amis-rpc-design/node_modules/react-native/ReactCommon/react/renderer/animations/primitives.h

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2023-10-07 19:42:30 +08:00
/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#pragma once
#include <react/renderer/animations/LayoutAnimationCallbackWrapper.h>
#include <react/renderer/core/ReactPrimitives.h>
#include <react/renderer/graphics/Float.h>
#include <react/renderer/mounting/ShadowView.h>
#include <react/renderer/mounting/ShadowViewMutation.h>
#include <vector>
namespace facebook {
namespace react {
// This corresponds exactly with JS.
enum class AnimationType {
None = 0,
Spring = 1,
Linear = 2,
EaseInEaseOut = 4,
EaseIn = 8,
EaseOut = 16,
Keyboard = 32
};
enum class AnimationProperty {
NotApplicable = 0,
Opacity = 1,
ScaleX = 2,
ScaleY = 4,
ScaleXY = 8
};
// This corresponds exactly with JS.
struct AnimationConfig {
AnimationType animationType = AnimationType::None;
AnimationProperty animationProperty = AnimationProperty::NotApplicable;
double duration =
0; // these are perhaps better represented as uint64_t, but they
// come from JS as doubles
double delay = 0;
Float springDamping = 0;
Float initialVelocity = 0;
};
// This corresponds exactly with JS.
struct LayoutAnimationConfig {
double duration; // ms
AnimationConfig createConfig;
AnimationConfig updateConfig;
AnimationConfig deleteConfig;
};
enum class AnimationConfigurationType { Create = 1, Update = 2, Delete = 4 };
struct AnimationKeyFrame {
// The mutation(s) that should be executed once the animation completes.
// This maybe empty.
// For CREATE/INSERT this will contain CREATE, INSERT in that order.
// For REMOVE/DELETE, same.
std::vector<ShadowViewMutation> finalMutationsForKeyFrame;
// The type of animation this is (for configuration purposes)
AnimationConfigurationType type;
// Tag representing the node being animated.
Tag tag;
ShadowView parentView;
// ShadowView representing the start and end points of this animation.
ShadowView viewStart;
ShadowView viewEnd;
// ShadowView representing the previous frame of the animation.
ShadowView viewPrev;
// If an animation interrupts an existing one, the starting state may actually
// be halfway through the intended transition.
double initialProgress;
bool invalidated{false};
// In the case where some mutation conflicts with this keyframe,
// should we generate final synthetic UPDATE mutations for this keyframe?
bool generateFinalSyntheticMutations{true};
};
struct LayoutAnimation {
SurfaceId surfaceId;
uint64_t startTime;
bool completed = false;
LayoutAnimationConfig layoutAnimationConfig;
LayoutAnimationCallbackWrapper successCallback;
LayoutAnimationCallbackWrapper failureCallback;
std::vector<AnimationKeyFrame> keyFrames;
};
} // namespace react
} // namespace facebook