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111 lines
4.7 KiB
Plaintext
111 lines
4.7 KiB
Plaintext
import { resolveElements, getValueTransition, getAnimationMap, animationMapKey, getComputedStyle, fillWildcards, applyPxDefaults, NativeAnimation } from 'motion-dom';
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import { invariant, secondsToMilliseconds } from 'motion-utils';
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function animateElements(elementOrSelector, keyframes, options, scope) {
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// Gracefully handle null/undefined elements (e.g., from querySelector returning null)
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if (elementOrSelector == null) {
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return [];
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}
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const elements = resolveElements(elementOrSelector, scope);
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const numElements = elements.length;
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invariant(Boolean(numElements), "No valid elements provided.", "no-valid-elements");
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/**
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* WAAPI doesn't support interrupting animations.
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*
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* Therefore, starting animations requires a three-step process:
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* 1. Stop existing animations (write styles to DOM)
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* 2. Resolve keyframes (read styles from DOM)
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* 3. Create new animations (write styles to DOM)
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*
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* The hybrid `animate()` function uses AsyncAnimation to resolve
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* keyframes before creating new animations, which removes style
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* thrashing. Here, we have much stricter filesize constraints.
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* Therefore we do this in a synchronous way that ensures that
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* at least within `animate()` calls there is no style thrashing.
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*
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* In the motion-native-animate-mini-interrupt benchmark this
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* was 80% faster than a single loop.
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*/
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const animationDefinitions = [];
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/**
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* Step 1: Build options and stop existing animations (write)
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*/
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for (let i = 0; i < numElements; i++) {
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const element = elements[i];
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const elementTransition = { ...options };
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/**
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* Resolve stagger function if provided.
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*/
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if (typeof elementTransition.delay === "function") {
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elementTransition.delay = elementTransition.delay(i, numElements);
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}
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for (const valueName in keyframes) {
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let valueKeyframes = keyframes[valueName];
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if (!Array.isArray(valueKeyframes)) {
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valueKeyframes = [valueKeyframes];
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}
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const valueOptions = {
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...getValueTransition(elementTransition, valueName),
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};
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valueOptions.duration && (valueOptions.duration = secondsToMilliseconds(valueOptions.duration));
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valueOptions.delay && (valueOptions.delay = secondsToMilliseconds(valueOptions.delay));
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/**
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* If there's an existing animation playing on this element then stop it
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* before creating a new one.
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*/
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const map = getAnimationMap(element);
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const key = animationMapKey(valueName, valueOptions.pseudoElement || "");
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const currentAnimation = map.get(key);
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currentAnimation && currentAnimation.stop();
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animationDefinitions.push({
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map,
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key,
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unresolvedKeyframes: valueKeyframes,
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options: {
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...valueOptions,
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element,
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name: valueName,
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allowFlatten: !elementTransition.type && !elementTransition.ease,
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},
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});
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}
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}
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/**
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* Step 2: Resolve keyframes (read)
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*/
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for (let i = 0; i < animationDefinitions.length; i++) {
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const { unresolvedKeyframes, options: animationOptions } = animationDefinitions[i];
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const { element, name, pseudoElement } = animationOptions;
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if (!pseudoElement && unresolvedKeyframes[0] === null) {
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unresolvedKeyframes[0] = getComputedStyle(element, name);
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}
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fillWildcards(unresolvedKeyframes);
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applyPxDefaults(unresolvedKeyframes, name);
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/**
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* If we only have one keyframe, explicitly read the initial keyframe
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* from the computed style. This is to ensure consistency with WAAPI behaviour
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* for restarting animations, for instance .play() after finish, when it
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* has one vs two keyframes.
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*/
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if (!pseudoElement && unresolvedKeyframes.length < 2) {
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unresolvedKeyframes.unshift(getComputedStyle(element, name));
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}
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animationOptions.keyframes = unresolvedKeyframes;
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}
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/**
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* Step 3: Create new animations (write)
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*/
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const animations = [];
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for (let i = 0; i < animationDefinitions.length; i++) {
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const { map, key, options: animationOptions } = animationDefinitions[i];
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const animation = new NativeAnimation(animationOptions);
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map.set(key, animation);
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animation.finished.finally(() => map.delete(key));
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animations.push(animation);
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}
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return animations;
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}
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export { animateElements };
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//# sourceMappingURL=animate-elements.mjs.map
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