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cappuccino/AppKit/CPAnimation.j
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2014-11-06 10:17:05 -08:00

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/*
* CPAnimation.j
* AppKit
*
* Created by Francisco Tolmasky.
* Copyright 2008, 280 North, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
@import <Foundation/CPObject.j>
@import <Foundation/CPTimer.j>
@import "CAMediaTimingFunction.j"
@protocol CPAnimationDelegate <CPObject>
@optional
- (BOOL)animationShouldStart:(CPAnimation)animation;
- (float)animation:(CPAnimation)animation valueForProgress:(float)progress;
- (void)animationDidEnd:(CPAnimation)animation;
- (void)animationDidStop:(CPAnimation)animation;
@end
var CPAnimationDelegate_animationShouldStart_ = 1 << 1,
CPAnimationDelegate_animation_valueForProgress_ = 1 << 2,
CPAnimationDelegate_animationDidEnd_ = 1 << 3,
CPAnimationDelegate_animationDidStop_ = 1 << 4;
@typedef CPAnimationCurve
CPAnimationEaseInOut = 0;
CPAnimationEaseIn = 1;
CPAnimationEaseOut = 2;
CPAnimationLinear = 3;
ACTUAL_FRAME_RATE = 0;
/*!
@ingroup appkit
@class CPAnimation
Manages an animation. Contains timing and progress information.
@par Delegate Methods
@delegate -(BOOL)animationShouldStart:(CPAnimation)animation;
Called at the beginning of \c -startAnimation.
@param animation the animation that will start
@return \c YES allows the animation to start.
\c NO stops the animation.
@delegate -(void)animationDidEnd:(CPAnimation)animation;
Called when an animation has completed.
@param animation the animation that completed
@delegate -(void)animationDidStop:(CPAnimation)animation;
Called when the animation was stopped (before completing).
@param animation the animation that was stopped
@delegate - (float)animation:(CPAnimation)animation valueForProgress:(float)progress;
The value from this method will be returned when CPAnimation's
\c currentValue method is called.
@param animation the animation to obtain the curve value for
@param progress the current animation progress
@return the curve value
*/
@implementation CPAnimation : CPObject
{
CPTimeInterval _lastTime;
CPTimeInterval _duration;
CPAnimationCurve _animationCurve;
CAMediaTimingFunction _timingFunction;
float _frameRate;
float _progress;
id <CPAnimationDelegate> _delegate;
CPTimer _timer;
unsigned _implementedDelegateMethods;
}
/*!
Initializes the animation with a duration and animation curve.
@param aDuration the length of the animation
@param anAnimationCurve defines the animation's pace
@throws CPInvalidArgumentException if an invalid animation curve is specified
*/
- (id)initWithDuration:(float)aDuration animationCurve:(CPAnimationCurve)anAnimationCurve
{
self = [super init];
if (self)
{
_progress = 0.0;
_duration = MAX(0.0, aDuration);
_frameRate = 60.0;
[self setAnimationCurve:anAnimationCurve];
}
return self;
}
/*!
Sets the animation's pace.
@param anAnimationCurve the animation's pace
@throws CPInvalidArgumentException if an invalid animation curve is specified
*/
- (void)setAnimationCurve:(CPAnimationCurve)anAnimationCurve
{
var timingFunctionName;
switch (anAnimationCurve)
{
case CPAnimationEaseInOut:
timingFunctionName = kCAMediaTimingFunctionEaseInEaseOut;
break;
case CPAnimationEaseIn:
timingFunctionName = kCAMediaTimingFunctionEaseIn;
break;
case CPAnimationEaseOut:
timingFunctionName = kCAMediaTimingFunctionEaseOut;
break;
case CPAnimationLinear:
timingFunctionName = kCAMediaTimingFunctionLinear;
break;
default:
[CPException raise:CPInvalidArgumentException
reason:@"Invalid value provided for animation curve"];
break;
}
_animationCurve = anAnimationCurve;
_timingFunction = [CAMediaTimingFunction functionWithName:timingFunctionName];
}
/*!
Returns the animation's pace
*/
- (CPAnimationCurve)animationCurve
{
return _animationCurve;
}
/*!
Sets the animation's length.
@param aDuration the new animation length
@throws CPInvalidArgumentException if \c aDuration is negative
*/
- (void)setDuration:(CPTimeInterval)aDuration
{
if (aDuration < 0)
[CPException raise:CPInvalidArgumentException reason:"aDuration can't be negative"];
_duration = aDuration;
}
/*!
Returns the length of the animation.
*/
- (CPTimeInterval)duration
{
return _duration;
}
/*!
Sets the animation frame rate. This is not a guaranteed frame rate. 0 means to go as fast as possible.
@param frameRate the new desired frame rate
@throws CPInvalidArgumentException if \c frameRate is negative
*/
- (void)setFrameRate:(float)frameRate
{
if (frameRate < 0)
[CPException raise:CPInvalidArgumentException reason:"frameRate can't be negative"];
_frameRate = frameRate;
}
/*!
Returns the desired frame rate.
*/
- (float)frameRate
{
return _frameRate;
}
/*!
Returns the animation's delegate
*/
- (id)delegate
{
return _delegate;
}
/*!
Sets the animation's delegate.
@param aDelegate the new delegate
*/
- (void)setDelegate:(id <CPAnimationDelegate>)aDelegate
{
if (_delegate === aDelegate)
return;
_delegate = aDelegate;
_implementedDelegateMethods = 0;
if ([_delegate respondsToSelector:@selector(animationShouldStart:)])
_implementedDelegateMethods |= CPAnimationDelegate_animationShouldStart_;
if ([_delegate respondsToSelector:@selector(animationDidEnd:)])
_implementedDelegateMethods |= CPAnimationDelegate_animationDidEnd_;
if ([_delegate respondsToSelector:@selector(animationDidStop:)])
_implementedDelegateMethods |= CPAnimationDelegate_animationDidStop_;
if ([_delegate respondsToSelector:@selector(animation:valueForProgress:)])
_implementedDelegateMethods |= CPAnimationDelegate_animation_valueForProgress_;
}
/*!
Starts the animation. The method calls \c -animationShouldStart:
on the delegate (if it implements it) to see if the animation
should begin.
*/
- (void)startAnimation
{
// If we're already animating, or our delegate stops us, animate.
if (_timer || ![self _sendDelegateAnimationShouldStart])
return;
if (_progress === 1.0)
_progress = 0.0;
ACTUAL_FRAME_RATE = 0;
_lastTime = new Date();
var timerInterval = _frameRate <= 0.0 ? 0.0001 : 1.0 / _frameRate;
_timer = [CPTimer scheduledTimerWithTimeInterval:timerInterval target:self selector:@selector(animationTimerDidFire:) userInfo:nil repeats:YES];
}
/*
@ignore
*/
- (void)animationTimerDidFire:(CPTimer)aTimer
{
var currentTime = new Date(),
progress = MIN(1.0, [self currentProgress] + (currentTime - _lastTime) / (_duration * 1000.0));
_lastTime = currentTime;
++ACTUAL_FRAME_RATE;
[self setCurrentProgress:progress];
if (progress === 1.0)
{
[_timer invalidate];
_timer = nil;
[self _sendDelegateAnimationDidEnd];
}
}
/*!
Stops the animation before it has completed.
*/
- (void)stopAnimation
{
if (!_timer)
return;
[_timer invalidate];
_timer = nil;
[self _sendDelegateAnimationDidStop];
}
/*!
Returns \c YES if the animation
is running.
*/
- (BOOL)isAnimating
{
return _timer;
}
/*!
Sets the animation's progress.
@param aProgress the animation's progress
*/
- (void)setCurrentProgress:(float)aProgress
{
_progress = aProgress;
}
/*!
Returns the animation's progress
*/
- (float)currentProgress
{
return _progress;
}
/*!
Returns the animation's timing progress.
*/
- (float)currentValue
{
var t = [self currentProgress];
if ([self _delegateRespondsToAnimationValueForProgress])
return [self _sendDelegateAnimationValueForProgress:t];
if (_animationCurve == CPAnimationLinear)
return t;
var c1 = [],
c2 = [];
[_timingFunction getControlPointAtIndex:1 values:c1];
[_timingFunction getControlPointAtIndex:2 values:c2];
return CubicBezierAtTime(t, c1[0], c1[1], c2[0], c2[1], _duration);
}
@end
@implementation CPAnimation (CPAnimationDelegate)
/*!
@ignore
Check if the delegate responds to animation:valueForProgress:
*/
- (BOOL)_delegateRespondsToAnimationValueForProgress
{
return _implementedDelegateMethods & CPAnimationDelegate_animation_valueForProgress_;
}
/*!
@ignore
Call delegate animationShouldStart:
*/
- (BOOL)_sendDelegateAnimationShouldStart
{
if (!(_implementedDelegateMethods & CPAnimationDelegate_animationShouldStart_))
return YES;
return [_delegate animationShouldStart:self];
}
/*!
@ignore
Call delegate animation:valueForProgress:
*/
- (float)_sendDelegateAnimationValueForProgress:(float)aProgress
{
if (!(_implementedDelegateMethods & CPAnimationDelegate_animation_valueForProgress_))
return aProgress;
return [_delegate animation:self valueForProgress:aProgress];
}
/*!
@ignore
Call delegate animationDidEnd:
*/
- (void)_sendDelegateAnimationDidEnd
{
if (!(_implementedDelegateMethods & CPAnimationDelegate_animationDidEnd_))
return;
[_delegate animationDidEnd:self];
}
/*!
@ignore
Call delegate animationDidStop:
*/
- (void)_sendDelegateAnimationDidStop
{
if (!(_implementedDelegateMethods & CPAnimationDelegate_animationDidStop_))
return;
[_delegate animationDidStop:self];
}
@end
// currently used function to determine time
// 1:1 conversion to js from webkit source files
// UnitBezier.h, WebCore_animation_AnimationBase.cpp
var CubicBezierAtTime = function(t, p1x, p1y, p2x, p2y, duration)
{
var ax = 0,
bx = 0,
cx = 0,
ay = 0,
by = 0,
cy = 0;
// `ax t^3 + bx t^2 + cx t' expanded using Horner's rule.
function sampleCurveX(t)
{
return ((ax * t + bx) * t + cx) * t;
}
function sampleCurveY(t)
{
return ((ay * t + by) * t + cy) * t;
}
function sampleCurveDerivativeX(t)
{
return (3.0 * ax * t + 2.0 * bx) * t + cx;
}
// The epsilon value to pass given that the animation is going to run over |duration| seconds. The longer the animation, the more precision is needed in the timing function result to avoid ugly discontinuities.
function solveEpsilon(duration)
{
return 1.0 / (200.0 * duration);
}
function solve(x, epsilon)
{
return sampleCurveY(solveCurveX(x, epsilon));
}
// Given an x value, find a parametric value it came from.
function solveCurveX(x, epsilon)
{
var t0,
t1,
t2 = x,
x2,
d2,
i = 0;
// First try a few iterations of Newton's method -- normally very fast.
for (; i < 8; i++)
{
x2 = sampleCurveX(t2) - x;
if (ABS(x2) < epsilon)
return t2;
d2 = sampleCurveDerivativeX(t2);
if (ABS(d2) < 1e-6)
break;
t2 = t2 - x2 / d2;
}
// Fall back to the bisection method for reliability.
t0 = 0.0;
t1 = 1.0;
t2 = x;
if (t2 < t0)
return t0;
if (t2 > t1)
return t1;
while (t0 < t1)
{
x2 = sampleCurveX(t2);
if (ABS(x2 - x) < epsilon)
return t2;
if (x > x2)
t0 = t2;
else
t1 = t2;
t2 = (t1 - t0) * 0.5 + t0;
}
return t2; // Failure.
};
// Calculate the polynomial coefficients, implicit first and last control points are (0,0) and (1,1).
cx = 3.0 * p1x;
bx = 3.0 * (p2x - p1x) - cx;
ax = 1.0 - cx - bx;
cy = 3.0 * p1y;
by = 3.0 * (p2y - p1y) - cy;
ay = 1.0 - cy - by;
// Convert from input time to parametric value in curve, then from that to output time.
return solve(t, solveEpsilon(duration));
};