| Index: third_party/pkg/angular/lib/animate/animation_loop.dart
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| diff --git a/third_party/pkg/angular/lib/animate/animation_loop.dart b/third_party/pkg/angular/lib/animate/animation_loop.dart
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| deleted file mode 100644
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| index cd3f15d332b505525f2bcdbc8c24993bb0303f74..0000000000000000000000000000000000000000
|
| --- a/third_party/pkg/angular/lib/animate/animation_loop.dart
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| +++ /dev/null
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| @@ -1,110 +0,0 @@
|
| -part of angular.animate;
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| -
|
| -/**
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| - * Window.animationFrame update loop that tracks and drives
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| - * [LoopedAnimations]'s.
|
| - */
|
| -@Injectable()
|
| -class AnimationLoop {
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| - final AnimationFrame _frames;
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| - final Profiler _profiler;
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| - final List<LoopedAnimation> _animations = [];
|
| - final VmTurnZone _zone;
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| -
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| - bool _animationFrameQueued = false;
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| -
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| - /**
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| - * The animation runner requires an [AnimationFrame] to drive the animation
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| - * frames, and profiler will report timing information for each of the
|
| - * animation frames.
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| - */
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| - AnimationLoop(this._frames, this._profiler, this._zone);
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| -
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| - /**
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| - * Start and play an animation through the state transitions defined in
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| - * [Animation].
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| - */
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| - void play(LoopedAnimation animation) {
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| - _animations.add(animation);
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| - _queueAnimationFrame();
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| - }
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| -
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| - void _queueAnimationFrame() {
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| - if (!_animationFrameQueued) {
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| - _animationFrameQueued = true;
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| -
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| - // TODO(codleogic): This should run outside of an angular scope digest.
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| - _zone.runOutsideAngular(() {
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| - _frames.animationFrame.then((timeInMs) => _animationFrame(timeInMs))
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| - .catchError((error) => print(error));
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| - });
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| - }
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| - }
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| -
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| - /* On the browsers animation frame event, update each of the tracked
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| - * animations. Group dom reads first, and and writes second.
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| - *
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| - * At any point any animation may be updated by calling interrupt and cancel
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| - * with a reference to the [Animation] to cancel. The [AnimationRunner] will
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| - * then forget about the [Animation] and will not call any further methods on
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| - * the [Animation].
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| - */
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| - void _animationFrame(num timeInMs) {
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| - _profiler.startTimer("AnimationRunner.AnimationFrame");
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| - _animationFrameQueued = false;
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| -
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| - _profiler.startTimer("AnimationRunner.AnimationFrame.DomReads");
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| - // Dom reads
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| - _read(timeInMs);
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| - _profiler.stopTimer("AnimationRunner.AnimationFrame.DomReads");
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| -
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| - _profiler.startTimer("AnimationRunner.AnimationFrame.DomMutates");
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| - // Dom mutates
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| - _update(timeInMs);
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| - _profiler.stopTimer("AnimationRunner.AnimationFrame.DomMutates");
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| -
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| - // We don't need to continue queuing animation frames
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| - // if there are no more animations to process.
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| - if (_animations.length > 0) {
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| - _queueAnimationFrame();
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| - }
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| -
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| - _profiler.stopTimer("AnimationRunner.AnimationFrame");
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| - }
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| -
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| - void _update(num timeInMs) {
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| - for (int i=0; i< _animations.length; i++) {
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| - var controller = _animations[i];
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| - if (!controller.update(timeInMs)) {
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| - _animations.removeAt(i--);
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| - }
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| - }
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| - }
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| -
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| - void _read(num timeInMs) {
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| - for (int i=0; i< _animations.length; i++) {
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| - var animation = _animations[i];
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| - animation.read(timeInMs);
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| - }
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| - }
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| -
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| - /**
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| - * Stop tracking and updating the [animation].
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| - */
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| - void forget(LoopedAnimation animation) {
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| - assert(animation != null);
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| - _animations.remove(animation);
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| - }
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| -}
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| -
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| -/**
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| - * Wrapper around window.requestAnimationFrame so it can be intercepted and
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| - * tested.
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| - */
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| -@Injectable()
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| -class AnimationFrame {
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| - final dom.Window _wnd;
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| - Future<num> get animationFrame => _wnd.animationFrame;
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| -
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| - AnimationFrame(this._wnd);
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| -}
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|
|