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import Animator from './Animator.js'
import { registerMethods } from './methods.js'
var time = window.performance || Date
var makeSchedule = function (runnerInfo) {
var start = runnerInfo.start
var duration = runnerInfo.runner.duration()
var end = start + duration
return { start: start, duration: duration, end: end, runner: runnerInfo.runner }
}
export default class Timeline {
// Construct a new timeline on the given element
constructor () {
this._timeSource = function () {
return time.now()
}
this._dispatcher = document.createElement('div')
// Store the timing variables
this._startTime = 0
this._speed = 1.0
// Play control variables control how the animation proceeds
this._reverse = false
this._persist = 0
// Keep track of the running animations and their starting parameters
this._nextFrame = null
this._paused = false
this._runners = []
this._order = []
this._time = 0
this._lastSourceTime = 0
this._lastStepTime = 0
}
getEventTarget () {
return this._dispatcher
}
/**
*
*/
// schedules a runner on the timeline
schedule (runner, delay, when) {
if (runner == null) {
return this._runners.map(makeSchedule).sort(function (a, b) {
return (a.start - b.start) || (a.duration - b.duration)
})
}
if (!this.active()) {
this._step()
if (when == null) {
when = 'now'
}
}
// The start time for the next animation can either be given explicitly,
// derived from the current timeline time or it can be relative to the
// last start time to chain animations direclty
var absoluteStartTime = 0
delay = delay || 0
// Work out when to start the animation
if (when == null || when === 'last' || when === 'after') {
// Take the last time and increment
absoluteStartTime = this._startTime
} else if (when === 'absolute' || when === 'start') {
absoluteStartTime = delay
delay = 0
} else if (when === 'now') {
absoluteStartTime = this._time
} else if (when === 'relative') {
let runnerInfo = this._runners[runner.id]
if (runnerInfo) {
absoluteStartTime = runnerInfo.start + delay
delay = 0
}
} else {
throw new Error('Invalid value for the "when" parameter')
}
// Manage runner
runner.unschedule()
runner.timeline(this)
runner.time(-delay)
// Save startTime for next runner
this._startTime = absoluteStartTime + runner.duration() + delay
// Save runnerInfo
this._runners[runner.id] = {
persist: this.persist(),
runner: runner,
start: absoluteStartTime
}
// Save order and continue
this._order.push(runner.id)
this._continue()
return this
}
// Remove the runner from this timeline
unschedule (runner) {
var index = this._order.indexOf(runner.id)
if (index < 0) return this
delete this._runners[runner.id]
this._order.splice(index, 1)
runner.timeline(null)
return this
}
play () {
// Now make sure we are not paused and continue the animation
this._paused = false
return this._continue()
}
pause () {
// Cancel the next animation frame and pause
this._nextFrame = null
this._paused = true
return this
}
stop () {
// Cancel the next animation frame and go to start
this.seek(-this._time)
return this.pause()
}
finish () {
this.seek(Infinity)
return this.pause()
}
speed (speed) {
if (speed == null) return this._speed
this._speed = speed
return this
}
reverse (yes) {
var currentSpeed = this.speed()
if (yes == null) return this.speed(-currentSpeed)
var positive = Math.abs(currentSpeed)
return this.speed(yes ? positive : -positive)
}
seek (dt) {
this._time += dt
return this._continue()
}
time (time) {
if (time == null) return this._time
this._time = time
return this
}
persist (dtOrForever) {
if (dtOrForever == null) return this._persist
this._persist = dtOrForever
return this
}
source (fn) {
if (fn == null) return this._timeSource
this._timeSource = fn
return this
}
_step () {
// If the timeline is paused, just do nothing
if (this._paused) return
// Get the time delta from the last time and update the time
// TODO: Deal with window.blur window.focus to pause animations
var time = this._timeSource()
var dtSource = time - this._lastSourceTime
var dtTime = this._speed * dtSource + (this._time - this._lastStepTime)
this._lastSourceTime = time
// Update the time
this._time += dtTime
this._lastStepTime = this._time
// this.fire('time', this._time)
// Run all of the runners directly
var runnersLeft = false
for (var i = 0, len = this._order.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 dt = dtTime
// 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
if (dtToStart < 0) {
runnersLeft = true
continue
} else if (dtToStart < dt) {
// Adjust dt to make sure that animation is on point
dt = dtToStart
}
if (!runner.active()) continue
// If this runner is still going, signal that we need another animation
// frame, otherwise, remove the completed runner
var finished = runner.step(dt).done
if (!finished) {
runnersLeft = true
// continue
} else if (runnerInfo.persist !== true) {
// runner is finished. And runner might get removed
// TODO: Figure out end time of runner
var endTime = runner.duration() - runner.time() + this._time
if (endTime + this._persist < this._time) {
// Delete runner and correct index
delete this._runners[this._order[i]]
this._order.splice(i--, 1) && --len
runner.timeline(null)
}
}
}
// Get the next animation frame to keep the simulation going
if (runnersLeft) {
this._nextFrame = Animator.frame(this._step.bind(this))
} else {
this._nextFrame = null
}
return this
}
// Checks if we are running and continues the animation
_continue () {
if (this._paused) return this
if (!this._nextFrame) {
this._nextFrame = Animator.frame(this._step.bind(this))
}
return this
}
active () {
return !!this._nextFrame
}
}
registerMethods({
Element: {
timeline: function () {
this._timeline = (this._timeline || new Timeline())
return this._timeline
}
}
})
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