forked from mbk-lab/rui_orig
711 lines
20 KiB
Go
711 lines
20 KiB
Go
package rui
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import (
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"fmt"
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"math"
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"strconv"
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"strings"
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)
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const (
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// AnimationTag is the constant for the "animation" property tag.
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// The "animation" property sets and starts animations.
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// Valid types of value are []Animation and Animation
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AnimationTag = "animation"
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// AnimationPause is the constant for the "animation-pause" property tag.
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// The "animation-pause" property sets whether an animation is running or paused.
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AnimationPaused = "animation-paused"
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// TransitionTag is the constant for the "transition" property tag.
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// The "transition" property sets transition animation of view properties.
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// Valid type of "transition" property value is Params. Valid type of Params value is Animation.
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Transition = "transition"
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// PropertyTag is the constant for the "property" animation property tag.
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// The "property" property describes a scenario for changing a View property.
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// Valid types of value are []AnimatedProperty and AnimatedProperty
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PropertyTag = "property"
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// Duration is the constant for the "duration" animation property tag.
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// The "duration" float property sets the length of time in seconds that an animation takes to complete one cycle.
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Duration = "duration"
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// Delay is the constant for the "delay" animation property tag.
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// The "delay" float property specifies the amount of time in seconds to wait from applying
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// the animation to an element before beginning to perform the animation. The animation can start later,
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// immediately from its beginning, or immediately and partway through the animation.
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Delay = "delay"
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// TimingFunction is the constant for the "timing-function" animation property tag.
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// The "timing-function" property sets how an animation progresses through the duration of each cycle.
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TimingFunction = "timing-function"
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// IterationCount is the constant for the "iteration-count" animation property tag.
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// The "iteration-count" int property sets the number of times an animation sequence
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// should be played before stopping.
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IterationCount = "iteration-count"
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// AnimationDirection is the constant for the "animation-direction" animation property tag.
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//The "animation-direction" property sets whether an animation should play forward, backward,
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// or alternate back and forth between playing the sequence forward and backward.
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AnimationDirection = "animation-direction"
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// NormalAnimation is value of the "animation-direction" property.
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// The animation plays forwards each cycle. In other words, each time the animation cycles,
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// the animation will reset to the beginning state and start over again. This is the default value.
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NormalAnimation = 0
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// ReverseAnimation is value of the "animation-direction" property.
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// The animation plays backwards each cycle. In other words, each time the animation cycles,
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// the animation will reset to the end state and start over again. Animation steps are performed
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// backwards, and timing functions are also reversed.
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// For example, an "ease-in" timing function becomes "ease-out".
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ReverseAnimation = 1
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// AlternateAnimation is value of the "animation-direction" property.
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// The animation reverses direction each cycle, with the first iteration being played forwards.
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// The count to determine if a cycle is even or odd starts at one.
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AlternateAnimation = 2
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// AlternateReverseAnimation is value of the "animation-direction" property.
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// The animation reverses direction each cycle, with the first iteration being played backwards.
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// The count to determine if a cycle is even or odd starts at one.
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AlternateReverseAnimation = 3
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// EaseTiming - a timing function which increases in velocity towards the middle of the transition, slowing back down at the end
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EaseTiming = "ease"
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// EaseInTiming - a timing function which starts off slowly, with the transition speed increasing until complete
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EaseInTiming = "ease-in"
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// EaseOutTiming - a timing function which starts transitioning quickly, slowing down the transition continues.
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EaseOutTiming = "ease-out"
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// EaseInOutTiming - a timing function which starts transitioning slowly, speeds up, and then slows down again.
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EaseInOutTiming = "ease-in-out"
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// LinearTiming - a timing function at an even speed
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LinearTiming = "linear"
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)
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// StepsTiming return a timing function along stepCount stops along the transition, diplaying each stop for equal lengths of time
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func StepsTiming(stepCount int) string {
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return "steps(" + strconv.Itoa(stepCount) + ")"
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}
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// CubicBezierTiming return a cubic-Bezier curve timing function. x1 and x2 must be in the range [0, 1].
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func CubicBezierTiming(x1, y1, x2, y2 float64) string {
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if x1 < 0 {
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x1 = 0
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} else if x1 > 1 {
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x1 = 1
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}
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if x2 < 0 {
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x2 = 0
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} else if x2 > 1 {
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x2 = 1
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}
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return fmt.Sprintf("cubic-bezier(%g, %g, %g, %g)", x1, y1, x2, y2)
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}
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// AnimatedProperty describes the change script of one property
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type AnimatedProperty struct {
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// Tag is the name of the property
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Tag string
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// From is the initial value of the property
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From interface{}
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// To is the final value of the property
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To interface{}
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// KeyFrames is intermediate property values
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KeyFrames map[int]interface{}
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}
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type animationData struct {
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propertyList
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keyFramesName string
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}
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// Animation interface is used to set animation parameters. Used properties:
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// "property", "id", "duration", "delay", "timing-function", "iteration-count", and "animation-direction"
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type Animation interface {
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Properties
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fmt.Stringer
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ruiStringer
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animationCSS(session Session) string
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transitionCSS(buffer *strings.Builder, session Session)
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hasAnimatedPropery() bool
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animationName() string
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}
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func parseAnimation(obj DataObject) Animation {
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animation := new(animationData)
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animation.init()
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for i := 0; i < obj.PropertyCount(); i++ {
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if node := obj.Property(i); node != nil {
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if node.Type() == TextNode {
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animation.Set(node.Tag(), node.Text())
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} else {
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animation.Set(node.Tag(), node)
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}
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}
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}
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return animation
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}
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func NewAnimation(params Params) Animation {
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animation := new(animationData)
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animation.init()
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for tag, value := range params {
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animation.Set(tag, value)
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}
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return animation
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}
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func (animation *animationData) hasAnimatedPropery() bool {
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props := animation.getRaw(PropertyTag)
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if props == nil {
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ErrorLog("There are no animated properties.")
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return false
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}
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if _, ok := props.([]AnimatedProperty); !ok {
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ErrorLog("Invalid animated properties.")
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return false
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}
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return true
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}
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func (animation *animationData) animationName() string {
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return animation.keyFramesName
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}
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func (animation *animationData) Set(tag string, value interface{}) bool {
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if value == nil {
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animation.Remove(tag)
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return true
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}
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switch tag = strings.ToLower(tag); tag {
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case ID:
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if text, ok := value.(string); ok {
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text = strings.Trim(text, " \t\n\r")
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if text == "" {
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delete(animation.properties, tag)
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} else {
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animation.properties[tag] = text
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}
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return true
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}
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notCompatibleType(tag, value)
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return false
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case PropertyTag:
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switch value := value.(type) {
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case AnimatedProperty:
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if value.From == nil && value.KeyFrames != nil {
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if val, ok := value.KeyFrames[0]; ok {
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value.From = val
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delete(value.KeyFrames, 0)
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}
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}
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if value.To == nil && value.KeyFrames != nil {
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if val, ok := value.KeyFrames[100]; ok {
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value.To = val
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delete(value.KeyFrames, 100)
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}
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}
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if value.From == nil {
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ErrorLog("AnimatedProperty.From is nil")
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} else if value.To == nil {
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ErrorLog("AnimatedProperty.To is nil")
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} else {
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animation.properties[tag] = []AnimatedProperty{value}
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return true
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}
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case []AnimatedProperty:
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props := []AnimatedProperty{}
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for _, val := range value {
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if val.From == nil && val.KeyFrames != nil {
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if v, ok := val.KeyFrames[0]; ok {
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val.From = v
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delete(val.KeyFrames, 0)
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}
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}
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if val.To == nil && val.KeyFrames != nil {
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if v, ok := val.KeyFrames[100]; ok {
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val.To = v
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delete(val.KeyFrames, 100)
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}
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}
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if val.From == nil {
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ErrorLog("AnimatedProperty.From is nil")
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} else if val.To == nil {
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ErrorLog("AnimatedProperty.To is nil")
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} else {
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props = append(props, val)
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}
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}
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if len(props) > 0 {
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animation.properties[tag] = props
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return true
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} else {
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ErrorLog("[]AnimatedProperty is empty")
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}
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case DataNode:
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parseObject := func(obj DataObject) (AnimatedProperty, bool) {
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result := AnimatedProperty{}
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for i := 0; i < obj.PropertyCount(); i++ {
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if node := obj.Property(i); node.Type() == TextNode {
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propTag := strings.ToLower(node.Tag())
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switch propTag {
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case "from", "0", "0%":
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result.From = node.Text()
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case "to", "100", "100%":
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result.To = node.Text()
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default:
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tagLen := len(propTag)
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if tagLen > 0 && propTag[tagLen-1] == '%' {
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propTag = propTag[:tagLen-1]
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}
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n, err := strconv.Atoi(propTag)
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if err != nil {
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ErrorLog(err.Error())
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} else if n < 0 || n > 100 {
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ErrorLogF(`key-frame "%d" is out of range`, n)
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} else {
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if result.KeyFrames == nil {
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result.KeyFrames = map[int]interface{}{n: node.Text()}
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} else {
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result.KeyFrames[n] = node.Text()
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}
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}
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}
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}
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}
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if result.From != nil && result.To != nil {
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return result, true
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}
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return result, false
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}
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switch value.Type() {
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case ObjectNode:
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if prop, ok := parseObject(value.Object()); ok {
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animation.properties[tag] = []AnimatedProperty{prop}
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return true
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}
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case ArrayNode:
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props := []AnimatedProperty{}
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for _, val := range value.ArrayElements() {
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if val.IsObject() {
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if prop, ok := parseObject(val.Object()); ok {
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props = append(props, prop)
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}
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} else {
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notCompatibleType(tag, val)
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}
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}
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if len(props) > 0 {
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animation.properties[tag] = props
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return true
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}
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default:
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notCompatibleType(tag, value)
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}
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default:
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notCompatibleType(tag, value)
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}
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case Duration:
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return animation.setFloatProperty(tag, value, 0, math.MaxFloat64)
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case Delay:
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return animation.setFloatProperty(tag, value, -math.MaxFloat64, math.MaxFloat64)
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case TimingFunction:
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if text, ok := value.(string); ok {
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animation.properties[tag] = text
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return true
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}
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case IterationCount:
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return animation.setIntProperty(tag, value)
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case AnimationDirection, Direction:
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return animation.setEnumProperty(AnimationDirection, value, enumProperties[AnimationDirection].values)
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default:
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ErrorLogF(`The "%s" property is not supported by Animation`, tag)
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}
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return false
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}
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func (animation *animationData) Remove(tag string) {
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tag = strings.ToLower(tag)
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if tag == Direction {
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tag = AnimationDirection
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}
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delete(animation.properties, tag)
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}
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func (animation *animationData) Get(tag string) interface{} {
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tag = strings.ToLower(tag)
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if tag == Direction {
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tag = AnimationDirection
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}
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return animation.getRaw(tag)
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}
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func (animation *animationData) String() string {
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writer := newRUIWriter()
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animation.ruiString(writer)
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return writer.finish()
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}
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func (animation *animationData) ruiString(writer ruiWriter) {
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writer.startObject("animation")
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// TODO
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writer.endObject()
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}
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func (animation *animationData) animationCSS(session Session) string {
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if animation.keyFramesName == "" {
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props := animation.getRaw(PropertyTag)
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if props == nil {
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ErrorLog("There are no animated properties.")
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return ""
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}
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animatedProps, ok := props.([]AnimatedProperty)
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if !ok {
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ErrorLog("Invalid animated properties.")
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return ""
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}
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animation.keyFramesName = session.registerAnimation(animatedProps)
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}
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buffer := allocStringBuilder()
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defer freeStringBuilder(buffer)
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buffer.WriteString(animation.keyFramesName)
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if duration, _ := floatProperty(animation, Duration, session, 1); duration > 0 {
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buffer.WriteString(fmt.Sprintf(" %gs ", duration))
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} else {
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buffer.WriteString(" 1s ")
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}
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buffer.WriteString(animation.timingFunctionCSS(session))
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if delay, _ := floatProperty(animation, Delay, session, 0); delay > 0 {
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buffer.WriteString(fmt.Sprintf(" %gs", delay))
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} else {
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buffer.WriteString(" 0s")
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}
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if iterationCount, _ := intProperty(animation, IterationCount, session, 0); iterationCount >= 0 {
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if iterationCount == 0 {
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iterationCount = 1
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}
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buffer.WriteString(fmt.Sprintf(" %d ", iterationCount))
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} else {
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buffer.WriteString(" infinite ")
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}
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direction, _ := enumProperty(animation, AnimationDirection, session, 0)
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values := enumProperties[AnimationDirection].cssValues
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if direction < 0 || direction >= len(values) {
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direction = 0
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}
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buffer.WriteString(values[direction])
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// TODO "animation-fill-mode"
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buffer.WriteString(" forwards")
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return buffer.String()
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}
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func (animation *animationData) transitionCSS(buffer *strings.Builder, session Session) {
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if duration, _ := floatProperty(animation, Duration, session, 1); duration > 0 {
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buffer.WriteString(fmt.Sprintf(" %gs ", duration))
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} else {
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buffer.WriteString(" 1s ")
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}
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buffer.WriteString(animation.timingFunctionCSS(session))
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if delay, _ := floatProperty(animation, Delay, session, 0); delay > 0 {
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buffer.WriteString(fmt.Sprintf(" %gs", delay))
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}
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}
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func (animation *animationData) timingFunctionCSS(session Session) string {
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if timingFunction, ok := stringProperty(animation, TimingFunction, session); ok {
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if timingFunction, ok = session.resolveConstants(timingFunction); ok && validateTimingFunction(timingFunction) {
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return timingFunction
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}
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}
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return ("ease")
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}
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func validateTimingFunction(timingFunction string) bool {
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switch timingFunction {
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case "", EaseTiming, EaseInTiming, EaseOutTiming, EaseInOutTiming, LinearTiming:
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return true
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}
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size := len(timingFunction)
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if size > 0 && timingFunction[size-1] == ')' {
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if index := strings.IndexRune(timingFunction, '('); index > 0 {
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args := timingFunction[index+1 : size-1]
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switch timingFunction[:index] {
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case "steps":
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if _, err := strconv.Atoi(strings.Trim(args, " \t\n")); err == nil {
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return true
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}
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case "cubic-bezier":
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if params := strings.Split(args, ","); len(params) == 4 {
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for _, param := range params {
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if _, err := strconv.ParseFloat(strings.Trim(param, " \t\n"), 64); err != nil {
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return false
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}
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}
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return true
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}
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}
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}
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}
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return false
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}
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func (session *sessionData) registerAnimation(props []AnimatedProperty) string {
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session.animationCounter++
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name := fmt.Sprintf("kf%06d", session.animationCounter)
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var cssBuilder cssStyleBuilder
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cssBuilder.startAnimation(name)
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fromParams := Params{}
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toParams := Params{}
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frames := []int{}
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for _, prop := range props {
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fromParams[prop.Tag] = prop.From
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toParams[prop.Tag] = prop.To
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if len(prop.KeyFrames) > 0 {
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for frame := range prop.KeyFrames {
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needAppend := true
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for i, n := range frames {
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if n == frame {
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needAppend = false
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break
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} else if frame < n {
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needAppend = false
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frames = append(append(frames[:i], frame), frames[i+1:]...)
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break
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}
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}
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if needAppend {
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frames = append(frames, frame)
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}
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}
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}
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}
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cssBuilder.startAnimationFrame("from")
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NewViewStyle(fromParams).cssViewStyle(&cssBuilder, session)
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cssBuilder.endAnimationFrame()
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if len(frames) > 0 {
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for _, frame := range frames {
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params := Params{}
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for _, prop := range props {
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if prop.KeyFrames != nil {
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if value, ok := prop.KeyFrames[frame]; ok {
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params[prop.Tag] = value
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}
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}
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}
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if len(params) > 0 {
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cssBuilder.startAnimationFrame(strconv.Itoa(frame) + "%")
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NewViewStyle(params).cssViewStyle(&cssBuilder, session)
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cssBuilder.endAnimationFrame()
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}
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}
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}
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cssBuilder.startAnimationFrame("to")
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NewViewStyle(toParams).cssViewStyle(&cssBuilder, session)
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cssBuilder.endAnimationFrame()
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cssBuilder.endAnimation()
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style := strings.ReplaceAll(cssBuilder.finish(), "\n", `\n`)
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session.runScript(`document.querySelector('style').textContent += "` + style + `"`)
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|
|
|
return name
|
|
}
|
|
|
|
func (view *viewData) SetAnimated(tag string, value interface{}, animation Animation) bool {
|
|
if animation == nil {
|
|
return view.Set(tag, value)
|
|
}
|
|
|
|
updateProperty(view.htmlID(), "ontransitionend", "transitionEndEvent(this, event)", view.session)
|
|
updateProperty(view.htmlID(), "ontransitioncancel", "transitionCancelEvent(this, event)", view.session)
|
|
|
|
if prevAnimation, ok := view.transitions[tag]; ok {
|
|
view.singleTransition[tag] = prevAnimation
|
|
} else {
|
|
view.singleTransition[tag] = nil
|
|
}
|
|
view.transitions[tag] = animation
|
|
view.updateTransitionCSS()
|
|
|
|
result := view.Set(tag, value)
|
|
if !result {
|
|
delete(view.singleTransition, tag)
|
|
view.updateTransitionCSS()
|
|
}
|
|
|
|
return result
|
|
}
|
|
|
|
func (style *viewStyle) animationCSS(session Session) string {
|
|
if value := style.getRaw(AnimationTag); value != nil {
|
|
if animations, ok := value.([]Animation); ok {
|
|
buffer := allocStringBuilder()
|
|
defer freeStringBuilder(buffer)
|
|
|
|
for _, animation := range animations {
|
|
if css := animation.animationCSS(session); css != "" {
|
|
if buffer.Len() > 0 {
|
|
buffer.WriteString(", ")
|
|
}
|
|
buffer.WriteString(css)
|
|
}
|
|
}
|
|
|
|
return buffer.String()
|
|
}
|
|
}
|
|
|
|
return ""
|
|
}
|
|
|
|
func (style *viewStyle) transitionCSS(session Session) string {
|
|
buffer := allocStringBuilder()
|
|
defer freeStringBuilder(buffer)
|
|
|
|
for tag, animation := range style.transitions {
|
|
if buffer.Len() > 0 {
|
|
buffer.WriteString(", ")
|
|
}
|
|
buffer.WriteString(tag)
|
|
animation.transitionCSS(buffer, session)
|
|
}
|
|
return buffer.String()
|
|
}
|
|
|
|
func (view *viewData) updateTransitionCSS() {
|
|
updateCSSProperty(view.htmlID(), "transition", view.transitionCSS(view.Session()), view.Session())
|
|
}
|
|
|
|
func (view *viewData) getTransitions() Params {
|
|
result := Params{}
|
|
for tag, animation := range view.transitions {
|
|
result[tag] = animation
|
|
}
|
|
return result
|
|
}
|
|
|
|
// SetAnimated sets the property with name "tag" of the "rootView" subview with "viewID" id by value. Result:
|
|
// true - success,
|
|
// false - error (incompatible type or invalid format of a string value, see AppLog).
|
|
func SetAnimated(rootView View, viewID, tag string, value interface{}, animation Animation) bool {
|
|
if view := ViewByID(rootView, viewID); view != nil {
|
|
return view.SetAnimated(tag, value, animation)
|
|
}
|
|
return false
|
|
}
|
|
|
|
// IsAnimationPaused returns "true" if an animation of the subview is paused, "false" otherwise.
|
|
// If the second argument (subviewID) is "" then a value from the first argument (view) is returned.
|
|
func IsAnimationPaused(view View, subviewID string) bool {
|
|
if subviewID != "" {
|
|
view = ViewByID(view, subviewID)
|
|
}
|
|
if view != nil {
|
|
if result, ok := boolStyledProperty(view, AnimationPaused); ok {
|
|
return result
|
|
}
|
|
}
|
|
return false
|
|
}
|
|
|
|
// GetTransition returns the subview transitions. The result is always non-nil.
|
|
// If the second argument (subviewID) is "" then transitions of the first argument (view) is returned
|
|
func GetTransition(view View, subviewID string) Params {
|
|
if subviewID != "" {
|
|
view = ViewByID(view, subviewID)
|
|
}
|
|
|
|
if view != nil {
|
|
return view.getTransitions()
|
|
}
|
|
|
|
return Params{}
|
|
}
|
|
|
|
// AddTransition adds the transition for the subview property.
|
|
// If the second argument (subviewID) is "" then the transition is added to the first argument (view)
|
|
func AddTransition(view View, subviewID, tag string, animation Animation) bool {
|
|
if tag == "" {
|
|
return false
|
|
}
|
|
|
|
if subviewID != "" {
|
|
view = ViewByID(view, subviewID)
|
|
}
|
|
|
|
if view == nil {
|
|
return false
|
|
}
|
|
|
|
transitions := view.getTransitions()
|
|
transitions[tag] = animation
|
|
return view.Set(Transition, transitions)
|
|
}
|
|
|
|
// GetAnimation returns the subview animations. The result is always non-nil.
|
|
// If the second argument (subviewID) is "" then transitions of the first argument (view) is returned
|
|
func GetAnimation(view View, subviewID string) []Animation {
|
|
if subviewID != "" {
|
|
view = ViewByID(view, subviewID)
|
|
}
|
|
|
|
if view != nil {
|
|
if value := view.getRaw(AnimationTag); value != nil {
|
|
if animations, ok := value.([]Animation); ok && animations != nil {
|
|
return animations
|
|
}
|
|
}
|
|
}
|
|
|
|
return []Animation{}
|
|
}
|