import { Controller, Ease, Stepper } from './Controller.js' import { extend, register } from '../utils/adopter.js' import { from, to } from '../modules/core/gradiented.js' import { getOrigin } from '../utils/utils.js' import { noop, timeline } from '../modules/core/defaults.js' import { registerMethods } from '../utils/methods.js' import { rx, ry } from '../modules/core/circled.js' import Animator from './Animator.js' import Box from '../types/Box.js' import EventTarget from '../types/EventTarget.js' import Matrix from '../types/Matrix.js' import Morphable, { TransformBag, ObjectBag } from './Morphable.js' import Point from '../types/Point.js' import SVGNumber from '../types/SVGNumber.js' import Timeline from './Timeline.js' export default class Runner extends EventTarget { constructor (options) { super() // Store a unique id on the runner, so that we can identify it later this.id = Runner.id++ // Ensure a default value options = options == null ? timeline.duration : options // Ensure that we get a controller options = typeof options === 'function' ? new Controller(options) : options // Declare all of the variables this._element = null this._timeline = null this.done = false this._queue = [] // Work out the stepper and the duration this._duration = typeof options === 'number' && options this._isDeclarative = options instanceof Controller this._stepper = this._isDeclarative ? options : new Ease() // We copy the current values from the timeline because they can change this._history = {} // Store the state of the runner this.enabled = true this._time = 0 this._lastTime = 0 // At creation, the runner is in reseted state this._reseted = true // Save transforms applied to this runner this.transforms = new Matrix() this.transformId = 1 // Looping variables this._haveReversed = false this._reverse = false this._loopsDone = 0 this._swing = false this._wait = 0 this._times = 1 this._frameId = null // Stores how long a runner is stored after beeing done this._persist = this._isDeclarative ? true : null } static sanitise (duration, delay, when) { // Initialise the default parameters var times = 1 var swing = false var wait = 0 duration = duration || timeline.duration delay = delay || timeline.delay when = when || 'last' // If we have an object, unpack the values if (typeof duration === 'object' && !(duration instanceof Stepper)) { delay = duration.delay || delay when = duration.when || when swing = duration.swing || swing times = duration.times || times wait = duration.wait || wait duration = duration.duration || timeline.duration } return { duration: duration, delay: delay, swing: swing, times: times, wait: wait, when: when } } active (enabled) { if (enabled == null) return this.enabled this.enabled = enabled return this } /* Private Methods =============== Methods that shouldn't be used externally */ addTransform (transform, index) { this.transforms.lmultiplyO(transform) return this } after (fn) { return this.on('finished', fn) } animate (duration, delay, when) { var o = Runner.sanitise(duration, delay, when) var runner = new Runner(o.duration) if (this._timeline) runner.timeline(this._timeline) if (this._element) runner.element(this._element) return runner.loop(o).schedule(o.delay, o.when) } clearTransform () { this.transforms = new Matrix() return this } // TODO: Keep track of all transformations so that deletion is faster clearTransformsFromQueue () { if (!this.done || !this._timeline || !this._timeline._runnerIds.includes(this.id)) { this._queue = this._queue.filter((item) => { return !item.isTransform }) } } delay (delay) { return this.animate(0, delay) } duration () { return this._times * (this._wait + this._duration) - this._wait } during (fn) { return this.queue(null, fn) } ease (fn) { this._stepper = new Ease(fn) return this } /* Runner Definitions ================== These methods help us define the runtime behaviour of the Runner or they help us make new runners from the current runner */ element (element) { if (element == null) return this._element this._element = element element._prepareRunner() return this } finish () { return this.step(Infinity) } loop (times, swing, wait) { // Deal with the user passing in an object if (typeof times === 'object') { swing = times.swing wait = times.wait times = times.times } // Sanitise the values and store them this._times = times || Infinity this._swing = swing || false this._wait = wait || 0 // Allow true to be passed if (this._times === true) { this._times = Infinity } return this } loops (p) { var loopDuration = this._duration + this._wait if (p == null) { var loopsDone = Math.floor(this._time / loopDuration) var relativeTime = (this._time - loopsDone * loopDuration) var position = relativeTime / this._duration return Math.min(loopsDone + position, this._times) } var whole = Math.floor(p) var partial = p % 1 var time = loopDuration * whole + this._duration * partial return this.time(time) } persist (dtOrForever) { if (dtOrForever == null) return this._persist this._persist = dtOrForever return this } position (p) { // Get all of the variables we need var x = this._time var d = this._duration var w = this._wait var t = this._times var s = this._swing var r = this._reverse var position if (p == null) { /* This function converts a time to a position in the range [0, 1] The full explanation can be found in this desmos demonstration https://www.desmos.com/calculator/u4fbavgche The logic is slightly simplified here because we can use booleans */ // Figure out the value without thinking about the start or end time const f = function (x) { var swinging = s * Math.floor(x % (2 * (w + d)) / (w + d)) var backwards = (swinging && !r) || (!swinging && r) var uncliped = Math.pow(-1, backwards) * (x % (w + d)) / d + backwards var clipped = Math.max(Math.min(uncliped, 1), 0) return clipped } // Figure out the value by incorporating the start time var endTime = t * (w + d) - w position = x <= 0 ? Math.round(f(1e-5)) : x < endTime ? f(x) : Math.round(f(endTime - 1e-5)) return position } // Work out the loops done and add the position to the loops done var loopsDone = Math.floor(this.loops()) var swingForward = s && (loopsDone % 2 === 0) var forwards = (swingForward && !r) || (r && swingForward) position = loopsDone + (forwards ? p : 1 - p) return this.loops(position) } progress (p) { if (p == null) { return Math.min(1, this._time / this.duration()) } return this.time(p * this.duration()) } /* Basic Functionality =================== These methods allow us to attach basic functions to the runner directly */ queue (initFn, runFn, retargetFn, isTransform) { this._queue.push({ initialiser: initFn || noop, runner: runFn || noop, retarget: retargetFn, isTransform: isTransform, initialised: false, finished: false }) var timeline = this.timeline() timeline && this.timeline()._continue() return this } reset () { if (this._reseted) return this this.time(0) this._reseted = true return this } reverse (reverse) { this._reverse = reverse == null ? !this._reverse : reverse return this } schedule (timeline, delay, when) { // The user doesn't need to pass a timeline if we already have one if (!(timeline instanceof Timeline)) { when = delay delay = timeline timeline = this.timeline() } // If there is no timeline, yell at the user... if (!timeline) { throw Error('Runner cannot be scheduled without timeline') } // Schedule the runner on the timeline provided timeline.schedule(this, delay, when) return this } step (dt) { // If we are inactive, this stepper just gets skipped if (!this.enabled) return this // Update the time and get the new position dt = dt == null ? 16 : dt this._time += dt var position = this.position() // Figure out if we need to run the stepper in this frame var running = this._lastPosition !== position && this._time >= 0 this._lastPosition = position // Figure out if we just started var duration = this.duration() var justStarted = this._lastTime <= 0 && this._time > 0 var justFinished = this._lastTime < duration && this._time >= duration this._lastTime = this._time if (justStarted) { this.fire('start', this) } // Work out if the runner is finished set the done flag here so animations // know, that they are running in the last step (this is good for // transformations which can be merged) var declarative = this._isDeclarative this.done = !declarative && !justFinished && this._time >= duration // Runner is running. So its not in reseted state anymore this._reseted = false // Call initialise and the run function if (running || declarative) { this._initialise(running) // clear the transforms on this runner so they dont get added again and again this.transforms = new Matrix() var converged = this._run(declarative ? dt : position) this.fire('step', this) } // correct the done flag here // declaritive animations itself know when they converged this.done = this.done || (converged && declarative) if (justFinished) { this.fire('finished', this) } return this } /* Runner animation methods ======================== Control how the animation plays */ time (time) { if (time == null) { return this._time } const dt = time - this._time this.step(dt) return this } timeline (timeline) { // check explicitly for undefined so we can set the timeline to null if (typeof timeline === 'undefined') return this._timeline this._timeline = timeline return this } unschedule () { var timeline = this.timeline() timeline && timeline.unschedule(this) return this } // Run each initialise function in the runner if required _initialise (running) { // If we aren't running, we shouldn't initialise when not declarative if (!running && !this._isDeclarative) return // Loop through all of the initialisers for (var i = 0, len = this._queue.length; i < len; ++i) { // Get the current initialiser var current = this._queue[i] // Determine whether we need to initialise var needsIt = this._isDeclarative || (!current.initialised && running) running = !current.finished // Call the initialiser if we need to if (needsIt && running) { current.initialiser.call(this) current.initialised = true } } } // Save a morpher to the morpher list so that we can retarget it later _rememberMorpher (method, morpher) { this._history[method] = { morpher: morpher, caller: this._queue[this._queue.length - 1] } // We have to resume the timeline in case a controller // is already done without being ever run // This can happen when e.g. this is done: // anim = el.animate(new SVG.Spring) // and later // anim.move(...) if (this._isDeclarative) { var timeline = this.timeline() timeline && timeline.play() } } // Try to set the target for a morpher if the morpher exists, otherwise // Run each run function for the position or dt given _run (positionOrDt) { // Run all of the _queue directly var allfinished = true for (var i = 0, len = this._queue.length; i < len; ++i) { // Get the current function to run var current = this._queue[i] // Run the function if its not finished, we keep track of the finished // flag for the sake of declarative _queue var converged = current.runner.call(this, positionOrDt) current.finished = current.finished || (converged === true) allfinished = allfinished && current.finished } // We report when all of the constructors are finished return allfinished } // do nothing and return false _tryRetarget (method, target, extra) { if (this._history[method]) { // if the last method wasnt even initialised, throw it away if (!this._history[method].caller.initialised) { const index = this._queue.indexOf(this._history[method].caller) this._queue.splice(index, 1) return false } // for the case of transformations, we use the special retarget function // which has access to the outer scope if (this._history[method].caller.retarget) { this._history[method].caller.retarget.call(this, target, extra) // for everything else a simple morpher change is sufficient } else { this._history[method].morpher.to(target) } this._history[method].caller.finished = false var timeline = this.timeline() timeline && timeline.play() return true } return false } } Runner.id = 0 export class FakeRunner { constructor (transforms = new Matrix(), id = -1, done = true) { this.transforms = transforms this.id = id this.done = done } clearTransformsFromQueue () { } } extend([ Runner, FakeRunner ], { mergeWith (runner) { return new FakeRunner( runner.transforms.lmultiply(this.transforms), runner.id ) } }) // FakeRunner.emptyRunner = new FakeRunner() const lmultiply = (last, curr) => last.lmultiplyO(curr) const getRunnerTransform = (runner) => runner.transforms function mergeTransforms () { // Find the matrix to apply to the element and apply it const runners = this._transformationRunners.runners const netTransform = runners .map(getRunnerTransform) .reduce(lmultiply, new Matrix()) this.transform(netTransform) this._transformationRunners.merge() if (this._transformationRunners.length() === 1) { this._frameId = null } } export class RunnerArray { constructor () { this.runners = [] this.ids = [] } add (runner) { if (this.runners.includes(runner)) return const id = runner.id + 1 this.runners.push(runner) this.ids.push(id) return this } clearBefore (id) { const deleteCnt = this.ids.indexOf(id + 1) || 1 this.ids.splice(0, deleteCnt, 0) this.runners.splice(0, deleteCnt, new FakeRunner()) .forEach((r) => r.clearTransformsFromQueue()) return this } edit (id, newRunner) { const index = this.ids.indexOf(id + 1) this.ids.splice(index, 1, id + 1) this.runners.splice(index, 1, newRunner) return this } getByID (id) { return this.runners[this.ids.indexOf(id + 1)] } length () { return this.ids.length } merge () { let lastRunner = null for (let i = 0; i < this.runners.length; ++i) { const runner = this.runners[i] const condition = lastRunner && runner.done && lastRunner.done // don't merge runner when persisted on timeline && (!runner._timeline || !runner._timeline._runnerIds.includes(runner.id)) && (!lastRunner._timeline || !lastRunner._timeline._runnerIds.includes(lastRunner.id)) if (condition) { // the +1 happens in the function this.remove(runner.id) const newRunner = runner.mergeWith(lastRunner) this.edit(lastRunner.id, newRunner) lastRunner = newRunner --i } else { lastRunner = runner } } return this } remove (id) { const index = this.ids.indexOf(id + 1) this.ids.splice(index, 1) this.runners.splice(index, 1) return this } } registerMethods({ Element: { animate (duration, delay, when) { var o = Runner.sanitise(duration, delay, when) var timeline = this.timeline() return new Runner(o.duration) .loop(o) .element(this) .timeline(timeline.play()) .schedule(o.delay, o.when) }, delay (by, when) { return this.animate(0, by, when) }, // this function searches for all runners on the element and deletes the ones // which run before the current one. This is because absolute transformations // overwfrite anything anyway so there is no need to waste time computing // other runners _clearTransformRunnersBefore (currentRunner) { this._transformationRunners.clearBefore(currentRunner.id) }, _currentTransform (current) { return this._transformationRunners.runners // we need the equal sign here to make sure, that also transformations // on the same runner which execute before the current transformation are // taken into account .filter((runner) => runner.id <= current.id) .map(getRunnerTransform) .reduce(lmultiply, new Matrix()) }, _addRunner (runner) { this._transformationRunners.add(runner) // Make sure that the runner merge is executed at the very end of // all Animator functions. Thats why we use immediate here to execute // the merge right after all frames are run Animator.cancelImmediate(this._frameId) this._frameId = Animator.immediate(mergeTransforms.bind(this)) }, _prepareRunner () { if (this._frameId == null) { this._transformationRunners = new RunnerArray() .add(new FakeRunner(new Matrix(this))) } } } }) // Will output the elements from array A that are not in the array B const difference = (a, b) => a.filter(x => !b.includes(x)) extend(Runner, { attr (a, v) { return this.styleAttr('attr', a, v) }, // Add animatable styles css (s, v) { return this.styleAttr('css', s, v) }, styleAttr (type, nameOrAttrs, val) { if (typeof nameOrAttrs === 'string') { return this.styleAttr(type, { [nameOrAttrs]: val }) } let attrs = nameOrAttrs if (this._tryRetarget(type, attrs)) return this var morpher = new Morphable(this._stepper).to(attrs) let keys = Object.keys(attrs) this.queue(function () { morpher = morpher.from(this.element()[type](keys)) }, function (pos) { this.element()[type](morpher.at(pos).valueOf()) return morpher.done() }, function (newToAttrs) { // Check if any new keys were added const newKeys = Object.keys(newToAttrs) const differences = difference(newKeys, keys) // If their are new keys, initialize them and add them to morpher if (differences.length) { // Get the values const addedFromAttrs = this.element()[type](differences) // Get the already initialized values const oldFromAttrs = new ObjectBag(morpher.from()).valueOf() // Merge old and new Object.assign(oldFromAttrs, addedFromAttrs) morpher.from(oldFromAttrs) } // Get the object from the morpher const oldToAttrs = new ObjectBag(morpher.to()).valueOf() // Merge in new attributes Object.assign(oldToAttrs, newToAttrs) // Change morpher target morpher.to(oldToAttrs) // Make sure that we save the work we did so we don't need it to do again keys = newKeys attrs = newToAttrs }) this._rememberMorpher(type, morpher) return this }, zoom (level, point) { if (this._tryRetarget('zoom', level, point)) return this var morpher = new Morphable(this._stepper).to(new SVGNumber(level)) this.queue(function () { morpher = morpher.from(this.element().zoom()) }, function (pos) { this.element().zoom(morpher.at(pos), point) return morpher.done() }, function (newLevel, newPoint) { point = newPoint morpher.to(newLevel) }) this._rememberMorpher('zoom', morpher) return this }, /** ** absolute transformations **/ // // M v -----|-----(D M v = F v)------|-----> T v // // 1. define the final state (T) and decompose it (once) // t = [tx, ty, the, lam, sy, sx] // 2. on every frame: pull the current state of all previous transforms // (M - m can change) // and then write this as m = [tx0, ty0, the0, lam0, sy0, sx0] // 3. Find the interpolated matrix F(pos) = m + pos * (t - m) // - Note F(0) = M // - Note F(1) = T // 4. Now you get the delta matrix as a result: D = F * inv(M) transform (transforms, relative, affine) { // If we have a declarative function, we should retarget it if possible relative = transforms.relative || relative if (this._isDeclarative && !relative && this._tryRetarget('transform', transforms)) { return this } // Parse the parameters var isMatrix = Matrix.isMatrixLike(transforms) affine = transforms.affine != null ? transforms.affine : (affine != null ? affine : !isMatrix) // Create a morepher and set its type const morpher = new Morphable(this._stepper) .type(affine ? TransformBag : Matrix) let origin let element let current let currentAngle let startTransform function setup () { // make sure element and origin is defined element = element || this.element() origin = origin || getOrigin(transforms, element) startTransform = new Matrix(relative ? undefined : element) // add the runner to the element so it can merge transformations element._addRunner(this) // Deactivate all transforms that have run so far if we are absolute if (!relative) { element._clearTransformRunnersBefore(this) } } function run (pos) { // clear all other transforms before this in case something is saved // on this runner. We are absolute. We dont need these! if (!relative) this.clearTransform() const { x, y } = new Point(origin).transform(element._currentTransform(this)) let target = new Matrix({ ...transforms, origin: [ x, y ] }) let start = this._isDeclarative && current ? current : startTransform if (affine) { target = target.decompose(x, y) start = start.decompose(x, y) // Get the current and target angle as it was set const rTarget = target.rotate const rCurrent = start.rotate // Figure out the shortest path to rotate directly const possibilities = [ rTarget - 360, rTarget, rTarget + 360 ] const distances = possibilities.map(a => Math.abs(a - rCurrent)) const shortest = Math.min(...distances) const index = distances.indexOf(shortest) target.rotate = possibilities[index] } if (relative) { // we have to be careful here not to overwrite the rotation // with the rotate method of Matrix if (!isMatrix) { target.rotate = transforms.rotate || 0 } if (this._isDeclarative && currentAngle) { start.rotate = currentAngle } } morpher.from(start) morpher.to(target) const affineParameters = morpher.at(pos) currentAngle = affineParameters.rotate current = new Matrix(affineParameters) this.addTransform(current) element._addRunner(this) return morpher.done() } function retarget (newTransforms) { // only get a new origin if it changed since the last call if ( (newTransforms.origin || 'center').toString() !== (transforms.origin || 'center').toString() ) { origin = getOrigin(newTransforms, element) } // overwrite the old transformations with the new ones transforms = { ...newTransforms, origin } } this.queue(setup, run, retarget, true) this._isDeclarative && this._rememberMorpher('transform', morpher) return this }, // Animatable x-axis x (x, relative) { return this._queueNumber('x', x) }, // Animatable y-axis y (y) { return this._queueNumber('y', y) }, dx (x = 0) { return this._queueNumberDelta('x', x) }, dy (y = 0) { return this._queueNumberDelta('y', y) }, dmove (x, y) { return this.dx(x).dy(y) }, _queueNumberDelta (method, to) { to = new SVGNumber(to) // Try to change the target if we have this method already registerd if (this._tryRetarget(method, to)) return this // Make a morpher and queue the animation var morpher = new Morphable(this._stepper).to(to) var from = null this.queue(function () { from = this.element()[method]() morpher.from(from) morpher.to(from + to) }, function (pos) { this.element()[method](morpher.at(pos)) return morpher.done() }, function (newTo) { morpher.to(from + new SVGNumber(newTo)) }) // Register the morpher so that if it is changed again, we can retarget it this._rememberMorpher(method, morpher) return this }, _queueObject (method, to) { // Try to change the target if we have this method already registerd if (this._tryRetarget(method, to)) return this // Make a morpher and queue the animation var morpher = new Morphable(this._stepper).to(to) this.queue(function () { morpher.from(this.element()[method]()) }, function (pos) { this.element()[method](morpher.at(pos)) return morpher.done() }) // Register the morpher so that if it is changed again, we can retarget it this._rememberMorpher(method, morpher) return this }, _queueNumber (method, value) { return this._queueObject(method, new SVGNumber(value)) }, // Animatable center x-axis cx (x) { return this._queueNumber('cx', x) }, // Animatable center y-axis cy (y) { return this._queueNumber('cy', y) }, // Add animatable move move (x, y) { return this.x(x).y(y) }, // Add animatable center center (x, y) { return this.cx(x).cy(y) }, // Add animatable size size (width, height) { // animate bbox based size for all other elements var box if (!width || !height) { box = this._element.bbox() } if (!width) { width = box.width / box.height * height } if (!height) { height = box.height / box.width * width } return this .width(width) .height(height) }, // Add animatable width width (width) { return this._queueNumber('width', width) }, // Add animatable height height (height) { return this._queueNumber('height', height) }, // Add animatable plot plot (a, b, c, d) { // Lines can be plotted with 4 arguments if (arguments.length === 4) { return this.plot([ a, b, c, d ]) } if (this._tryRetarget('plot', a)) return this var morpher = new Morphable(this._stepper) .type(this._element.MorphArray).to(a) this.queue(function () { morpher.from(this._element.array()) }, function (pos) { this._element.plot(morpher.at(pos)) return morpher.done() }) this._rememberMorpher('plot', morpher) return this }, // Add leading method leading (value) { return this._queueNumber('leading', value) }, // Add animatable viewbox viewbox (x, y, width, height) { return this._queueObject('viewbox', new Box(x, y, width, height)) }, update (o) { if (typeof o !== 'object') { return this.update({ offset: arguments[0], color: arguments[1], opacity: arguments[2] }) } if (o.opacity != null) this.attr('stop-opacity', o.opacity) if (o.color != null) this.attr('stop-color', o.color) if (o.offset != null) this.attr('offset', o.offset) return this } }) extend(Runner, { rx, ry, from, to }) register(Runner, 'Runner')