mirror of
https://github.com/mozilla/gecko-dev.git
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d06369c85e
--HG-- extra : rebase_source : b64325cb65d0413d8802cde86285424267849de3
851 lines
24 KiB
JavaScript
851 lines
24 KiB
JavaScript
/* -*- indent-tabs-mode: nil; js-indent-level: 2 -*- */
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/* vim: set ft=javascript ts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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/* globals ViewHelpers */
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"use strict";
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// Set of reusable UI components for the animation-inspector UI.
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// All components in this module share a common API:
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// 1. construct the component:
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// let c = new ComponentName();
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// 2. initialize the markup of the component in a given parent node:
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// c.init(containerElement);
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// 3. render the component, passing in some sort of state:
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// This may be called over and over again when the state changes, to update
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// the component output.
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// c.render(state);
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// 4. destroy the component:
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// c.destroy();
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const {Cu} = require("chrome");
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Cu.import("resource:///modules/devtools/ViewHelpers.jsm");
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const {Task} = Cu.import("resource://gre/modules/Task.jsm", {});
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const {
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createNode,
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drawGraphElementBackground,
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findOptimalTimeInterval
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} = require("devtools/animationinspector/utils");
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const STRINGS_URI = "chrome://browser/locale/devtools/animationinspector.properties";
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const L10N = new ViewHelpers.L10N(STRINGS_URI);
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const MILLIS_TIME_FORMAT_MAX_DURATION = 4000;
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// The minimum spacing between 2 time graduation headers in the timeline (ms).
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const TIME_GRADUATION_MIN_SPACING = 40;
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/**
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* UI component responsible for displaying and updating the player meta-data:
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* name, duration, iterations, delay.
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* The parent UI component for this should drive its updates by calling
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* render(state) whenever it wants the component to update.
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*/
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function PlayerMetaDataHeader() {
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// Store the various state pieces we need to only refresh the UI when things
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// change.
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this.state = {};
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}
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exports.PlayerMetaDataHeader = PlayerMetaDataHeader;
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PlayerMetaDataHeader.prototype = {
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init: function(containerEl) {
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// The main title element.
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this.el = createNode({
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parent: containerEl,
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attributes: {
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"class": "animation-title"
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}
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});
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// Animation name.
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this.nameLabel = createNode({
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parent: this.el,
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nodeType: "span"
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});
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this.nameValue = createNode({
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parent: this.el,
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nodeType: "strong",
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attributes: {
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"style": "display:none;"
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}
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});
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// Animation duration, delay and iteration container.
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let metaData = createNode({
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parent: this.el,
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nodeType: "span",
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attributes: {
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"class": "meta-data"
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}
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});
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// Animation is running on compositor
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this.compositorIcon = createNode({
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parent: metaData,
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nodeType: "span",
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attributes: {
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"class": "compositor-icon",
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"title": L10N.getStr("player.runningOnCompositorTooltip")
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}
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});
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// Animation duration.
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this.durationLabel = createNode({
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parent: metaData,
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nodeType: "span",
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textContent: L10N.getStr("player.animationDurationLabel")
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});
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this.durationValue = createNode({
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parent: metaData,
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nodeType: "strong"
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});
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// Animation delay (hidden by default since there may not be a delay).
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this.delayLabel = createNode({
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parent: metaData,
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nodeType: "span",
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attributes: {
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"style": "display:none;"
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},
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textContent: L10N.getStr("player.animationDelayLabel")
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});
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this.delayValue = createNode({
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parent: metaData,
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nodeType: "strong"
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});
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// Animation iteration count (also hidden by default since we don't display
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// single iterations).
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this.iterationLabel = createNode({
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parent: metaData,
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nodeType: "span",
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attributes: {
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"style": "display:none;"
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},
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textContent: L10N.getStr("player.animationIterationCountLabel")
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});
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this.iterationValue = createNode({
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parent: metaData,
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nodeType: "strong",
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attributes: {
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"style": "display:none;"
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}
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});
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},
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destroy: function() {
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this.state = null;
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this.el.remove();
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this.el = null;
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this.nameLabel = this.nameValue = null;
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this.durationLabel = this.durationValue = null;
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this.delayLabel = this.delayValue = null;
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this.iterationLabel = this.iterationValue = null;
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this.compositorIcon = null;
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},
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render: function(state) {
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// Update the name if needed.
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if (state.name !== this.state.name) {
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if (state.name) {
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// Animations (and transitions since bug 1122414) have names.
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this.nameLabel.textContent = L10N.getStr("player.animationNameLabel");
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this.nameValue.style.display = "inline";
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this.nameValue.textContent = state.name;
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} else {
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// With older actors, Css transitions don't have names.
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this.nameLabel.textContent = L10N.getStr("player.transitionNameLabel");
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this.nameValue.style.display = "none";
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}
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}
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// update the duration value if needed.
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if (state.duration !== this.state.duration) {
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this.durationValue.textContent = L10N.getFormatStr("player.timeLabel",
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L10N.numberWithDecimals(state.duration / 1000, 2));
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}
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// Update the delay if needed.
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if (state.delay !== this.state.delay) {
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if (state.delay) {
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this.delayLabel.style.display = "inline";
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this.delayValue.style.display = "inline";
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this.delayValue.textContent = L10N.getFormatStr("player.timeLabel",
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L10N.numberWithDecimals(state.delay / 1000, 2));
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} else {
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// Hide the delay elements if there is no delay defined.
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this.delayLabel.style.display = "none";
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this.delayValue.style.display = "none";
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}
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}
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// Update the iterationCount if needed.
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if (state.iterationCount !== this.state.iterationCount) {
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if (state.iterationCount !== 1) {
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this.iterationLabel.style.display = "inline";
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this.iterationValue.style.display = "inline";
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let count = state.iterationCount ||
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L10N.getStr("player.infiniteIterationCount");
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this.iterationValue.innerHTML = count;
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} else {
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// Hide the iteration elements if iteration is 1.
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this.iterationLabel.style.display = "none";
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this.iterationValue.style.display = "none";
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}
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}
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// Show the Running on compositor icon if needed.
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if (state.isRunningOnCompositor !== this.state.isRunningOnCompositor) {
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if (state.isRunningOnCompositor) {
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this.compositorIcon.style.display = "inline";
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} else {
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// Hide the compositor icon
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this.compositorIcon.style.display = "none";
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}
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}
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this.state = state;
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}
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};
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/**
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* UI component responsible for displaying the playback rate drop-down in each
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* player widget, updating it when the state changes, and emitting events when
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* the user selects a new value.
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* The parent UI component for this should drive its updates by calling
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* render(state) whenever it wants the component to update.
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*/
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function PlaybackRateSelector() {
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this.currentRate = null;
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this.onSelectionChanged = this.onSelectionChanged.bind(this);
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EventEmitter.decorate(this);
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}
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exports.PlaybackRateSelector = PlaybackRateSelector;
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PlaybackRateSelector.prototype = {
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PRESETS: [.1, .5, 1, 2, 5, 10],
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init: function(containerEl) {
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// This component is simple enough that we can re-create the markup every
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// time it's rendered. So here we only store the parentEl.
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this.parentEl = containerEl;
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},
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destroy: function() {
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this.removeSelect();
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this.parentEl = this.el = null;
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},
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removeSelect: function() {
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if (this.el) {
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this.el.removeEventListener("change", this.onSelectionChanged);
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this.el.remove();
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}
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},
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/**
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* Get the ordered list of presets, including the current playbackRate if
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* different from the existing presets.
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*/
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getCurrentPresets: function({playbackRate}) {
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return [...new Set([...this.PRESETS, playbackRate])].sort((a, b) => a > b);
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},
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render: function(state) {
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if (state.playbackRate === this.currentRate) {
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return;
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}
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this.removeSelect();
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this.el = createNode({
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parent: this.parentEl,
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nodeType: "select",
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attributes: {
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"class": "rate devtools-button"
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}
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});
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for (let preset of this.getCurrentPresets(state)) {
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let option = createNode({
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parent: this.el,
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nodeType: "option",
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attributes: {
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value: preset,
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},
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textContent: L10N.getFormatStr("player.playbackRateLabel", preset)
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});
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if (preset === state.playbackRate) {
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option.setAttribute("selected", "");
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}
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}
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this.el.addEventListener("change", this.onSelectionChanged);
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this.currentRate = state.playbackRate;
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},
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onSelectionChanged: function() {
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this.emit("rate-changed", parseFloat(this.el.value));
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}
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};
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/**
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* UI component responsible for displaying a preview of the target dom node of
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* a given animation.
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* @param {InspectorPanel} inspector Requires a reference to the inspector-panel
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* to highlight and select the node, as well as refresh it when there are
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* mutations.
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* @param {Object} options Supported properties are:
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* - compact {Boolean} Defaults to false. If true, nodes will be previewed like
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* tag#id.class instead of <tag id="id" class="class">
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*/
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function AnimationTargetNode(inspector, options={}) {
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this.inspector = inspector;
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this.options = options;
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this.onPreviewMouseOver = this.onPreviewMouseOver.bind(this);
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this.onPreviewMouseOut = this.onPreviewMouseOut.bind(this);
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this.onSelectNodeClick = this.onSelectNodeClick.bind(this);
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this.onMarkupMutations = this.onMarkupMutations.bind(this);
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EventEmitter.decorate(this);
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}
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exports.AnimationTargetNode = AnimationTargetNode;
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AnimationTargetNode.prototype = {
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init: function(containerEl) {
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let document = containerEl.ownerDocument;
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// Init the markup for displaying the target node.
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this.el = createNode({
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parent: containerEl,
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attributes: {
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"class": "animation-target"
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}
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});
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// Icon to select the node in the inspector.
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this.selectNodeEl = createNode({
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parent: this.el,
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nodeType: "span",
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attributes: {
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"class": "node-selector"
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}
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});
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// Wrapper used for mouseover/out event handling.
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this.previewEl = createNode({
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parent: this.el,
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nodeType: "span"
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});
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if (!this.options.compact) {
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this.previewEl.appendChild(document.createTextNode("<"));
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}
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// Tag name.
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this.tagNameEl = createNode({
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parent: this.previewEl,
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nodeType: "span",
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attributes: {
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"class": "tag-name theme-fg-color3"
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}
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});
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// Id attribute container.
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this.idEl = createNode({
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parent: this.previewEl,
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nodeType: "span"
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});
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if (!this.options.compact) {
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createNode({
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parent: this.idEl,
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nodeType: "span",
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attributes: {
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"class": "attribute-name theme-fg-color2"
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},
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textContent: "id"
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});
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this.idEl.appendChild(document.createTextNode("=\""));
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} else {
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createNode({
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parent: this.idEl,
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nodeType: "span",
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attributes: {
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"class": "theme-fg-color2"
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},
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textContent: "#"
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});
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}
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createNode({
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parent: this.idEl,
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nodeType: "span",
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attributes: {
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"class": "attribute-value theme-fg-color6"
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}
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});
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if (!this.options.compact) {
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this.idEl.appendChild(document.createTextNode("\""));
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}
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// Class attribute container.
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this.classEl = createNode({
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parent: this.previewEl,
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nodeType: "span"
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});
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if (!this.options.compact) {
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createNode({
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parent: this.classEl,
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nodeType: "span",
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attributes: {
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"class": "attribute-name theme-fg-color2"
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},
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textContent: "class"
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});
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this.classEl.appendChild(document.createTextNode("=\""));
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} else {
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createNode({
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parent: this.classEl,
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nodeType: "span",
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attributes: {
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"class": "theme-fg-color6"
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},
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textContent: "."
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});
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}
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createNode({
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parent: this.classEl,
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nodeType: "span",
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attributes: {
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"class": "attribute-value theme-fg-color6"
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}
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});
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if (!this.options.compact) {
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this.classEl.appendChild(document.createTextNode("\""));
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this.previewEl.appendChild(document.createTextNode(">"));
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}
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// Init events for highlighting and selecting the node.
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this.previewEl.addEventListener("mouseover", this.onPreviewMouseOver);
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this.previewEl.addEventListener("mouseout", this.onPreviewMouseOut);
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this.selectNodeEl.addEventListener("click", this.onSelectNodeClick);
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// Start to listen for markupmutation events.
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this.inspector.on("markupmutation", this.onMarkupMutations);
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},
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destroy: function() {
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this.inspector.off("markupmutation", this.onMarkupMutations);
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this.previewEl.removeEventListener("mouseover", this.onPreviewMouseOver);
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this.previewEl.removeEventListener("mouseout", this.onPreviewMouseOut);
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this.selectNodeEl.removeEventListener("click", this.onSelectNodeClick);
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this.el.remove();
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this.el = this.tagNameEl = this.idEl = this.classEl = null;
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this.selectNodeEl = this.previewEl = null;
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this.nodeFront = this.inspector = this.playerFront = null;
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},
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onPreviewMouseOver: function() {
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if (!this.nodeFront) {
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return;
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}
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this.inspector.toolbox.highlighterUtils.highlightNodeFront(this.nodeFront);
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},
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onPreviewMouseOut: function() {
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this.inspector.toolbox.highlighterUtils.unhighlight();
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},
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onSelectNodeClick: function() {
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if (!this.nodeFront) {
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return;
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}
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this.inspector.selection.setNodeFront(this.nodeFront, "animationinspector");
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},
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onMarkupMutations: function(e, mutations) {
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if (!this.nodeFront || !this.playerFront) {
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return;
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}
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for (let {target} of mutations) {
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if (target === this.nodeFront) {
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// Re-render with the same nodeFront to update the output.
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this.render(this.playerFront);
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break;
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}
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}
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},
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render: Task.async(function*(playerFront) {
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this.playerFront = playerFront;
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this.nodeFront = undefined;
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try {
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this.nodeFront = yield this.inspector.walker.getNodeFromActor(
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playerFront.actorID, ["node"]);
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} catch (e) {
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// We might have been destroyed in the meantime, or the node might not be
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// found.
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if (!this.el) {
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console.warn("Cound't retrieve the animation target node, widget " +
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"destroyed");
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}
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console.error(e);
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return;
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}
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if (!this.nodeFront || !this.el) {
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return;
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}
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let {tagName, attributes} = this.nodeFront;
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this.tagNameEl.textContent = tagName.toLowerCase();
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let idIndex = attributes.findIndex(({name}) => name === "id");
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if (idIndex > -1 && attributes[idIndex].value) {
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this.idEl.querySelector(".attribute-value").textContent =
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attributes[idIndex].value;
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this.idEl.style.display = "inline";
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} else {
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this.idEl.style.display = "none";
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}
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let classIndex = attributes.findIndex(({name}) => name === "class");
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if (classIndex > -1 && attributes[classIndex].value) {
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let value = attributes[classIndex].value;
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if (this.options.compact) {
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value = value.split(" ").join(".");
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}
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this.classEl.querySelector(".attribute-value").textContent = value;
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this.classEl.style.display = "inline";
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} else {
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this.classEl.style.display = "none";
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}
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this.emit("target-retrieved");
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})
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};
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/**
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* The TimeScale helper object is used to know which size should something be
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* displayed with in the animation panel, depending on the animations that are
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* currently displayed.
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* If there are 5 animations displayed, and the first one starts at 10000ms and
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* the last one ends at 20000ms, then this helper can be used to convert any
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* time in this range to a distance in pixels.
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*
|
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* For the helper to know how to convert, it needs to know all the animations.
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* Whenever a new animation is added to the panel, addAnimation(state) should be
|
|
* called. reset() can be called to start over.
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|
*/
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|
let TimeScale = {
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minStartTime: Infinity,
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maxEndTime: 0,
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|
|
|
/**
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* Add a new animation to time scale.
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* @param {Object} state A PlayerFront.state object.
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|
*/
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|
addAnimation: function({startTime, delay, duration, iterationCount}) {
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this.minStartTime = Math.min(this.minStartTime, startTime);
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let length = delay + (duration * (!iterationCount ? 1 : iterationCount));
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this.maxEndTime = Math.max(this.maxEndTime, startTime + length);
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},
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|
|
|
/**
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|
* Reset the current time scale.
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|
*/
|
|
reset: function() {
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|
this.minStartTime = Infinity;
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|
this.maxEndTime = 0;
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|
},
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|
|
|
/**
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|
* Convert a startTime to a distance in pixels, in the current time scale.
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|
* @param {Number} time
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|
* @param {Number} containerWidth The width of the container element.
|
|
* @return {Number}
|
|
*/
|
|
startTimeToDistance: function(time, containerWidth) {
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|
time -= this.minStartTime;
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|
return this.durationToDistance(time, containerWidth);
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|
},
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|
|
|
/**
|
|
* Convert a duration to a distance in pixels, in the current time scale.
|
|
* @param {Number} time
|
|
* @param {Number} containerWidth The width of the container element.
|
|
* @return {Number}
|
|
*/
|
|
durationToDistance: function(duration, containerWidth) {
|
|
return containerWidth * duration / (this.maxEndTime - this.minStartTime);
|
|
},
|
|
|
|
/**
|
|
* Convert a distance in pixels to a time, in the current time scale.
|
|
* @param {Number} distance
|
|
* @param {Number} containerWidth The width of the container element.
|
|
* @return {Number}
|
|
*/
|
|
distanceToTime: function(distance, containerWidth) {
|
|
return this.minStartTime +
|
|
((this.maxEndTime - this.minStartTime) * distance / containerWidth);
|
|
},
|
|
|
|
/**
|
|
* Convert a distance in pixels to a time, in the current time scale.
|
|
* The time will be relative to the current minimum start time.
|
|
* @param {Number} distance
|
|
* @param {Number} containerWidth The width of the container element.
|
|
* @return {Number}
|
|
*/
|
|
distanceToRelativeTime: function(distance, containerWidth) {
|
|
let time = this.distanceToTime(distance, containerWidth);
|
|
return time - this.minStartTime;
|
|
},
|
|
|
|
/**
|
|
* Depending on the time scale, format the given time as milliseconds or
|
|
* seconds.
|
|
* @param {Number} time
|
|
* @return {String} The formatted time string.
|
|
*/
|
|
formatTime: function(time) {
|
|
let duration = this.maxEndTime - this.minStartTime;
|
|
|
|
// Format in milliseconds if the total duration is short enough.
|
|
if (duration <= MILLIS_TIME_FORMAT_MAX_DURATION) {
|
|
return L10N.getFormatStr("timeline.timeGraduationLabel", time.toFixed(0));
|
|
}
|
|
|
|
// Otherwise format in seconds.
|
|
return L10N.getFormatStr("player.timeLabel", (time / 1000).toFixed(1));
|
|
}
|
|
};
|
|
|
|
exports.TimeScale = TimeScale;
|
|
|
|
/**
|
|
* UI component responsible for displaying a timeline for animations.
|
|
* The timeline is essentially a graph with time along the x axis and animations
|
|
* along the y axis.
|
|
* The time is represented with a graduation header at the top and a current
|
|
* time play head.
|
|
* Animations are organized by lines, with a left margin containing the preview
|
|
* of the target DOM element the animation applies to.
|
|
*/
|
|
function AnimationsTimeline(inspector) {
|
|
this.animations = [];
|
|
this.targetNodes = [];
|
|
this.inspector = inspector;
|
|
|
|
this.onAnimationStateChanged = this.onAnimationStateChanged.bind(this);
|
|
}
|
|
|
|
exports.AnimationsTimeline = AnimationsTimeline;
|
|
|
|
AnimationsTimeline.prototype = {
|
|
init: function(containerEl) {
|
|
this.win = containerEl.ownerDocument.defaultView;
|
|
|
|
this.rootWrapperEl = createNode({
|
|
parent: containerEl,
|
|
attributes: {
|
|
"class": "animation-timeline"
|
|
}
|
|
});
|
|
|
|
this.timeHeaderEl = createNode({
|
|
parent: this.rootWrapperEl,
|
|
attributes: {
|
|
"class": "time-header"
|
|
}
|
|
});
|
|
|
|
this.animationsEl = createNode({
|
|
parent: this.rootWrapperEl,
|
|
nodeType: "ul",
|
|
attributes: {
|
|
"class": "animations"
|
|
}
|
|
});
|
|
},
|
|
|
|
destroy: function() {
|
|
this.unrender();
|
|
|
|
this.rootWrapperEl.remove();
|
|
this.animations = [];
|
|
|
|
this.rootWrapperEl = null;
|
|
this.timeHeaderEl = null;
|
|
this.animationsEl = null;
|
|
this.win = null;
|
|
this.inspector = null;
|
|
},
|
|
|
|
destroyTargetNodes: function() {
|
|
for (let targetNode of this.targetNodes) {
|
|
targetNode.destroy();
|
|
}
|
|
this.targetNodes = [];
|
|
},
|
|
|
|
unrender: function() {
|
|
for (let animation of this.animations) {
|
|
animation.off("changed", this.onAnimationStateChanged);
|
|
}
|
|
|
|
TimeScale.reset();
|
|
this.destroyTargetNodes();
|
|
this.animationsEl.innerHTML = "";
|
|
},
|
|
|
|
render: function(animations) {
|
|
this.unrender();
|
|
|
|
this.animations = animations;
|
|
if (!this.animations.length) {
|
|
return;
|
|
}
|
|
|
|
// Loop first to set the time scale for all current animations.
|
|
for (let {state} of animations) {
|
|
TimeScale.addAnimation(state);
|
|
}
|
|
|
|
this.drawHeaderAndBackground();
|
|
|
|
for (let animation of this.animations) {
|
|
animation.on("changed", this.onAnimationStateChanged);
|
|
|
|
// Each line contains the target animated node and the animation time
|
|
// block.
|
|
let animationEl = createNode({
|
|
parent: this.animationsEl,
|
|
nodeType: "li",
|
|
attributes: {
|
|
"class": "animation"
|
|
}
|
|
});
|
|
|
|
// Left sidebar for the animated node.
|
|
let animatedNodeEl = createNode({
|
|
parent: animationEl,
|
|
attributes: {
|
|
"class": "target"
|
|
}
|
|
});
|
|
|
|
let timeBlockEl = createNode({
|
|
parent: animationEl,
|
|
attributes: {
|
|
"class": "time-block"
|
|
}
|
|
});
|
|
|
|
this.drawTimeBlock(animation, timeBlockEl);
|
|
|
|
// Draw the animated node target.
|
|
let targetNode = new AnimationTargetNode(this.inspector, {compact: true});
|
|
targetNode.init(animatedNodeEl);
|
|
targetNode.render(animation);
|
|
|
|
// Save the targetNode so it can be destroyed later.
|
|
this.targetNodes.push(targetNode);
|
|
}
|
|
},
|
|
|
|
onAnimationStateChanged: function() {
|
|
// For now, simply re-render the component. The animation front's state has
|
|
// already been updated.
|
|
this.render(this.animations);
|
|
},
|
|
|
|
drawHeaderAndBackground: function() {
|
|
let width = this.timeHeaderEl.offsetWidth;
|
|
let scale = width / (TimeScale.maxEndTime - TimeScale.minStartTime);
|
|
drawGraphElementBackground(this.win.document, "time-graduations", width, scale);
|
|
|
|
// And the time graduation header.
|
|
this.timeHeaderEl.innerHTML = "";
|
|
let interval = findOptimalTimeInterval(scale, TIME_GRADUATION_MIN_SPACING);
|
|
for (let i = 0; i < width; i += interval) {
|
|
createNode({
|
|
parent: this.timeHeaderEl,
|
|
nodeType: "span",
|
|
attributes: {
|
|
"class": "time-tick",
|
|
"style": `left:${i}px`
|
|
},
|
|
textContent: TimeScale.formatTime(
|
|
TimeScale.distanceToRelativeTime(i, width))
|
|
});
|
|
}
|
|
},
|
|
|
|
drawTimeBlock: function({state}, el) {
|
|
let width = el.offsetWidth;
|
|
|
|
// Container for all iterations and delay. Positioned at the right start
|
|
// time.
|
|
let x = TimeScale.startTimeToDistance(state.startTime + (state.delay || 0),
|
|
width);
|
|
// With the right width (duration*duration).
|
|
let count = state.iterationCount || 1;
|
|
let w = TimeScale.durationToDistance(state.duration, width);
|
|
|
|
let iterations = createNode({
|
|
parent: el,
|
|
attributes: {
|
|
"class": "iterations" + (state.iterationCount ? "" : " infinite"),
|
|
// Individual iterations are represented by setting the size of the
|
|
// repeating linear-gradient.
|
|
"style": `left:${x}px;
|
|
width:${w * count}px;
|
|
background-size:${Math.max(w, 2)}px 100%;`
|
|
}
|
|
});
|
|
|
|
// The animation name is displayed over the iterations.
|
|
createNode({
|
|
parent: iterations,
|
|
attributes: {
|
|
"class": "name"
|
|
},
|
|
textContent: state.name
|
|
});
|
|
|
|
// Delay.
|
|
if (state.delay) {
|
|
let delay = TimeScale.durationToDistance(state.delay, width);
|
|
createNode({
|
|
parent: iterations,
|
|
attributes: {
|
|
"class": "delay",
|
|
"style": `left:-${delay}px;
|
|
width:${delay}px;`
|
|
}
|
|
});
|
|
}
|
|
}
|
|
};
|