bard-legends-framework 0.10.9 → 0.11.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (109) hide show
  1. package/dist/game-entities/controller/controller.d.ts +0 -1
  2. package/dist/game-entities/controller/controller.js +1 -0
  3. package/dist/game-entities/controller/controller.test.js +2 -2
  4. package/dist/game-entities/entity/entity.d.ts +8 -6
  5. package/dist/game-entities/entity/entity.js +5 -7
  6. package/dist/game-entities/entity/entity.test.js +40 -134
  7. package/dist/game-entities/entity/helpers/entity-store.helper.d.ts +6 -9
  8. package/dist/game-entities/entity/helpers/entity-store.helper.js +22 -57
  9. package/dist/game-entities/entity/helpers/entity-store.helper.test.d.ts +1 -0
  10. package/dist/game-entities/entity/helpers/entity-store.helper.test.js +136 -0
  11. package/dist/game-entities/entity/helpers/entity-views.helper.d.ts +1 -1
  12. package/dist/game-entities/entity/helpers/entity-views.helper.js +5 -3
  13. package/dist/game-entities/entity/singleton-entity.d.ts +3 -3
  14. package/dist/game-entities/entity/singleton-entity.js +1 -1
  15. package/dist/game-entities/entity/singleton-entity.test.js +2 -29
  16. package/dist/game-entities/index.d.ts +1 -3
  17. package/dist/game-entities/index.js +3 -7
  18. package/dist/game-entities/scene/scene.d.ts +3 -3
  19. package/dist/game-entities/scene/scene.js +31 -25
  20. package/dist/game-entities/scene/scene.test.js +4 -32
  21. package/dist/game-entities/service/service.js +5 -3
  22. package/dist/game-entities/service/service.test.js +2 -28
  23. package/dist/game-entities/unit-test.helper.d.ts +5 -0
  24. package/dist/game-entities/unit-test.helper.js +14 -0
  25. package/dist/game-entities/update-cycle.d.ts +15 -4
  26. package/dist/game-entities/update-cycle.js +14 -9
  27. package/dist/game-entities/view/view.d.ts +5 -6
  28. package/dist/game-entities/view/view.js +5 -17
  29. package/dist/game-entities/view/view.test.js +36 -244
  30. package/dist/physics/entity-types/immovable-physics-entity.d.ts +1 -3
  31. package/dist/physics/entity-types/immovable-physics-entity.js +1 -3
  32. package/dist/physics/entity-types/movable-entity.js +4 -4
  33. package/dist/physics/entity-types/movable-physics-entity.d.ts +2 -3
  34. package/dist/physics/entity-types/movable-physics-entity.js +5 -6
  35. package/dist/physics/entity-types/physics-entity.d.ts +2 -1
  36. package/dist/physics/entity-types/physics-entity.js +3 -2
  37. package/dist/physics/interfaces.d.ts +1 -1
  38. package/dist/physics/module//342/232/234/357/270/217gateways/controllers/physics-internal.controller.d.ts +3 -3
  39. package/dist/physics/module//342/232/234/357/270/217gateways/controllers/physics.controller.d.ts +1 -1
  40. package/dist/physics/module//342/232/234/357/270/217gateways/physics-internal.gateway.d.ts +3 -3
  41. package/dist/physics/module//342/232/234/357/270/217gateways/physics.gateway.d.ts +1 -1
  42. package/dist/physics/module//360/237/223/220services/creation/physics-world.service.js +2 -2
  43. package/dist/physics/module//360/237/223/220services/path-finding/availability-grid.service.js +1 -1
  44. package/dist/physics/module//360/237/223/220services/path-finding/path-finder.service.js +1 -1
  45. package/dist/physics/module//360/237/223/220services/query/physics-query.service.d.ts +3 -3
  46. package/dist/physics/module//360/237/223/220services/test-visuals/test-visuals.service.js +17 -7
  47. package/dist/physics/module//360/237/247/212entities/physics-world.entity.js +2 -2
  48. package/dist/pixi/components/mouse-wheel-listener.ui.d.ts +2 -1
  49. package/dist/pixi/components/mouse-wheel-listener.ui.js +4 -3
  50. package/dist/pixi/display-object/container-attributes.d.ts +2 -3
  51. package/dist/pixi/display-object/container-attributes.js +2 -3
  52. package/dist/pixi/display-object/container.d.ts +0 -3
  53. package/dist/pixi/display-object/container.js +0 -10
  54. package/dist/pixi/display-object/objects/sprite/glow-sprite-generator.js +5 -3
  55. package/dist/pixi/game.d.ts +6 -2
  56. package/dist/pixi/game.js +14 -5
  57. package/dist/pixi/modules/CAMERA//360/237/247/212entities/camera.entity.js +4 -4
  58. package/dist/pixi/modules/CAMERA//360/237/247/251views/camera.view.js +1 -1
  59. package/dist/pixi/services/keyboard/keyboard.d.ts +4 -2
  60. package/dist/pixi/services/keyboard/keyboard.js +6 -4
  61. package/dist/pixi/services/mouse/mouse-target-focus.service.d.ts +2 -1
  62. package/dist/pixi/services/mouse/mouse-target-focus.service.js +6 -5
  63. package/dist/pixi/services/mouse/mouse.service.d.ts +15 -5
  64. package/dist/pixi/services/mouse/mouse.service.js +38 -18
  65. package/dist/utilities/animator/animating-content/fade-in-content.d.ts +18 -0
  66. package/dist/utilities/animator/animating-content/fade-in-content.js +37 -0
  67. package/dist/utilities/animator/animating-content/slide-in-content.d.ts +37 -0
  68. package/dist/utilities/animator/animating-content/slide-in-content.js +99 -0
  69. package/dist/utilities/animator/animations.d.ts +37 -0
  70. package/dist/utilities/animator/animations.js +88 -0
  71. package/dist/utilities/animator/animator.d.ts +61 -0
  72. package/dist/utilities/animator/animator.js +315 -0
  73. package/dist/utilities/animator/animator.test.d.ts +1 -0
  74. package/dist/utilities/animator/animator.test.js +867 -0
  75. package/dist/utilities/animator/index.d.ts +7 -0
  76. package/dist/utilities/animator/index.js +24 -0
  77. package/dist/utilities/animator/state-animation/slide-state-animation.d.ts +24 -0
  78. package/dist/utilities/animator/state-animation/slide-state-animation.js +130 -0
  79. package/dist/utilities/animator/state-animation/slide-state-animation.test.d.ts +1 -0
  80. package/dist/utilities/animator/state-animation/slide-state-animation.test.js +301 -0
  81. package/dist/utilities/animator/state-animation/state-animation.d.ts +33 -0
  82. package/dist/utilities/animator/state-animation/state-animation.js +146 -0
  83. package/dist/utilities/animator/state-animation/state-animation.test.d.ts +1 -0
  84. package/dist/utilities/animator/state-animation/state-animation.test.js +335 -0
  85. package/dist/utilities/animator/state-animation/visit-disappear-state-animation.d.ts +32 -0
  86. package/dist/utilities/animator/state-animation/visit-disappear-state-animation.js +168 -0
  87. package/dist/utilities/animator/state-animation/visit-disappear-state-animation.test.d.ts +1 -0
  88. package/dist/utilities/animator/state-animation/visit-disappear-state-animation.test.js +431 -0
  89. package/dist/utilities/data-structures/vector-set/vector-set.d.ts +7 -0
  90. package/dist/utilities/data-structures/vector-set/vector-set.js +26 -0
  91. package/dist/utilities/delta-time/delta-time.d.ts +3 -0
  92. package/dist/utilities/delta-time/delta-time.js +10 -0
  93. package/dist/utilities/grid-algorithms/closest-available-space/closest-available-space.helper.d.ts +6 -0
  94. package/dist/utilities/grid-algorithms/closest-available-space/closest-available-space.helper.js +55 -0
  95. package/dist/utilities/grid-algorithms/closest-available-space/closest-available-space.helper.test.d.ts +1 -0
  96. package/dist/utilities/grid-algorithms/closest-available-space/closest-available-space.helper.test.js +100 -0
  97. package/dist/utilities/grid-algorithms/path-finder/path-finder.d.ts +8 -0
  98. package/dist/utilities/grid-algorithms/path-finder/path-finder.js +98 -0
  99. package/dist/utilities/grid-algorithms/path-finder/path-finder.test.d.ts +1 -0
  100. package/dist/utilities/grid-algorithms/path-finder/path-finder.test.js +155 -0
  101. package/dist/utilities/grid-algorithms/position-to-grid-position-converter.d.ts +6 -0
  102. package/dist/utilities/grid-algorithms/position-to-grid-position-converter.js +17 -0
  103. package/dist/utilities/grid-algorithms/vector-field-path-finder/vector-field-path-finder.d.ts +18 -0
  104. package/dist/utilities/grid-algorithms/vector-field-path-finder/vector-field-path-finder.js +129 -0
  105. package/dist/utilities/grid-algorithms/vector-field-path-finder/vector-field-path-finder.test.d.ts +1 -0
  106. package/dist/utilities/grid-algorithms/vector-field-path-finder/vector-field-path-finder.test.js +254 -0
  107. package/dist/utilities/index.d.ts +6 -6
  108. package/dist/utilities/index.js +6 -6
  109. package/package.json +3 -3
@@ -0,0 +1,335 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ const vitest_1 = require("vitest");
4
+ const game_entities_1 = require("../../../game-entities");
5
+ const state_animation_1 = require("./state-animation");
6
+ (0, vitest_1.describe)('StateAnimation', () => {
7
+ let stateAnimation;
8
+ let heap = [];
9
+ (0, vitest_1.beforeEach)(async () => {
10
+ if (stateAnimation) {
11
+ stateAnimation.destroy();
12
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
13
+ }
14
+ heap = [];
15
+ stateAnimation = new state_animation_1.StateAnimation({ duration: 4 })
16
+ .onStateChange((state, nextState) => heap.push({ state, nextState }))
17
+ .onValueChange(value => heap.push(value))
18
+ .attachToRoot();
19
+ });
20
+ (0, vitest_1.describe)('Creation', () => {
21
+ (0, vitest_1.test)('default values', () => {
22
+ (0, vitest_1.expect)(heap).toEqual([]);
23
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
24
+ value: 0,
25
+ state: undefined,
26
+ nextState: undefined,
27
+ queuedState: undefined,
28
+ animationState: 'idle'
29
+ });
30
+ });
31
+ (0, vitest_1.test)('initial values', () => {
32
+ stateAnimation.setState('A');
33
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'A', nextState: undefined }, 0]);
34
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
35
+ value: 0,
36
+ state: 'A',
37
+ nextState: undefined,
38
+ queuedState: undefined,
39
+ animationState: 'idle'
40
+ });
41
+ });
42
+ (0, vitest_1.test)('initial value as nullish', () => {
43
+ stateAnimation.setState('');
44
+ (0, vitest_1.expect)(heap).toEqual([{ state: '', nextState: undefined }, 0]);
45
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
46
+ value: 0,
47
+ state: '',
48
+ nextState: undefined,
49
+ queuedState: undefined,
50
+ animationState: 'idle'
51
+ });
52
+ heap = [];
53
+ stateAnimation.setState('B');
54
+ (0, vitest_1.expect)(heap).toEqual([{ state: '', nextState: 'B' }, 0]);
55
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
56
+ value: 0,
57
+ state: '',
58
+ nextState: 'B',
59
+ queuedState: undefined,
60
+ animationState: 'transitioning'
61
+ });
62
+ });
63
+ });
64
+ (0, vitest_1.describe)('Transitioning', () => {
65
+ (0, vitest_1.beforeEach)(() => {
66
+ stateAnimation.setState('A');
67
+ heap = [];
68
+ });
69
+ (0, vitest_1.test)('initial values', () => {
70
+ stateAnimation.setState('B');
71
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'A', nextState: 'B' }, 0]);
72
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
73
+ value: 0,
74
+ state: 'A',
75
+ nextState: 'B',
76
+ queuedState: undefined,
77
+ animationState: 'transitioning'
78
+ });
79
+ });
80
+ (0, vitest_1.test)('animation in the middle', async () => {
81
+ stateAnimation.setState('B');
82
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
83
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'A', nextState: 'B' }, 0, 0.25]);
84
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
85
+ value: 0.25,
86
+ state: 'A',
87
+ nextState: 'B',
88
+ queuedState: undefined,
89
+ animationState: 'transitioning'
90
+ });
91
+ });
92
+ (0, vitest_1.test)('animation end', async () => {
93
+ stateAnimation.setState('B');
94
+ await game_entities_1.UpdateCycle.triggerUpdateTick(4);
95
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'A', nextState: 'B' }, 0, { state: 'B', nextState: undefined }, 0]);
96
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
97
+ value: 0,
98
+ state: 'B',
99
+ nextState: undefined,
100
+ queuedState: undefined,
101
+ animationState: 'idle'
102
+ });
103
+ });
104
+ (0, vitest_1.test)('instant from beggining', async () => {
105
+ stateAnimation.setState('B', { instant: true });
106
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'B', nextState: undefined }, 0]);
107
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
108
+ value: 0,
109
+ state: 'B',
110
+ nextState: undefined,
111
+ queuedState: undefined,
112
+ animationState: 'idle'
113
+ });
114
+ });
115
+ (0, vitest_1.test)('instant from middle', async () => {
116
+ stateAnimation.setState('B');
117
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
118
+ heap = [];
119
+ stateAnimation.setState('B', { instant: true });
120
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'B', nextState: undefined }, 0]);
121
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
122
+ value: 0,
123
+ state: 'B',
124
+ nextState: undefined,
125
+ queuedState: undefined,
126
+ animationState: 'idle'
127
+ });
128
+ });
129
+ });
130
+ (0, vitest_1.describe)('Queued State', () => {
131
+ (0, vitest_1.beforeEach)(async () => {
132
+ stateAnimation.setState('A');
133
+ stateAnimation.setState('B');
134
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
135
+ heap = [];
136
+ });
137
+ (0, vitest_1.test)('initial values', () => {
138
+ stateAnimation.setState('C');
139
+ (0, vitest_1.expect)(heap).toEqual([]);
140
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
141
+ value: 0.5,
142
+ state: 'A',
143
+ nextState: 'B',
144
+ queuedState: 'C',
145
+ animationState: 'transitioning'
146
+ });
147
+ });
148
+ (0, vitest_1.test)('animation in the middle', async () => {
149
+ stateAnimation.setState('C');
150
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
151
+ (0, vitest_1.expect)(heap).toEqual([0.75]);
152
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
153
+ value: 0.75,
154
+ state: 'A',
155
+ nextState: 'B',
156
+ queuedState: 'C',
157
+ animationState: 'transitioning'
158
+ });
159
+ });
160
+ (0, vitest_1.test)('transition start', async () => {
161
+ stateAnimation.setState('C');
162
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
163
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'B', nextState: 'C' }, 0]);
164
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
165
+ value: 0,
166
+ state: 'B',
167
+ nextState: 'C',
168
+ queuedState: undefined,
169
+ animationState: 'transitioning'
170
+ });
171
+ });
172
+ (0, vitest_1.test)('transition middle', async () => {
173
+ stateAnimation.setState('C');
174
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
175
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
176
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'B', nextState: 'C' }, 0, 0.5]);
177
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
178
+ value: 0.5,
179
+ state: 'B',
180
+ nextState: 'C',
181
+ queuedState: undefined,
182
+ animationState: 'transitioning'
183
+ });
184
+ });
185
+ (0, vitest_1.test)('transition end', async () => {
186
+ stateAnimation.setState('C');
187
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
188
+ await game_entities_1.UpdateCycle.triggerUpdateTick(4);
189
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'B', nextState: 'C' }, 0, { state: 'C', nextState: undefined }, 0]);
190
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
191
+ value: 0,
192
+ state: 'C',
193
+ nextState: undefined,
194
+ queuedState: undefined,
195
+ animationState: 'idle'
196
+ });
197
+ });
198
+ (0, vitest_1.test)('queued value during reverting', async () => {
199
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
200
+ stateAnimation.setState('A');
201
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
202
+ stateAnimation.setState('C');
203
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
204
+ (0, vitest_1.expect)(heap).toEqual([0.75, 0.5, 0.25]);
205
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
206
+ value: 0.25,
207
+ state: 'A',
208
+ nextState: 'B',
209
+ queuedState: 'C',
210
+ animationState: 'reverting'
211
+ });
212
+ heap = [];
213
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
214
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'A', nextState: 'C' }, 0]);
215
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
216
+ value: 0,
217
+ state: 'A',
218
+ nextState: 'C',
219
+ queuedState: undefined,
220
+ animationState: 'transitioning'
221
+ });
222
+ });
223
+ (0, vitest_1.test)('instant', async () => {
224
+ stateAnimation.setState('C', { instant: true });
225
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'C', nextState: undefined }, 0]);
226
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
227
+ value: 0,
228
+ state: 'C',
229
+ nextState: undefined,
230
+ queuedState: undefined,
231
+ animationState: 'idle'
232
+ });
233
+ });
234
+ (0, vitest_1.test)('edge case, setting zero', async () => {
235
+ let stateAnimationNumber = new state_animation_1.StateAnimation({ duration: 4 }).attachToRoot();
236
+ stateAnimationNumber.setState(2, { instant: true });
237
+ stateAnimationNumber.setState(1);
238
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
239
+ stateAnimationNumber.setState(0);
240
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
241
+ (0, vitest_1.expect)(stateAnimationNumber.currentState).toEqual({
242
+ value: 0,
243
+ state: 1,
244
+ nextState: 0,
245
+ queuedState: undefined,
246
+ animationState: 'transitioning'
247
+ });
248
+ });
249
+ });
250
+ (0, vitest_1.describe)('Reverting', () => {
251
+ (0, vitest_1.beforeEach)(async () => {
252
+ stateAnimation.setState('A');
253
+ stateAnimation.setState('B');
254
+ await game_entities_1.UpdateCycle.triggerUpdateTick(3);
255
+ heap = [];
256
+ });
257
+ (0, vitest_1.test)('initial values', () => {
258
+ stateAnimation.setState('A');
259
+ (0, vitest_1.expect)(heap).toEqual([]);
260
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
261
+ value: 0.75,
262
+ state: 'A',
263
+ nextState: 'B',
264
+ queuedState: undefined,
265
+ animationState: 'reverting'
266
+ });
267
+ });
268
+ (0, vitest_1.test)('animation in the middle', async () => {
269
+ stateAnimation.setState('A');
270
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
271
+ (0, vitest_1.expect)(heap).toEqual([0.5]);
272
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
273
+ value: 0.5,
274
+ state: 'A',
275
+ nextState: 'B',
276
+ queuedState: undefined,
277
+ animationState: 'reverting'
278
+ });
279
+ });
280
+ (0, vitest_1.test)('animation end', async () => {
281
+ stateAnimation.setState('A');
282
+ await game_entities_1.UpdateCycle.triggerUpdateTick(3);
283
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'A', nextState: undefined }, 0]);
284
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
285
+ value: 0,
286
+ state: 'A',
287
+ nextState: undefined,
288
+ queuedState: undefined,
289
+ animationState: 'idle'
290
+ });
291
+ });
292
+ (0, vitest_1.test)('re-reverting', async () => {
293
+ stateAnimation.setState('A');
294
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
295
+ stateAnimation.setState('B');
296
+ await game_entities_1.UpdateCycle.triggerUpdateTick(1);
297
+ (0, vitest_1.expect)(heap).toEqual([0.5, 0.75]);
298
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
299
+ value: 0.75,
300
+ state: 'A',
301
+ nextState: 'B',
302
+ queuedState: undefined,
303
+ animationState: 'transitioning'
304
+ });
305
+ });
306
+ (0, vitest_1.test)('instant', async () => {
307
+ stateAnimation.setState('A', { instant: true });
308
+ (0, vitest_1.expect)(heap).toEqual([{ state: 'A', nextState: undefined }, 0]);
309
+ (0, vitest_1.expect)(stateAnimation.currentState).toEqual({
310
+ value: 0,
311
+ state: 'A',
312
+ nextState: undefined,
313
+ queuedState: undefined,
314
+ animationState: 'idle'
315
+ });
316
+ });
317
+ (0, vitest_1.test)('edge case, setting zero', async () => {
318
+ let stateAnimationNumber = new state_animation_1.StateAnimation({ duration: 4 }).attachToRoot();
319
+ stateAnimationNumber.setState(2, { instant: true });
320
+ stateAnimationNumber.setState(1);
321
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
322
+ stateAnimationNumber.setState(2);
323
+ stateAnimationNumber.setState(0);
324
+ await game_entities_1.UpdateCycle.triggerUpdateTick(2);
325
+ (0, vitest_1.expect)(stateAnimationNumber.currentState).toEqual({
326
+ value: 0,
327
+ state: 2,
328
+ nextState: 0,
329
+ queuedState: undefined,
330
+ animationState: 'transitioning'
331
+ });
332
+ });
333
+ });
334
+ });
335
+ //# sourceMappingURL=state-animation.test.js.map
@@ -0,0 +1,32 @@
1
+ import { Attachable } from 'actions-lib';
2
+ import { StateAnimationOptions } from './state-animation';
3
+ type AnimationState = 'hidden' | 'visible' | 'appearing' | 'disappearing' | 'disappearToChange';
4
+ export declare class VisitDisappearStateAnimation<T> extends Attachable {
5
+ private animator;
6
+ private options;
7
+ private value;
8
+ private state;
9
+ private queuedState;
10
+ private animationState;
11
+ get currentState(): {
12
+ value: number;
13
+ state: T | undefined;
14
+ queuedState: T | undefined;
15
+ animationState: AnimationState;
16
+ };
17
+ constructor(partialOptions?: Partial<StateAnimationOptions>);
18
+ /**
19
+ * @param state - The new state to set. Keep in mind falsy values are also considered as a new state. To set the state to "disappear" use undefined.
20
+ * @param options - Optional options.
21
+ * @param options.instant - If true, the state will be set immediately.
22
+ */
23
+ setState(state: T | undefined, options?: {
24
+ instant?: boolean;
25
+ }): void;
26
+ private onComplete;
27
+ private onStateChangeAction;
28
+ private onValueChangeAction;
29
+ onStateChange(callback: (state: T | undefined) => void): this;
30
+ onValueChange(callback: (value: number) => void): this;
31
+ }
32
+ export {};
@@ -0,0 +1,168 @@
1
+ "use strict";
2
+ Object.defineProperty(exports, "__esModule", { value: true });
3
+ exports.VisitDisappearStateAnimation = void 0;
4
+ const actions_lib_1 = require("actions-lib");
5
+ const animations_1 = require("../animations");
6
+ const animator_1 = require("../animator");
7
+ class VisitDisappearStateAnimation extends actions_lib_1.Attachable {
8
+ get currentState() {
9
+ return {
10
+ value: this.value,
11
+ state: this.state,
12
+ queuedState: this.queuedState,
13
+ animationState: this.animationState
14
+ };
15
+ }
16
+ constructor(partialOptions) {
17
+ super();
18
+ this.animationState = 'hidden';
19
+ this.onStateChangeAction = new actions_lib_1.Action();
20
+ this.onValueChangeAction = new actions_lib_1.Action();
21
+ this.options = { duration: 500, animation: new animations_1.AnimationLineer(), ...partialOptions };
22
+ this.value = 0;
23
+ this.animator = new animator_1.Animator(this, 'value', {
24
+ duration: this.options.duration,
25
+ animation: this.options.animation,
26
+ reAnimateHandling: animator_1.ReAnimateHandlingType.completePrevious,
27
+ completeAnimationsHandling: animator_1.CompleteAnimationsHandlingType.stayInCurrentState
28
+ })
29
+ .onComplete((key, value) => this.onComplete(value))
30
+ .onChange(() => this.onValueChangeAction.trigger(this.value))
31
+ .attach(this);
32
+ }
33
+ /**
34
+ * @param state - The new state to set. Keep in mind falsy values are also considered as a new state. To set the state to "disappear" use undefined.
35
+ * @param options - Optional options.
36
+ * @param options.instant - If true, the state will be set immediately.
37
+ */
38
+ setState(state, options) {
39
+ if (options?.instant) {
40
+ this.animator.completeAnimations();
41
+ this.animationState = state !== undefined ? 'visible' : 'hidden';
42
+ this.queuedState = undefined;
43
+ let value = state !== undefined ? 1 : 0;
44
+ let differentState = this.state !== state;
45
+ if (differentState) {
46
+ this.state = state;
47
+ this.onStateChangeAction.trigger(this.state);
48
+ }
49
+ if (differentState || this.value !== value) {
50
+ this.value = value;
51
+ this.onValueChangeAction.trigger(this.value);
52
+ }
53
+ }
54
+ else {
55
+ switch (this.animationState) {
56
+ case 'hidden':
57
+ if (state !== undefined) {
58
+ this.animationState = 'appearing';
59
+ this.queuedState = undefined;
60
+ this.state = state;
61
+ this.onStateChangeAction.trigger(this.state);
62
+ this.animator.animate({ value: 1 });
63
+ }
64
+ break;
65
+ case 'visible':
66
+ if (state === undefined) {
67
+ this.animationState = 'disappearing';
68
+ this.queuedState = undefined;
69
+ this.animator.animate({ value: 0 });
70
+ }
71
+ else if (state !== this.state) {
72
+ this.animationState = 'disappearToChange';
73
+ this.queuedState = state;
74
+ this.animator.animate({ value: 0 });
75
+ }
76
+ break;
77
+ case 'appearing':
78
+ if (state === undefined) {
79
+ this.animationState = 'disappearing';
80
+ this.queuedState = undefined;
81
+ this.animator.animate({ value: 0 }, { duration: this.value * this.options.duration });
82
+ }
83
+ else if (state !== this.state) {
84
+ if (this.value > 0) {
85
+ this.animationState = 'disappearToChange';
86
+ this.queuedState = state;
87
+ this.animator.animate({ value: 0 }, { duration: this.value * this.options.duration });
88
+ }
89
+ else {
90
+ this.queuedState = undefined;
91
+ this.state = state;
92
+ this.onStateChangeAction.trigger(this.state);
93
+ }
94
+ }
95
+ break;
96
+ case 'disappearing':
97
+ if (state === this.state) {
98
+ this.animationState = 'appearing';
99
+ this.animator.animate({ value: 1 }, { duration: (1 - this.value) * this.options.duration });
100
+ }
101
+ else if (state !== undefined) {
102
+ this.animationState = 'disappearToChange';
103
+ this.queuedState = state;
104
+ }
105
+ break;
106
+ case 'disappearToChange':
107
+ if (state === undefined) {
108
+ this.animationState = 'disappearing';
109
+ this.queuedState = undefined;
110
+ }
111
+ else if (state === this.state) {
112
+ this.animationState = 'appearing';
113
+ this.queuedState = undefined;
114
+ this.animator.animate({ value: 1 }, { duration: (1 - this.value) * this.options.duration });
115
+ }
116
+ else if (state !== this.queuedState) {
117
+ this.queuedState = state;
118
+ }
119
+ break;
120
+ }
121
+ }
122
+ }
123
+ onComplete(value) {
124
+ switch (this.animationState) {
125
+ case 'appearing':
126
+ if (value === 1) {
127
+ this.animationState = 'visible';
128
+ }
129
+ break;
130
+ case 'disappearing':
131
+ if (this.queuedState !== undefined) {
132
+ throw new Error('VisitDisappearStateAnimation: Unexpected state, disappearing should not have a queued value');
133
+ }
134
+ if (value === 0) {
135
+ this.animationState = 'hidden';
136
+ this.state = undefined;
137
+ this.onStateChangeAction.trigger(this.state);
138
+ }
139
+ break;
140
+ case 'disappearToChange':
141
+ if (this.queuedState === undefined) {
142
+ throw new Error('VisitDisappearStateAnimation: Unexpected state, disappearToChange should always have a queued value');
143
+ }
144
+ if (value === 0) {
145
+ this.animationState = 'appearing';
146
+ this.state = this.queuedState;
147
+ this.queuedState = undefined;
148
+ this.onStateChangeAction.trigger(this.state);
149
+ this.animator.animate({ value: 1 });
150
+ }
151
+ break;
152
+ case 'hidden':
153
+ case 'visible':
154
+ // Do nothing
155
+ break;
156
+ }
157
+ }
158
+ onStateChange(callback) {
159
+ this.onStateChangeAction.subscribe(value => callback(value)).attach(this);
160
+ return this;
161
+ }
162
+ onValueChange(callback) {
163
+ this.onValueChangeAction.subscribe(value => callback(value)).attach(this);
164
+ return this;
165
+ }
166
+ }
167
+ exports.VisitDisappearStateAnimation = VisitDisappearStateAnimation;
168
+ //# sourceMappingURL=visit-disappear-state-animation.js.map