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Summary: Casting to long too early here and dropping some precision, resulting in skipped (not dropped) frames. Reviewed By: sahrens Differential Revision: D3819153 fbshipit-source-id: 83676cf4c9129638348890c74d563db121049e4a
65 lines
2.1 KiB
Java
65 lines
2.1 KiB
Java
/**
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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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package com.facebook.react.animated;
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import com.facebook.react.bridge.ReadableArray;
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import com.facebook.react.bridge.ReadableMap;
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/**
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* Implementation of {@link AnimationDriver} which provides a support for simple time-based
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* animations that are pre-calculate on the JS side. For each animation frame JS provides a value
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* from 0 to 1 that indicates a progress of the animation at that frame.
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*/
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class FrameBasedAnimationDriver extends AnimationDriver {
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// 60FPS
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private static final double FRAME_TIME_MILLIS = 1000d / 60d;
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private long mStartFrameTimeNanos = -1;
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private final double[] mFrames;
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private final double mToValue;
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private double mFromValue;
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FrameBasedAnimationDriver(ReadableMap config) {
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ReadableArray frames = config.getArray("frames");
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int numberOfFrames = frames.size();
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mFrames = new double[numberOfFrames];
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for (int i = 0; i < numberOfFrames; i++) {
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mFrames[i] = frames.getDouble(i);
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}
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mToValue = config.getDouble("toValue");
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}
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@Override
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public void runAnimationStep(long frameTimeNanos) {
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if (mStartFrameTimeNanos < 0) {
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mStartFrameTimeNanos = frameTimeNanos;
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mFromValue = mAnimatedValue.mValue;
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}
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long timeFromStartMillis = (frameTimeNanos - mStartFrameTimeNanos) / 1000000;
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int frameIndex = (int) (timeFromStartMillis / FRAME_TIME_MILLIS);
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if (frameIndex < 0) {
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throw new IllegalStateException("Calculated frame index should never be lower than 0");
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} else if (mHasFinished) {
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// nothing to do here
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return;
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}
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double nextValue;
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if (frameIndex >= mFrames.length - 1) {
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// animation has completed, no more frames left
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mHasFinished = true;
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nextValue = mToValue;
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} else {
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nextValue = mFromValue + mFrames[frameIndex] * (mToValue - mFromValue);
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}
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mAnimatedValue.mValue = nextValue;
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}
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}
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