animation_controller.dart 10.4 KB
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// Copyright 2016 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

import 'dart:async';
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import 'dart:ui' as ui show lerpDouble;
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import 'package:flutter/scheduler.dart';
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import 'package:newton/newton.dart';

import 'animation.dart';
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import 'curves.dart';
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import 'forces.dart';
import 'listener_helpers.dart';

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/// The direction in which an animation is running.
enum _AnimationDirection {
  /// The animation is running from beginning to end.
  forward,

  /// The animation is running backwards, from end to beginning.
  reverse
}

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/// A controller for an animation.
///
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/// This class lets you perform tasks such as:
///
/// * Play an animation [forward] or in [reverse], or [stop] an animation.
/// * Set the animation to a specific [value].
/// * Define the [upperBound] and [lowerBound] values of an animation.
/// * Create a [fling] animation effect using a physics simulation.
///
/// By default, an [AnimationController] linearly produces values that range from 0.0 to 1.0, during
/// a given duration. The animation controller generates a new value whenever the device running
/// your app is ready to display a new frame (typically, this rate is around 60 values per second).
///
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class AnimationController extends Animation<double>
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  with AnimationEagerListenerMixin, AnimationLocalListenersMixin, AnimationLocalStatusListenersMixin {
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  /// Creates an animation controller.
  ///
  /// * value is the initial value of the animation.
  /// * duration is the length of time this animation should last.
  /// * debugLabel is a string to help identify this animation during debugging (used by toString).
  /// * lowerBound is the smallest value this animation can obtain and the value at which this animation is deemed to be dismissed.
  /// * upperBound is the largest value this animation can obtain and the value at which this animation is deemed to be completed.
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  AnimationController({
    double value,
    this.duration,
    this.debugLabel,
    this.lowerBound: 0.0,
    this.upperBound: 1.0
  }) {
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    assert(upperBound >= lowerBound);
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    _value = (value ?? lowerBound).clamp(lowerBound, upperBound);
    _ticker = new Ticker(_tick);
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  }

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  /// Creates an animation controller with no upper or lower bound for its value.
  ///
  /// * value is the initial value of the animation.
  /// * duration is the length of time this animation should last.
  /// * debugLabel is a string to help identify this animation during debugging (used by toString).
  ///
  /// This constructor is most useful for animations that will be driven using a
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  /// physics simulation, especially when the physics simulation has no
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  /// pre-determined bounds.
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  AnimationController.unbounded({
    double value: 0.0,
    this.duration,
    this.debugLabel
  }) : lowerBound = double.NEGATIVE_INFINITY,
       upperBound = double.INFINITY,
       _value = value {
    assert(value != null);
    _ticker = new Ticker(_tick);
  }

  /// The value at which this animation is deemed to be dismissed.
  final double lowerBound;

  /// The value at which this animation is deemed to be completed.
  final double upperBound;

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  /// A label that is used in the [toString] output. Intended to aid with
  /// identifying animation controller instances in debug output.
  final String debugLabel;

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  /// Returns an [Animated<double>] for this animation controller,
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  /// so that a pointer to this object can be passed around without
  /// allowing users of that pointer to mutate the AnimationController state.
  Animation<double> get view => this;

  /// The length of time this animation should last.
  Duration duration;

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  Ticker _ticker;
  Simulation _simulation;

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  /// The current value of the animation.
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  ///
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  /// Setting this value notifies all the listeners that the value
  /// changed.
  ///
  /// Setting this value also stops the controller if it is currently
  /// running; if this happens, it also notifies all the status
  /// listeners.
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  @override
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  double get value => _value;
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  double _value;
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  /// Stops the animation controller and sets the current value of the
  /// animation.
  ///
  /// The new value is clamped to the range set by [lowerBound] and [upperBound].
  ///
  /// Value listeners are notified even if this does not change the value.
  /// Status listeners are notified if the animation was previously playing.
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  void set value(double newValue) {
    assert(newValue != null);
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    stop();
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    _value = newValue.clamp(lowerBound, upperBound);
    notifyListeners();
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    _checkStatusChanged();
  }

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  /// The amount of time that has passed between the time the animation started and the most recent tick of the animation.
  ///
  /// If the controller is not animating, the last elapsed duration is null;
  Duration get lastElapsedDuration => _lastElapsedDuration;
  Duration _lastElapsedDuration;

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  /// Whether this animation is currently animating in either the forward or reverse direction.
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  bool get isAnimating => _ticker.isTicking;
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  _AnimationDirection _direction;

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  @override
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  AnimationStatus get status {
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    if (!isAnimating && value == upperBound)
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      return AnimationStatus.completed;
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    if (!isAnimating && value == lowerBound)
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      return AnimationStatus.dismissed;
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    return _direction == _AnimationDirection.forward ?
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        AnimationStatus.forward :
        AnimationStatus.reverse;
  }

  /// Starts running this animation forwards (towards the end).
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  Future<Null> forward({ double from }) {
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    if (from != null)
      value = from;
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    _direction = _AnimationDirection.forward;
    return animateTo(upperBound);
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  }

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  /// Starts running this animation in reverse (towards the beginning).
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  Future<Null> reverse({ double from }) {
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    if (from != null)
      value = from;
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    _direction = _AnimationDirection.reverse;
    return animateTo(lowerBound);
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  }

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  /// Drives the animation from its current value to target.
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  Future<Null> animateTo(double target, { Duration duration, Curve curve: Curves.linear }) {
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    Duration simulationDuration = duration;
    if (simulationDuration == null) {
      double range = upperBound - lowerBound;
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      double remainingFraction = range.isFinite ? (target - _value).abs() / range : 1.0;
      simulationDuration = this.duration * remainingFraction;
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    }
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    stop();
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    if (simulationDuration == Duration.ZERO) {
      assert(value == target);
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      _checkStatusChanged();
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      return new Future<Null>.value();
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    }
    assert(simulationDuration > Duration.ZERO);
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    assert(!isAnimating);
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    return _startSimulation(new _InterpolationSimulation(_value, target, simulationDuration, curve));
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  }

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  /// Starts running this animation in the forward direction, and
  /// restarts the animation when it completes.
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  ///
  /// Defaults to repeating between the lower and upper bounds.
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  Future<Null> repeat({ double min, double max, Duration period }) {
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    min ??= lowerBound;
    max ??= upperBound;
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    period ??= duration;
    return animateWith(new _RepeatingSimulation(min, max, period));
  }

  /// Flings the timeline with an optional force (defaults to a critically
  /// damped spring) and initial velocity. If velocity is positive, the
  /// animation will complete, otherwise it will dismiss.
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  Future<Null> fling({ double velocity: 1.0, Force force }) {
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    force ??= kDefaultSpringForce;
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    _direction = velocity < 0.0 ? _AnimationDirection.reverse : _AnimationDirection.forward;
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    return animateWith(force.release(value, velocity));
  }

  /// Drives the animation according to the given simulation.
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  Future<Null> animateWith(Simulation simulation) {
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    stop();
    return _startSimulation(simulation);
  }

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  Future<Null> _startSimulation(Simulation simulation) {
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    assert(simulation != null);
    assert(!isAnimating);
    _simulation = simulation;
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    _lastElapsedDuration = const Duration();
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    _value = simulation.x(0.0).clamp(lowerBound, upperBound);
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    Future<Null> result = _ticker.start();
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    _checkStatusChanged();
    return result;
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  }

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  /// Stops running this animation.
  void stop() {
    _simulation = null;
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    _lastElapsedDuration = null;
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    _ticker.stop();
  }

  /// Stops running this animation.
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  @override
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  void dispose() {
    stop();
  }

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  AnimationStatus _lastReportedStatus = AnimationStatus.dismissed;
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  void _checkStatusChanged() {
    AnimationStatus newStatus = status;
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    if (_lastReportedStatus != newStatus) {
      _lastReportedStatus = newStatus;
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      notifyStatusListeners(newStatus);
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    }
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  }

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  void _tick(Duration elapsed) {
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    _lastElapsedDuration = elapsed;
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    double elapsedInSeconds = elapsed.inMicroseconds.toDouble() / Duration.MICROSECONDS_PER_SECOND;
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    _value = _simulation.x(elapsedInSeconds).clamp(lowerBound, upperBound);
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    if (_simulation.isDone(elapsedInSeconds))
      stop();
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    notifyListeners();
    _checkStatusChanged();
  }

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  @override
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  String toStringDetails() {
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    String paused = isAnimating ? '' : '; paused';
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    String label = debugLabel == null ? '' : '; for $debugLabel';
    String more = '${super.toStringDetails()} ${value.toStringAsFixed(3)}';
    return '$more$paused$label';
  }
}

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class _InterpolationSimulation extends Simulation {
  _InterpolationSimulation(this._begin, this._end, Duration duration, this._curve)
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    : _durationInSeconds = duration.inMicroseconds / Duration.MICROSECONDS_PER_SECOND {
    assert(_durationInSeconds > 0.0);
    assert(_begin != null);
    assert(_end != null);
  }

  final double _durationInSeconds;
  final double _begin;
  final double _end;
  final Curve _curve;

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  @override
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  double x(double timeInSeconds) {
    assert(timeInSeconds >= 0.0);
    double t = (timeInSeconds / _durationInSeconds).clamp(0.0, 1.0);
    if (t == 0.0)
      return _begin;
    else if (t == 1.0)
      return _end;
    else
      return _begin + (_end - _begin) * _curve.transform(t);
  }

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  @override
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  double dx(double timeInSeconds) => 1.0;

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  @override
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  bool isDone(double timeInSeconds) => timeInSeconds > _durationInSeconds;
}

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class _RepeatingSimulation extends Simulation {
  _RepeatingSimulation(this.min, this.max, Duration period)
    : _periodInSeconds = period.inMicroseconds / Duration.MICROSECONDS_PER_SECOND {
    assert(_periodInSeconds > 0.0);
  }

  final double min;
  final double max;

  final double _periodInSeconds;

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  @override
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  double x(double timeInSeconds) {
    assert(timeInSeconds >= 0.0);
    final double t = (timeInSeconds / _periodInSeconds) % 1.0;
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    return ui.lerpDouble(min, max, t);
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  }

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  @override
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  double dx(double timeInSeconds) => 1.0;

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  @override
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  bool isDone(double timeInSeconds) => false;
}