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authorSaivan <savian@me.com>2018-06-01 21:48:09 +1000
committerSaivan <savian@me.com>2018-06-01 21:48:09 +1000
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The timelines continue function requests a step animation frame
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+
+
+# Where We Left Off
+
+Saivan
+======
+
+
+Ulima
+=====
+- Use runners[runnerid] = {startTime, runner, persist}
+timeline.persist('monkey-in', Infinity)
+
+
+Both
+====
+- We discussed that matrices should always be applied from the left for animation, so we have:
+ - If we have C R x where C is the current Matrix and R is the relative matrix that we want to apply
+ - It could be animated by instead left multiplying (C R inv(C)) so that we have (C R inv(C)) C R
+ - This allows us to always left multiply (which greatly simplifies things)
+ => Conclusion: We dont do this. We apply transformations left or right whatever is necessary
+
+Latest
+======
+- Runners would call an element.mergeMatrix() function that requests a native animation frame. Each runner would cancel the call made by the last runner, so that the function only runs once per frame.
+-https://en.wikipedia.org/wiki/Change_of_basis#Change_of_coordinates_of_a_vector
+
+
+
+# Timeline Description
+
+- [T] Timeline constructors
+ - [T] timeline () - Returns the timeline context to the user
+
+- [T] Time Management
+ - [T] play () - Lets the timeline keep playing from here
+ - [T] pause () - Pauses the timeline where it currently is
+ - [T] stop () - Pauses the timeline and sets time = 0
+ - [T] finish () - Moves the time to the final time for the final animation, forces declaratives to snap to their final positions
+ - [T] speed (newSpeed) - Sets the playback speed
+ - [T] seek (dt) - Scrubs the timeline time forward or backward by dt
+ - [T] time (t) - Sets the absolute time to t
+ - [T] backwards (back) - Sets the speed to (back ? speed : -speed)
+ - [T] position (p) - sets the position in range [0, 1]
+ - [T] loop (times, swing, waits)
+
+- [T] Runner Management
+ - [T] remove(tagOrRunner, end) - Removes all runners with tag from the timeline
+ - [T] reset () - Deletes all of the runners and resets the timeline
+ - [T] persist (tag, lifetime) - how long to keep a reference to an animation after it is completed
+ - [T] schedule (tag, time, when) - move the start time of the runner to time otherwise, returns all of the scheduled runners start and end times.
+
+- [T] Hidden Methods
+ - [x] `_step (dt)`
+ - [x] `_continue ()`
+
+
+# Runner
+
+- [x] Constructors
+ - [x] animate (duration, delay, when) - Makes a new runner and returns the timeline context to the user with the new runner active.
+ - [x] loop (duration, times, swing) - Makes a new runner with the looping set as described by the parameters, returns timeline
+ - [x] delay (by, when) - Makes a new runner to start <by> ms after the last active runner is complete
+
+- [x] Runner Methods
+ - [x] element (svgElement) - Given an element, you can bind it directly
+ - [x] animate (args) - Calls animate if we have an element set
+ - [x] loop (args) - Calls loop with arguments if we have an element
+ - [x] delay (args) - calls delay if we have an element
+
+- [x] Runner Events
+ - [x] on (eventName, fn) - Binds a function to an event
+ - [x] off (eventName) - Unbinds all function from that event
+ - [x] fire () - Fires an event
+
+- [x] Basic Functionality
+ - [x] queue (initFn, runFn, alwaysInitialise) - Given two functions, the runner will run initFn once, and run runFn on every step. If alwaysInitialise is true, it will always run the initialisation as well.
+ - [x] during (runFn) - The function to run on each frame
+
+- [x] Runner Animation Methods
+ - [x] time (time) - Sets the time to the given time and runs the runner
+ - [x] step (dt) - Runs the runner method if
+ - [x] finish () - runs step with dT = Infinity
+ - [x] reverse () - Makes non-declarative runners play backwards
+ - [x] ease (fn) - Sets the easing function, can not be used to convert a non-declarative to a declarative animation.
+ - [x] active (activated) - Activates or deactivates a runner
+ - [x] loop (o) - Activates a loop sequence
+
+- [x] Runner Management
+ - [x] tag (name) - Name a runner or act as a getter
+ - [x] untag ()