mirror of
https://github.com/konvajs/konva.git
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257 lines
6.5 KiB
TypeScript
257 lines
6.5 KiB
TypeScript
import { glob } from './Global';
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import { Layer } from './Layer';
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var now = (function() {
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if (glob.performance && glob.performance.now) {
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return function() {
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return glob.performance.now();
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};
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}
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return function() {
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return new Date().getTime();
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};
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})();
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/**
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* Animation constructor.
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* @constructor
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* @memberof Konva
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* @param {Function} func function executed on each animation frame. The function is passed a frame object, which contains
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* timeDiff, lastTime, time, and frameRate properties. The timeDiff property is the number of milliseconds that have passed
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* since the last animation frame. The lastTime property is time in milliseconds that elapsed from the moment the animation started
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* to the last animation frame. The time property is the time in milliseconds that ellapsed from the moment the animation started
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* to the current animation frame. The frameRate property is the current frame rate in frames / second. Return false from function,
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* if you don't need to redraw layer/layers on some frames.
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* @param {Konva.Layer|Array} [layers] layer(s) to be redrawn on each animation frame. Can be a layer, an array of layers, or null.
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* Not specifying a node will result in no redraw.
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* @example
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* // move a node to the right at 50 pixels / second
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* var velocity = 50;
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*
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* var anim = new Konva.Animation(function(frame) {
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* var dist = velocity * (frame.timeDiff / 1000);
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* node.move({x: dist, y: 0});
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* }, layer);
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*
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* anim.start();
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*/
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export class Animation {
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func: () => boolean;
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id = Animation.animIdCounter++;
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layers: Layer[];
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frame = {
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time: 0,
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timeDiff: 0,
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lastTime: now(),
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frameRate: 0
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};
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constructor(func, layers?) {
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this.func = func;
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this.setLayers(layers);
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}
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/**
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* set layers to be redrawn on each animation frame
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* @method
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* @name Konva.Animation#setLayers
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* @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.
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* @return {Konva.Animation} this
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*/
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setLayers(layers) {
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var lays = [];
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// if passing in no layers
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if (!layers) {
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lays = [];
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} else if (layers.length > 0) {
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// if passing in an array of Layers
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// NOTE: layers could be an array or Konva.Collection. for simplicity, I'm just inspecting
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// the length property to check for both cases
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lays = layers;
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} else {
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// if passing in a Layer
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lays = [layers];
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}
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this.layers = lays;
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return this;
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}
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/**
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* get layers
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* @method
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* @name Konva.Animation#getLayers
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* @return {Array} Array of Konva.Layer
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*/
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getLayers() {
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return this.layers;
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}
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/**
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* add layer. Returns true if the layer was added, and false if it was not
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* @method
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* @name Konva.Animation#addLayer
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* @param {Konva.Layer} layer to add
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* @return {Bool} true if layer is added to animation, otherwise false
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*/
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addLayer(layer) {
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var layers = this.layers,
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len = layers.length,
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n;
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// don't add the layer if it already exists
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for (n = 0; n < len; n++) {
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if (layers[n]._id === layer._id) {
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return false;
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}
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}
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this.layers.push(layer);
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return true;
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}
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/**
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* determine if animation is running or not. returns true or false
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* @method
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* @name Konva.Animation#isRunning
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* @return {Bool} is animation running?
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*/
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isRunning() {
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var a = Animation,
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animations = a.animations,
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len = animations.length,
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n;
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for (n = 0; n < len; n++) {
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if (animations[n].id === this.id) {
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return true;
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}
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}
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return false;
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}
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/**
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* start animation
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* @method
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* @name Konva.Animation#start
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* @return {Konva.Animation} this
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*/
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start() {
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this.stop();
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this.frame.timeDiff = 0;
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this.frame.lastTime = now();
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Animation._addAnimation(this);
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return this;
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}
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/**
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* stop animation
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* @method
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* @name Konva.Animation#stop
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* @return {Konva.Animation} this
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*/
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stop() {
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Animation._removeAnimation(this);
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return this;
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}
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_updateFrameObject(time) {
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this.frame.timeDiff = time - this.frame.lastTime;
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this.frame.lastTime = time;
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this.frame.time += this.frame.timeDiff;
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this.frame.frameRate = 1000 / this.frame.timeDiff;
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}
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static animations = [];
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static animIdCounter = 0;
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static animRunning = false;
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static _addAnimation(anim) {
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this.animations.push(anim);
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this._handleAnimation();
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}
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static _removeAnimation(anim) {
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var id = anim.id,
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animations = this.animations,
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len = animations.length,
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n;
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for (n = 0; n < len; n++) {
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if (animations[n].id === id) {
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this.animations.splice(n, 1);
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break;
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}
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}
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}
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static _runFrames() {
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var layerHash = {},
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animations = this.animations,
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anim,
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layers,
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func,
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n,
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i,
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layersLen,
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layer,
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key,
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needRedraw;
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/*
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* loop through all animations and execute animation
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* function. if the animation object has specified node,
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* we can add the node to the nodes hash to eliminate
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* drawing the same node multiple times. The node property
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* can be the stage itself or a layer
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*/
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/*
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* WARNING: don't cache animations.length because it could change while
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* the for loop is running, causing a JS error
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*/
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for (n = 0; n < animations.length; n++) {
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anim = animations[n];
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layers = anim.layers;
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func = anim.func;
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anim._updateFrameObject(now());
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layersLen = layers.length;
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// if animation object has a function, execute it
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if (func) {
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// allow anim bypassing drawing
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needRedraw = func.call(anim, anim.frame) !== false;
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} else {
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needRedraw = true;
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}
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if (!needRedraw) {
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continue;
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}
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for (i = 0; i < layersLen; i++) {
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layer = layers[i];
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if (layer._id !== undefined) {
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layerHash[layer._id] = layer;
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}
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}
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}
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for (key in layerHash) {
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if (!layerHash.hasOwnProperty(key)) {
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continue;
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}
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layerHash[key].draw();
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}
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}
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static _animationLoop() {
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var Anim = Animation;
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if (Anim.animations.length) {
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Anim._runFrames();
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requestAnimationFrame(Anim._animationLoop);
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} else {
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Anim.animRunning = false;
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}
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}
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static _handleAnimation() {
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if (!this.animRunning) {
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this.animRunning = true;
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requestAnimationFrame(this._animationLoop);
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}
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}
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}
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