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Add support for native animations on iOS
Summary: Currently on iOS animations are being performed on the JS thread. This ports animations over to the native thread and performs them natively. A lot of this work has already been done on Android, but this PR enables a few animation nodes that Android doesn't yet support such as Transform, Multiplication, and Addition nodes. Also there is a demo of the native animations added to the UIExplorer app. Closes https://github.com/facebook/react-native/pull/7884 Reviewed By: javache Differential Revision: D3409179 Pulled By: nicklockwood fbshipit-source-id: ef2d8840032e0c32f49e4a16ba86d448662e1751
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Facebook Github Bot 3
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137
Libraries/NativeAnimation/Nodes/RCTAnimationDriverNode.m
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137
Libraries/NativeAnimation/Nodes/RCTAnimationDriverNode.m
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/**
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* Copyright (c) 2015-present, Facebook, Inc.
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* All rights reserved.
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*
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* This source code is licensed under the BSD-style license found in the
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* LICENSE file in the root directory of this source tree. An additional grant
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* of patent rights can be found in the PATENTS file in the same directory.
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*/
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#import "RCTAnimationDriverNode.h"
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#import <UIKit/UIKit.h>
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#import "RCTAnimationUtils.h"
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#import "RCTDefines.h"
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#import "RCTValueAnimatedNode.h"
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const double SINGLE_FRAME_INTERVAL = 1.0 / 60.0;
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@implementation RCTAnimationDriverNode
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{
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NSArray<NSNumber *> *_frames;
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CGFloat _toValue;
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CGFloat _fromValue;
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NSTimeInterval _delay;
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NSTimeInterval _animationStartTime;
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NSTimeInterval _animationCurrentTime;
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RCTValueAnimatedNode *_valueNode;
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RCTResponseSenderBlock _callback;
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}
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- (instancetype)initWithId:(nonnull NSNumber *)animationId
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delay:(NSTimeInterval)delay
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toValue:(CGFloat)toValue
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frames:(nonnull NSArray<NSNumber *> *)frames
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forNode:(nonnull RCTValueAnimatedNode *)valueNode
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callBack:(nullable RCTResponseSenderBlock)callback
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{
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if ((self = [super init])) {
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_animationId = animationId;
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_toValue = toValue;
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_fromValue = valueNode.value;
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_valueNode = valueNode;
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_delay = delay;
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_frames = [frames copy];
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_outputValue = @0;
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_callback = [callback copy];
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}
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return self;
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}
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RCT_NOT_IMPLEMENTED(- (instancetype)init)
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- (void)startAnimation
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{
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_animationStartTime = CACurrentMediaTime();
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_animationCurrentTime = _animationStartTime;
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_animationHasBegun = YES;
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}
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- (void)stopAnimation
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{
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_animationHasFinished = YES;
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}
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- (void)removeAnimation
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{
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[self stopAnimation];
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_valueNode = nil;
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if (_callback) {
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_callback(@[(id)kCFNull]);
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}
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}
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- (void)stepAnimation
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{
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if (!_animationHasBegun || _animationHasFinished || _frames.count == 0) {
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// Animation has not begun or animation has already finished.
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return;
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}
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NSTimeInterval currentTime = CACurrentMediaTime();
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NSTimeInterval stepInterval = currentTime - _animationCurrentTime;
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_animationCurrentTime = currentTime;
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NSTimeInterval currentDuration = _animationCurrentTime - _animationStartTime;
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if (_delay > 0) {
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// Decrement delay
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_delay -= stepInterval;
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return;
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}
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// Determine how many frames have passed since last update.
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// Get index of frames that surround the current interval
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NSUInteger startIndex = floor(currentDuration / SINGLE_FRAME_INTERVAL);
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NSUInteger nextIndex = startIndex + 1;
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if (nextIndex >= _frames.count) {
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// We are at the end of the animation
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// Update value and flag animation has ended.
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NSNumber *finalValue = _frames.lastObject;
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[self updateOutputWithFrameOutput:finalValue.doubleValue];
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[self stopAnimation];
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return;
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}
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// Do a linear remap of the two frames to safegaurd against variable framerates
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NSNumber *fromFrameValue = _frames[startIndex];
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NSNumber *toFrameValue = _frames[nextIndex];
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NSTimeInterval fromInterval = startIndex * SINGLE_FRAME_INTERVAL;
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NSTimeInterval toInterval = nextIndex * SINGLE_FRAME_INTERVAL;
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// Interpolate between the individual frames to ensure the animations are
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//smooth and of the proper duration regardless of the framerate.
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CGFloat frameOutput = RCTInterpolateValue(currentDuration,
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fromInterval,
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toInterval,
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fromFrameValue.doubleValue,
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toFrameValue.doubleValue);
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[self updateOutputWithFrameOutput:frameOutput];
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}
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- (void)updateOutputWithFrameOutput:(CGFloat)frameOutput
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{
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CGFloat outputValue = RCTInterpolateValue(frameOutput, 0, 1, _fromValue, _toValue);
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_outputValue = @(outputValue);
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_valueNode.value = outputValue;
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[_valueNode setNeedsUpdate];
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}
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- (void)cleanupAnimationUpdate
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{
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[_valueNode cleanupAnimationUpdate];
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}
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@end
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