback?: () => void): this {\n this._getAnimationStateManager(this as unknown as IGraphic).applyDisappearState(animationConfig, callback);\n return this;\n }\n\n /**\n * 应用更新动画状态\n * @param animationConfig 动画配置\n * @param callback 动画结束回调\n */\n applyUpdateState(animationConfig: IAnimationConfig, callback?: () => void): this {\n this._getAnimationStateManager(this as unknown as IGraphic).applyUpdateState(animationConfig, callback);\n return this;\n }\n\n /**\n * 应用高亮动画状态\n * @param animationConfig 动画配置\n * @param callback 动画结束回调\n */\n applyHighlightState(animationConfig: IAnimationConfig, callback?: () => void): this {\n this._getAnimationStateManager(this as unknown as IGraphic).applyHighlightState(animationConfig, callback);\n return this;\n }\n\n /**\n * 应用取消高亮动画状态\n * @param animationConfig 动画配置\n * @param callback 动画结束回调\n */\n applyUnhighlightState(animationConfig: IAnimationConfig, callback?: () => void): this {\n this._getAnimationStateManager(this as unknown as IGraphic).applyUnhighlightState(animationConfig, callback);\n return this;\n }\n\n /**\n * 停止一个动画状态\n */\n stopAnimationState(state: string, type?: 'start' | 'end' | Record<string, any>): this {\n this._getAnimationStateManager(this as unknown as IGraphic).stopState(state, type);\n return this;\n }\n\n /**\n * 清除图形上的所有动画状态\n */\n clearAnimationStates(): this {\n this._getAnimationStateManager(this as unknown as IGraphic).clearState();\n return this;\n }\n\n // /**\n // * 获取图形当前的动画状态\n // */\n // getCurrentAnimationState(): string[] | null {\n // return this._getAnimationStateManager(this as unknown as IGraphic).getCurrentState();\n // }\n\n /**\n * 继承\n */\n static extend(graphic: IGraphic): IGraphic {\n const extension = new GraphicStateExtension();\n extension._getAnimationStateManager(graphic);\n return graphic;\n }\n}\n"]}
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package/cjs/step.d.ts
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export declare class WaitStep extends Step {
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constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType);
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package/cjs/step.js
CHANGED
package/cjs/step.js.map
CHANGED
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{\n ColorStore,\n ColorType,\n Generator,\n type IGraphic,\n type IAnimate,\n type IStep,\n type EasingType,\n type EasingTypeFunc,\n type IAnimateStepType\n} from '@visactor/vrender-core';\nimport { Easing } from './utils/easing';\nimport { commonInterpolateUpdate, interpolateUpdateStore } from './interpolate/store';\nimport { isString } from '@visactor/vutils';\n\nfunction noop() {\n //...\n}\n\nexport class Step implements IStep {\n id: number;\n type: IAnimateStepType;\n prev?: IStep;\n duration: number;\n next?: IStep;\n props?: Record<string, any>;\n propKeys?: string[];\n interpolateUpdateFunctions?: ((\n key: string,\n from: number,\n to: number,\n ratio: number,\n step: IStep,\n target: IGraphic\n ) => void)[];\n easing: EasingTypeFunc;\n animate: IAnimate;\n target: IGraphic;\n fromProps: Record<string, any>;\n fromParsedProps: Record<string, any>;\n toParsedProps: Record<string, any>;\n\n // 内部状态\n protected _startTime: number = 0;\n _hasFirstRun: boolean = false;\n\n 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+
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{\n ColorStore,\n ColorType,\n Generator,\n type IGraphic,\n type IAnimate,\n type IStep,\n type EasingType,\n type EasingTypeFunc,\n type IAnimateStepType\n} from '@visactor/vrender-core';\nimport { Easing } from './utils/easing';\nimport { commonInterpolateUpdate, interpolateUpdateStore } from './interpolate/store';\nimport { isString } from '@visactor/vutils';\n\nfunction noop() {\n //...\n}\n\nexport class Step implements IStep {\n id: number;\n type: IAnimateStepType;\n prev?: IStep;\n duration: number;\n next?: IStep;\n props?: Record<string, any>;\n propKeys?: string[];\n interpolateUpdateFunctions?: ((\n key: string,\n from: number,\n to: number,\n ratio: number,\n step: IStep,\n target: IGraphic\n ) => void)[];\n easing: EasingTypeFunc;\n animate: IAnimate;\n target: IGraphic;\n fromProps: Record<string, any>;\n fromParsedProps: Record<string, any>;\n toParsedProps: Record<string, any>;\n\n // 内部状态\n protected _startTime: number = 0;\n _hasFirstRun: boolean = false;\n\n protected _endCb?: (animate: IAnimate, step: IStep) => void;\n\n syncAttributeUpdate: () => void;\n\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n this.type = type;\n this.props = props;\n this.duration = duration;\n // 设置缓动函数\n if (easing) {\n this.easing = typeof easing === 'function' ? easing : Easing[easing] ?? Easing.linear;\n } else {\n this.easing = Easing.linear;\n }\n if (type === 'wait') {\n this.onUpdate = noop;\n }\n this.id = Generator.GenAutoIncrementId();\n this.syncAttributeUpdate = noop;\n }\n\n bind(target: IGraphic, animate: IAnimate): void {\n this.target = target;\n this.animate = animate;\n this.onBind();\n this.syncAttributeUpdate();\n }\n\n append(step: IStep): void {\n this.next = step;\n step.prev = this;\n\n // 更新绝对时间\n step.setStartTime(this.getStartTime() + this.duration, false);\n }\n\n // 更新下游节点的开始时间\n private updateDownstreamStartTimes(): void {\n let currentStep = this.next;\n let currentStartTime = this._startTime + this.duration;\n\n while (currentStep) {\n currentStep.setStartTime(currentStartTime, false);\n currentStartTime += currentStep.duration;\n currentStep = currentStep.next;\n }\n this.animate.updateDuration();\n }\n\n getLastProps(): any {\n if (this.prev) {\n return this.prev.props || {};\n }\n return this.animate.getStartProps();\n }\n\n setDuration(duration: number, updateDownstream: boolean = true): void {\n this.duration = duration;\n\n // 如果有后续节点,更新所有后续节点的开始时间\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getDuration(): number {\n return this.duration;\n }\n\n determineInterpolateUpdateFunction(): void {\n // 根据属性类型确定插值更新函数\n // 这里可以进行优化,例如缓存不同类型属性的插值更新函数\n if (!this.props) {\n return;\n }\n\n const funcs: ((key: string, from: number, to: number, ratio: number, step: IStep, target: IGraphic) => void)[] = [];\n this.propKeys.forEach(key => {\n // 普通颜色特殊处理,需要提前解析成number[]\n if (key === 'fill' || key === 'stroke') {\n const from = this.fromProps[key];\n const to = this.props[key];\n if (isString(from) && isString(to)) {\n const fromArray = ColorStore.Get(from, ColorType.Color255);\n const toArray = ColorStore.Get(to, ColorType.Color255);\n if (!this.fromParsedProps) {\n this.fromParsedProps = {};\n }\n if (!this.toParsedProps) {\n this.toParsedProps = {};\n }\n this.fromParsedProps[key] = fromArray;\n this.toParsedProps[key] = toArray;\n funcs.push((interpolateUpdateStore as any)[key === 'fill' ? 'fillPure' : 'strokePure']);\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n } else if ((interpolateUpdateStore as any)[key]) {\n funcs.push((interpolateUpdateStore as any)[key]);\n } else {\n funcs.push(commonInterpolateUpdate);\n }\n });\n this.interpolateUpdateFunctions = funcs;\n }\n\n setStartTime(time: number, updateDownstream: boolean = true): void {\n this._startTime = time;\n if (updateDownstream) {\n this.updateDownstreamStartTimes();\n }\n }\n\n getStartTime(): number {\n return this._startTime;\n }\n\n onBind(): void {\n // 在第一次绑定到Animate的时候触发\n if (this.target.type === 'glyph') {\n this.syncAttributeUpdate = this._syncAttributeUpdate;\n }\n }\n\n _syncAttributeUpdate = (): void => {\n this.target.setAttributes(this.target.attribute);\n };\n\n /**\n * 首次运行逻辑\n * 如果跳帧了就不一定会执行\n */\n onFirstRun(): void {\n // 首次运行逻辑\n }\n\n /**\n * 开始执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onStart(): void {\n if (!this._hasFirstRun) {\n this._hasFirstRun = true;\n // 获取上一步的属性值作为起始值\n this.fromProps = this.getLastProps();\n const startProps = this.animate.getStartProps();\n this.propKeys &&\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.fromProps[key] ?? startProps[key];\n });\n this.determineInterpolateUpdateFunction();\n this.tryPreventConflict();\n this.trySyncStartProps();\n this.onFirstRun();\n }\n }\n\n protected tryPreventConflict(): void {\n // 屏蔽掉之前动画冲突的属性\n const animate = this.animate;\n const target = this.target;\n target.animates.forEach((a: any) => {\n if (a === animate || a.priority > animate.priority || a.priority === Infinity) {\n return;\n }\n const fromProps = a.getStartProps();\n this.propKeys.forEach(key => {\n if (fromProps[key] != null) {\n a.preventAttr(key);\n }\n });\n });\n }\n\n /**\n * 删除自身属性,会直接从props等内容里删除掉\n */\n deleteSelfAttr(key: string): void {\n delete this.props[key];\n // fromProps在动画开始时才会计算,这时可能不在\n this.fromProps && delete this.fromProps[key];\n const index = this.propKeys.indexOf(key);\n if (index !== -1) {\n this.propKeys.splice(index, 1);\n this.interpolateUpdateFunctions?.splice(index, 1);\n }\n }\n\n /**\n * 尝试同步startProps,因为当前animate的startProps仅包含当前animate的信息,不排除过程中有其他animate的干扰\n * 所以为了避免属性突变,需要确保startProps的属性值是最新的\n */\n trySyncStartProps(): void {\n this.propKeys.forEach(key => {\n this.fromProps[key] = this.animate.target.getComputedAttribute(key);\n });\n }\n\n /**\n * 更新执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n // TODO 需要修复,只有在开始的时候才调用\n this.onStart();\n if (!this.props || !this.propKeys) {\n return;\n }\n // 应用缓动函数\n const easedRatio = this.easing(ratio);\n this.animate.interpolateUpdateFunction\n ? this.animate.interpolateUpdateFunction(this.fromProps, this.props, easedRatio, this, this.target)\n : this.interpolateUpdateFunctions.forEach((func, index) => {\n // 如果这个属性被屏蔽了,直接跳过\n if (!this.animate.validAttr(this.propKeys[index])) {\n return;\n }\n const key = this.propKeys[index];\n const fromValue = this.fromProps[key];\n const toValue = this.props[key];\n func(key, fromValue, toValue, easedRatio, this, this.target);\n });\n this.onUpdate(end, easedRatio, out);\n this.syncAttributeUpdate();\n }\n\n onUpdate(end: boolean, ratio: number, out: Record<string, any>): void {\n // ...\n }\n\n /**\n * 结束执行的时候调用\n * 如果跳帧了就不一定会执行\n */\n onEnd(cb?: (animate: IAnimate, step: IStep) => void): void {\n this.target.setAttributes(this.props);\n if (cb) {\n this._endCb = cb;\n } else if (this._endCb) {\n this._endCb(this.animate, this);\n }\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的\n * @returns\n */\n getEndProps(): Record<string, any> {\n return this.props;\n }\n\n /**\n * 获取开始的属性,是前序的终值\n * @returns\n */\n getFromProps(): Record<string, any> {\n return this.fromProps;\n }\n\n /**\n * 获取结束的属性,包含前序的终值,是merge过的,同getEndProps\n * @returns\n */\n getMergedEndProps(): Record<string, any> | void {\n return this.getEndProps();\n }\n\n stop(): void {\n // ...\n }\n}\n\nexport class WaitStep extends Step {\n constructor(type: IAnimateStepType, props: Record<string, any>, duration: number, easing: EasingType) {\n super(type, props, duration, easing);\n }\n\n onStart(): void {\n super.onStart();\n }\n onFirstRun(): void {\n // 设置上一个阶段的props到attribute\n const fromProps = this.getFromProps();\n this.target.setAttributes(fromProps);\n }\n\n update(end: boolean, ratio: number, out: Record<string, any>): void {\n this.onStart();\n // 其他的不执行\n }\n\n determineInterpolateUpdateFunction(): void {\n return;\n }\n}\n"]}
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@@ -21,8 +21,8 @@ export declare class DefaultTicker extends EventEmitter implements ITicker {
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21
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addTimeline(timeline: ITimeline): void;
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remTimeline(timeline: ITimeline): void;
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23
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|
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protected initHandler(
|
|
25
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protected setupTickHandler(
|
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24
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+
protected initHandler(): void;
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25
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+
protected setupTickHandler(): boolean;
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26
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|
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28
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|
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|
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|
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|
init() {
|
|
51
51
|
this.interval = 16, this.status = vrender_core_1.STATUS.INITIAL, vrender_core_1.application.global.hooks.onSetEnv.tap("graph-ticker", (() => {
|
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52
|
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this.initHandler(
|
|
53
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-
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|
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this.initHandler();
|
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|
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54
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|
55
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|
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56
56
|
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|
|
@@ -61,11 +61,10 @@ class DefaultTicker extends vutils_1.EventEmitter {
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|
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|
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|
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|
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|
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|
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initHandler(
|
|
65
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this.setupTickHandler(
|
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this.setupTickHandler();
|
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66
66
|
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setupTickHandler(
|
|
68
|
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if (!force && this.tickerHandler) return !0;
|
|
67
|
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setupTickHandler() {
|
|
69
68
|
const handler = new RAFTickHandler;
|
|
70
69
|
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|
|
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|
!0;
|
|
@@ -120,7 +119,7 @@ class DefaultTicker extends vutils_1.EventEmitter {
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|
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|
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|
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this.status = vrender_core_1.STATUS.INITIAL, this.setupTickHandler(
|
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|
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|
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|
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|
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|
this.status === vrender_core_1.STATUS.INITIAL && this.timelines.some((timeline => timeline.isRunning())) ? this.start() : this.status === vrender_core_1.STATUS.RUNNING && this.timelines.every((timeline => !timeline.isRunning())) && this.stop();
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|
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|
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|
checkSkip(delta) {
|
|
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|
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|
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if ("performance" === (null === (_c = null === (_b = null === (_a = this.stage) || void 0 === _a ? void 0 : _a.params) || void 0 === _b ? void 0 : _b.optimize) || void 0 === _c ? void 0 : _c.tickRenderMode)) return !1;
|
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|
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|
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|
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|
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|
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@@ -1 +1 @@
|
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|
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"]}
|
|
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();\n });\n if (application.global.env) {\n this.initHandler();\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() {\n this.setupTickHandler();\n }\n\n /**\n * Set up the tick handler\n * @returns true if setup was successful, false otherwise\n */\n protected setupTickHandler(): boolean {\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();\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"]}
|
package/cjs/timeline.d.ts
CHANGED
|
@@ -16,7 +16,6 @@ export declare class DefaultTimeline extends EventEmitter implements ITimeline {
|
|
|
16
16
|
protected _totalDuration: number;
|
|
17
17
|
protected _startTime: number;
|
|
18
18
|
protected _currentTime: number;
|
|
19
|
-
protected _animationEndFlag: boolean;
|
|
20
19
|
isGlobal?: boolean;
|
|
21
20
|
get animateCount(): number;
|
|
22
21
|
constructor();
|
package/cjs/timeline.js
CHANGED
|
@@ -13,8 +13,7 @@ class DefaultTimeline extends vutils_1.EventEmitter {
|
|
|
13
13
|
constructor() {
|
|
14
14
|
super(), this.head = null, this.tail = null, this.animateMap = new Map, this._animateCount = 0,
|
|
15
15
|
this._playSpeed = 1, this._totalDuration = 0, this._startTime = 0, this._currentTime = 0,
|
|
16
|
-
this.
|
|
17
|
-
this.paused = !1;
|
|
16
|
+
this.id = vrender_core_1.Generator.GenAutoIncrementId(), this.paused = !1;
|
|
18
17
|
}
|
|
19
18
|
isRunning() {
|
|
20
19
|
return !this.paused && this._animateCount > 0;
|
|
@@ -44,11 +43,10 @@ class DefaultTimeline extends vutils_1.EventEmitter {
|
|
|
44
43
|
}
|
|
45
44
|
tick(delta) {
|
|
46
45
|
if (this.paused) return;
|
|
47
|
-
this._animationEndFlag && (this._animationEndFlag = !1, this.emit("animationStart"));
|
|
48
46
|
const scaledDelta = delta * this._playSpeed;
|
|
49
47
|
this._currentTime += scaledDelta, this.forEachAccessAnimate(((animate, i) => {
|
|
50
48
|
animate.status === vrender_core_1.AnimateStatus.END ? this.removeAnimate(animate, !0) : animate.status !== vrender_core_1.AnimateStatus.RUNNING && animate.status !== vrender_core_1.AnimateStatus.INITIAL || animate.advance(scaledDelta);
|
|
51
|
-
})), 0 === this._animateCount &&
|
|
49
|
+
})), 0 === this._animateCount && this.emit("animationEnd");
|
|
52
50
|
}
|
|
53
51
|
clear() {
|
|
54
52
|
this.forEachAccessAnimate((animate => {
|
package/cjs/timeline.js.map
CHANGED
|
@@ -1 +1 @@
|
|
|
1
|
-
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|
|
1
|
+
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{ Generator, type IAnimate, type ITimeline, AnimateStatus } from '@visactor/vrender-core';\nimport { EventEmitter } from '@visactor/vutils';\n\n// 定义链表节点\ninterface AnimateNode {\n animate: IAnimate;\n next: AnimateNode | null;\n prev: AnimateNode | null;\n}\n\nexport class DefaultTimeline extends EventEmitter implements ITimeline {\n declare id: number;\n protected head: AnimateNode | null = null;\n protected tail: AnimateNode | null = null;\n protected animateMap: Map<IAnimate, AnimateNode> = new Map();\n protected _animateCount: number = 0;\n protected declare paused: boolean;\n\n // 添加必要的属性\n protected _playSpeed: number = 1;\n protected _totalDuration: number = 0;\n protected _startTime: number = 0;\n protected _currentTime: number = 0;\n\n declare isGlobal?: boolean;\n\n get animateCount() {\n return this._animateCount;\n }\n\n constructor() {\n super();\n this.id = Generator.GenAutoIncrementId();\n this.paused = false;\n }\n\n isRunning() {\n return !this.paused && this._animateCount > 0;\n }\n\n forEachAccessAnimate(cb: (animate: IAnimate, index: number) => void) {\n let current = this.head;\n let index = 0;\n\n while (current) {\n // 保存下一个节点的引用,以防在回调中移除当前节点\n const next = current.next;\n cb(current.animate, index);\n index++;\n current = next;\n }\n }\n\n addAnimate(animate: IAnimate) {\n const newNode: AnimateNode = {\n animate,\n next: null,\n prev: null\n };\n\n // 添加到链表尾部\n if (!this.head) {\n this.head = newNode;\n this.tail = newNode;\n } else {\n if (this.tail) {\n this.tail.next = newNode;\n newNode.prev = this.tail;\n this.tail = newNode;\n }\n }\n\n // 在映射中保存节点引用\n this.animateMap.set(animate, newNode);\n this._animateCount++;\n\n // 更新总时长\n this._totalDuration = Math.max(this._totalDuration, animate.getStartTime() + animate.getDuration());\n }\n\n pause() {\n this.paused = true;\n }\n\n resume() {\n this.paused = false;\n }\n\n tick(delta: number) {\n if (this.paused) {\n return;\n }\n\n // 应用播放速度\n const scaledDelta = delta * this._playSpeed;\n\n // 更新当前时间\n this._currentTime += scaledDelta;\n\n this.forEachAccessAnimate((animate, i) => {\n if (animate.status === AnimateStatus.END) {\n this.removeAnimate(animate, true);\n } else if (animate.status === AnimateStatus.RUNNING || animate.status === AnimateStatus.INITIAL) {\n animate.advance(scaledDelta);\n }\n });\n\n if (this._animateCount === 0) {\n this.emit('animationEnd');\n }\n }\n\n clear() {\n this.forEachAccessAnimate(animate => {\n animate.release();\n });\n\n this.head = null;\n this.tail = null;\n this.animateMap.clear();\n this._animateCount = 0;\n this._totalDuration = 0;\n }\n\n removeAnimate(animate: IAnimate, release: boolean = true) {\n const node = this.animateMap.get(animate);\n\n if (!node) {\n return;\n }\n\n if (release) {\n animate._onRemove && animate._onRemove.forEach(cb => cb());\n animate.release();\n }\n\n // 从链表中移除节点\n if (node.prev) {\n node.prev.next = node.next;\n } else {\n // 节点是头节点\n this.head = node.next;\n }\n\n if (node.next) {\n node.next.prev = node.prev;\n } else {\n // 节点是尾节点\n this.tail = node.prev;\n }\n\n // 从映射中移除\n this.animateMap.delete(animate);\n this._animateCount--;\n\n // 如果移除的是最长时间的动画,应该重新计算总时长\n if (animate.getStartTime() + animate.getDuration() >= this._totalDuration) {\n this.recalculateTotalDuration();\n }\n\n return;\n }\n\n // 重新计算总时长\n protected recalculateTotalDuration() {\n this._totalDuration = 0;\n this.forEachAccessAnimate(animate => {\n this._totalDuration = Math.max(this._totalDuration, animate.getStartTime() + animate.getDuration());\n });\n }\n\n getTotalDuration() {\n return this._totalDuration;\n }\n\n getPlaySpeed() {\n return this._playSpeed;\n }\n\n setPlaySpeed(speed: number) {\n this._playSpeed = speed;\n }\n\n // 实现ITimeline接口所需的其他方法\n getPlayState(): 'playing' | 'paused' | 'stopped' {\n if (this.paused) {\n return 'paused';\n }\n if (this.animateCount === 0) {\n return 'stopped';\n }\n return 'playing';\n }\n\n setStartTime(time: number) {\n this._startTime = time;\n }\n\n getStartTime() {\n return this._startTime;\n }\n\n getCurrentTime() {\n return this._currentTime;\n }\n\n setCurrentTime(time: number) {\n this._currentTime = time;\n }\n}\n\n// 不会使用,存粹做临时存储用,请一定要放置到stage中才行\nexport const defaultTimeline = new DefaultTimeline();\ndefaultTimeline.isGlobal = true;\n"]}
|