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import { globals } from '../utils/window.js'
import { registerMethods } from '../utils/methods.js'
import Animator from './Animator.js'
import EventTarget from '../types/EventTarget.js'
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 }
}
const defaultSource = function () {
let w = globals.window
return (w.performance || w.Date).now()
}
export default class Timeline extends EventTarget {
// Construct a new timeline on the given element
constructor (timeSource = defaultSource) {
super()
this._timeSource = timeSource
// Store the timing variables
this._startTime = 0
this._speed = 1.0
// Determines how long a runner is hold in memory. Can be a dt or true/false
this._persist = 0
// Keep track of the running animations and their starting parameters
this._nextFrame = null
this._paused = true
this._runners = []
this._runnerIds = []
this._lastRunnerId = -1
this._time = 0
this._lastSourceTime = 0
this._lastStepTime = 0
// Make sure that step is always called in class context
this._step = this._stepFn.bind(this, false)
this._stepImmediate = this._stepFn.bind(this, true)
}
// schedules a runner on the timeline
schedule (runner, delay, when) {
if (runner == null) {
return this._runners.map(makeSchedule)
}
// 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
var endTime = this.getEndTime()
delay = delay || 0
// Work out when to start the animation
if (when == null || when === 'last' || when === 'after') {
// Take the last time and increment
absoluteStartTime = endTime
} 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)
const persist = runner.persist()
const runnerInfo = {
persist: persist === null ? this._persist : persist,
start: absoluteStartTime + delay,
runner
}
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._runnerIds.indexOf(runner.id)
if (index < 0) return this
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._runnerIds.indexOf(this._lastRunnerId)]
var lastDuration = lastRunnerInfo ? lastRunnerInfo.runner.duration() : 0
var lastStartTime = lastRunnerInfo ? lastRunnerInfo.start : 0
return lastStartTime + lastDuration
}
getEndTimeOfTimeline () {
let lastEndTime = 0
for (var i = 0; i < this._runners.length; i++) {
let runnerInfo = this._runners[i]
var duration = runnerInfo ? runnerInfo.runner.duration() : 0
var startTime = runnerInfo ? runnerInfo.start : 0
let endTime = startTime + duration
if (endTime > lastEndTime) {
lastEndTime = endTime
}
}
return lastEndTime
}
// Makes sure, that after pausing the time doesn't jump
updateTime () {
if (!this.active()) {
this._lastSourceTime = this._timeSource()
}
return this
}
play () {
// Now make sure we are not paused and continue the animation
this._paused = false
return this.updateTime()._continue()
}
pause () {
this._paused = true
return this._continue()
}
stop () {
// Go to start and pause
this.time(0)
return this.pause()
}
finish () {
// Go to end and pause
this.time(this.getEndTimeOfTimeline() + 1)
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) {
return this.time(this._time + dt)
}
time (time) {
if (time == null) return this._time
this._time = time
return this._continue(true)
}
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
}
_stepFn (immediateStep = false) {
// Get the time delta from the last time and update the time
var time = this._timeSource()
var dtSource = time - this._lastSourceTime
if (immediateStep) dtSource = 0
var dtTime = this._speed * dtSource + (this._time - this._lastStepTime)
this._lastSourceTime = time
// Only update the time if we use the timeSource.
// Otherwise use the current time
if (!immediateStep) {
// Update the time
this._time += dtTime
this._time = this._time < 0 ? 0 : this._time
}
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._runners.length; i < len; i++) {
// Get and run the current runner and ignore it if its inactive
let runnerInfo = this._runners[i]
let 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
var endTime = runner.duration() - runner.time() + this._time
if (endTime + runnerInfo.persist < this._time) {
// Delete runner and correct index
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._runnerIds.length && this._speed < 0 && this._time > 0)) {
this._continue()
} else {
this.pause()
this.fire('finished')
}
return this
}
// Checks if we are running and continues the animation
_continue (immediateStep = false) {
Animator.cancelFrame(this._nextFrame)
this._nextFrame = null
if (immediateStep) return this._stepImmediate()
if (this._paused) return this
this._nextFrame = Animator.frame(this._step)
return this
}
active () {
return !!this._nextFrame
}
}
registerMethods({
Element: {
timeline: function (timeline) {
if (timeline == null) {
this._timeline = (this._timeline || new Timeline())
return this._timeline
} else {
this._timeline = timeline
return this
}
}
}
})
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