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@zerowidth
Last active August 29, 2015 14:11
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Rendering animations as combinations of frame generators
# A demonstration/exploration of generating animation "frames" by combining
# objects that emit sequences of frames, with the following goals:
#
# * Declarative syntax for convenience and readability
# * Composability, for easily assembling larger animations from smaller pieces
# * Interruptability (see Flagged), so an animation sequence can be interrupted
# * Lazily-evaluated combinations so clock-based animations can be mixed.
# A top-level animation.
class Animation
# Initialize a new animation. Yields the new instance for configuration.
def initialize
@animations = []
@loop = nil
@delay_ms = 0
yield self
end
# Append a lower-level animation to this animation.
def <<(anim)
anim = WithDelay.new(@delay_ms, anim) if @delay_ms && @delay_ms > 0
if @forever
@loop << anim
else
@animations << anim
end
end
# Set the delay in milliseconds for subsequent added animations.
def delay_ms(ms)
@delay_ms = ms
end
# Iterate and yield each frame of each added animation.
def each_frame(previous = nil, &block)
previous = iterate_frames @animations, previous, &block
if @loop && @loop.any?
loop { iterate_frames @loop, previous, &block }
end
end
# Run any animations added after this statement in a loop forever.
def forever
raise ArgumentError, "there's only one forever!" if @loop
@forever = true
@loop = []
end
protected
def iterate_frames(animations, previous)
animations.each do |animation|
animation.each_frame(previous) do |frame|
previous = frame
yield frame
end
end
previous
end
end
# An animation with a delay between each frame.
class WithDelay
def initialize(ms, animation)
@ms = ms
@animation = animation
end
def each_frame(previous)
@animation.each_frame(previous) do |frame|
yield frame
sleep @ms/1000.0
end
end
end
# A simple value.
class Value
def initialize(value)
@value = value
end
def each_frame(previous)
yield "#{@value}"
end
end
# A single timestamp
class Timestamp
def each_frame(previous)
yield Time.now.iso8601
end
end
# Timestamps for forever.
class Clock
def each_frame(previous)
loop { yield Time.now.iso8601 }
end
end
# Runs a child animation until the flag is set.
class Flagged
def initialize(anim)
@anim = anim
@flag = false
end
def flag!
@flag = true
end
def each_frame(previous)
@anim.each_frame(previous) do |frame|
break if @flag
yield frame
end
end
end
# A nice shutdown animation.
class Shutdown
def each_frame(previous)
str = "shutting down"
str.length.downto(0) do |len|
yield str.slice(0, len)
end
yield "done."
end
end
# Step from the previous value (if present) to the given value.
class FadeTo
def initialize(value)
@value = value
end
def each_frame(previous)
previous = previous.to_i
list = if previous - 1 > @value
(previous - 1).downto @value
elsif previous + 1 < @value
(previous + 1).upto(@value)
else
[]
end
list.each { |v| yield v }
end
end
# Step from a value to another.
class FromTo
def initialize(from, to)
@from, @to = from, to
end
def each_frame(previous)
enum = @from > @to ? @from.downto(@to) : @from.upto(@to)
enum.each { |v| yield v }
end
end
# Combine animations.
class Combination
# Initialize a new combination of animations. Yields the new instance.
def initialize
@animations = []
yield self
end
# Add an animation to this combination.
def <<(animation)
@animations << animation
end
# Iterate over the combined animations, lazily evaluating each frame.
#
# If none or only one animation is provided, no combination is performed.
# Iteration stops if any animation returns a nil frame.
def each_frame(previous, &block)
return if @animations.empty?
if @animations.size == 1
# Pass-through, no combining needed
@animations.each_frame(previous, &block)
else
# Wrap each animation as a lazily-evaluated enumerator
enums = @animations.map do |animation|
Enumerator.new do |yielder|
animation.each_frame(previous) do |frame|
yielder << frame
end
end.lazy # lazy is critical!
end
# Then zip them together, combining each set of frames
enums.first.zip(*enums[1..-1]).each do |frames|
break if frames.any?(&:nil?)
block.call combine_frames(frames)
end
end
end
# Combine a set of frames. Override this to define your own behavior.
def combine_frames(frames)
frames.map(&:to_s).join(", ")
end
end
# Combine frame values by computing their sum.
class AddFrames < Combination
def combine_frames(frames)
frames.map(&:to_i).inject(:+)
end
end
# ---------- Example --------- #
# bounce from a previous value (default 0) to 5, then 3, then 5, then 0
bounce = Animation.new do |a|
a << FadeTo.new(5)
a << FadeTo.new(3)
a << FadeTo.new(5)
a << FadeTo.new(0)
end
main = Animation.new do |a|
# Demonstrate timing changes
a.delay_ms 50
a << Value.new("faster")
a << bounce
a.delay_ms 200
a << Value.new("slower")
a << FadeTo.new(6)
# Demonstrate lazy combinations
a.delay_ms 1000
a << Value.new("lazy combiner")
a << Combination.new do |c|
c << FromTo.new(0,4) # terminate at 4 (no more values)
c << FromTo.new(20,30)
c << Clock.new # to show laziness
end
# Demonstrate a custom combination (summing values)
a.delay_ms 100
a << Value.new("adding frame values")
a << AddFrames.new do |c|
c << FromTo.new(0, 4)
c << FromTo.new(0, 4)
end
# Demonstrate an infinite loop
a << Value.new("tick tock forever")
a.forever
a.delay_ms 1000
a << Timestamp.new
end
# A fast shutdown animation
shutdown = Animation.new do |a|
a.delay_ms 10
a << Value.new("caught interrupt")
a << Shutdown.new
end
# Wrap the main animation in an interruptable instance
flagged = Flagged.new(main)
# How to render each frame (print it out)
render = lambda { |frame| puts "frame: #{frame}" }
# Stop the animation on ctrl-c, and run a shutdown animation
trap("INT") do
flagged.flag!
print "\r"
shutdown.each_frame(&render)
end
# Run the whole thing.
flagged.each_frame(nil, &render)
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