/** * Copyright (c) 2015-present, Facebook, Inc. * * This source code is licensed under the MIT license found in the * LICENSE file in the root directory of this source tree. */ package com.facebook.react.animated; import com.facebook.react.bridge.ReadableArray; import com.facebook.react.bridge.ReadableMap; /** * Implementation of {@link AnimationDriver} which provides a support for simple time-based * animations that are pre-calculate on the JS side. For each animation frame JS provides a value * from 0 to 1 that indicates a progress of the animation at that frame. */ class FrameBasedAnimationDriver extends AnimationDriver { // 60FPS private static final double FRAME_TIME_MILLIS = 1000d / 60d; private long mStartFrameTimeNanos; private double[] mFrames; private double mToValue; private double mFromValue; private int mIterations; private int mCurrentLoop; FrameBasedAnimationDriver(ReadableMap config) { resetConfig(config); } @Override public void resetConfig(ReadableMap config) { ReadableArray frames = config.getArray("frames"); int numberOfFrames = frames.size(); if (mFrames == null || mFrames.length != numberOfFrames) { mFrames = new double[numberOfFrames]; } for (int i = 0; i < numberOfFrames; i++) { mFrames[i] = frames.getDouble(i); } mToValue = config.getDouble("toValue"); mIterations = config.hasKey("iterations") ? config.getInt("iterations") : 1; mCurrentLoop = 1; mHasFinished = mIterations == 0; mStartFrameTimeNanos = -1; } @Override public void runAnimationStep(long frameTimeNanos) { if (mStartFrameTimeNanos < 0) { mStartFrameTimeNanos = frameTimeNanos; mFromValue = mAnimatedValue.mValue; } long timeFromStartMillis = (frameTimeNanos - mStartFrameTimeNanos) / 1000000; int frameIndex = (int) Math.round(timeFromStartMillis / FRAME_TIME_MILLIS); if (frameIndex < 0) { throw new IllegalStateException("Calculated frame index should never be lower than 0"); } else if (mHasFinished) { // nothing to do here return; } double nextValue; if (frameIndex >= mFrames.length - 1) { nextValue = mToValue; if (mIterations == -1 || mCurrentLoop < mIterations) { // looping animation, return to start mStartFrameTimeNanos = frameTimeNanos + ((long) FRAME_TIME_MILLIS) * 1000000L; mCurrentLoop++; } else { // animation has completed, no more frames left mHasFinished = true; } } else { nextValue = mFromValue + mFrames[frameIndex] * (mToValue - mFromValue); } mAnimatedValue.mValue = nextValue; } }