typedef void TimerCallback(); class AnimationTimer extends Timer { external factory whenIdle(TimerCallback callback, { double budget: 1.0 }); // calls callback next time the system is idle // - if budget is in the range 0.0 < budget <= 1.0, then callback is // guaranteed to have that many milliseconds before being killed // - if budget <= 0.0, then the callback could be killed [at any time](script.md). // - if budget > 1.0, then it is treated as 1.0. external factory beforePaint(TimerCallback callback, { int priority: 0 }); // runs this timeout before this frame's layout/paint phases begin external factory nextFrame(TimerCallback callback, { int priority: 0 }); // runs this timeout right away // for beforePaint and nextFrame, the callbacks are first sorted by // priority, and then run in decreasing order of priority, // tie-breaking by registration time, earliest first. // once there is no more time for callbacks this frame, the Timers // are all canceled, so isActive will become false }
// part of the framework, not sky:core typedef void AnimationCallback(); abstract class EasingFunction { EasingFunction({double duration: 0.0, AnimationCallback completionCallback: null }); double getFactor(Float time); // calls completionCallback if time >= duration // then returns a number ostensibly in the range 0.0 to 1.0 // (but it could in practice go outside this range, e.g. for // animation styles that overreach then come back) }
If you want to have two animations simultaneously, e.g. two transforms, then you can add to the RenderNode's overrideStyles a StyleValue that combines other StyleValues, e.g. a “TransformStyleValueCombinerStyleValue”, and then add to it the regular animated StyleValues, e.g. multiple “AnimatedTransformStyleValue” objects. A framework API could make setting all that up easy, given the right underlying StyleValue classes.