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Summary: The previous example only showed where to add the optional "listener" but didn't show how to make use of it. <!-- Thank you for sending the PR! We appreciate you spending the time to work on these changes. Help us understand your motivation by explaining why you decided to make this change. You can learn more about contributing to React Native here: http://facebook.github.io/react-native/docs/contributing.html Happy contributing! --> (Write your motivation here.) (Write your test plan here. If you changed any code, please provide us with clear instructions on how you verified your changes work. Bonus points for screenshots and videos!) Closes https://github.com/facebook/react-native/pull/15576 Differential Revision: D5911716 Pulled By: shergin fbshipit-source-id: 60023470d23c2cbbde47ab9aa82c7ecef73be467
879 lines
27 KiB
JavaScript
879 lines
27 KiB
JavaScript
/**
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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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* @providesModule AnimatedImplementation
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* @flow
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* @format
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* @preventMunge
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*/
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'use strict';
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const {AnimatedEvent, attachNativeEvent} = require('./AnimatedEvent');
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const AnimatedAddition = require('./nodes/AnimatedAddition');
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const AnimatedDiffClamp = require('./nodes/AnimatedDiffClamp');
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const AnimatedDivision = require('./nodes/AnimatedDivision');
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const AnimatedInterpolation = require('./nodes/AnimatedInterpolation');
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const AnimatedModulo = require('./nodes/AnimatedModulo');
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const AnimatedMultiplication = require('./nodes/AnimatedMultiplication');
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const AnimatedNode = require('./nodes/AnimatedNode');
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const AnimatedProps = require('./nodes/AnimatedProps');
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const AnimatedTracking = require('./nodes/AnimatedTracking');
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const AnimatedValue = require('./nodes/AnimatedValue');
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const AnimatedValueXY = require('./nodes/AnimatedValueXY');
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const DecayAnimation = require('./animations/DecayAnimation');
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const SpringAnimation = require('./animations/SpringAnimation');
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const TimingAnimation = require('./animations/TimingAnimation');
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const createAnimatedComponent = require('./createAnimatedComponent');
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import type {
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AnimationConfig,
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EndCallback,
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EndResult,
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} from './animations/Animation';
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import type {TimingAnimationConfig} from './animations/TimingAnimation';
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import type {DecayAnimationConfig} from './animations/DecayAnimation';
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import type {SpringAnimationConfig} from './animations/SpringAnimation';
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import type {Mapping, EventConfig} from './AnimatedEvent';
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type CompositeAnimation = {
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start: (callback?: ?EndCallback) => void,
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stop: () => void,
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reset: () => void,
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_startNativeLoop: (iterations?: number) => void,
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_isUsingNativeDriver: () => boolean,
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};
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const add = function(
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a: AnimatedNode | number,
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b: AnimatedNode | number,
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): AnimatedAddition {
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return new AnimatedAddition(a, b);
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};
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const divide = function(
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a: AnimatedNode | number,
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b: AnimatedNode | number,
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): AnimatedDivision {
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return new AnimatedDivision(a, b);
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};
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const multiply = function(
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a: AnimatedNode | number,
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b: AnimatedNode | number,
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): AnimatedMultiplication {
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return new AnimatedMultiplication(a, b);
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};
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const modulo = function(a: AnimatedNode, modulus: number): AnimatedModulo {
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return new AnimatedModulo(a, modulus);
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};
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const diffClamp = function(
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a: AnimatedNode,
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min: number,
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max: number,
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): AnimatedDiffClamp {
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return new AnimatedDiffClamp(a, min, max);
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};
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const _combineCallbacks = function(
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callback: ?EndCallback,
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config: AnimationConfig,
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) {
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if (callback && config.onComplete) {
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return (...args) => {
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config.onComplete && config.onComplete(...args);
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callback && callback(...args);
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};
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} else {
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return callback || config.onComplete;
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}
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};
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const maybeVectorAnim = function(
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value: AnimatedValue | AnimatedValueXY,
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config: Object,
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anim: (value: AnimatedValue, config: Object) => CompositeAnimation,
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): ?CompositeAnimation {
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if (value instanceof AnimatedValueXY) {
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const configX = {...config};
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const configY = {...config};
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for (const key in config) {
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const {x, y} = config[key];
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if (x !== undefined && y !== undefined) {
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configX[key] = x;
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configY[key] = y;
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}
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}
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const aX = anim((value: AnimatedValueXY).x, configX);
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const aY = anim((value: AnimatedValueXY).y, configY);
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// We use `stopTogether: false` here because otherwise tracking will break
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// because the second animation will get stopped before it can update.
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return parallel([aX, aY], {stopTogether: false});
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}
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return null;
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};
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const spring = function(
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value: AnimatedValue | AnimatedValueXY,
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config: SpringAnimationConfig,
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): CompositeAnimation {
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const start = function(
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animatedValue: AnimatedValue | AnimatedValueXY,
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configuration: SpringAnimationConfig,
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callback?: ?EndCallback,
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): void {
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callback = _combineCallbacks(callback, configuration);
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const singleValue: any = animatedValue;
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const singleConfig: any = configuration;
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singleValue.stopTracking();
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if (configuration.toValue instanceof AnimatedNode) {
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singleValue.track(
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new AnimatedTracking(
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singleValue,
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configuration.toValue,
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SpringAnimation,
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singleConfig,
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callback,
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),
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);
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} else {
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singleValue.animate(new SpringAnimation(singleConfig), callback);
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}
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};
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return (
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maybeVectorAnim(value, config, spring) || {
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start: function(callback?: ?EndCallback): void {
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start(value, config, callback);
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},
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stop: function(): void {
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value.stopAnimation();
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},
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reset: function(): void {
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value.resetAnimation();
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},
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_startNativeLoop: function(iterations?: number): void {
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const singleConfig = {...config, iterations};
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start(value, singleConfig);
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},
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_isUsingNativeDriver: function(): boolean {
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return config.useNativeDriver || false;
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},
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}
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);
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};
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const timing = function(
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value: AnimatedValue | AnimatedValueXY,
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config: TimingAnimationConfig,
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): CompositeAnimation {
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const start = function(
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animatedValue: AnimatedValue | AnimatedValueXY,
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configuration: TimingAnimationConfig,
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callback?: ?EndCallback,
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): void {
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callback = _combineCallbacks(callback, configuration);
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const singleValue: any = animatedValue;
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const singleConfig: any = configuration;
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singleValue.stopTracking();
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if (configuration.toValue instanceof AnimatedNode) {
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singleValue.track(
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new AnimatedTracking(
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singleValue,
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configuration.toValue,
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TimingAnimation,
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singleConfig,
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callback,
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),
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);
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} else {
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singleValue.animate(new TimingAnimation(singleConfig), callback);
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}
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};
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return (
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maybeVectorAnim(value, config, timing) || {
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start: function(callback?: ?EndCallback): void {
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start(value, config, callback);
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},
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stop: function(): void {
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value.stopAnimation();
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},
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reset: function(): void {
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value.resetAnimation();
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},
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_startNativeLoop: function(iterations?: number): void {
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const singleConfig = {...config, iterations};
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start(value, singleConfig);
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},
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_isUsingNativeDriver: function(): boolean {
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return config.useNativeDriver || false;
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},
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}
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);
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};
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const decay = function(
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value: AnimatedValue | AnimatedValueXY,
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config: DecayAnimationConfig,
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): CompositeAnimation {
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const start = function(
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animatedValue: AnimatedValue | AnimatedValueXY,
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configuration: DecayAnimationConfig,
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callback?: ?EndCallback,
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): void {
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callback = _combineCallbacks(callback, configuration);
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const singleValue: any = animatedValue;
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const singleConfig: any = configuration;
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singleValue.stopTracking();
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singleValue.animate(new DecayAnimation(singleConfig), callback);
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};
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return (
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maybeVectorAnim(value, config, decay) || {
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start: function(callback?: ?EndCallback): void {
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start(value, config, callback);
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},
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stop: function(): void {
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value.stopAnimation();
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},
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reset: function(): void {
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value.resetAnimation();
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},
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_startNativeLoop: function(iterations?: number): void {
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const singleConfig = {...config, iterations};
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start(value, singleConfig);
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},
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_isUsingNativeDriver: function(): boolean {
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return config.useNativeDriver || false;
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},
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}
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);
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};
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const sequence = function(
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animations: Array<CompositeAnimation>,
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): CompositeAnimation {
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let current = 0;
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return {
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start: function(callback?: ?EndCallback) {
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const onComplete = function(result) {
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if (!result.finished) {
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callback && callback(result);
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return;
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}
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current++;
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if (current === animations.length) {
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callback && callback(result);
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return;
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}
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animations[current].start(onComplete);
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};
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if (animations.length === 0) {
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callback && callback({finished: true});
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} else {
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animations[current].start(onComplete);
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}
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},
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stop: function() {
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if (current < animations.length) {
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animations[current].stop();
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}
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},
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reset: function() {
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animations.forEach((animation, idx) => {
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if (idx <= current) {
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animation.reset();
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}
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});
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current = 0;
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},
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_startNativeLoop: function() {
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throw new Error(
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'Loops run using the native driver cannot contain Animated.sequence animations',
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);
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},
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_isUsingNativeDriver: function(): boolean {
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return false;
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},
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};
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};
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type ParallelConfig = {
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stopTogether?: boolean, // If one is stopped, stop all. default: true
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};
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const parallel = function(
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animations: Array<CompositeAnimation>,
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config?: ?ParallelConfig,
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): CompositeAnimation {
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let doneCount = 0;
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// Make sure we only call stop() at most once for each animation
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const hasEnded = {};
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const stopTogether = !(config && config.stopTogether === false);
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const result = {
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start: function(callback?: ?EndCallback) {
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if (doneCount === animations.length) {
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callback && callback({finished: true});
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return;
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}
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animations.forEach((animation, idx) => {
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const cb = function(endResult) {
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hasEnded[idx] = true;
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doneCount++;
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if (doneCount === animations.length) {
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doneCount = 0;
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callback && callback(endResult);
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return;
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}
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if (!endResult.finished && stopTogether) {
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result.stop();
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}
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};
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if (!animation) {
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cb({finished: true});
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} else {
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animation.start(cb);
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}
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});
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},
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stop: function(): void {
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animations.forEach((animation, idx) => {
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!hasEnded[idx] && animation.stop();
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hasEnded[idx] = true;
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});
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},
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reset: function(): void {
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animations.forEach((animation, idx) => {
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animation.reset();
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hasEnded[idx] = false;
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doneCount = 0;
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});
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},
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_startNativeLoop: function() {
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throw new Error(
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'Loops run using the native driver cannot contain Animated.parallel animations',
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);
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},
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_isUsingNativeDriver: function(): boolean {
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return false;
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},
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};
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return result;
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};
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const delay = function(time: number): CompositeAnimation {
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// Would be nice to make a specialized implementation
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return timing(new AnimatedValue(0), {toValue: 0, delay: time, duration: 0});
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};
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const stagger = function(
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time: number,
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animations: Array<CompositeAnimation>,
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): CompositeAnimation {
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return parallel(
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animations.map((animation, i) => {
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return sequence([delay(time * i), animation]);
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}),
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);
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};
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type LoopAnimationConfig = {iterations: number};
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const loop = function(
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animation: CompositeAnimation,
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{iterations = -1}: LoopAnimationConfig = {},
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): CompositeAnimation {
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let isFinished = false;
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let iterationsSoFar = 0;
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return {
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start: function(callback?: ?EndCallback) {
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const restart = function(result: EndResult = {finished: true}): void {
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if (
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isFinished ||
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iterationsSoFar === iterations ||
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result.finished === false
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) {
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callback && callback(result);
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} else {
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iterationsSoFar++;
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animation.reset();
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animation.start(restart);
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}
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};
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if (!animation || iterations === 0) {
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callback && callback({finished: true});
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} else {
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if (animation._isUsingNativeDriver()) {
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animation._startNativeLoop(iterations);
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} else {
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restart(); // Start looping recursively on the js thread
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}
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}
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},
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stop: function(): void {
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isFinished = true;
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animation.stop();
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},
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reset: function(): void {
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iterationsSoFar = 0;
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isFinished = false;
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animation.reset();
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},
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_startNativeLoop: function() {
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throw new Error(
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'Loops run using the native driver cannot contain Animated.loop animations',
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);
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},
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_isUsingNativeDriver: function(): boolean {
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return animation._isUsingNativeDriver();
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},
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};
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};
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function forkEvent(
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event: ?AnimatedEvent | ?Function,
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listener: Function,
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): AnimatedEvent | Function {
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if (!event) {
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return listener;
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} else if (event instanceof AnimatedEvent) {
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event.__addListener(listener);
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return event;
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} else {
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return (...args) => {
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typeof event === 'function' && event(...args);
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listener(...args);
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};
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}
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}
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function unforkEvent(
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event: ?AnimatedEvent | ?Function,
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listener: Function,
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): void {
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if (event && event instanceof AnimatedEvent) {
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event.__removeListener(listener);
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}
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}
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const event = function(argMapping: Array<?Mapping>, config?: EventConfig): any {
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const animatedEvent = new AnimatedEvent(argMapping, config);
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if (animatedEvent.__isNative) {
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return animatedEvent;
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} else {
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return animatedEvent.__getHandler();
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}
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};
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|
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/**
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* The `Animated` library is designed to make animations fluid, powerful, and
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* easy to build and maintain. `Animated` focuses on declarative relationships
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* between inputs and outputs, with configurable transforms in between, and
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* simple `start`/`stop` methods to control time-based animation execution.
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*
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* The simplest workflow for creating an animation is to create an
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* `Animated.Value`, hook it up to one or more style attributes of an animated
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* component, and then drive updates via animations using `Animated.timing()`:
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||
*
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* ```javascript
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* Animated.timing( // Animate value over time
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* this.state.fadeAnim, // The value to drive
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* {
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* toValue: 1, // Animate to final value of 1
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* }
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* ).start(); // Start the animation
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* ```
|
||
*
|
||
* Refer to the [Animations](docs/animations.html#animated-api) guide to see
|
||
* additional examples of `Animated` in action.
|
||
*
|
||
* ## Overview
|
||
*
|
||
* There are two value types you can use with `Animated`:
|
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*
|
||
* - [`Animated.Value()`](docs/animated.html#value) for single values
|
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* - [`Animated.ValueXY()`](docs/animated.html#valuexy) for vectors
|
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*
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* `Animated.Value` can bind to style properties or other props, and can be
|
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* interpolated as well. A single `Animated.Value` can drive any number of
|
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* properties.
|
||
*
|
||
* ### Configuring animations
|
||
*
|
||
* `Animated` provides three types of animation types. Each animation type
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* provides a particular animation curve that controls how your values animate
|
||
* from their initial value to the final value:
|
||
*
|
||
* - [`Animated.decay()`](docs/animated.html#decay) starts with an initial
|
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* velocity and gradually slows to a stop.
|
||
* - [`Animated.spring()`](docs/animated.html#spring) provides a simple
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* spring physics model.
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* - [`Animated.timing()`](docs/animated.html#timing) animates a value over time
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* using [easing functions](docs/easing.html).
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*
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* In most cases, you will be using `timing()`. By default, it uses a symmetric
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* easeInOut curve that conveys the gradual acceleration of an object to full
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||
* speed and concludes by gradually decelerating to a stop.
|
||
*
|
||
* ### Working with animations
|
||
*
|
||
* Animations are started by calling `start()` on your animation. `start()`
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||
* takes a completion callback that will be called when the animation is done.
|
||
* If the animation finished running normally, the completion callback will be
|
||
* invoked with `{finished: true}`. If the animation is done because `stop()`
|
||
* was called on it before it could finish (e.g. because it was interrupted by a
|
||
* gesture or another animation), then it will receive `{finished: false}`.
|
||
*
|
||
* ### Using the native driver
|
||
*
|
||
* By using the native driver, we send everything about the animation to native
|
||
* before starting the animation, allowing native code to perform the animation
|
||
* on the UI thread without having to go through the bridge on every frame.
|
||
* Once the animation has started, the JS thread can be blocked without
|
||
* affecting the animation.
|
||
*
|
||
* You can use the native driver by specifying `useNativeDriver: true` in your
|
||
* animation configuration. See the
|
||
* [Animations](docs/animations.html#using-the-native-driver) guide to learn
|
||
* more.
|
||
*
|
||
* ### Animatable components
|
||
*
|
||
* Only animatable components can be animated. These special components do the
|
||
* magic of binding the animated values to the properties, and do targeted
|
||
* native updates to avoid the cost of the react render and reconciliation
|
||
* process on every frame. They also handle cleanup on unmount so they are safe
|
||
* by default.
|
||
*
|
||
* - [`createAnimatedComponent()`](docs/animated.html#createanimatedcomponent)
|
||
* can be used to make a component animatable.
|
||
*
|
||
* `Animated` exports the following animatable components using the above
|
||
* wrapper:
|
||
*
|
||
* - `Animated.Image`
|
||
* - `Animated.ScrollView`
|
||
* - `Animated.Text`
|
||
* - `Animated.View`
|
||
*
|
||
* ### Composing animations
|
||
*
|
||
* Animations can also be combined in complex ways using composition functions:
|
||
*
|
||
* - [`Animated.delay()`](docs/animated.html#delay) starts an animation after
|
||
* a given delay.
|
||
* - [`Animated.parallel()`](docs/animated.html#parallel) starts a number of
|
||
* animations at the same time.
|
||
* - [`Animated.sequence()`](docs/animated.html#sequence) starts the animations
|
||
* in order, waiting for each to complete before starting the next.
|
||
* - [`Animated.stagger()`](docs/animated.html#stagger) starts animations in
|
||
* order and in parallel, but with successive delays.
|
||
*
|
||
* Animations can also be chained together simply by setting the `toValue` of
|
||
* one animation to be another `Animated.Value`. See
|
||
* [Tracking dynamic values](docs/animations.html#tracking-dynamic-values) in
|
||
* the Animations guide.
|
||
*
|
||
* By default, if one animation is stopped or interrupted, then all other
|
||
* animations in the group are also stopped.
|
||
*
|
||
* ### Combining animated values
|
||
*
|
||
* You can combine two animated values via addition, multiplication, division,
|
||
* or modulo to make a new animated value:
|
||
*
|
||
* - [`Animated.add()`](docs/animated.html#add)
|
||
* - [`Animated.divide()`](docs/animated.html#divide)
|
||
* - [`Animated.modulo()`](docs/animated.html#modulo)
|
||
* - [`Animated.multiply()`](docs/animated.html#multiply)
|
||
*
|
||
* ### Interpolation
|
||
*
|
||
* The `interpolate()` function allows input ranges to map to different output
|
||
* ranges. By default, it will extrapolate the curve beyond the ranges given,
|
||
* but you can also have it clamp the output value. It uses lineal interpolation
|
||
* by default but also supports easing functions.
|
||
*
|
||
* - [`interpolate()`](docs/animated.html#interpolate)
|
||
*
|
||
* Read more about interpolation in the
|
||
* [Animation](docs/animations.html#interpolation) guide.
|
||
*
|
||
* ### Handling gestures and other events
|
||
*
|
||
* Gestures, like panning or scrolling, and other events can map directly to
|
||
* animated values using `Animated.event()`. This is done with a structured map
|
||
* syntax so that values can be extracted from complex event objects. The first
|
||
* level is an array to allow mapping across multiple args, and that array
|
||
* contains nested objects.
|
||
*
|
||
* - [`Animated.event()`](docs/animated.html#event)
|
||
*
|
||
* For example, when working with horizontal scrolling gestures, you would do
|
||
* the following in order to map `event.nativeEvent.contentOffset.x` to
|
||
* `scrollX` (an `Animated.Value`):
|
||
*
|
||
* ```javascript
|
||
* onScroll={Animated.event(
|
||
* // scrollX = e.nativeEvent.contentOffset.x
|
||
* [{ nativeEvent: {
|
||
* contentOffset: {
|
||
* x: scrollX
|
||
* }
|
||
* }
|
||
* }]
|
||
* )}
|
||
* ```
|
||
*
|
||
*/
|
||
module.exports = {
|
||
/**
|
||
* Standard value class for driving animations. Typically initialized with
|
||
* `new Animated.Value(0);`
|
||
*
|
||
* See also [`AnimatedValue`](docs/animated.html#animatedvalue).
|
||
*/
|
||
Value: AnimatedValue,
|
||
/**
|
||
* 2D value class for driving 2D animations, such as pan gestures.
|
||
*
|
||
* See also [`AnimatedValueXY`](docs/animated.html#animatedvaluexy).
|
||
*/
|
||
ValueXY: AnimatedValueXY,
|
||
/**
|
||
* exported to use the Interpolation type in flow
|
||
*
|
||
* See also [`AnimatedInterpolation`](docs/animated.html#animatedinterpolation).
|
||
*/
|
||
Interpolation: AnimatedInterpolation,
|
||
/**
|
||
* Exported for ease of type checking. All animated values derive from this class.
|
||
*/
|
||
Node: AnimatedNode,
|
||
|
||
/**
|
||
* Animates a value from an initial velocity to zero based on a decay
|
||
* coefficient.
|
||
*
|
||
* Config is an object that may have the following options:
|
||
*
|
||
* - `velocity`: Initial velocity. Required.
|
||
* - `deceleration`: Rate of decay. Default 0.997.
|
||
* - `isInteraction`: Whether or not this animation creates an "interaction handle" on the
|
||
* `InteractionManager`. Default true.
|
||
* - `useNativeDriver`: Uses the native driver when true. Default false.
|
||
*/
|
||
decay,
|
||
/**
|
||
* Animates a value along a timed easing curve. The
|
||
* [`Easing`](docs/easing.html) module has tons of predefined curves, or you
|
||
* can use your own function.
|
||
*
|
||
* Config is an object that may have the following options:
|
||
*
|
||
* - `duration`: Length of animation (milliseconds). Default 500.
|
||
* - `easing`: Easing function to define curve.
|
||
* Default is `Easing.inOut(Easing.ease)`.
|
||
* - `delay`: Start the animation after delay (milliseconds). Default 0.
|
||
* - `isInteraction`: Whether or not this animation creates an "interaction handle" on the
|
||
* `InteractionManager`. Default true.
|
||
* - `useNativeDriver`: Uses the native driver when true. Default false.
|
||
*/
|
||
timing,
|
||
/**
|
||
* Animates a value according to an analytical spring model based on
|
||
* [damped harmonic oscillation](https://en.wikipedia.org/wiki/Harmonic_oscillator#Damped_harmonic_oscillator).
|
||
* Tracks velocity state to create fluid motions as the `toValue` updates, and
|
||
* can be chained together.
|
||
*
|
||
* Config is an object that may have the following options.
|
||
*
|
||
* Note that you can only define one of bounciness/speed, tension/friction, or
|
||
* stiffness/damping/mass, but not more than one:
|
||
*
|
||
* The friction/tension or bounciness/speed options match the spring model in
|
||
* [Facebook Pop](https://github.com/facebook/pop), [Rebound](http://facebook.github.io/rebound/),
|
||
* and [Origami](http://origami.design/).
|
||
*
|
||
* - `friction`: Controls "bounciness"/overshoot. Default 7.
|
||
* - `tension`: Controls speed. Default 40.
|
||
* - `speed`: Controls speed of the animation. Default 12.
|
||
* - `bounciness`: Controls bounciness. Default 8.
|
||
*
|
||
* Specifying stiffness/damping/mass as parameters makes `Animated.spring` use an
|
||
* analytical spring model based on the motion equations of a [damped harmonic
|
||
* oscillator](https://en.wikipedia.org/wiki/Harmonic_oscillator#Damped_harmonic_oscillator).
|
||
* This behavior is slightly more precise and faithful to the physics behind
|
||
* spring dynamics, and closely mimics the implementation in iOS's
|
||
* CASpringAnimation primitive.
|
||
*
|
||
* - `stiffness`: The spring stiffness coefficient. Default 100.
|
||
* - `damping`: Defines how the spring’s motion should be damped due to the forces of friction.
|
||
* Default 10.
|
||
* - `mass`: The mass of the object attached to the end of the spring. Default 1.
|
||
*
|
||
* Other configuration options are as follows:
|
||
*
|
||
* - `velocity`: The initial velocity of the object attached to the spring. Default 0 (object
|
||
* is at rest).
|
||
* - `overshootClamping`: Boolean indiciating whether the spring should be clamped and not
|
||
* bounce. Default false.
|
||
* - `restDisplacementThreshold`: The threshold of displacement from rest below which the
|
||
* spring should be considered at rest. Default 0.001.
|
||
* - `restSpeedThreshold`: The speed at which the spring should be considered at rest in pixels
|
||
* per second. Default 0.001.
|
||
* - `delay`: Start the animation after delay (milliseconds). Default 0.
|
||
* - `isInteraction`: Whether or not this animation creates an "interaction handle" on the
|
||
* `InteractionManager`. Default true.
|
||
* - `useNativeDriver`: Uses the native driver when true. Default false.
|
||
*/
|
||
spring,
|
||
|
||
/**
|
||
* Creates a new Animated value composed from two Animated values added
|
||
* together.
|
||
*/
|
||
add,
|
||
|
||
/**
|
||
* Creates a new Animated value composed by dividing the first Animated value
|
||
* by the second Animated value.
|
||
*/
|
||
divide,
|
||
|
||
/**
|
||
* Creates a new Animated value composed from two Animated values multiplied
|
||
* together.
|
||
*/
|
||
multiply,
|
||
|
||
/**
|
||
* Creates a new Animated value that is the (non-negative) modulo of the
|
||
* provided Animated value
|
||
*/
|
||
modulo,
|
||
|
||
/**
|
||
* Create a new Animated value that is limited between 2 values. It uses the
|
||
* difference between the last value so even if the value is far from the bounds
|
||
* it will start changing when the value starts getting closer again.
|
||
* (`value = clamp(value + diff, min, max)`).
|
||
*
|
||
* This is useful with scroll events, for example, to show the navbar when
|
||
* scrolling up and to hide it when scrolling down.
|
||
*/
|
||
diffClamp,
|
||
|
||
/**
|
||
* Starts an animation after the given delay.
|
||
*/
|
||
delay,
|
||
/**
|
||
* Starts an array of animations in order, waiting for each to complete
|
||
* before starting the next. If the current running animation is stopped, no
|
||
* following animations will be started.
|
||
*/
|
||
sequence,
|
||
/**
|
||
* Starts an array of animations all at the same time. By default, if one
|
||
* of the animations is stopped, they will all be stopped. You can override
|
||
* this with the `stopTogether` flag.
|
||
*/
|
||
parallel,
|
||
/**
|
||
* Array of animations may run in parallel (overlap), but are started in
|
||
* sequence with successive delays. Nice for doing trailing effects.
|
||
*/
|
||
stagger,
|
||
/**
|
||
* Loops a given animation continuously, so that each time it reaches the
|
||
* end, it resets and begins again from the start. Can specify number of
|
||
* times to loop using the key 'iterations' in the config. Will loop without
|
||
* blocking the UI thread if the child animation is set to 'useNativeDriver'.
|
||
*/
|
||
loop,
|
||
|
||
/**
|
||
* Takes an array of mappings and extracts values from each arg accordingly,
|
||
* then calls `setValue` on the mapped outputs. e.g.
|
||
*
|
||
*```javascript
|
||
* onScroll={Animated.event(
|
||
* [{nativeEvent: {contentOffset: {x: this._scrollX}}}],
|
||
* {listener: (event) => console.log(event)}, // Optional async listener
|
||
* )}
|
||
* ...
|
||
* onPanResponderMove: Animated.event([
|
||
* null, // raw event arg ignored
|
||
* {dx: this._panX}, // gestureState arg
|
||
{listener: (event, gestureState) => console.log(event, gestureState)}, // Optional async listener
|
||
* ]),
|
||
*```
|
||
*
|
||
* Config is an object that may have the following options:
|
||
*
|
||
* - `listener`: Optional async listener.
|
||
* - `useNativeDriver`: Uses the native driver when true. Default false.
|
||
*/
|
||
event,
|
||
|
||
/**
|
||
* Make any React component Animatable. Used to create `Animated.View`, etc.
|
||
*/
|
||
createAnimatedComponent,
|
||
|
||
/**
|
||
* Imperative API to attach an animated value to an event on a view. Prefer using
|
||
* `Animated.event` with `useNativeDrive: true` if possible.
|
||
*/
|
||
attachNativeEvent,
|
||
|
||
/**
|
||
* Advanced imperative API for snooping on animated events that are passed in through props. Use
|
||
* values directly where possible.
|
||
*/
|
||
forkEvent,
|
||
unforkEvent,
|
||
|
||
__PropsOnlyForTests: AnimatedProps,
|
||
};
|