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authorUlrich-Matthias Schäfer <ulima.ums@googlemail.com>2018-12-07 15:35:41 +0100
committerUlrich-Matthias Schäfer <ulima.ums@googlemail.com>2018-12-07 15:35:41 +0100
commit7b02d60829d1151a9fd1e726a0a995b92b165328 (patch)
tree5a7c86988fedd7420d45336ee36edf98e109e8a1 /src/animation/Timeline.js
parent5161dfdb3a08490da0ae1c5c8b6515eb0ae0da30 (diff)
downloadsvg.js-7b02d60829d1151a9fd1e726a0a995b92b165328.tar.gz
svg.js-7b02d60829d1151a9fd1e726a0a995b92b165328.zip
Release 3.0.43.0.4
Diffstat (limited to 'src/animation/Timeline.js')
-rw-r--r--src/animation/Timeline.js79
1 files changed, 52 insertions, 27 deletions
diff --git a/src/animation/Timeline.js b/src/animation/Timeline.js
index 56198e0..f5460b3 100644
--- a/src/animation/Timeline.js
+++ b/src/animation/Timeline.js
@@ -33,7 +33,8 @@ export default class Timeline extends EventTarget {
this._nextFrame = null
this._paused = true
this._runners = []
- this._order = []
+ this._runnerIds = []
+ this._lastRunnerId = -1
this._time = 0
this._lastSourceTime = 0
this._lastStepTime = 0
@@ -45,7 +46,7 @@ export default class Timeline extends EventTarget {
// schedules a runner on the timeline
schedule (runner, delay, when) {
if (runner == null) {
- return this._order.map((id) => makeSchedule(this._runners[id]))
+ return this._runners.map(makeSchedule)
}
// The start time for the next animation can either be given explicitly,
@@ -80,34 +81,37 @@ export default class Timeline extends EventTarget {
runner.timeline(this)
const persist = runner.persist()
-
- // Save runnerInfo
- this._runners[runner.id] = {
+ const runnerInfo = {
persist: persist === null ? this._persist : persist,
- runner: runner,
- start: absoluteStartTime + delay
+ start: absoluteStartTime + delay,
+ runner
}
- // Save order, update Time if needed and continue
- this._order.push(runner.id)
+ this._lastRunnerId = runner.id
+
+ this._runners.push(runnerInfo)
+ this._runners.sort((a, b) => a.start - b.start)
+ this._runnerIds = this._runners.map(info => info.runner.id)
+
this.updateTime()._continue()
return this
}
// Remove the runner from this timeline
unschedule (runner) {
- var index = this._order.indexOf(runner.id)
+ var index = this._runnerIds.indexOf(runner.id)
if (index < 0) return this
- delete this._runners[runner.id]
- this._order.splice(index, 1)
+ this._runners.splice(index, 1)
+ this._runnerIds.splice(index, 1)
+
runner.timeline(null)
return this
}
// Calculates the end of the timeline
getEndTime () {
- var lastRunnerInfo = this._runners[this._order[this._order.length - 1]]
+ var lastRunnerInfo = this._runners[this._runnerIds.indexOf(this._lastRunnerId)]
var lastDuration = lastRunnerInfo ? lastRunnerInfo.runner.duration() : 0
var lastStartTime = lastRunnerInfo ? lastRunnerInfo.start : 0
return lastStartTime + lastDuration
@@ -200,12 +204,39 @@ export default class Timeline extends EventTarget {
this._lastStepTime = this._time
this.fire('time', this._time)
+ // This is for the case that the timeline was seeked so that the time
+ // is now before the startTime of the runner. Thats why we need to set
+ // the runner to position 0
+
+ // FIXME:
+ // However, reseting in insertion order leads to bugs. Considering the case,
+ // where 2 runners change the same attriute but in different times,
+ // reseting both of them will lead to the case where the later defined
+ // runner always wins the reset even if the other runner started earlier
+ // and therefore should win the attribute battle
+ // this can be solved by reseting them backwards
+ for (var k = this._runners.length; k--;) {
+ // Get and run the current runner and ignore it if its inactive
+ let runnerInfo = this._runners[k]
+ let runner = runnerInfo.runner
+
+ // Make sure that we give the actual difference
+ // between runner start time and now
+ let dtToStart = this._time - runnerInfo.start
+
+ // Dont run runner if not started yet
+ // and try to reset it
+ if (dtToStart <= 0) {
+ runner.reset()
+ }
+ }
+
// Run all of the runners directly
var runnersLeft = false
- for (var i = 0, len = this._order.length; i < len; i++) {
+ for (var i = 0, len = this._runners.length; i < len; i++) {
// Get and run the current runner and ignore it if its inactive
- var runnerInfo = this._runners[this._order[i]]
- var runner = runnerInfo.runner
+ let runnerInfo = this._runners[i]
+ let runner = runnerInfo.runner
let dt = dtTime
// Make sure that we give the actual difference
@@ -215,11 +246,6 @@ export default class Timeline extends EventTarget {
// Dont run runner if not started yet
if (dtToStart <= 0) {
runnersLeft = true
-
- // This is for the case that the timeline was seeked so that the time
- // is now before the startTime of the runner. Thats why we need to set
- // the runner to position 0
- runner.reset()
continue
} else if (dtToStart < dt) {
// Adjust dt to make sure that animation is on point
@@ -236,21 +262,20 @@ export default class Timeline extends EventTarget {
// continue
} else if (runnerInfo.persist !== true) {
// runner is finished. And runner might get removed
-
var endTime = runner.duration() - runner.time() + this._time
- if (endTime + this._persist < this._time) {
+ if (endTime + runnerInfo.persist < this._time) {
// Delete runner and correct index
- delete this._runners[this._order[i]]
- this._order.splice(i--, 1) && --len
- runner.timeline(null)
+ runner.unschedule()
+ --i
+ --len
}
}
}
// Basically: we continue when there are runners right from us in time
// when -->, and when runners are left from us when <--
- if ((runnersLeft && !(this._speed < 0 && this._time === 0)) || (this._order.length && this._speed < 0 && this._time > 0)) {
+ if ((runnersLeft && !(this._speed < 0 && this._time === 0)) || (this._runnerIds.length && this._speed < 0 && this._time > 0)) {
this._continue()
} else {
this.fire('finished')