[IMP] website: allow better animations thanks to requestAnimationFrame

This commit extends the behavior of the Animation class of the
"web_editor.snippets.animation" module.

Now, all animations can easily define an animation algo update without
much caring about performances. All that must be done is:

* If the "start"/"stop" method is/are defined, do not forget to call
the _super parent method (which will now initializes the animation
components).

* Define particulary-named method in your Animation class extension.
See in-code comment of the _prepareComponents method.

This extension should be used to define all animations. For example the
use of $(window).scroll(function () { /* do stuff */ }) is now the same
as defining the function with on_scroll: function () { /* do stuff */ }
except that the later one will be more efficient, smoother and allow
you to not care about throttling / event binding/unbinding / ...
This commit is contained in:
qsm-odoo
2016-11-22 17:15:33 +01:00
parent 7594ed7c28
commit 0e08e653cd
@@ -2,12 +2,279 @@ odoo.define('website.snippets.animation', function (require) {
'use strict';
var ajax = require('web.ajax');
var Class = require('web.Class');
var core = require('web.core');
var base = require('web_editor.base');
var animation = require('web_editor.snippets.animation');
var qweb = core.qweb;
// Initialize fallbacks for the use of requestAnimationFrame, cancelAnimationFrame and performance.now()
window.requestAnimationFrame = window.requestAnimationFrame
|| window.webkitRequestAnimationFrame
|| window.mozRequestAnimationFrame
|| window.msRequestAnimationFrame
|| window.oRequestAnimationFrame
|| function (callback) { window.setTimeout(callback, 10); };
window.cancelAnimationFrame = window.cancelAnimationFrame
|| window.webkitCancelAnimationFrame
|| window.mozCancelAnimationFrame
|| window.msCancelAnimationFrame
|| window.oCancelAnimationFrame
|| function (id) { window.clearTimeout(id); };
if (!window.performance || !window.performance.now) window.performance = {now: function () { return Date.now(); }};
/**
* The AnimationComponent class in in charge of handling one animation loop using the requestAnimationFrame
* feature. This is used by the Animation class below and should not be called directly by an end developer.
* The component contains a simple API, it can be started, stopped, played and paused.
*/
var AnimationComponent = Class.extend({
init: function (parent, updateCallback, startEvents, $startTarget, options) {
this.parent = parent; // The Animation class instance which is using this component
options = options || {};
this._minFrameTime = 1000 / (options.maxFPS || 100);
// Initialize the animation startEvents, startTarget, endEvents, endTarget and callbacks
this._updateCallback = updateCallback || function () {};
this.startEvents = startEvents || "scroll";
this.$startTarget = $($startTarget || window);
this._getStateCallback = options.getStateCallback
|| ((this.startEvents === "scroll" && this.$startTarget[0] === window) ? function () { return window.pageYOffset; } : false)
|| ((this.startEvents === "resize" && this.$startTarget[0] === window) ? function () { return {width: window.innerWidth, height: window.innerHeight}; } : false)
|| function () { return undefined; };
this.endEvents = options.endEvents || false;
this.$endTarget = options.$endTarget ? $(options.$endTarget) : this.$startTarget;
// Add a namespace to events using the generated uid
this._uid = "_animationComponent" + _.uniqueId();
this.startEvents = _processEvents(this.startEvents, this._uid);
if (this.endEvents) {
this.endEvents = _processEvents(this.endEvents, this._uid);
}
function _processEvents(events, namespace) {
events = events.split(" ");
return _.each(events, function (e, index) {
events[index] += ("." + namespace);
}).join(" ");
}
},
/**
* The start method initializes when the animation must be played and paused and initializes the
* animation first frame.
*/
start: function () {
// Initialize the animation first frame
this._paused = false;
this._rafID = window.requestAnimationFrame((function (t) {
this._update(t);
this._paused = true;
}).bind(this));
// Initialize the animation play/pause events
if (this.endEvents) {
/**
* If there are endEvents, the animation should begin playing when the startEvents are triggered
* on the startTarget and pause when the endEvents are triggered on the endTarget.
*/
this.$startTarget.on(this.startEvents, (function (e) {
if (this._paused) {
_.defer(this.play.bind(this, e));
}
}).bind(this));
this.$endTarget.on(this.endEvents, (function () {
if (!this._paused) {
_.defer(this.pause.bind(this));
}
}).bind(this));
} else {
/**
* Else, if there is no endEvent, the animation should begin playing when the startEvents are
* *continuously* triggered on the startTarget or fully played once. To achieve this, the animation
* begins playing and is scheduled to pause after 2 seconds. If the startEvents are triggered during
* that time, the schedule is delayed for another 2 seconds. This allows to describe an "effect"
* animation (which lasts less than 2 seconds) or an animation which must be playing *during* an event
* (scroll, mousemove, resize, repeated clicks, ...).
*/
var pauseTimer = null;
this.$startTarget.on(this.startEvents, _.throttle((function (e) {
this.play(e);
clearTimeout(pauseTimer);
pauseTimer = _.delay((function () {
this.pause();
pauseTimer = null;
}).bind(this), 2000);
}).bind(this), 250, {trailing: false}));
}
},
/**
* The stop method pauses the animation and destroys the attached events which trigger the
* animation to be played or paused.
*/
stop: function () {
this.$startTarget.off(this.startEvents);
if (this.endEvents) {
this.$endTarget.off(this.endEvents);
}
this.pause();
},
/**
* The play method forces the requestAnimationFrame loop to start.
* @param e -> the event which triggered the animation to play
*/
play: function (e) {
this._newEvent = e;
if (!this._paused) return;
this._paused = false;
this._rafID = window.requestAnimationFrame(this._update.bind(this));
this._lastUpdateTimestamp = undefined;
},
/**
* The pause method forces the requestAnimationFrame loop to stop.
*/
pause: function () {
if (this._paused) return;
this._paused = true;
window.cancelAnimationFrame(this._rafID);
this._lastUpdateTimestamp = undefined;
},
/**
* The private _update method is the callback which is repeatedly called by the requestAnimationFrame
* loop. It controls the max fps at which the animation is running and initializes the values that
* the update callback needs to describe the animation (state, elapsedTime, triggered event).
* @param timestamp -> the DOMHighResTimeStamp timestamp at which the function is called
*/
_update: function (timestamp) {
if (this._paused) return;
this._rafID = window.requestAnimationFrame(this._update.bind(this));
// Check the elapsed time since the last update callback call.
// Consider it 0 if there is no info of last timestamp and leave this _update call if it was
// called too soon (would overflow the set max FPS).
var elapsedTime = 0;
if (this._lastUpdateTimestamp) {
elapsedTime = timestamp - this._lastUpdateTimestamp;
if (elapsedTime < this._minFrameTime) return;
}
// Check the new animation state thanks to the get state callback and store its new value.
// If the state is the same as the previous one, leave this _update call, except if there
// is an event which triggered the "play" method again.
var animationState = this._getStateCallback.call(this.parent, elapsedTime, this._newEvent);
if (!this._newEvent && animationState !== undefined && _.isEqual(animationState, this._animationLastState)) return;
this._animationLastState = animationState;
// Call the update callback with frame parameters
this._updateCallback.call(this.parent, this._animationLastState, elapsedTime, this._newEvent);
this._lastUpdateTimestamp = timestamp; // Save the timestamp at which the update callback was really called
this._newEvent = undefined; // Forget the event which triggered the last "play" call
},
});
/**
* Extend the Animation class to be able to register AnimationComponent's automatically according to
* the methods it defines. Also allows to register them in more conventional ways by extending the
* _prepareComponents method and calling the _addComponent method.
*/
animation.Class.include({
maxFPS: 100, // The max FPS at which all the automatic animation components will be running by default
/**
* Extend the start method to prepare animation components and start them.
*/
start: function () {
this._super.apply(this, arguments);
this._prepareComponents();
_.each(this._animationComponents, function (component) {
component.start();
});
},
/**
* Extend the start method to stop animation components and destroy them.
*/
stop: function () {
this._super.apply(this, arguments);
_.each(this._animationComponents, function (component) {
component.stop();
});
this._animationComponents = [];
},
/**
* The private _prepareComponents method is the place to register AnimationComponent instances.
* This can be done by extending this method and calling the _addComponent method in it or by
* defining particulary-named methods in the specialized Animation class.
*
* The automatic creation of components according to method names is working like this:
* - Search for methods which match the pattern: on_startEvent[_startTarget[_off_endEvent[_endTarget]]] where:
* - startEvent: the event name which triggers the animation to begin playing
* - startTarget (optional): the selector (see description below) to find the target where to listen
* for startEvent (if no selector, the window target will be used)
* - endEvent (optional): the event name which triggers the end of the animation (if none is defined, the
* animation will stop after a while, @see AnimationComponent.start)
* - endTarget (optional): the selector (see description below) to find the target where to listen
* for endEvent (if no selector, the startTarget will be used)
* - For all of these methods, register the appropriate animation component with the method implementation used
* as the update callback. The method receives 3 arguments: the animation state, the elapsedTime since last
* update and the event which triggered the animation (undefined if just a new update call without trigger).
* The animation state is undefined by default, the scroll offset for the particular "on_scroll" method and
* and object with width and height for the particular "on_resize" method. There is the possibility to define
* the getState callback of the animation component with this method. For the component created by the definition
* of the "on_abc_def", define the "get_state_for_on_abc_def" (so "get_state_for_" followed by the method name).
* This allows to improve performance even further in some cases.
*
* Selectors mentioned above can be:
* - the "selector" string: this tells the system to use the Animation instance $target element as target for the
* animation component
* - an underscore-separated list of classnames: for example "leftPanel_playBtn", the system will search inside
* the Animation instance $target element for a DOM which matches the selector ".leftPanel .playBtn"
*/
_prepareComponents: function () {
this._animationComponents = [];
var self = this;
_.each(this.__proto__, function (callback, key) {
if (!_.isFunction(callback)) return;
var m = key.match(/^on_([^_]+)(?:_(.+?))?(?:_off_([^_]+)(?:_(.+))?)?$/); // match the pattern described above
if (!m) return;
self._addComponent(callback, m[1], _target_from_ugly_selector(m[2]), {
getStateCallback: self["get_state_for_" + key] || undefined,
endEvents: m[3] || undefined,
$endTarget: _target_from_ugly_selector(m[4]),
maxFPS: self.maxFPS,
});
// Return the DOM element matching the selector in the form described above.
function _target_from_ugly_selector(selector) {
if (selector) {
if (selector === "selector") {
return self.$target;
} else {
return self.$(_.map(selector.split("_"), function (v) {
return "." + v;
}).join(" "));
}
}
return undefined;
}
});
},
/**
* The private _addComponent method registers a new AnimationComponent according to given parameters
* @see AnimationComponent.init
*/
_addComponent: function (updateCallback, startEvents, $startTarget, options) {
this._animationComponents.push(new AnimationComponent(this, updateCallback, startEvents, $startTarget, options));
},
});
function load_called_template () {
var ids_or_xml_ids = _.uniq($("[data-oe-call]").map(function () {return $(this).data('oe-call');}).get());
if (ids_or_xml_ids.length) {
@@ -36,10 +303,12 @@ animation.registry.slider = animation.Class.extend({
selector: ".carousel",
start: function () {
this.$target.carousel();
return this._super.apply(this, arguments);
},
stop: function () {
this.$target.carousel('pause');
this.$target.removeData("bs.carousel");
return this._super.apply(this, arguments);
},
});
@@ -116,6 +385,7 @@ animation.registry.share = animation.Class.extend({
});
}
});
return this._super.apply(this, arguments);
}
});
@@ -127,6 +397,7 @@ animation.registry.media_video = animation.Class.extend({
var size = '<div class="media_iframe_video_size">&nbsp;</div>';
this.$target.html(editor+size+'<iframe src="'+_.escape(this.$target.data("src"))+'" frameborder="0" allowfullscreen="allowfullscreen"></iframe>');
}
return this._super.apply(this, arguments);
},
});
@@ -138,12 +409,12 @@ animation.registry.ul = animation.Class.extend({
$(this).closest('li').find('ul,ol').toggleClass('o_close');
event.preventDefault();
});
this.$('.o_ul_toggle_next').off('click').on('click', function (event) {
$(this).toggleClass('o_open');
$(this).closest('li').next().toggleClass('o_close');
event.preventDefault();
});
return this._super.apply(this, arguments);
},
});
@@ -158,6 +429,7 @@ animation.registry._fix_apple_collapse = animation.Class.extend({
selector: ".s_faq_collapse [data-toggle='collapse']",
start: function () {
this.$target.off("click._fix_apple_collapse").on("click._fix_apple_collapse", function () {});
return this._super.apply(this, arguments);
},
});
@@ -170,11 +442,10 @@ inside a gallery
animation.registry.gallery = animation.Class.extend({
selector: ".o_gallery:not(.o_slideshow)",
start: function () {
var self = this;
this.$el.on("click", "img", this.click_handler);
return this._super.apply(this, arguments);
},
click_handler : function (event) {
var self = this;
var $cur = $(event.currentTarget);
var edition_mode = ($cur.closest("[contenteditable='true']").size() !== 0);
@@ -202,7 +473,7 @@ animation.registry.gallery = animation.Class.extend({
idx = urls.indexOf($img.attr("src"));
milliseconds = $cur.closest(".o_gallery").data("interval") || false;
var params = {
params = {
srcs : urls,
index: idx,
dim : dimensions,
@@ -232,7 +503,6 @@ animation.registry.gallery_slider = animation.Class.extend({
selector: ".o_slideshow",
start: function () {
var $carousel = this.$target.is(".carousel") ? this.$target : this.$target.find(".carousel");
var self = this;
var $indicator = $carousel.find('.carousel-indicators');
var $lis = $indicator.find('li:not(.fa)');
var $prev = $indicator.find('li.fa:first');
@@ -274,6 +544,8 @@ animation.registry.gallery_slider = animation.Class.extend({
page = Math.floor(index / 10);
hide();
});
return this._super.apply(this, arguments);
}
});