
This reverts commit f41b3411da35929b09009e47cb52474389e42874, reversing changes made to e33d8d96212f3e337a6660f1eb1118bffc945bf5. This was a bad check-in due to my mangling uploading a new version of the branch from a different machine. This reverts https://github.com/flutter/flutter/pull/2639 and will be replaced by https://github.com/flutter/flutter/pull/2640
285 lines
9.2 KiB
Dart
285 lines
9.2 KiB
Dart
// Copyright 2016 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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import 'dart:async';
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import 'dart:ui' as ui show lerpDouble;
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import 'package:flutter/scheduler.dart';
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import 'package:newton/newton.dart';
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import 'animation.dart';
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import 'curves.dart';
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import 'forces.dart';
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import 'listener_helpers.dart';
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/// The direction in which an animation is running.
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enum _AnimationDirection {
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/// The animation is running from beginning to end.
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forward,
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/// The animation is running backwards, from end to beginning.
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reverse
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}
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/// A controller for an animation.
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///
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/// An animation controller can drive an animation forward or backward and can
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/// set the animation to a particular value. The controller also defines the
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/// bounds of the animation and can drive an animation using a physics
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/// simulation.
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class AnimationController extends Animation<double>
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with AnimationEagerListenerMixin, AnimationLocalListenersMixin, AnimationLocalStatusListenersMixin {
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/// Creates an animation controller.
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///
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/// * value is the initial value of the animation.
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/// * duration is the length of time this animation should last.
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/// * debugLabel is a string to help identify this animation during debugging (used by toString).
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/// * lowerBound is the smallest value this animation can obtain and the value at which this animation is deemed to be dismissed.
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/// * upperBound is the largest value this animation can obtain and the value at which this animation is deemed to be completed.
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AnimationController({
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double value,
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this.duration,
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this.debugLabel,
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this.lowerBound: 0.0,
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this.upperBound: 1.0
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}) {
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assert(upperBound >= lowerBound);
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_value = (value ?? lowerBound).clamp(lowerBound, upperBound);
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_ticker = new Ticker(_tick);
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}
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/// Creates an animation controller with no upper or lower bound for its value.
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///
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/// * value is the initial value of the animation.
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/// * duration is the length of time this animation should last.
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/// * debugLabel is a string to help identify this animation during debugging (used by toString).
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///
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/// This constructor is most useful for animations that will be driven using a
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/// physics simulation, especially when the physics simulation has no
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/// pre-determined bounds.
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AnimationController.unbounded({
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double value: 0.0,
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this.duration,
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this.debugLabel
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}) : lowerBound = double.NEGATIVE_INFINITY,
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upperBound = double.INFINITY,
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_value = value {
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assert(value != null);
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_ticker = new Ticker(_tick);
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}
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/// The value at which this animation is deemed to be dismissed.
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final double lowerBound;
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/// The value at which this animation is deemed to be completed.
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final double upperBound;
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/// A label that is used in the [toString] output. Intended to aid with
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/// identifying animation controller instances in debug output.
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final String debugLabel;
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/// Returns an [Animated<double>] for this animation controller,
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/// so that a pointer to this object can be passed around without
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/// allowing users of that pointer to mutate the AnimationController state.
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Animation<double> get view => this;
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/// The length of time this animation should last.
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Duration duration;
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Ticker _ticker;
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Simulation _simulation;
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/// The current value of the animation.
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///
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/// Setting this value notifies all the listeners that the value
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/// changed.
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///
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/// Setting this value also stops the controller if it is currently
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/// running; if this happens, it also notifies all the status
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/// listeners.
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double get value => _value;
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double _value;
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void set value(double newValue) {
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assert(newValue != null);
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stop();
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_value = newValue.clamp(lowerBound, upperBound);
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notifyListeners();
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_checkStatusChanged();
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}
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/// Whether this animation is currently animating in either the forward or reverse direction.
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bool get isAnimating => _ticker.isTicking;
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_AnimationDirection _direction;
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AnimationStatus get status {
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if (!isAnimating && value == upperBound)
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return AnimationStatus.completed;
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if (!isAnimating && value == lowerBound)
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return AnimationStatus.dismissed;
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return _direction == _AnimationDirection.forward ?
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AnimationStatus.forward :
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AnimationStatus.reverse;
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}
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/// Starts running this animation forwards (towards the end).
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Future forward({ double from }) {
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if (from != null)
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value = from;
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_direction = _AnimationDirection.forward;
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return animateTo(upperBound);
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}
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/// Starts running this animation in reverse (towards the beginning).
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Future reverse({ double from }) {
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if (from != null)
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value = from;
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_direction = _AnimationDirection.reverse;
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return animateTo(lowerBound);
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}
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/// Drives the animation from its current value to target.
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Future animateTo(double target, { Duration duration, Curve curve: Curves.linear }) {
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Duration simulationDuration = duration;
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if (simulationDuration == null) {
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double range = upperBound - lowerBound;
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double remainingFraction = range.isFinite ? (target - _value).abs() / range : 1.0;
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simulationDuration = this.duration * remainingFraction;
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}
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stop();
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if (simulationDuration == Duration.ZERO) {
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assert(value == target);
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_checkStatusChanged();
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return new Future.value();
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}
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assert(simulationDuration > Duration.ZERO);
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assert(!isAnimating);
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return _startSimulation(new _InterpolationSimulation(_value, target, simulationDuration, curve));
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}
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/// Starts running this animation in the forward direction, and
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/// restarts the animation when it completes.
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///
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/// Defaults to repeating between the lower and upper bounds.
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Future repeat({ double min, double max, Duration period }) {
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min ??= lowerBound;
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max ??= upperBound;
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period ??= duration;
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return animateWith(new _RepeatingSimulation(min, max, period));
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}
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/// Flings the timeline with an optional force (defaults to a critically
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/// damped spring) and initial velocity. If velocity is positive, the
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/// animation will complete, otherwise it will dismiss.
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Future fling({ double velocity: 1.0, Force force }) {
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force ??= kDefaultSpringForce;
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_direction = velocity < 0.0 ? _AnimationDirection.reverse : _AnimationDirection.forward;
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return animateWith(force.release(value, velocity));
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}
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/// Drives the animation according to the given simulation.
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Future animateWith(Simulation simulation) {
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stop();
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return _startSimulation(simulation);
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}
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Future _startSimulation(Simulation simulation) {
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assert(simulation != null);
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assert(!isAnimating);
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_simulation = simulation;
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_value = simulation.x(0.0).clamp(lowerBound, upperBound);
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Future result = _ticker.start();
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_checkStatusChanged();
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return result;
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}
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/// Stops running this animation.
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void stop() {
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_simulation = null;
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_ticker.stop();
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}
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/// Stops running this animation.
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void dispose() {
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stop();
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}
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AnimationStatus _lastReportedStatus = AnimationStatus.dismissed;
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void _checkStatusChanged() {
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AnimationStatus newStatus = status;
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if (_lastReportedStatus != newStatus) {
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_lastReportedStatus = newStatus;
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notifyStatusListeners(newStatus);
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}
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}
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void _tick(Duration elapsed) {
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double elapsedInSeconds = elapsed.inMicroseconds.toDouble() / Duration.MICROSECONDS_PER_SECOND;
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_value = _simulation.x(elapsedInSeconds).clamp(lowerBound, upperBound);
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if (_simulation.isDone(elapsedInSeconds))
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stop();
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notifyListeners();
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_checkStatusChanged();
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}
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String toStringDetails() {
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String paused = isAnimating ? '' : '; paused';
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String label = debugLabel == null ? '' : '; for $debugLabel';
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String more = '${super.toStringDetails()} ${value.toStringAsFixed(3)}';
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return '$more$paused$label';
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}
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}
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class _InterpolationSimulation extends Simulation {
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_InterpolationSimulation(this._begin, this._end, Duration duration, this._curve)
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: _durationInSeconds = duration.inMicroseconds / Duration.MICROSECONDS_PER_SECOND {
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assert(_durationInSeconds > 0.0);
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assert(_begin != null);
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assert(_end != null);
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}
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final double _durationInSeconds;
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final double _begin;
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final double _end;
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final Curve _curve;
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double x(double timeInSeconds) {
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assert(timeInSeconds >= 0.0);
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double t = (timeInSeconds / _durationInSeconds).clamp(0.0, 1.0);
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if (t == 0.0)
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return _begin;
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else if (t == 1.0)
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return _end;
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else
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return _begin + (_end - _begin) * _curve.transform(t);
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}
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double dx(double timeInSeconds) => 1.0;
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bool isDone(double timeInSeconds) => timeInSeconds > _durationInSeconds;
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}
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class _RepeatingSimulation extends Simulation {
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_RepeatingSimulation(this.min, this.max, Duration period)
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: _periodInSeconds = period.inMicroseconds / Duration.MICROSECONDS_PER_SECOND {
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assert(_periodInSeconds > 0.0);
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}
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final double min;
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final double max;
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final double _periodInSeconds;
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double x(double timeInSeconds) {
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assert(timeInSeconds >= 0.0);
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final double t = (timeInSeconds / _periodInSeconds) % 1.0;
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return ui.lerpDouble(min, max, t);
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}
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double dx(double timeInSeconds) => 1.0;
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bool isDone(double timeInSeconds) => false;
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}
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