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/* global window: false */
'use strict';
var defaults = require('./core.defaults');
var helpers = require('../helpers/index');
defaults._set('global', {
animation: {
duration: 1000,
easing: 'easeOutQuart',
onProgress: helpers.noop,
onComplete: helpers.noop
}
});
module.exports = {
frameDuration: 17,
animations: [],
dropFrames: 0,
request: null,
/**
* @param {Chart} chart - The chart to animate.
* @param {Chart.Animation} animation - The animation that we will animate.
* @param {Number} duration - The animation duration in ms.
* @param {Boolean} lazy - if true, the chart is not marked as animating to enable more responsive interactions
*/
addAnimation: function(chart, animation, duration, lazy) {
var animations = this.animations;
var i, ilen;
animation.chart = chart;
if (!lazy) {
chart.animating = true;
}
for (i = 0, ilen = animations.length; i < ilen; ++i) {
if (animations[i].chart === chart) {
animations[i] = animation;
return;
}
}
animations.push(animation);
// If there are no animations queued, manually kickstart a digest, for lack of a better word
if (animations.length === 1) {
this.requestAnimationFrame();
}
},
cancelAnimation: function(chart) {
var index = helpers.findIndex(this.animations, function(animation) {
return animation.chart === chart;
});
if (index !== -1) {
this.animations.splice(index, 1);
chart.animating = false;
}
},
requestAnimationFrame: function() {
var me = this;
if (me.request === null) {
// Skip animation frame requests until the active one is executed.
// This can happen when processing mouse events, e.g. 'mousemove'
// and 'mouseout' events will trigger multiple renders.
me.request = helpers.requestAnimFrame.call(window, function() {
me.request = null;
me.startDigest();
});
}
},
/**
* @private
*/
startDigest: function() {
var me = this;
var startTime = Date.now();
var framesToDrop = 0;
if (me.dropFrames > 1) {
framesToDrop = Math.floor(me.dropFrames);
me.dropFrames = me.dropFrames % 1;
}
me.advance(1 + framesToDrop);
var endTime = Date.now();
me.dropFrames += (endTime - startTime) / me.frameDuration;
// Do we have more stuff to animate?
if (me.animations.length > 0) {
me.requestAnimationFrame();
}
},
/**
* @private
*/
advance: function(count) {
var animations = this.animations;
var animation, chart;
var i = 0;
while (i < animations.length) {
animation = animations[i];
chart = animation.chart;
animation.currentStep = (animation.currentStep || 0) + count;
animation.currentStep = Math.min(animation.currentStep, animation.numSteps);
helpers.callback(animation.render, [chart, animation], chart);
helpers.callback(animation.onAnimationProgress, [animation], chart);
if (animation.currentStep >= animation.numSteps) {
helpers.callback(animation.onAnimationComplete, [animation], chart);
chart.animating = false;
animations.splice(i, 1);
} else {
++i;
}
}
}
};