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| (Empty) |
| 1 part of angular.animate; | |
| 2 | |
| 3 /** | |
| 4 * Window.animationFrame update loop that tracks and drives | |
| 5 * [LoopedAnimations]'s. | |
| 6 */ | |
| 7 @Injectable() | |
| 8 class AnimationLoop { | |
| 9 final AnimationFrame _frames; | |
| 10 final Profiler _profiler; | |
| 11 final List<LoopedAnimation> _animations = []; | |
| 12 final VmTurnZone _zone; | |
| 13 | |
| 14 bool _animationFrameQueued = false; | |
| 15 | |
| 16 /** | |
| 17 * The animation runner requires an [AnimationFrame] to drive the animation | |
| 18 * frames, and profiler will report timing information for each of the | |
| 19 * animation frames. | |
| 20 */ | |
| 21 AnimationLoop(this._frames, this._profiler, this._zone); | |
| 22 | |
| 23 /** | |
| 24 * Start and play an animation through the state transitions defined in | |
| 25 * [Animation]. | |
| 26 */ | |
| 27 void play(LoopedAnimation animation) { | |
| 28 _animations.add(animation); | |
| 29 _queueAnimationFrame(); | |
| 30 } | |
| 31 | |
| 32 void _queueAnimationFrame() { | |
| 33 if (!_animationFrameQueued) { | |
| 34 _animationFrameQueued = true; | |
| 35 | |
| 36 // TODO(codleogic): This should run outside of an angular scope digest. | |
| 37 _zone.runOutsideAngular(() { | |
| 38 _frames.animationFrame.then((timeInMs) => _animationFrame(timeInMs)) | |
| 39 .catchError((error) => print(error)); | |
| 40 }); | |
| 41 } | |
| 42 } | |
| 43 | |
| 44 /* On the browsers animation frame event, update each of the tracked | |
| 45 * animations. Group dom reads first, and and writes second. | |
| 46 * | |
| 47 * At any point any animation may be updated by calling interrupt and cancel | |
| 48 * with a reference to the [Animation] to cancel. The [AnimationRunner] will | |
| 49 * then forget about the [Animation] and will not call any further methods on | |
| 50 * the [Animation]. | |
| 51 */ | |
| 52 void _animationFrame(num timeInMs) { | |
| 53 _profiler.startTimer("AnimationRunner.AnimationFrame"); | |
| 54 _animationFrameQueued = false; | |
| 55 | |
| 56 _profiler.startTimer("AnimationRunner.AnimationFrame.DomReads"); | |
| 57 // Dom reads | |
| 58 _read(timeInMs); | |
| 59 _profiler.stopTimer("AnimationRunner.AnimationFrame.DomReads"); | |
| 60 | |
| 61 _profiler.startTimer("AnimationRunner.AnimationFrame.DomMutates"); | |
| 62 // Dom mutates | |
| 63 _update(timeInMs); | |
| 64 _profiler.stopTimer("AnimationRunner.AnimationFrame.DomMutates"); | |
| 65 | |
| 66 // We don't need to continue queuing animation frames | |
| 67 // if there are no more animations to process. | |
| 68 if (_animations.length > 0) { | |
| 69 _queueAnimationFrame(); | |
| 70 } | |
| 71 | |
| 72 _profiler.stopTimer("AnimationRunner.AnimationFrame"); | |
| 73 } | |
| 74 | |
| 75 void _update(num timeInMs) { | |
| 76 for (int i=0; i< _animations.length; i++) { | |
| 77 var controller = _animations[i]; | |
| 78 if (!controller.update(timeInMs)) { | |
| 79 _animations.removeAt(i--); | |
| 80 } | |
| 81 } | |
| 82 } | |
| 83 | |
| 84 void _read(num timeInMs) { | |
| 85 for (int i=0; i< _animations.length; i++) { | |
| 86 var animation = _animations[i]; | |
| 87 animation.read(timeInMs); | |
| 88 } | |
| 89 } | |
| 90 | |
| 91 /** | |
| 92 * Stop tracking and updating the [animation]. | |
| 93 */ | |
| 94 void forget(LoopedAnimation animation) { | |
| 95 assert(animation != null); | |
| 96 _animations.remove(animation); | |
| 97 } | |
| 98 } | |
| 99 | |
| 100 /** | |
| 101 * Wrapper around window.requestAnimationFrame so it can be intercepted and | |
| 102 * tested. | |
| 103 */ | |
| 104 @Injectable() | |
| 105 class AnimationFrame { | |
| 106 final dom.Window _wnd; | |
| 107 Future<num> get animationFrame => _wnd.animationFrame; | |
| 108 | |
| 109 AnimationFrame(this._wnd); | |
| 110 } | |
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