Merge pull request #1574 from IcetCode/fix/type-improve

fix: type improve
This commit is contained in:
Anton Lavrenov 2023-06-09 07:52:52 -05:00 committed by GitHub
commit a8959e1b40
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@ -3,7 +3,7 @@ import { Layer } from './Layer';
import { IFrame, AnimationFn } from './types'; import { IFrame, AnimationFn } from './types';
import { Util } from './Util'; import { Util } from './Util';
var now = (function (): () => number { const now = (function (): () => number {
if (glob.performance && glob.performance.now) { if (glob.performance && glob.performance.now) {
return function () { return function () {
return glob.performance.now(); return glob.performance.now();
@ -61,21 +61,12 @@ export class Animation {
* @param {Konva.Layer|Array} [layers] layer(s) to be redrawn. Can be a layer, an array of layers, or null. Not specifying a node will result in no redraw. * @param {Konva.Layer|Array} [layers] layer(s) to be redrawn. Can be a layer, an array of layers, or null. Not specifying a node will result in no redraw.
* @return {Konva.Animation} this * @return {Konva.Animation} this
*/ */
setLayers(layers) { setLayers(layers:null | Layer | Layer[]) {
var lays = []; let lays: Layer[] = [];
// if passing in no layers // if passing in no layers
if (!layers) { if (layers) {
lays = []; lays = Array.isArray(layers)? layers : [layers]
} else if (layers.length > 0) {
// if passing in an array of Layers
// NOTE: layers could be an array. for simplicity, I'm just inspecting
// the length property to check for both cases
lays = layers;
} else {
// if passing in a Layer
lays = [layers];
} }
this.layers = lays; this.layers = lays;
return this; return this;
} }
@ -95,13 +86,12 @@ export class Animation {
* @param {Konva.Layer} layer to add * @param {Konva.Layer} layer to add
* @return {Bool} true if layer is added to animation, otherwise false * @return {Bool} true if layer is added to animation, otherwise false
*/ */
addLayer(layer) { addLayer(layer: Layer) {
var layers = this.layers, const layers = this.layers
len = layers.length, const len = layers.length
n;
// don't add the layer if it already exists // don't add the layer if it already exists
for (n = 0; n < len; n++) { for (let n = 0; n < len; n++) {
if (layers[n]._id === layer._id) { if (layers[n]._id === layer._id) {
return false; return false;
} }
@ -117,12 +107,11 @@ export class Animation {
* @return {Bool} is animation running? * @return {Bool} is animation running?
*/ */
isRunning() { isRunning() {
var a = Animation, const a = Animation
animations = a.animations, const animations = a.animations
len = animations.length, const len = animations.length
n;
for (n = 0; n < len; n++) { for (let n = 0; n < len; n++) {
if (animations[n].id === this.id) { if (animations[n].id === this.id) {
return true; return true;
} }
@ -152,7 +141,7 @@ export class Animation {
Animation._removeAnimation(this); Animation._removeAnimation(this);
return this; return this;
} }
_updateFrameObject(time) { _updateFrameObject(time: number) {
this.frame.timeDiff = time - this.frame.lastTime; this.frame.timeDiff = time - this.frame.lastTime;
this.frame.lastTime = time; this.frame.lastTime = time;
this.frame.time += this.frame.timeDiff; this.frame.time += this.frame.timeDiff;
@ -168,12 +157,11 @@ export class Animation {
this._handleAnimation(); this._handleAnimation();
} }
static _removeAnimation(anim) { static _removeAnimation(anim) {
var id = anim.id, const id = anim.id
animations = this.animations, const animations = this.animations
len = animations.length, const len = animations.length
n;
for (n = 0; n < len; n++) { for (let n = 0; n < len; n++) {
if (animations[n].id === id) { if (animations[n].id === id) {
this.animations.splice(n, 1); this.animations.splice(n, 1);
break; break;
@ -182,17 +170,8 @@ export class Animation {
} }
static _runFrames() { static _runFrames() {
var layerHash = {}, const layerHash = {}
animations = this.animations, const animations = this.animations
anim,
layers,
func,
n,
i,
layersLen,
layer,
key,
needRedraw;
/* /*
* loop through all animations and execute animation * loop through all animations and execute animation
* function. if the animation object has specified node, * function. if the animation object has specified node,
@ -205,15 +184,16 @@ export class Animation {
* the for loop is running, causing a JS error * the for loop is running, causing a JS error
*/ */
for (n = 0; n < animations.length; n++) { for (let n = 0; n < animations.length; n++) {
anim = animations[n]; const anim = animations[n];
layers = anim.layers; const layers = anim.layers;
func = anim.func; const func = anim.func;
anim._updateFrameObject(now()); anim._updateFrameObject(now());
layersLen = layers.length; const layersLen = layers.length;
// if animation object has a function, execute it // if animation object has a function, execute it
let needRedraw
if (func) { if (func) {
// allow anim bypassing drawing // allow anim bypassing drawing
needRedraw = func.call(anim, anim.frame) !== false; needRedraw = func.call(anim, anim.frame) !== false;
@ -223,8 +203,8 @@ export class Animation {
if (!needRedraw) { if (!needRedraw) {
continue; continue;
} }
for (i = 0; i < layersLen; i++) { for (let i = 0; i < layersLen; i++) {
layer = layers[i]; const layer = layers[i];
if (layer._id !== undefined) { if (layer._id !== undefined) {
layerHash[layer._id] = layer; layerHash[layer._id] = layer;
@ -232,7 +212,7 @@ export class Animation {
} }
} }
for (key in layerHash) { for (let key in layerHash) {
if (!layerHash.hasOwnProperty(key)) { if (!layerHash.hasOwnProperty(key)) {
continue; continue;
} }
@ -240,7 +220,7 @@ export class Animation {
} }
} }
static _animationLoop() { static _animationLoop() {
var Anim = Animation; const Anim = Animation;
if (Anim.animations.length) { if (Anim.animations.length) {
Anim._runFrames(); Anim._runFrames();
Util.requestAnimFrame(Anim._animationLoop); Util.requestAnimFrame(Anim._animationLoop);