anim-engine 0.4.0 → 0.5.1

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.
@@ -4,13 +4,13 @@ var noOp = () => {};
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  var createTweenRunner = ({ from, to, durationMs, easeFn, onStarted, onUpdate = noOp, onProgress = noOp, onEnded }) => {
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  const state = {
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  progress: 0,
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- currentValue: from,
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+ value: from,
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  velocity: 0
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  };
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  let runner;
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  const step = (deltaMs) => {
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  const completed = updateTween(state, deltaMs, durationMs, easeFn, from, to);
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- onUpdate(state.currentValue, state.velocity);
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+ onUpdate(state.value, state.velocity);
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  onProgress(state.progress);
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  if (completed) onEnded();
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  return completed;
@@ -19,26 +19,26 @@ var createTweenRunner = ({ from, to, durationMs, easeFn, onStarted, onUpdate = n
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  const clamped = Math.max(0, Math.min(1, progress));
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  state.progress = clamped;
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  if (clamped >= 1) {
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- state.currentValue = to;
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+ state.value = to;
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  state.velocity = 0;
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  } else {
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  const range = to - from;
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- state.currentValue = from + range * easeFn(clamped);
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+ state.value = from + range * easeFn(clamped);
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  state.velocity = 0;
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  }
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- onUpdate(state.currentValue, state.velocity);
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- return state.currentValue;
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+ onUpdate(state.value, state.velocity);
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+ return state.value;
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  };
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  const reset = () => {
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  state.progress = 0;
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- state.currentValue = from;
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+ state.value = from;
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  state.velocity = 0;
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  };
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  runner = step;
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  runner.evaluate = evaluate;
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  runner.reset = reset;
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- Object.defineProperty(runner, "currentValue", {
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- get: () => state.currentValue,
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+ Object.defineProperty(runner, "value", {
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+ get: () => state.value,
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  configurable: true
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  });
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  Object.defineProperty(runner, "velocity", {
@@ -71,7 +71,7 @@ var createKeyframeRunner = ({ keyframes, onStarted, onUpdate = noOp, onProgress
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  for (let i = 0; i < segments.length; i++) prefixSum.push(prefixSum[i] + segments[i].durationMs);
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  const totalDurationMs = prefixSum[prefixSum.length - 1];
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  const invTotalDuration = totalDurationMs > 0 ? 1 / totalDurationMs : 1;
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- let currentValue = keyframes[0].value;
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+ let value = keyframes[0].value;
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  let velocity = 0;
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  let globalProgress = 0;
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  let currentSegmentIndex = 0;
@@ -83,22 +83,22 @@ var createKeyframeRunner = ({ keyframes, onStarted, onUpdate = noOp, onProgress
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  segmentElapsed += deltaMs;
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  segmentProgress += deltaMs / segment.durationMs;
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  if (segmentProgress >= 1) segmentProgress = 1;
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- const previousValue = currentValue;
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+ const previousValue = value;
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  const eased = segment.easeFn(segmentProgress);
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- currentValue = segment.from + segment.range * eased;
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+ value = segment.from + segment.range * eased;
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  if (segmentProgress >= 1) {
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- currentValue = segment.to;
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+ value = segment.to;
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  velocity = 0;
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- } else velocity = (currentValue - previousValue) / (deltaMs / 1e3);
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+ } else velocity = (value - previousValue) / (deltaMs / 1e3);
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  const elapsedTotal = prefixSum[currentSegmentIndex] + segmentElapsed;
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  globalProgress = Math.min(elapsedTotal * invTotalDuration, 1);
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  onProgress(globalProgress);
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- onUpdate(currentValue, velocity);
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+ onUpdate(value, velocity);
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  if (segmentProgress >= 1) if (currentSegmentIndex < segments.length - 1) {
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  currentSegmentIndex++;
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  segmentElapsed = 0;
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  segmentProgress = 0;
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- currentValue = segments[currentSegmentIndex].from;
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+ value = segments[currentSegmentIndex].from;
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  velocity = 0;
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  globalProgress = Math.min(prefixSum[currentSegmentIndex] * invTotalDuration, 1);
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  onProgress(globalProgress);
@@ -125,18 +125,18 @@ var createKeyframeRunner = ({ keyframes, onStarted, onUpdate = noOp, onProgress
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  const segProgress = segDuration > 0 ? (elapsed - segStart) / segDuration : 1;
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  const clampedSegProgress = Math.max(0, Math.min(1, segProgress));
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  const eased = segment.easeFn(clampedSegProgress);
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- currentValue = segment.from + segment.range * eased;
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+ value = segment.from + segment.range * eased;
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  velocity = 0;
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  globalProgress = clamped;
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  currentSegmentIndex = segIdx;
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  segmentElapsed = elapsed - segStart;
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  segmentProgress = clampedSegProgress;
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- onUpdate(currentValue, velocity);
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+ onUpdate(value, velocity);
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  onProgress(clamped);
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- return currentValue;
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+ return value;
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  };
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  const reset = () => {
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- currentValue = keyframes[0].value;
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+ value = keyframes[0].value;
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  velocity = 0;
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  globalProgress = 0;
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  currentSegmentIndex = 0;
@@ -146,8 +146,8 @@ var createKeyframeRunner = ({ keyframes, onStarted, onUpdate = noOp, onProgress
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  runner = update;
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  runner.evaluate = evaluate;
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  runner.reset = reset;
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- Object.defineProperty(runner, "currentValue", {
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- get: () => currentValue,
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+ Object.defineProperty(runner, "value", {
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+ get: () => value,
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  configurable: true
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  });
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  Object.defineProperty(runner, "velocity", {
@@ -1,7 +1,7 @@
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  import { EaseFunction } from '../domain';
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  export type TweenState = {
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  progress: number;
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- currentValue: number;
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+ value: number;
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  velocity: number;
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  };
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  /**
@@ -7,15 +7,15 @@
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  var updateTween = (state, deltaMs, durationMs, easeFn, from, to) => {
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  const thisFrameProgress = deltaMs / durationMs;
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  state.progress = Math.min(state.progress + thisFrameProgress, 1);
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- const previousValue = state.currentValue;
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+ const previousValue = state.value;
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  if (state.progress >= 1) {
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- state.currentValue = to;
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+ state.value = to;
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  state.velocity = 0;
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  return true;
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  }
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  const eased = easeFn(state.progress);
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- state.currentValue = from + (to - from) * eased;
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- state.velocity = (state.currentValue - previousValue) / (deltaMs / 1e3);
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+ state.value = from + (to - from) * eased;
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+ state.velocity = (state.value - previousValue) / (deltaMs / 1e3);
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  return false;
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  };
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  //#endregion
@@ -1,40 +1,155 @@
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  import { EaseFunction, EaseName } from './easing';
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  import { DynamicValue } from './resolve-value';
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- export type AnimationStatus = "playing" | "paused" | "stopped" | "dead";
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+ import { ExternalTicker } from './ticker';
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+ /**
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+ * The status of an animation, which can be "playing", "paused", or "stopped".
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+ * - "playing": The animation is currently running.
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+ * - "paused": The animation is temporarily halted but can be resumed.
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+ * - "stopped": The animation has finished or has been stopped and is available for garbage collection if no external references remain.
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+ */
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+ export type AnimationStatus = "playing" | "paused" | "stopped";
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+ /**
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+ * Options for creating a single tween animation, which interpolates between a starting and ending value over a specified duration with optional easing.
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+ */
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  export type SingleTweenOptions = {
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+ /**
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+ * The starting value of the animation. Can be a number or a function that returns a number.
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+ */
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  from: DynamicValue;
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+ /**
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+ * The ending value of the animation. Can be a number or a function that returns a number.
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+ */
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  to: DynamicValue;
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+ /**
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+ * The duration of the animation in milliseconds. Can be a number or a function that returns a number.
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+ */
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  durationMs: DynamicValue;
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+ /**
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+ * The easing function or name to use for the animation.
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+ */
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  ease?: EaseName | EaseFunction;
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+ /**
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+ * Callback fired when the animation starts.
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+ */
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  onStarted?: () => void;
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+ /**
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+ * Callback fired on each animation update with the current value and velocity.
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+ */
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  onUpdate?: (value: number, velocity: number) => void;
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+ /**
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+ * Callback fired on each animation update with the current progress (0 to 1).
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+ */
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  onProgress?: (progress: number) => void;
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+ /**
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+ * Callback fired when the animation ends.
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+ */
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  onEnded?: () => void;
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+ /**
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+ * Optional external ticker to drive the animation.
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+ */
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+ ticker?: ExternalTicker;
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  };
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+ /**
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+ * Object for describing a single keyframe.
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+ */
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  export type Keyframe = {
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+ /**
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+ * The value of the keyframe. Can be a number or a function that returns a number.
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+ */
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  value: DynamicValue;
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+ /**
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+ * The easing function or name to use for the keyframe.
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+ */
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  ease?: EaseName | EaseFunction;
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+ /**
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+ * The gap before the keyframe in milliseconds. Can be a number or a function that returns a number.
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+ */
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  gap?: DynamicValue;
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  };
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+ /**
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+ * Options for creating a keyframe animation, which consists of multiple keyframes each with their own value, easing, and optional gap.
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+ */
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  export type KeyframeAnimationOptions = {
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+ /**
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+ * The keyframes for the animation. Each keyframe defines a value, optional easing, and optional gap in milliseconds.
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+ */
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  keyframes: Keyframe[];
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+ /**
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+ * Callback fired when the animation starts.
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+ */
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  onStarted?: () => void;
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+ /**
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+ * Callback fired on each animation update with the current value and velocity.
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+ */
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  onUpdate?: (value: number, velocity: number) => void;
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+ /**
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+ * Callback fired on each animation update with the current progress (0 to 1).
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+ */
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  onProgress?: (progress: number) => void;
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+ /**
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+ * Callback fired when the animation ends.
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+ */
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  onEnded?: () => void;
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+ /**
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+ * Optional external ticker to drive the animation.
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+ */
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+ ticker?: ExternalTicker;
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  };
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+ /**
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+ * Options for creating an animation, which can be either a single tween or a keyframe animation type.
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+ */
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  export type AnimationOptions = SingleTweenOptions | KeyframeAnimationOptions;
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+ /**
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+ * Represents an animation instance that can be controlled and queried for its state.
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+ */
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  export type Animation = {
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+ /**
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+ * Plays the animation from the current state and returns a promise that resolves when the animation ends.
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+ */
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  play: () => Promise<void>;
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+ /**
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+ * Pauses the animation if it is currently playing.
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+ */
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  pause: () => void;
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+ /**
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+ * Resumes the animation if it is currently paused.
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+ */
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  resume: () => void;
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+ /**
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+ * Stops the animation and resets its state.
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+ */
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  stop: () => void;
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+ /**
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+ * Skips the animation to its end state immediately.
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+ */
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  skipToEnd: () => void;
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- kill: () => void;
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- currentValue: number;
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+ /**
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+ * The current value of the animation.
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+ */
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+ value: number;
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+ /**
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+ * The current velocity of the animation.
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+ */
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  velocity: number;
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+ /**
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+ * The current progress of the animation, represented as a number between 0 and 1.
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+ */
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  progress: number;
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+ /**
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+ * Sets the progress of the animation to a specific value between 0 and 1. If the animation is playing, it will be paused.
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+ */
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  setProgress: (value: number) => void;
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+ /**
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+ * The current status of the animation, which can be "playing", "paused", or "stopped".
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+ * - "playing": The animation is currently running.
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+ * - "paused": The animation is temporarily halted but can be resumed.
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+ * - "stopped": The animation has finished or has been stopped and is available for garbage collection if no external references remain.
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+ */
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  status: AnimationStatus;
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+ /**
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+ * The total duration of the animation in milliseconds. This value is determined by the animation's configuration and keyframes.
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+ * For single tween animations, this is the specified duration. For keyframe animations, this is the sum of all keyframe gaps and durations.
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+ * Note that if the animation has dynamic values for duration or gaps, this value may change when the animation is played and the dynamic values are read.
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+ */
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  durationMs: number;
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  };
@@ -1,2 +1,14 @@
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+ /**
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+ * A tuple representing an RGBA color with each channel as a float in the range [0, 1].
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+ * Ordered as [red, green, blue, alpha].
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+ */
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  export type RgbaTuple = readonly [number, number, number, number];
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+ /**
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+ * A function that linearly interpolates between two RGBA colors in Oklab color space.
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+ *
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+ * @param from - The starting color as an RgbaTuple.
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+ * @param to - The ending color as an RgbaTuple.
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+ * @param progress - A number between 0 and 1 representing the interpolation progress.
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+ * @returns The interpolated color as an RgbaTuple.
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+ */
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  export type LerpRgba = (from: RgbaTuple, to: RgbaTuple, progress: number) => RgbaTuple;
@@ -1,4 +1,16 @@
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+ /**
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+ * A function that maps a progress value `t` in [0, 1] to an eased output value.
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+ * Values outside [0, 1] may be returned for overshooting easings like elastic or back.
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+ */
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  export type EaseFunction = (t: number) => number;
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+ /**
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+ * Resolves an easing identifier or function into a concrete {@link EaseFunction}.
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+ * If a function is passed, it is returned as-is. If a name is passed, the
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+ * corresponding built-in easing function is looked up.
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+ *
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+ * @param ease - An easing name or a custom easing function.
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+ * @returns The resolved easing function.
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+ */
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  export declare const resolveEasing: (ease: EaseName | EaseFunction) => EaseFunction;
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  /** All 31 named easing identifiers, ordered by type. */
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  export declare const EASE_NAMES: readonly ["linear", "inQuad", "outQuad", "inOutQuad", "inCubic", "outCubic", "inOutCubic", "inQuart", "outQuart", "inOutQuart", "inQuint", "outQuint", "inOutQuint", "inSine", "outSine", "inOutSine", "inExpo", "outExpo", "inOutExpo", "inCirc", "outCirc", "inOutCirc", "inBack", "outBack", "inOutBack", "inElastic", "outElastic", "inOutElastic", "inBounce", "outBounce", "inOutBounce"];
@@ -1,4 +1,12 @@
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  //#region src/domain/easing.ts
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+ /**
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+ * Resolves an easing identifier or function into a concrete {@link EaseFunction}.
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+ * If a function is passed, it is returned as-is. If a name is passed, the
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+ * corresponding built-in easing function is looked up.
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+ *
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+ * @param ease - An easing name or a custom easing function.
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+ * @returns The resolved easing function.
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+ */
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  var resolveEasing = (ease) => typeof ease === "function" ? ease : EASING_FUNCTIONS[ease];
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  var pow = Math.pow;
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  var sqrt = Math.sqrt;
@@ -2,9 +2,9 @@ export type { AnimationStatus } from './animation';
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  export type { InterpolationStatus, Interpolation, LerpOptions, SmoothDampOptions, SpringOptions, } from './interpolation';
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  export type { EaseName, EaseFunction } from './easing';
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  export { EASE_NAMES, cubicBezier, EASING_FUNCTIONS, resolveEasing } from './easing';
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- export type { Ticker, TickHandler } from './ticker';
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+ export type { Ticker, TickHandler, ExternalTicker } from './ticker';
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  export { resolveValue } from './resolve-value';
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  export type { DynamicValue } from './resolve-value';
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  export type { Animation, AnimationOptions, SingleTweenOptions, KeyframeAnimationOptions, Keyframe, } from './animation';
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- export type { TimelineLayer, Timeline } from './timeline';
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+ export type { TimelineLayer, Timeline, TimelineCallbacks } from './timeline';
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  export type { RgbaTuple, LerpRgba } from './color';
@@ -1,35 +1,158 @@
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  import { DynamicValue } from './resolve-value';
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- export type InterpolationStatus = "active" | "inactive" | "dead";
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+ import { ExternalTicker } from './ticker';
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+ /**
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+ * Represents the status of an interpolation, which can be either "active" or "inactive".
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+ */
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+ export type InterpolationStatus = "active" | "inactive";
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+ /**
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+ * Represents an interpolation process that can be controlled and monitored.
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+ *
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+ * The interpolation can be resumed or stopped, and its current value, velocity, and status can be accessed.
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+ */
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  export type Interpolation = {
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- start: () => void;
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+ /**
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+ * Resumes the interpolation if it is currently inactive.
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+ */
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+ resume: () => void;
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+ /**
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+ * Stops the interpolation if it is currently active.
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+ */
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  stop: () => void;
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- kill: () => void;
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- setCurrentValue: (value: number) => void;
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- currentValue: number;
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+ /**
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+ * Sets the current value of the interpolation instantly and resets its velocity to zero.
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+ */
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+ setValue: (value: number) => void;
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+ /**
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+ * The current value of the interpolation.
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+ */
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+ value: number;
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+ /**
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+ * The current velocity of the interpolation.
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+ */
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  velocity: number;
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+ /**
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+ * The current status of the interpolation, which can be "active" or "inactive".
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+ */
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  status: InterpolationStatus;
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  };
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+ /**
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+ * Options for configuring a linear interpolation (lerp) function.
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+ */
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  export type LerpOptions = {
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+ /**
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+ * A function that returns the starting value for the interpolation. This is evaluated every frame.
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+ */
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  to: () => number;
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+ /**
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+ * A function that returns the ending value for the interpolation. This is evaluated every frame if a function is provided.
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+ */
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  smoothTimeMs: DynamicValue;
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+ /**
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+ * The precision threshold for determining when the interpolation has effectively reached its target. Defaults to 0.01.
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+ */
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  precision?: number;
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+ /**
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+ * A callback function that is called on every update of the interpolation, receiving the current value and velocity as arguments.
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+ */
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  onUpdate?: (value: number, velocity: number) => void;
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+ /**
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+ * A callback function that is called when the interpolation has effectively reached its target and is considered complete.
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+ */
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  onEnded?: () => void;
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+ /**
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+ * An optional external ticker that can be provided to control the timing of the interpolation updates. If not provided, a default ticker will be used.
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+ */
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+ ticker?: ExternalTicker;
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  };
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+ /**
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+ * Options for configuring a smooth damped interpolation.
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+ *
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+ * Smooth damp progressively moves toward a target value with velocity that
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+ * decreases as it approaches, producing a natural deceleration effect.
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+ */
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  export type SmoothDampOptions = {
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+ /**
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+ * A function that returns the target value to smoothly move toward.
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+ * This is evaluated every frame, allowing the target to change dynamically.
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+ */
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  to: () => number;
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+ /**
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+ * The approximate time (in milliseconds) it takes for the value to settle
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+ * at the target. Larger values produce slower, more gradual movement.
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+ */
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  smoothTimeMs: DynamicValue;
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+ /**
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+ * An optional maximum speed cap (in units/second). Prevents excessively
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+ * fast movement when the gap between current and target is large.
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+ */
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  maxSpeed?: DynamicValue;
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+ /**
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+ * The precision threshold for determining when the interpolation has
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+ * effectively reached its target. Defaults to 0.01.
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+ */
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  precision?: number;
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+ /**
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+ * A callback function that is called on every update of the interpolation,
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+ * receiving the current value and velocity as arguments.
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+ */
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  onUpdate?: (value: number, velocity: number) => void;
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+ /**
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+ * A callback function that is called when the interpolation has effectively
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+ * reached its target and is considered complete.
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+ */
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  onEnded?: () => void;
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+ /**
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+ * An optional external ticker that can be provided to control the timing of
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+ * the interpolation updates. If not provided, a default ticker will be used.
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+ */
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+ ticker?: ExternalTicker;
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  };
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+ /**
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+ * Options for configuring a spring-based interpolation.
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+ *
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+ * Spring physics simulate mass-spring-damper motion, producing bouncy or
114
+ * elastic movement toward the target value.
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+ */
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  export type SpringOptions = {
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+ /**
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+ * A function that returns the target value toward which the spring pulls.
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+ * This is evaluated every frame, allowing the target to change dynamically.
120
+ */
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  to: () => number;
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+ /**
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+ * The stiffness of the spring. Higher values produce faster, snappier motion.
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+ * Defaults to 180.
125
+ */
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  stiffness?: DynamicValue;
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+ /**
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+ * The damping coefficient. Higher values reduce oscillation and settling time.
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+ * Defaults to 12.
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+ */
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  damping?: DynamicValue;
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+ /**
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+ * The mass of the simulated object. Higher values produce slower, heavier
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+ * motion. Defaults to 1.
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+ */
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  mass?: DynamicValue;
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+ /**
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+ * The precision threshold for determining when the spring has effectively
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+ * settled at its target (both position and velocity within tolerance).
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+ * Defaults to 0.01.
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+ */
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  precision?: number;
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+ /**
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+ * A callback function that is called on every update of the spring,
145
+ * receiving the current value and velocity as arguments.
146
+ */
33
147
  onUpdate?: (value: number, velocity: number) => void;
148
+ /**
149
+ * A callback function that is called when the spring has effectively
150
+ * settled at its target and is considered complete.
151
+ */
34
152
  onEnded?: () => void;
153
+ /**
154
+ * An optional external ticker that can be provided to control the timing of
155
+ * the spring updates. If not provided, a default ticker will be used.
156
+ */
157
+ ticker?: ExternalTicker;
35
158
  };
@@ -1,2 +1,15 @@
1
+ /**
2
+ * Represents a value that can either be a static number or a function
3
+ * that returns a number. Functions are re-evaluated each time the value
4
+ * is resolved, allowing dynamic values that change over time.
5
+ */
1
6
  export type DynamicValue = number | (() => number);
7
+ /**
8
+ * Resolves a {@link DynamicValue} to a concrete number.
9
+ * If the value is a function, it is called and its return value is used.
10
+ * If the value is a number, it is returned directly.
11
+ *
12
+ * @param value - The dynamic value to resolve.
13
+ * @returns The resolved number.
14
+ */
2
15
  export declare const resolveValue: (value: DynamicValue) => number;
@@ -1,4 +1,12 @@
1
1
  //#region src/domain/resolve-value.ts
2
+ /**
3
+ * Resolves a {@link DynamicValue} to a concrete number.
4
+ * If the value is a function, it is called and its return value is used.
5
+ * If the value is a number, it is returned directly.
6
+ *
7
+ * @param value - The dynamic value to resolve.
8
+ * @returns The resolved number.
9
+ */
2
10
  var resolveValue = (value) => typeof value === "function" ? value() : value;
3
11
  //#endregion
4
12
  export { resolveValue };
@@ -1,8 +1,36 @@
1
+ /**
2
+ * A function that is called on each tick with the elapsed time in milliseconds.
3
+ *
4
+ * @param deltaMs - The time elapsed since the last tick in milliseconds.
5
+ */
1
6
  export type TickHandler = (deltaMs: number) => void;
7
+ /**
8
+ * A ticker that drives frame updates. It manages a list of {@link TickHandler}
9
+ * callbacks and distributes time updates to them on each frame.
10
+ */
2
11
  export type Ticker = {
12
+ /** Starts the ticker, beginning to dispatch updates to registered handlers. */
3
13
  start: () => void;
14
+ /** Stops the ticker, halting further dispatch of updates. */
4
15
  stop: () => void;
16
+ /**
17
+ * Manually advances the ticker by the given delta, dispatching to all
18
+ * registered handlers.
19
+ */
5
20
  update: (deltaMs: number) => void;
21
+ /** Registers a handler to receive tick updates. */
6
22
  add: (handler: TickHandler) => void;
23
+ /** Unregisters a previously registered handler. */
24
+ remove: (handler: TickHandler) => void;
25
+ };
26
+ /**
27
+ * A minimal ticker interface exposing only subscription capabilities.
28
+ * Useful for external tickers (e.g. from a game loop or an animation
29
+ * framework) where start/stop/update are managed externally.
30
+ */
31
+ export type ExternalTicker = {
32
+ /** Registers a handler to receive tick updates. */
33
+ add: (handler: TickHandler) => void;
34
+ /** Unregisters a previously registered handler. */
7
35
  remove: (handler: TickHandler) => void;
8
36
  };
@@ -1,5 +1,11 @@
1
- import { DynamicValue } from '../domain';
2
1
  import { KeyframeAnimationOptions, AnimationStatus } from './animation';
2
+ import { DynamicValue } from './resolve-value';
3
+ import { ExternalTicker } from './ticker';
4
+ /**
5
+ * A single layer in a timeline, describing when an animation plays.
6
+ * - `at`: The animation starts at this absolute point in time (in ms).
7
+ * - `gap`: The animation starts this many ms after the previous layer ends.
8
+ */
3
9
  export type TimelineLayer = {
4
10
  animation: KeyframeAnimationOptions;
5
11
  at: DynamicValue;
@@ -7,15 +13,54 @@ export type TimelineLayer = {
7
13
  animation: KeyframeAnimationOptions;
8
14
  gap: number;
9
15
  };
16
+ /**
17
+ * Callback hooks and options for a timeline animation.
18
+ */
19
+ export type TimelineCallbacks = {
20
+ /** Callback fired when the timeline starts playing. */
21
+ onStarted?: () => void;
22
+ /**
23
+ * Callback fired on each update with the current values and velocities
24
+ * of all layers in the timeline.
25
+ */
26
+ onUpdate?: (values: number[], velocities: number[]) => void;
27
+ /** Callback fired on each update with the current progress (0 to 1). */
28
+ onProgress?: (progress: number) => void;
29
+ /** Callback fired when the timeline ends. */
30
+ onEnded?: () => void;
31
+ /** Optional external ticker to drive the timeline. */
32
+ ticker?: ExternalTicker;
33
+ };
34
+ /**
35
+ * Represents a timeline animation instance that sequences multiple layers
36
+ * and can be controlled and queried for its aggregate state.
37
+ */
10
38
  export type Timeline = {
39
+ /** Plays the timeline from the current state. Returns a promise that resolves when the timeline ends. */
11
40
  play: () => Promise<void>;
41
+ /** Pauses the timeline if it is currently playing. */
12
42
  pause: () => void;
43
+ /** Resumes the timeline if it is currently paused. */
13
44
  resume: () => void;
45
+ /** Stops the timeline and resets its state. */
14
46
  stop: () => void;
47
+ /** Skips the timeline to its end state immediately. */
15
48
  skipToEnd: () => void;
16
- kill: () => void;
49
+ /** Sets the progress of the timeline to a specific value between 0 and 1. If playing, pauses. */
17
50
  setProgress: (value: number) => void;
51
+ /** The current progress of the timeline (0 to 1). */
18
52
  progress: number;
53
+ /**
54
+ * The current status of the timeline, which can be "playing", "paused", or "stopped".
55
+ * - "playing": The timeline is currently running.
56
+ * - "paused": The timeline is temporarily halted but can be resumed.
57
+ * - "stopped": The timeline has finished or has been stopped.
58
+ */
19
59
  status: AnimationStatus;
60
+ /** The total duration of the timeline in milliseconds. */
20
61
  durationMs: number;
62
+ /** The current values of all layers in the timeline. */
63
+ values: number[];
64
+ /** The current velocities of all layers in the timeline. */
65
+ velocities: number[];
21
66
  };