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after upgrading to react-native 0.24.1 it's broken again. in this version some new stuff was added by FB, so we can't just replace an AnimatedImplementation.js as it's suggested in README. so, this new version of AnimatedImplementation.js fixes the issue
/**
* Copyright (c) 2015-present, Facebook, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* LICENSE file in the root directory of this source tree. An additional grant
* of patent rights can be found in the PATENTS file in the same directory.
*
* @providesModule AnimatedImplementation
* @flow
*/
'use strict';
var Easing = require('Easing');
var InteractionManager = require('InteractionManager');
var Interpolation = require('Interpolation');
var React = require('React');
var Set = require('Set');
var SpringConfig = require('SpringConfig');
var ViewStylePropTypes = require('ViewStylePropTypes');
var NativeAnimatedHelper = require('NativeAnimatedHelper');
var findNodeHandle = require('findNodeHandle');
var flattenStyle = require('flattenStyle');
var invariant = require('fbjs/lib/invariant');
var requestAnimationFrame = require('fbjs/lib/requestAnimationFrame');
import type { InterpolationConfigType } from 'Interpolation';
type EndResult = {finished: bool};
type EndCallback = (result: EndResult) => void;
var NativeAnimatedAPI = NativeAnimatedHelper.API;
// Note(vjeux): this would be better as an interface but flow doesn't
// support them yet
class Animated {
__attach(): void {}
__detach(): void {
if (this.__isNative && this.__nativeTag != null) {
NativeAnimatedAPI.dropAnimatedNode(this.__nativeTag);
this.__nativeTag = undefined;
}
}
__getValue(): any {}
__getAnimatedValue(): any { return this.__getValue(); }
__addChild(child: Animated) {}
__removeChild(child: Animated) {}
__getChildren(): Array<Animated> { return []; }
/* Methods and props used by native Animated impl */
__isNative: bool;
__nativeTag: ?number;
__makeNative() {
if (!this.__isNative) {
throw new Error('This node cannot be made a "native" animated node');
}
}
__getNativeTag(): number {
NativeAnimatedHelper.assertNativeAnimatedModule();
invariant(this.__isNative, 'Attempt to get native tag from node not marked as "native"');
if (this.__nativeTag == null) {
var nativeTag: number = NativeAnimatedHelper.generateNewNodeTag();
NativeAnimatedAPI.createAnimatedNode(nativeTag, this.__getNativeConfig());
this.__nativeTag = nativeTag;
}
return this.__nativeTag;
}
__getNativeConfig(): Object {
throw new Error('This JS animated node type cannot be used as native animated node');
}
}
type AnimationConfig = {
isInteraction?: bool;
useNativeDriver?: bool;
};
// Important note: start() and stop() will only be called at most once.
// Once an animation has been stopped or finished its course, it will
// not be reused.
class Animation {
__active: bool;
__isInteraction: bool;
__nativeTag: number;
__onEnd: ?EndCallback;
start(
fromValue: number,
onUpdate: (value: number) => void,
onEnd: ?EndCallback,
previousAnimation: ?Animation,
animatedValue: AnimatedValue
): void {}
stop(): void {}
_getNativeAnimationConfig(): any {
// Subclasses that have corresponding animation implementation done in native
// should override this method
throw new Error('This animation type cannot be offloaded to native');
}
// Helper function for subclasses to make sure onEnd is only called once.
__debouncedOnEnd(result: EndResult): void {
var onEnd = this.__onEnd;
this.__onEnd = null;
onEnd && onEnd(result);
}
__startNativeAnimation(animatedValue: AnimatedValue): void {
animatedValue.__makeNative();
this.__nativeTag = NativeAnimatedHelper.generateNewAnimationTag();
NativeAnimatedAPI.startAnimatingNode(
this.__nativeTag,
animatedValue.__getNativeTag(),
this._getNativeAnimationConfig(),
this.__debouncedOnEnd.bind(this)
);
}
}
class AnimatedWithChildren extends Animated {
_children: Array<Animated>;
constructor() {
super();
this._children = [];
}
__makeNative() {
if (!this.__isNative) {
this.__isNative = true;
for (var child of this._children) {
child.__makeNative();
NativeAnimatedAPI.connectAnimatedNodes(this.__getNativeTag(), child.__getNativeTag());
}
}
}
__addChild(child: Animated): void {
if (this._children.length === 0) {
this.__attach();
}
this._children.push(child);
if (this.__isNative) {
// Only accept "native" animated nodes as children
child.__makeNative();
NativeAnimatedAPI.connectAnimatedNodes(this.__getNativeTag(), child.__getNativeTag());
}
}
__removeChild(child: Animated): void {
var index = this._children.indexOf(child);
if (index === -1) {
console.warn('Trying to remove a child that doesn\'t exist');
return;
}
if (this.__isNative && child.__isNative) {
NativeAnimatedAPI.disconnectAnimatedNodes(this.__getNativeTag(), child.__getNativeTag());
}
this._children.splice(index, 1);
if (this._children.length === 0) {
this.__detach();
}
}
__getChildren(): Array<Animated> {
return this._children;
}
}
/**
* Animated works by building a directed acyclic graph of dependencies
* transparently when you render your Animated components.
*
* new Animated.Value(0)
* .interpolate() .interpolate() new Animated.Value(1)
* opacity translateY scale
* style transform
* View#234 style
* View#123
*
* A) Top Down phase
* When an Animated.Value is updated, we recursively go down through this
* graph in order to find leaf nodes: the views that we flag as needing
* an update.
*
* B) Bottom Up phase
* When a view is flagged as needing an update, we recursively go back up
* in order to build the new value that it needs. The reason why we need
* this two-phases process is to deal with composite props such as
* transform which can receive values from multiple parents.
*/
function _flush(rootNode: AnimatedValue): void {
var animatedStyles = new Set();
function findAnimatedStyles(node) {
if (typeof node.update === 'function') {
animatedStyles.add(node);
} else {
node.__getChildren().forEach(findAnimatedStyles);
}
}
findAnimatedStyles(rootNode);
/* $FlowFixMe */
animatedStyles.forEach(animatedStyle => animatedStyle.update());
}
type TimingAnimationConfig = AnimationConfig & {
toValue: number | AnimatedValue | {x: number, y: number} | AnimatedValueXY;
easing?: (value: number) => number;
duration?: number;
delay?: number;
};
type TimingAnimationConfigSingle = AnimationConfig & {
toValue: number | AnimatedValue;
easing?: (value: number) => number;
duration?: number;
delay?: number;
};
var easeInOut = Easing.inOut(Easing.ease);
class TimingAnimation extends Animation {
_startTime: number;
_fromValue: number;
_toValue: any;
_duration: number;
_delay: number;
_easing: (value: number) => number;
_onUpdate: (value: number) => void;
_animationFrame: any;
_timeout: any;
_useNativeDriver: bool;
constructor(
config: TimingAnimationConfigSingle,
) {
super();
this._toValue = config.toValue;
this._easing = config.easing !== undefined ? config.easing : easeInOut;
this._duration = config.duration !== undefined ? config.duration : 500;
this._delay = config.delay !== undefined ? config.delay : 0;
this.__isInteraction = config.isInteraction !== undefined ? config.isInteraction : true;
this._useNativeDriver = !!config.useNativeDriver;
}
_getNativeAnimationConfig(): any {
var frameDuration = 1000.0 / 60.0;
var frames = [];
for (var dt = 0.0; dt <= this._duration; dt += frameDuration) {
frames.push(this._easing(dt / this._duration));
}
return {
type: 'frames',
frames,
toValue: this._toValue,
};
}
start(
fromValue: number,
onUpdate: (value: number) => void,
onEnd: ?EndCallback,
previousAnimation: ?Animation,
animatedValue: AnimatedValue
): void {
this.__active = true;
this._fromValue = fromValue;
this._onUpdate = onUpdate;
this.__onEnd = onEnd;
var start = () => {
if (this._duration === 0) {
this._onUpdate(this._toValue);
this.__debouncedOnEnd({finished: true});
} else {
this._startTime = Date.now();
if (this._useNativeDriver) {
this.__startNativeAnimation(animatedValue);
} else {
this._animationFrame = requestAnimationFrame(this.onUpdate.bind(this));
}
}
};
if (this._delay) {
this._timeout = setTimeout(start, this._delay);
} else {
start();
}
}
onUpdate(): void {
var now = Date.now();
if (now >= this._startTime + this._duration) {
if (this._duration === 0) {
this._onUpdate(this._toValue);
} else {
this._onUpdate(
this._fromValue + this._easing(1) * (this._toValue - this._fromValue)
);
}
this.__debouncedOnEnd({finished: true});
return;
}
this._onUpdate(
this._fromValue +
this._easing((now - this._startTime) / this._duration) *
(this._toValue - this._fromValue)
);
if (this.__active) {
this._animationFrame = requestAnimationFrame(this.onUpdate.bind(this));
}
}
stop(): void {
this.__active = false;
clearTimeout(this._timeout);
window.cancelAnimationFrame(this._animationFrame);
this.__debouncedOnEnd({finished: false});
}
}
type DecayAnimationConfig = AnimationConfig & {
velocity: number | {x: number, y: number};
deceleration?: number;
};
type DecayAnimationConfigSingle = AnimationConfig & {
velocity: number;
deceleration?: number;
};
class DecayAnimation extends Animation {
_startTime: number;
_lastValue: number;
_fromValue: number;
_deceleration: number;
_velocity: number;
_onUpdate: (value: number) => void;
_animationFrame: any;
constructor(
config: DecayAnimationConfigSingle,
) {
super();
this._deceleration = config.deceleration !== undefined ? config.deceleration : 0.998;
this._velocity = config.velocity;
this.__isInteraction = config.isInteraction !== undefined ? config.isInteraction : true;
}
start(
fromValue: number,
onUpdate: (value: number) => void,
onEnd: ?EndCallback,
): void {
this.__active = true;
this._lastValue = fromValue;
this._fromValue = fromValue;
this._onUpdate = onUpdate;
this.__onEnd = onEnd;
this._startTime = Date.now();
this._animationFrame = requestAnimationFrame(this.onUpdate.bind(this));
}
onUpdate(): void {
var now = Date.now();
var value = this._fromValue +
(this._velocity / (1 - this._deceleration)) *
(1 - Math.exp(-(1 - this._deceleration) * (now - this._startTime)));
this._onUpdate(value);
if (Math.abs(this._lastValue - value) < 0.1) {
this.__debouncedOnEnd({finished: true});
return;
}
this._lastValue = value;
if (this.__active) {
this._animationFrame = requestAnimationFrame(this.onUpdate.bind(this));
}
}
stop(): void {
this.__active = false;
window.cancelAnimationFrame(this._animationFrame);
this.__debouncedOnEnd({finished: false});
}
}
type SpringAnimationConfig = AnimationConfig & {
toValue: number | AnimatedValue | {x: number, y: number} | AnimatedValueXY;
overshootClamping?: bool;
restDisplacementThreshold?: number;
restSpeedThreshold?: number;
velocity?: number | {x: number, y: number};
bounciness?: number;
speed?: number;
tension?: number;
friction?: number;
};
type SpringAnimationConfigSingle = AnimationConfig & {
toValue: number | AnimatedValue;
overshootClamping?: bool;
restDisplacementThreshold?: number;
restSpeedThreshold?: number;
velocity?: number;
bounciness?: number;
speed?: number;
tension?: number;
friction?: number;
};
function withDefault<T>(value: ?T, defaultValue: T): T {
if (value === undefined || value === null) {
return defaultValue;
}
return value;
}
class SpringAnimation extends Animation {
_overshootClamping: bool;
_restDisplacementThreshold: number;
_restSpeedThreshold: number;
_initialVelocity: ?number;
_lastVelocity: number;
_startPosition: number;
_lastPosition: number;
_fromValue: number;
_toValue: any;
_tension: number;
_friction: number;
_lastTime: number;
_onUpdate: (value: number) => void;
_animationFrame: any;
constructor(
config: SpringAnimationConfigSingle,
) {
super();
this._overshootClamping = withDefault(config.overshootClamping, false);
this._restDisplacementThreshold = withDefault(config.restDisplacementThreshold, 0.001);
this._restSpeedThreshold = withDefault(config.restSpeedThreshold, 0.001);
this._initialVelocity = config.velocity;
this._lastVelocity = withDefault(config.velocity, 0);
this._toValue = config.toValue;
this.__isInteraction = config.isInteraction !== undefined ? config.isInteraction : true;
var springConfig;
if (config.bounciness !== undefined || config.speed !== undefined) {
invariant(
config.tension === undefined && config.friction === undefined,
'You can only define bounciness/speed or tension/friction but not both',
);
springConfig = SpringConfig.fromBouncinessAndSpeed(
withDefault(config.bounciness, 8),
withDefault(config.speed, 12),
);
} else {
springConfig = SpringConfig.fromOrigamiTensionAndFriction(
withDefault(config.tension, 40),
withDefault(config.friction, 7),
);
}
this._tension = springConfig.tension;
this._friction = springConfig.friction;
}
start(
fromValue: number,
onUpdate: (value: number) => void,
onEnd: ?EndCallback,
previousAnimation: ?Animation,
): void {
this.__active = true;
this._startPosition = fromValue;
this._lastPosition = this._startPosition;
this._onUpdate = onUpdate;
this.__onEnd = onEnd;
this._lastTime = Date.now();
if (previousAnimation instanceof SpringAnimation) {
var internalState = previousAnimation.getInternalState();
this._lastPosition = internalState.lastPosition;
this._lastVelocity = internalState.lastVelocity;
this._lastTime = internalState.lastTime;
}
if (this._initialVelocity !== undefined &&
this._initialVelocity !== null) {
this._lastVelocity = this._initialVelocity;
}
this.onUpdate();
}
getInternalState(): Object {
return {
lastPosition: this._lastPosition,
lastVelocity: this._lastVelocity,
lastTime: this._lastTime,
};
}
onUpdate(): void {
var position = this._lastPosition;
var velocity = this._lastVelocity;
var tempPosition = this._lastPosition;
var tempVelocity = this._lastVelocity;
// If for some reason we lost a lot of frames (e.g. process large payload or
// stopped in the debugger), we only advance by 4 frames worth of
// computation and will continue on the next frame. It's better to have it
// running at faster speed than jumping to the end.
var MAX_STEPS = 64;
var now = Date.now();
if (now > this._lastTime + MAX_STEPS) {
now = this._lastTime + MAX_STEPS;
}
// We are using a fixed time step and a maximum number of iterations.
// The following post provides a lot of thoughts into how to build this
// loop: http://gafferongames.com/game-physics/fix-your-timestep/
var TIMESTEP_MSEC = 1;
var numSteps = Math.floor((now - this._lastTime) / TIMESTEP_MSEC);
for (var i = 0; i < numSteps; ++i) {
// Velocity is based on seconds instead of milliseconds
var step = TIMESTEP_MSEC / 1000;
// This is using RK4. A good blog post to understand how it works:
// http://gafferongames.com/game-physics/integration-basics/
var aVelocity = velocity;
var aAcceleration = this._tension * (this._toValue - tempPosition) - this._friction * tempVelocity;
var tempPosition = position + aVelocity * step / 2;
var tempVelocity = velocity + aAcceleration * step / 2;
var bVelocity = tempVelocity;
var bAcceleration = this._tension * (this._toValue - tempPosition) - this._friction * tempVelocity;
tempPosition = position + bVelocity * step / 2;
tempVelocity = velocity + bAcceleration * step / 2;
var cVelocity = tempVelocity;
var cAcceleration = this._tension * (this._toValue - tempPosition) - this._friction * tempVelocity;
tempPosition = position + cVelocity * step / 2;
tempVelocity = velocity + cAcceleration * step / 2;
var dVelocity = tempVelocity;
var dAcceleration = this._tension * (this._toValue - tempPosition) - this._friction * tempVelocity;
tempPosition = position + cVelocity * step / 2;
tempVelocity = velocity + cAcceleration * step / 2;
var dxdt = (aVelocity + 2 * (bVelocity + cVelocity) + dVelocity) / 6;
var dvdt = (aAcceleration + 2 * (bAcceleration + cAcceleration) + dAcceleration) / 6;
position += dxdt * step;
velocity += dvdt * step;
}
this._lastTime = now;
this._lastPosition = position;
this._lastVelocity = velocity;
this._onUpdate(position);
if (!this.__active) { // a listener might have stopped us in _onUpdate
return;
}
// Conditions for stopping the spring animation
var isOvershooting = false;
if (this._overshootClamping && this._tension !== 0) {
if (this._startPosition < this._toValue) {
isOvershooting = position > this._toValue;
} else {
isOvershooting = position < this._toValue;
}
}
var isVelocity = Math.abs(velocity) <= this._restSpeedThreshold;
var isDisplacement = true;
if (this._tension !== 0) {
isDisplacement = Math.abs(this._toValue - position) <= this._restDisplacementThreshold;
}
if (isOvershooting || (isVelocity && isDisplacement)) {
if (this._tension !== 0) {
// Ensure that we end up with a round value
this._onUpdate(this._toValue);
}
this.__debouncedOnEnd({finished: true});
return;
}
this._animationFrame = requestAnimationFrame(this.onUpdate.bind(this));
}
stop(): void {
this.__active = false;
window.cancelAnimationFrame(this._animationFrame);
this.__debouncedOnEnd({finished: false});
}
}
type ValueListenerCallback = (state: {value: number}) => void;
var _uniqueId = 1;
/**
* Standard value for driving animations. One `Animated.Value` can drive
* multiple properties in a synchronized fashion, but can only be driven by one
* mechanism at a time. Using a new mechanism (e.g. starting a new animation,
* or calling `setValue`) will stop any previous ones.
*/
class AnimatedValue extends AnimatedWithChildren {
_value: number;
_startingValue: number;
_offset: number;
_animation: ?Animation;
_tracking: ?Animated;
_listeners: {[key: string]: ValueListenerCallback};
constructor(value: number) {
super();
this._startingValue = this._value = value;
this._offset = 0;
this._animation = null;
this._listeners = {};
}
__detach() {
this.stopAnimation();
super.__detach();
}
__getValue(): number {
return this._value + this._offset;
}
/**
* Directly set the value. This will stop any animations running on the value
* and update all the bound properties.
*/
setValue(value: number): void {
if (this._animation) {
this._animation.stop();
this._animation = null;
}
this._updateValue(value);
if (this.__isNative) {
NativeAnimatedAPI.setAnimatedNodeValue(this.__getNativeTag(), value);
}
}
/**
* Sets an offset that is applied on top of whatever value is set, whether via
* `setValue`, an animation, or `Animated.event`. Useful for compensating
* things like the start of a pan gesture.
*/
setOffset(offset: number): void {
this._offset = offset;
}
/**
* Merges the offset value into the base value and resets the offset to zero.
* The final output of the value is unchanged.
*/
flattenOffset(): void {
this._value += this._offset;
this._offset = 0;
}
/**
* Adds an asynchronous listener to the value so you can observe updates from
* animations. This is useful because there is no way to
* synchronously read the value because it might be driven natively.
*/
addListener(callback: ValueListenerCallback): string {
var id = String(_uniqueId++);
this._listeners[id] = callback;
return id;
}
removeListener(id: string): void {
delete this._listeners[id];
}
removeAllListeners(): void {
this._listeners = {};
}
/**
* Stops any running animation or tracking. `callback` is invoked with the
* final value after stopping the animation, which is useful for updating
* state to match the animation position with layout.
*/
stopAnimation(callback?: ?(value: number) => void): void {
this.stopTracking();
this._animation && this._animation.stop();
this._animation = null;
callback && callback(this.__getValue());
}
/**
* Interpolates the value before updating the property, e.g. mapping 0-1 to
* 0-10.
*/
interpolate(config: InterpolationConfigType): AnimatedInterpolation {
return new AnimatedInterpolation(this, Interpolation.create(config));
}
/**
* Typically only used internally, but could be used by a custom Animation
* class.
*/
animate(animation: Animation, callback: ?EndCallback): void {
var handle = null;
if (animation.__isInteraction) {
handle = InteractionManager.createInteractionHandle();
}
var previousAnimation = this._animation;
this._animation && this._animation.stop();
this._animation = animation;
animation.start(
this._value,
(value) => {
this._updateValue(value);
},
(result) => {
this._animation = null;
if (handle !== null) {
InteractionManager.clearInteractionHandle(handle);
}
callback && callback(result);
},
previousAnimation,
this
);
}
/**
* Typically only used internally.
*/
stopTracking(): void {
this._tracking && this._tracking.__detach();
this._tracking = null;
}
/**
* Typically only used internally.
*/
track(tracking: Animated): void {
this.stopTracking();
this._tracking = tracking;
}
_updateValue(value: number): void {
this._value = value;
_flush(this);
for (var key in this._listeners) {
this._listeners[key]({value: this.__getValue()});
}
}
__getNativeConfig(): Object {
return {
type: 'value',
value: this._startingValue,
};
}
}
type ValueXYListenerCallback = (value: {x: number; y: number}) => void;
/**
* 2D Value for driving 2D animations, such as pan gestures. Almost identical
* API to normal `Animated.Value`, but multiplexed. Contains two regular
* `Animated.Value`s under the hood. Example:
*
*```javascript
* class DraggableView extends React.Component {
* constructor(props) {
* super(props);
* this.state = {
* pan: new Animated.ValueXY(), // inits to zero
* };
* this.state.panResponder = PanResponder.create({
* onStartShouldSetPanResponder: () => true,
* onPanResponderMove: Animated.event([null, {
* dx: this.state.pan.x, // x,y are Animated.Value
* dy: this.state.pan.y,
* }]),
* onPanResponderRelease: () => {
* Animated.spring(
* this.state.pan, // Auto-multiplexed
* {toValue: {x: 0, y: 0}} // Back to zero
* ).start();
* },
* });
* }
* render() {
* return (
* <Animated.View
* {...this.state.panResponder.panHandlers}
* style={this.state.pan.getLayout()}>
* {this.props.children}
* </Animated.View>
* );
* }
* }
*```
*/
/**
* react-native-mapview hack
*/
class AnimatedRegion extends AnimatedWithChildren {
//latitude: AnimatedValue;
//longitude: AnimatedValue;
//latitudeDelta: AnimatedValue;
//longitudeDelta: AnimatedValue;
//_listeners: {[key: string]: {
// latitude: string,
// longitude: string,
// latitudeDelta: string;
// longitudeDelta: string,
//}};
constructor(valueIn) {
super();
var value = valueIn || { // probably want to come up with better defaults
latitude: 0,
longitude: 0,
latitudeDelta: 0,
longitudeDelta: 0,
};
this.latitude = value.latitude instanceof Animated
? value.latitude
: new AnimatedValue(value.latitude);
this.longitude = value.longitude instanceof Animated
? value.longitude
: new AnimatedValue(value.longitude);
this.latitudeDelta = value.latitudeDelta instanceof Animated
? value.latitudeDelta
: new AnimatedValue(value.latitudeDelta);
this.longitudeDelta = value.longitudeDelta instanceof Animated
? value.longitudeDelta
: new AnimatedValue(value.longitudeDelta);
this._listeners = {};
}
setValue(value) {
//this.latitude.setValue(value.latitude);
//this.longitude.setValue(value.longitude);
//this.latitudeDelta.setValue(value.latitudeDelta);
//this.longitudeDelta.setValue(value.longitudeDelta);
this.latitude._value = value.latitude;
this.longitude._value = value.longitude;
this.latitudeDelta._value = value.latitudeDelta;
this.longitudeDelta._value = value.longitudeDelta;
}
setOffset(offset) {
this.latitude.setOffset(offset.latitude);
this.longitude.setOffset(offset.longitude);
this.latitudeDelta.setOffset(offset.latitudeDelta);
this.longitudeDelta.setOffset(offset.longitudeDelta);
}
flattenOffset() {
this.latitude.flattenOffset();
this.longitude.flattenOffset();
this.latitudeDelta.flattenOffset();
this.longitudeDelta.flattenOffset();
}
__getValue() {
return {
latitude: this.latitude.__getValue(),
longitude: this.longitude.__getValue(),
latitudeDelta: this.latitudeDelta.__getValue(),
longitudeDelta: this.longitudeDelta.__getValue(),
};
}
__attach() {
this.latitude.__addChild(this);
this.longitude.__addChild(this);
this.latitudeDelta.__addChild(this);
this.longitudeDelta.__addChild(this);
}
__detach() {
this.latitude.__removeChild(this);
this.longitude.__removeChild(this);
this.latitudeDelta.__removeChild(this);
this.longitudeDelta.__removeChild(this);
}
stopAnimation(callback) {
this.latitude.stopAnimation();
this.longitude.stopAnimation();
this.latitudeDelta.stopAnimation();
this.longitudeDelta.stopAnimation();
callback && callback(this.__getValue());
}
addListener(callback) {
var id = String(_uniqueId++);
var jointCallback = ({value: number}) => {
callback(this.__getValue());
};
this._listeners[id] = {
latitude: this.latitude.addListener(jointCallback),
longitude: this.longitude.addListener(jointCallback),
latitudeDelta: this.latitudeDelta.addListener(jointCallback),
longitudeDelta: this.longitudeDelta.addListener(jointCallback),
};
return id;
}
removeListener(id) {
this.latitude.removeListener(this._listeners[id].latitude);
this.longitude.removeListener(this._listeners[id].longitude);
this.latitudeDelta.removeListener(this._listeners[id].latitudeDelta);
this.longitudeDelta.removeListener(this._listeners[id].longitudeDelta);
delete this._listeners[id];
}
spring(config) {
var animations = [];
config.hasOwnProperty('latitude') &&
animations.push(timing(this.latitude, {
...config,
toValue: config.latitude,
}));
config.hasOwnProperty('longitude') &&
animations.push(timing(this.longitude, {
...config,
toValue: config.longitude,
}));
config.hasOwnProperty('latitudeDelta') &&
animations.push(timing(this.latitudeDelta, {
...config,
toValue: config.latitudeDelta,
}));
config.hasOwnProperty('longitudeDelta') &&
animations.push(timing(this.longitudeDelta, {
...config,
toValue: config.longitudeDelta,
}));
return parallel(animations);
}
timing(config) {
var animations = [];
config.hasOwnProperty('latitude') &&
animations.push(timing(this.latitude, {
...config,
toValue: config.latitude,
}));
config.hasOwnProperty('longitude') &&
animations.push(timing(this.longitude, {
...config,
toValue: config.longitude,
}));
config.hasOwnProperty('latitudeDelta') &&
animations.push(timing(this.latitudeDelta, {
...config,
toValue: config.latitudeDelta,
}));
config.hasOwnProperty('longitudeDelta') &&
animations.push(timing(this.longitudeDelta, {
...config,
toValue: config.longitudeDelta,
}));
return parallel(animations);
}
}
class AnimatedValueXY extends AnimatedWithChildren {
x: AnimatedValue;
y: AnimatedValue;
_listeners: {[key: string]: {x: string; y: string}};
constructor(valueIn?: ?{x: number | AnimatedValue; y: number | AnimatedValue}) {
super();
var value: any = valueIn || {x: 0, y: 0}; // @flowfixme: shouldn't need `: any`
if (typeof value.x === 'number' && typeof value.y === 'number') {
this.x = new AnimatedValue(value.x);
this.y = new AnimatedValue(value.y);
} else {
invariant(
value.x instanceof AnimatedValue &&
value.y instanceof AnimatedValue,
'AnimatedValueXY must be initalized with an object of numbers or ' +
'AnimatedValues.'
);
this.x = value.x;
this.y = value.y;
}
this._listeners = {};
}
setValue(value: {x: number; y: number}) {
this.x.setValue(value.x);
this.y.setValue(value.y);
}
setOffset(offset: {x: number; y: number}) {
this.x.setOffset(offset.x);
this.y.setOffset(offset.y);
}
flattenOffset(): void {
this.x.flattenOffset();
this.y.flattenOffset();
}
__getValue(): {x: number; y: number} {
return {
x: this.x.__getValue(),
y: this.y.__getValue(),
};
}
stopAnimation(callback?: ?() => number): void {
this.x.stopAnimation();
this.y.stopAnimation();
callback && callback(this.__getValue());
}
addListener(callback: ValueXYListenerCallback): string {
var id = String(_uniqueId++);
var jointCallback = ({value: number}) => {
callback(this.__getValue());
};
this._listeners[id] = {
x: this.x.addListener(jointCallback),
y: this.y.addListener(jointCallback),
};
return id;
}
removeListener(id: string): void {
this.x.removeListener(this._listeners[id].x);
this.y.removeListener(this._listeners[id].y);
delete this._listeners[id];
}
/**
* Converts `{x, y}` into `{left, top}` for use in style, e.g.
*
*```javascript
* style={this.state.anim.getLayout()}
*```
*/
getLayout(): {[key: string]: AnimatedValue} {
return {
left: this.x,
top: this.y,
};
}
/**
* Converts `{x, y}` into a useable translation transform, e.g.
*
*```javascript
* style={{
* transform: this.state.anim.getTranslateTransform()
* }}
*```
*/
getTranslateTransform(): Array<{[key: string]: AnimatedValue}> {
return [
{translateX: this.x},
{translateY: this.y}
];
}
}
class AnimatedInterpolation extends AnimatedWithChildren {
_parent: Animated;
_interpolation: (input: number) => number | string;
constructor(parent: Animated, interpolation: (input: number) => number | string) {
super();
this._parent = parent;
this._interpolation = interpolation;
}
__getValue(): number | string {
var parentValue: number = this._parent.__getValue();
invariant(
typeof parentValue === 'number',
'Cannot interpolate an input which is not a number.'
);
return this._interpolation(parentValue);
}
interpolate(config: InterpolationConfigType): AnimatedInterpolation {
return new AnimatedInterpolation(this, Interpolation.create(config));
}
__attach(): void {
this._parent.__addChild(this);
}
__detach(): void {
this._parent.__removeChild(this);
}
}
class AnimatedAddition extends AnimatedWithChildren {
_a: Animated;
_b: Animated;
constructor(a: Animated | number, b: Animated | number) {
super();
this._a = typeof a === 'number' ? new AnimatedValue(a) : a;
this._b = typeof b === 'number' ? new AnimatedValue(b) : b;
}
__getValue(): number {
return this._a.__getValue() + this._b.__getValue();
}
interpolate(config: InterpolationConfigType): AnimatedInterpolation {
return new AnimatedInterpolation(this, Interpolation.create(config));
}
__attach(): void {
this._a.__addChild(this);
this._b.__addChild(this);
}
__detach(): void {
this._a.__removeChild(this);
this._b.__removeChild(this);
}
}
class AnimatedMultiplication extends AnimatedWithChildren {
_a: Animated;
_b: Animated;
constructor(a: Animated | number, b: Animated | number) {
super();
this._a = typeof a === 'number' ? new AnimatedValue(a) : a;
this._b = typeof b === 'number' ? new AnimatedValue(b) : b;
}
__getValue(): number {
return this._a.__getValue() * this._b.__getValue();
}
interpolate(config: InterpolationConfigType): AnimatedInterpolation {
return new AnimatedInterpolation(this, Interpolation.create(config));
}
__attach(): void {
this._a.__addChild(this);
this._b.__addChild(this);
}
__detach(): void {
this._a.__removeChild(this);
this._b.__removeChild(this);
}
}
class AnimatedModulo extends AnimatedWithChildren {
_a: Animated;
_modulus: number;
constructor(a: Animated, modulus: number) {
super();
this._a = a;
this._modulus = modulus;
}
__getValue(): number {
return (this._a.__getValue() % this._modulus + this._modulus) % this._modulus;
}
interpolate(config: InterpolationConfigType): AnimatedInterpolation {
return new AnimatedInterpolation(this, Interpolation.create(config));
}
__attach(): void {
this._a.__addChild(this);
}
__detach(): void {
this._a.__removeChild(this);
}
}
class AnimatedTransform extends AnimatedWithChildren {
_transforms: Array<Object>;
constructor(transforms: Array<Object>) {
super();
this._transforms = transforms;
}
__getValue(): Array<Object> {
return this._transforms.map(transform => {
var result = {};
for (var key in transform) {
var value = transform[key];
if (value instanceof Animated) {
result[key] = value.__getValue();
} else {
result[key] = value;
}
}
return result;
});
}
__getAnimatedValue(): Array<Object> {
return this._transforms.map(transform => {
var result = {};
for (var key in transform) {
var value = transform[key];
if (value instanceof Animated) {
result[key] = value.__getAnimatedValue();
} else {
// All transform components needed to recompose matrix
result[key] = value;
}
}
return result;
});
}
__attach(): void {
this._transforms.forEach(transform => {
for (var key in transform) {
var value = transform[key];
if (value instanceof Animated) {
value.__addChild(this);
}
}
});
}
__detach(): void {
this._transforms.forEach(transform => {
for (var key in transform) {
var value = transform[key];
if (value instanceof Animated) {
value.__removeChild(this);
}
}
});
}
}
class AnimatedStyle extends AnimatedWithChildren {
_style: Object;
constructor(style: any) {
super();
style = flattenStyle(style) || {};
if (style.transform) {
style = {
...style,
transform: new AnimatedTransform(style.transform),
};
}
this._style = style;
}
__getValue(): Object {
var style = {};
for (var key in this._style) {
var value = this._style[key];
if (value instanceof Animated) {
if (!value.__isNative) {
// We cannot use value of natively driven nodes this way as the value we have access from JS
// may not be up to date
style[key] = value.__getValue();
}
} else {
style[key] = value;
}
}
return style;
}
__getAnimatedValue(): Object {
var style = {};
for (var key in this._style) {
var value = this._style[key];
if (value instanceof Animated) {
style[key] = value.__getAnimatedValue();
}
}
return style;
}
__attach(): void {
for (var key in this._style) {
var value = this._style[key];
if (value instanceof Animated) {
value.__addChild(this);
}
}
}
__detach(): void {
for (var key in this._style) {
var value = this._style[key];
if (value instanceof Animated) {
value.__removeChild(this);
}
}
}
__makeNative() {
super.__makeNative();
for (var key in this._style) {
var value = this._style[key];
if (value instanceof Animated) {
value.__makeNative();
}
}
}
__getNativeConfig(): Object {
var styleConfig = {};
for (let styleKey in this._style) {
if (this._style[styleKey] instanceof Animated) {
styleConfig[styleKey] = this._style[styleKey].__getNativeTag();
}
// Non-animated styles are set using `setNativeProps`, no need
// to pass those as a part of the node config
}
NativeAnimatedHelper.validateStyles(styleConfig);
return {
type: 'style',
style: styleConfig,
};
}
}
class AnimatedProps extends Animated {
_props: Object;
_animatedView: any;
_callback: () => void;
constructor(
props: Object,
callback: () => void,
) {
super();
if (props.style) {
props = {
...props,
style: new AnimatedStyle(props.style),
};
}
this._props = props;
this._callback = callback;
this.__attach();
}
__getValue(): Object {
var props = {};
for (var key in this._props) {
var value = this._props[key];
if (value instanceof Animated) {
if (!value.__isNative) {
// We cannot use value of natively driven nodes this way as the value we have access from JS
// may not be up to date
props[key] = value.__getValue();
}
} else {
props[key] = value;
}
}
return props;
}
__getAnimatedValue(): Object {
var props = {};
for (var key in this._props) {
var value = this._props[key];
if (value instanceof Animated) {
props[key] = value.__getAnimatedValue();
}
}
return props;
}
__attach(): void {
for (var key in this._props) {
var value = this._props[key];
if (value instanceof Animated) {
value.__addChild(this);
}
}
}
__detach(): void {
if (this.__isNative && this._animatedView) {
this.__disconnectAnimatedView();
}
for (var key in this._props) {
var value = this._props[key];
if (value instanceof Animated) {
value.__removeChild(this);
}
}
super.__detach();
}
update(): void {
this._callback();
}
__makeNative(): void {
if (!this.__isNative) {
this.__isNative = true;
for (var key in this._props) {
var value = this._props[key];
if (value instanceof Animated) {
value.__makeNative();
}
}
if (this._animatedView) {
this.__connectAnimatedView();
}
}
}
setNativeView(animatedView: any): void {
invariant(this._animatedView === undefined, 'Animated view already set.');
this._animatedView = animatedView;
if (this.__isNative) {
this.__connectAnimatedView();
}
}
__connectAnimatedView(): void {
invariant(this.__isNative, 'Expected node to be marked as "native"');
var nativeViewTag: ?number = findNodeHandle(this._animatedView);
invariant(nativeViewTag != null, 'Unable to locate attached view in the native tree');
NativeAnimatedAPI.connectAnimatedNodeToView(this.__getNativeTag(), nativeViewTag);
}
__disconnectAnimatedView(): void {
invariant(this.__isNative, 'Expected node to be marked as "native"');
var nativeViewTag: ?number = findNodeHandle(this._animatedView);
invariant(nativeViewTag != null, 'Unable to locate attached view in the native tree');
NativeAnimatedAPI.disconnectAnimatedNodeFromView(this.__getNativeTag(), nativeViewTag);
}
__getNativeConfig(): Object {
var propsConfig = {};
for (let propKey in this._props) {
var value = this._props[propKey];
if (value instanceof Animated) {
propsConfig[propKey] = value.__getNativeTag();
}
}
NativeAnimatedHelper.validateProps(propsConfig);
return {
type: 'props',
props: propsConfig,
};
}
}
function createAnimatedComponent(Component: any): any {
var refName = 'node';
class AnimatedComponent extends React.Component {
_propsAnimated: AnimatedProps;
componentWillUnmount() {
this._propsAnimated && this._propsAnimated.__detach();
}
setNativeProps(props) {
this.refs[refName].setNativeProps(props);
}
componentWillMount() {
this.attachProps(this.props);
}
componentDidMount() {
this._propsAnimated.setNativeView(this.refs[refName]);
}
attachProps(nextProps) {
var oldPropsAnimated = this._propsAnimated;
// The system is best designed when setNativeProps is implemented. It is
// able to avoid re-rendering and directly set the attributes that
// changed. However, setNativeProps can only be implemented on leaf
// native components. If you want to animate a composite component, you
// need to re-render it. In this case, we have a fallback that uses
// forceUpdate.
var callback = () => {
if (this.refs[refName].setNativeProps) {
if (!this._propsAnimated.__isNative) {
this.refs[refName].setNativeProps(
this._propsAnimated.__getAnimatedValue()
);
} else {
throw new Error('Attempting to run JS driven animation on animated '
+ 'node that has been moved to "native" earlier by starting an '
+ 'animation with `useNativeDriver: true`');
}
} else {
this.forceUpdate();
}
};
this._propsAnimated = new AnimatedProps(
nextProps,
callback,
);
if (this.refs && this.refs[refName]) {
this._propsAnimated.setNativeView(this.refs[refName]);
}
// When you call detach, it removes the element from the parent list
// of children. If it goes to 0, then the parent also detaches itself
// and so on.
// An optimization is to attach the new elements and THEN detach the old
// ones instead of detaching and THEN attaching.
// This way the intermediate state isn't to go to 0 and trigger
// this expensive recursive detaching to then re-attach everything on
// the very next operation.
oldPropsAnimated && oldPropsAnimated.__detach();
}
componentWillReceiveProps(nextProps) {
this.attachProps(nextProps);
}
render() {
return (
<Component
{...this._propsAnimated.__getValue()}
ref={refName}
/>
);
}
}
AnimatedComponent.propTypes = {
style: function(props, propName, componentName) {
if (!Component.propTypes) {
return;
}
for (var key in ViewStylePropTypes) {
if (!Component.propTypes[key] && props[key] !== undefined) {
console.error(
'You are setting the style `{ ' + key + ': ... }` as a prop. You ' +
'should nest it in a style object. ' +
'E.g. `{ style: { ' + key + ': ... } }`'
);
}
}
}
};
return AnimatedComponent;
}
class AnimatedTracking extends Animated {
_value: AnimatedValue;
_parent: Animated;
_callback: ?EndCallback;
_animationConfig: Object;
_animationClass: any;
constructor(
value: AnimatedValue,
parent: Animated,
animationClass: any,
animationConfig: Object,
callback?: ?EndCallback,
) {
super();
this._value = value;
this._parent = parent;
this._animationClass = animationClass;
this._animationConfig = animationConfig;
this._callback = callback;
this.__attach();
}
__getValue(): Object {
return this._parent.__getValue();
}
__attach(): void {
this._parent.__addChild(this);
}
__detach(): void {
this._parent.__removeChild(this);
super.__detach();
}
update(): void {
this._value.animate(new this._animationClass({
...this._animationConfig,
toValue: (this._animationConfig.toValue: any).__getValue(),
}), this._callback);
}
}
type CompositeAnimation = {
start: (callback?: ?EndCallback) => void;
stop: () => void;
};
var add = function(
a: Animated,
b: Animated
): AnimatedAddition {
return new AnimatedAddition(a, b);
};
var multiply = function(
a: Animated,
b: Animated
): AnimatedMultiplication {
return new AnimatedMultiplication(a, b);
};
var modulo = function(
a: Animated,
modulus: number
): AnimatedModulo {
return new AnimatedModulo(a, modulus);
};
var maybeVectorAnim = function(
value: AnimatedValue | AnimatedValueXY,
config: Object,
anim: (value: AnimatedValue, config: Object) => CompositeAnimation
): ?CompositeAnimation {
if (value instanceof AnimatedValueXY) {
var configX = {...config};
var configY = {...config};
for (var key in config) {
var {x, y} = config[key];
if (x !== undefined && y !== undefined) {
configX[key] = x;
configY[key] = y;
}
}
var aX = anim((value: AnimatedValueXY).x, configX);
var aY = anim((value: AnimatedValueXY).y, configY);
// We use `stopTogether: false` here because otherwise tracking will break
// because the second animation will get stopped before it can update.
return parallel([aX, aY], {stopTogether: false});
}
return null;
};
var spring = function(
value: AnimatedValue | AnimatedValueXY,
config: SpringAnimationConfig,
): CompositeAnimation {
return maybeVectorAnim(value, config, spring) || {
start: function(callback?: ?EndCallback): void {
var singleValue: any = value;
var singleConfig: any = config;
singleValue.stopTracking();
if (config.toValue instanceof Animated) {
singleValue.track(new AnimatedTracking(
singleValue,
config.toValue,
SpringAnimation,
singleConfig,
callback
));
} else {
singleValue.animate(new SpringAnimation(singleConfig), callback);
}
},
stop: function(): void {
value.stopAnimation();
},
};
};
var timing = function(
value: AnimatedValue | AnimatedValueXY,
config: TimingAnimationConfig,
): CompositeAnimation {
return maybeVectorAnim(value, config, timing) || {
start: function(callback?: ?EndCallback): void {
var singleValue: any = value;
var singleConfig: any = config;
singleValue.stopTracking();
if (config.toValue instanceof Animated) {
singleValue.track(new AnimatedTracking(
singleValue,
config.toValue,
TimingAnimation,
singleConfig,
callback
));
} else {
singleValue.animate(new TimingAnimation(singleConfig), callback);
}
},
stop: function(): void {
value.stopAnimation();
},
};
};
var decay = function(
value: AnimatedValue | AnimatedValueXY,
config: DecayAnimationConfig,
): CompositeAnimation {
return maybeVectorAnim(value, config, decay) || {
start: function(callback?: ?EndCallback): void {
var singleValue: any = value;
var singleConfig: any = config;
singleValue.stopTracking();
singleValue.animate(new DecayAnimation(singleConfig), callback);
},
stop: function(): void {
value.stopAnimation();
},
};
};
var sequence = function(
animations: Array<CompositeAnimation>,
): CompositeAnimation {
var current = 0;
return {
start: function(callback?: ?EndCallback) {
var onComplete = function(result) {
if (!result.finished) {
callback && callback(result);
return;
}
current++;
if (current === animations.length) {
callback && callback(result);
return;
}
animations[current].start(onComplete);
};
if (animations.length === 0) {
callback && callback({finished: true});
} else {
animations[current].start(onComplete);
}
},
stop: function() {
if (current < animations.length) {
animations[current].stop();
}
}
};
};
type ParallelConfig = {
stopTogether?: bool; // If one is stopped, stop all. default: true
}
var parallel = function(
animations: Array<CompositeAnimation>,
config?: ?ParallelConfig,
): CompositeAnimation {
var doneCount = 0;
// Make sure we only call stop() at most once for each animation
var hasEnded = {};
var stopTogether = !(config && config.stopTogether === false);
var result = {
start: function(callback?: ?EndCallback) {
if (doneCount === animations.length) {
callback && callback({finished: true});
return;
}
animations.forEach((animation, idx) => {
var cb = function(endResult) {
hasEnded[idx] = true;
doneCount++;
if (doneCount === animations.length) {
doneCount = 0;
callback && callback(endResult);
return;
}
if (!endResult.finished && stopTogether) {
result.stop();
}
};
if (!animation) {
cb({finished: true});
} else {
animation.start(cb);
}
});
},
stop: function(): void {
animations.forEach((animation, idx) => {
!hasEnded[idx] && animation.stop();
hasEnded[idx] = true;
});
}
};
return result;
};
var delay = function(time: number): CompositeAnimation {
// Would be nice to make a specialized implementation
return timing(new AnimatedValue(0), {toValue: 0, delay: time, duration: 0});
};
var stagger = function(
time: number,
animations: Array<CompositeAnimation>,
): CompositeAnimation {
return parallel(animations.map((animation, i) => {
return sequence([
delay(time * i),
animation,
]);
}));
};
type Mapping = {[key: string]: Mapping} | AnimatedValue;
type EventConfig = {listener?: ?Function};
var event = function(
argMapping: Array<?Mapping>,
config?: ?EventConfig,
): () => void {
return function(...args): void {
var traverse = function(recMapping, recEvt, key) {
if (typeof recEvt === 'number') {
invariant(
recMapping instanceof AnimatedValue,
'Bad mapping of type ' + typeof recMapping + ' for key ' + key +
', event value must map to AnimatedValue'
);
recMapping.setValue(recEvt);
return;
}
invariant(
typeof recMapping === 'object',
'Bad mapping of type ' + typeof recMapping + ' for key ' + key
);
invariant(
typeof recEvt === 'object',
'Bad event of type ' + typeof recEvt + ' for key ' + key
);
for (var key in recMapping) {
traverse(recMapping[key], recEvt[key], key);
}
};
argMapping.forEach((mapping, idx) => {
traverse(mapping, args[idx], 'arg' + idx);
});
if (config && config.listener) {
config.listener.apply(null, args);
}
};
};
/**
* Animations are an important part of modern UX, and the `Animated`
* library is designed to make them fluid, powerful, and easy to build and
* maintain.
*
* The simplest workflow is to create an `Animated.Value`, hook it up to one or
* more style attributes of an animated component, and then drive updates either
* via animations, such as `Animated.timing`, or by hooking into gestures like
* panning or scrolling via `Animated.event`. `Animated.Value` can also bind to
* props other than style, and can be interpolated as well. Here is a basic
* example of a container view that will fade in when it's mounted:
*
*```javascript
* class FadeInView extends React.Component {
* constructor(props) {
* super(props);
* this.state = {
* fadeAnim: new Animated.Value(0), // init opacity 0
* };
* }
* componentDidMount() {
* Animated.timing( // Uses easing functions
* this.state.fadeAnim, // The value to drive
* {toValue: 1} // Configuration
* ).start(); // Don't forget start!
* }
* render() {
* return (
* <Animated.View // Special animatable View
* style={{opacity: this.state.fadeAnim}}> // Binds
* {this.props.children}
* </Animated.View>
* );
* }
* }
*```
*
* Note that only animatable components can be animated. `View`, `Text`, and
* `Image` are already provided, and you can create custom ones with
* `createAnimatedComponent`. 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.
*
* Animations are heavily configurable. Custom and pre-defined easing
* functions, delays, durations, decay factors, spring constants, and more can
* all be tweaked depending on the type of animation.
*
* A single `Animated.Value` can drive any number of properties, and each
* property can be run through an interpolation first. An interpolation maps
* input ranges to output ranges, typically using a linear interpolation but
* also supports easing functions. By default, it will extrapolate the curve
* beyond the ranges given, but you can also have it clamp the output value.
*
* For example, you may want to think about your `Animated.Value` as going from
* 0 to 1, but animate the position from 150px to 0px and the opacity from 0 to
* 1. This can easily be done by modifying `style` in the example above like so:
*
*```javascript
* style={{
* opacity: this.state.fadeAnim, // Binds directly
* transform: [{
* translateY: this.state.fadeAnim.interpolate({
* inputRange: [0, 1],
* outputRange: [150, 0] // 0 : 150, 0.5 : 75, 1 : 0
* }),
* }],
* }}>
*```
*
* Animations can also be combined in complex ways using composition functions
* such as `sequence` and `parallel`, and can also be chained together simply
* by setting the `toValue` of one animation to be another `Animated.Value`.
*
* `Animated.ValueXY` is handy for 2D animations, like panning, and there are
* other helpful additions like `setOffset` and `getLayout` to aid with typical
* interaction patterns, like drag-and-drop.
*
* You can see more example usage in `AnimationExample.js`, the Gratuitous
* Animation App, and [Animations documentation guide](docs/animations.html).
*
* Note that `Animated` is designed to be fully serializable so that animations
* can be run in a high performance way, independent of the normal JavaScript
* event loop. This does influence the API, so keep that in mind when it seems a
* little trickier to do something compared to a fully synchronous system.
* Checkout `Animated.Value.addListener` as a way to work around some of these
* limitations, but use it sparingly since it might have performance
* implications in the future.
*/
module.exports = {
/**
* Standard value class for driving animations. Typically initialized with
* `new Animated.Value(0);`
*/
Value: AnimatedValue,
/**
* 2D value class for driving 2D animations, such as pan gestures.
*/
ValueXY: AnimatedValueXY,
/**
* react-native-mapview hack
*/
Region: AnimatedRegion,
/**
* Animates a value from an initial velocity to zero based on a decay
* coefficient.
*/
decay,
/**
* Animates a value along a timed easing curve. The `Easing` module has tons
* of pre-defined curves, or you can use your own function.
*/
timing,
/**
* Spring animation based on Rebound and Origami. Tracks velocity state to
* create fluid motions as the `toValue` updates, and can be chained together.
*/
spring,
/**
* Creates a new Animated value composed from two Animated values added
* together.
*/
add,
/**
* 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,
/**
* 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,
/**
* 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}, // Optional async listener
* )
* ...
* onPanResponderMove: Animated.event([
* null, // raw event arg ignored
* {dx: this._panX}, // gestureState arg
* ]),
*```
*/
event,
/**
* Make any React component Animatable. Used to create `Animated.View`, etc.
*/
createAnimatedComponent,
__PropsOnlyForTests: AnimatedProps,
};
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