Animate.js
The complete source of src/Animate.js, exactly as it ships, in reading order. Every line is present; the file is split at its own section banners.
Animate.js - the animation clock: Animate.Real + its shared-frame driver
// ============================================================================
// Animate.js - the animation clock: Animate.Real + its shared-frame driver
// ============================================================================
//
// The shared-resource driver shape (the third pattern alongside Network's independent
// fetch and Dom's tree reconcile). Animate.Real(from, to, durationMs) returns a reactive
// Real that starts at `from` and is READABLE immediately (unlike a Network response it is
// not locked - an animation shows its current value while it runs), and emits an animation
// request into the module-scoped 'real' channel. The driver keeps ONE frame loop and a
// per-state table of active animations; on each frame it advances them all and sets their
// states via addUpdates (which re-renders), removing each when it reaches `to`.
//
// Like the request, the emission carries the STATE itself as a field (case B), never a
// settable id: the native driver derives the settable it sets with Reactive.Reference. An
// animation is keyed by that state id, and by a signature (from|to|durationMs) so changing
// the target restarts it while an unchanged one keeps its start time.
//
// The clock and the frame scheduler are injected via the driver's Mount params (`now`,
// `requestFrame`) so the loop is deterministic under test; they default to the browser's
// performance clock and requestAnimationFrame (with a setTimeout fallback).
// ----------------------------------------------------------------------------
Reactive.Module('Animate', () => {
// Real(from, to, durationMs) -> a Maths.Real that animates from `from` to `to` over
// durationMs, updating each frame. Readable immediately (starts at `from`).
Reactive.Function('Real', () => {
const from = Reactive.Argument(Maths.Real)
const to = Reactive.Argument(Maths.Real)
const durationMs = Reactive.Argument(Maths.Real)
const fromValue = Reactive.Value(from)
const value = Reactive.State(Maths.Real)(fromValue)
Reactive.Emit('real', { value: value, from: fromValue, to: Reactive.Value(to), durationMs: Reactive.Value(durationMs) })
return value
})
// The animation driver: one frame loop, a per-state active table, ticks -> addUpdates.
Reactive.Driver('real', (params, addUpdates) => {
const RV = Reactive._internal.ReactiveValue
const RG = Reactive._internal.ReactiveGettable
const RS = Reactive._internal.ReactiveSettable
const now = (params != null && params.now != null)
? params.now
: (typeof performance !== 'undefined' && performance.now ? () => performance.now() : () => Date.now())
const requestFrame = (params != null && params.requestFrame != null)
? params.requestFrame
: (typeof requestAnimationFrame === 'function' ? requestAnimationFrame : (cb) => setTimeout(cb, 16))
const active = {} // settableId -> { from, to, durationMs, startTime, signature }
const done = {} // settableId -> signature that has already reached its target
let running = false
function ensureRunning() {
if (running) {
return
}
running = true
requestFrame(frame)
}
function frame() {
running = false
const t = now()
const updates = {}
let anyActive = false
for (const id of Object.keys(active)) {
const a = active[id]
const elapsed = t - a.startTime
const progress = a.durationMs <= 0 ? 1 : Math.min(1, elapsed / a.durationMs)
const value = a.from + (a.to - a.from) * progress
updates[id] = new RV(new RG(undefined, value), new RS(id, undefined))
if (progress >= 1) {
// Reached the target: record the completed signature so the program re-declaring
// this same animation next render does not restart it.
done[id] = a.signature
delete active[id]
} else {
anyActive = true
}
}
addUpdates(updates)
if (anyActive) {
ensureRunning()
}
}
return (emissions) => {
const present = {}
for (const anim of emissions) {
const id = Reactive.Reference(anim.value)
present[id] = true
const signature = anim.from + '|' + anim.to + '|' + anim.durationMs
// An already-completed target is not restarted just because it is re-declared.
if (done[id] === signature) {
continue
}
// A new or changed target: (re)start it, and clear any stale completion.
if (active[id] == null || active[id].signature !== signature) {
active[id] = { from: anim.from, to: anim.to, durationMs: anim.durationMs, startTime: now(), signature: signature }
delete done[id]
}
}
for (const id of Object.keys(active)) {
if (present[id] !== true) {
delete active[id]
}
}
for (const id of Object.keys(done)) {
if (present[id] !== true) {
delete done[id]
}
}
if (Object.keys(active).length > 0) {
ensureRunning()
}
}
})
})