react-native-reanimated#not TypeScript Examples
The following examples show how to use
react-native-reanimated#not.
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Example #1
Source File: CardModal.tsx From react-native-template with MIT License | 5 votes |
CardModal = ({
children,
visible,
cardHeight = layoutUtil.height,
almostTuckedIn = false,
cardStyle,
}: Props) => {
const animation = useValue(0)
const heightValue = useMemo(() => multiply(-cardHeight, HEIGHT_OFFSET), [
cardHeight,
])
const isTuckedIn = bin(visible)
const isAlmostTuckedIn = bin(almostTuckedIn)
useCode(
() => [
cond(
// down animation
or(not(isTuckedIn), isAlmostTuckedIn),
set(
animation,
spring({
to: cond(isAlmostTuckedIn, TUCK_IN_HEIGHT, 0),
from: animation,
config: {
damping: new Value(20),
mass: 0.6,
},
})
),
cond(or(isTuckedIn, not(isAlmostTuckedIn)), [
// up animation
set(
animation,
spring({
to: heightValue,
from: animation,
config: {
damping: new Value(20),
mass: 0.8,
},
})
),
])
),
],
[visible, heightValue, almostTuckedIn]
)
return (
<>
<Animated.View
style={[
styles.card,
{
height: cardHeight * HEIGHT_OFFSET,
bottom: -cardHeight * HEIGHT_OFFSET,
transform: [{ translateY: animation }],
},
cardStyle,
]}
>
{children}
</Animated.View>
</>
)
}
Example #2
Source File: useTiming.ts From react-native-paper-onboarding with MIT License | 4 votes |
useTiming = ({
animatedStaticIndex,
animatedOverrideIndex,
value,
velocity,
state,
size,
screenWidth,
}: useTimingProps) => {
const clock = useClock();
const isManuallyAnimated = useValue(0);
const config = useMemo(
() => ({
toValue: new Animated.Value(0),
duration: 500,
easing: Easing.out(Easing.exp),
}),
[]
);
const animationState = useMemo(
() => ({
finished: new Animated.Value(0),
position: new Animated.Value(0),
frameTime: new Animated.Value(0),
time: new Animated.Value(0),
}),
[]
);
const valueClamp = useMemo(
() =>
interpolate(value, {
inputRange: [screenWidth * -1, 0, screenWidth],
outputRange: I18nManager.isRTL ? [-1, 0, 1] : [1, 0, -1],
extrapolate: Animated.Extrapolate.CLAMP,
}),
[value, screenWidth]
);
const velocityClamp = useMemo(
() =>
interpolate(velocity, {
inputRange: [screenWidth * -2, 0, screenWidth * 2],
outputRange: I18nManager.isRTL ? [-0.5, 0, 0.5] : [0.5, 0, -0.5],
extrapolate: Animated.Extrapolate.CLAMP,
}),
[screenWidth, velocity]
);
const isTimingInterrupted = and(eq(state, State.BEGAN), clockRunning(clock));
const finishTiming = useMemo(
() => [
set(animatedStaticIndex, config.toValue),
set(animatedOverrideIndex, config.toValue),
set(animationState.frameTime, 0),
set(animationState.time, 0),
set(state, State.UNDETERMINED),
set(isManuallyAnimated, 0),
stopClock(clock),
],
[
state,
animatedOverrideIndex,
animatedStaticIndex,
animationState.frameTime,
animationState.time,
clock,
config.toValue,
isManuallyAnimated,
]
);
const shouldAnimate = useMemo(
() =>
and(
not(and(eq(animatedStaticIndex, 0), lessThan(valueClamp, 0))),
not(and(eq(animatedStaticIndex, size - 1), greaterThan(valueClamp, 0)))
),
[animatedStaticIndex, size, valueClamp]
);
const shouldReset = useMemo(
() => not(greaterThan(add(abs(valueClamp), abs(velocityClamp)), 0.5)),
[valueClamp, velocityClamp]
);
const shouldAnimateNext = useMemo(
() =>
greaterThan(
add(animationState.position, velocityClamp),
animatedStaticIndex
),
[animatedStaticIndex, animationState.position, velocityClamp]
);
const animatedPosition = useMemo(
() =>
block([
cond(isTimingInterrupted, finishTiming),
cond(
eq(state, State.ACTIVE),
cond(
and(
not(and(eq(animatedStaticIndex, 0), lessThan(valueClamp, 0))),
not(
and(
eq(animatedStaticIndex, size - 1),
greaterThan(valueClamp, 0)
)
)
),
[
set(animationState.finished, 0),
set(
animationState.position,
add(animatedStaticIndex, valueClamp)
),
]
)
),
onChange(animatedOverrideIndex, [
set(isManuallyAnimated, 1),
set(animationState.finished, 0),
]),
cond(or(eq(state, State.END), isManuallyAnimated), [
cond(and(not(clockRunning(clock)), not(animationState.finished)), [
cond(
isManuallyAnimated,
set(config.toValue, animatedOverrideIndex),
cond(
or(shouldReset, not(shouldAnimate)),
set(config.toValue, animatedStaticIndex),
cond(
shouldAnimateNext,
set(config.toValue, add(animatedStaticIndex, 1)),
set(config.toValue, sub(animatedStaticIndex, 1))
)
)
),
set(animationState.finished, 0),
set(animationState.frameTime, 0),
set(animationState.time, 0),
startClock(clock),
]),
timing(clock, animationState, config),
cond(animationState.finished, finishTiming),
]),
animationState.position,
]),
[
size,
state,
animatedOverrideIndex,
animatedStaticIndex,
animationState,
clock,
config,
finishTiming,
isManuallyAnimated,
isTimingInterrupted,
shouldAnimate,
shouldAnimateNext,
shouldReset,
valueClamp,
]
);
return animatedPosition;
}
Example #3
Source File: index.tsx From react-native-scroll-bottom-sheet with MIT License | 4 votes |
render() {
const {
renderHandle,
snapPoints,
initialSnapIndex,
componentType,
onSettle,
animatedPosition,
containerStyle,
...rest
} = this.props;
const AnimatedScrollableComponent = this.scrollComponent;
const normalisedSnapPoints = this.getNormalisedSnapPoints();
const initialSnap = normalisedSnapPoints[initialSnapIndex];
const Content = (
<Animated.View
style={[
StyleSheet.absoluteFillObject,
containerStyle,
// @ts-ignore
{
transform: [{ translateY: this.translateY }],
},
]}
>
<PanGestureHandler
ref={this.drawerHandleRef}
shouldCancelWhenOutside={false}
simultaneousHandlers={this.masterDrawer}
onGestureEvent={this.onHandleGestureEvent}
onHandlerStateChange={this.onHandleGestureEvent}
>
<Animated.View>{renderHandle()}</Animated.View>
</PanGestureHandler>
<PanGestureHandler
ref={this.drawerContentRef}
simultaneousHandlers={[this.scrollComponentRef, this.masterDrawer]}
shouldCancelWhenOutside={false}
onGestureEvent={this.onDrawerGestureEvent}
onHandlerStateChange={this.onDrawerGestureEvent}
>
<Animated.View style={styles.container}>
<NativeViewGestureHandler
ref={this.scrollComponentRef}
waitFor={this.masterDrawer}
simultaneousHandlers={this.drawerContentRef}
>
<AnimatedScrollableComponent
overScrollMode="never"
bounces={false}
{...rest}
ref={this.props.innerRef}
// @ts-ignore
decelerationRate={this.decelerationRate}
onScrollBeginDrag={this.onScrollBeginDrag}
scrollEventThrottle={1}
contentContainerStyle={[
rest.contentContainerStyle,
{ paddingBottom: this.getNormalisedSnapPoints()[0] },
]}
/>
</NativeViewGestureHandler>
</Animated.View>
</PanGestureHandler>
{this.props.animatedPosition && (
<Animated.Code
exec={onChange(
this.position,
set(this.props.animatedPosition, this.position)
)}
/>
)}
<Animated.Code
exec={onChange(
this.dragY,
cond(not(eq(this.dragY, 0)), set(this.prevDragY, this.dragY))
)}
/>
<Animated.Code
exec={onChange(
this.didGestureFinish,
cond(this.didGestureFinish, [
this.didScrollUpAndPullDown,
this.setTranslationY,
set(
this.tempDestSnapPoint,
add(normalisedSnapPoints[0], this.extraOffset)
),
set(this.nextSnapIndex, 0),
set(this.destSnapPoint, this.calculateNextSnapPoint()),
cond(
and(
greaterThan(this.dragY, this.lastStartScrollY),
this.isAndroid,
not(this.dragWithHandle)
),
call([], () => {
// This prevents the scroll glide from happening on Android when pulling down with inertia.
// It's not perfect, but does the job for now
const { method, args } = imperativeScrollOptions[
this.props.componentType
];
// @ts-ignore
const node = this.props.innerRef.current?.getNode();
if (
node &&
node[method] &&
((this.props.componentType === 'FlatList' &&
(this.props?.data?.length || 0) > 0) ||
(this.props.componentType === 'SectionList' &&
this.props.sections.length > 0) ||
this.props.componentType === 'ScrollView')
) {
node[method](args);
}
})
),
set(this.dragY, 0),
set(this.velocityY, 0),
set(
this.lastSnap,
sub(
this.destSnapPoint,
cond(
eq(this.scrollUpAndPullDown, 1),
this.lastStartScrollY,
0
)
)
),
call([this.lastSnap], ([value]) => {
// This is the TapGHandler trick
// @ts-ignore
this.masterDrawer?.current?.setNativeProps({
maxDeltaY: value - this.getNormalisedSnapPoints()[0],
});
}),
set(
this.decelerationRate,
cond(
eq(this.isAndroid, 1),
cond(
eq(this.lastSnap, normalisedSnapPoints[0]),
ANDROID_NORMAL_DECELERATION_RATE,
0
),
IOS_NORMAL_DECELERATION_RATE
)
),
])
)}
/>
<Animated.Code
exec={onChange(this.isManuallySetValue, [
cond(
this.isManuallySetValue,
[
set(this.destSnapPoint, this.manualYOffset),
set(this.animationFinished, 0),
set(this.lastSnap, this.manualYOffset),
call([this.lastSnap], ([value]) => {
// This is the TapGHandler trick
// @ts-ignore
this.masterDrawer?.current?.setNativeProps({
maxDeltaY: value - this.getNormalisedSnapPoints()[0],
});
}),
],
[set(this.nextSnapIndex, 0)]
),
])}
/>
</Animated.View>
);
// On Android, having an intermediary view with pointerEvents="box-none", breaks the
// waitFor logic
if (Platform.OS === 'android') {
return (
<TapGestureHandler
maxDurationMs={100000}
ref={this.masterDrawer}
maxDeltaY={initialSnap - this.getNormalisedSnapPoints()[0]}
shouldCancelWhenOutside={false}
>
{Content}
</TapGestureHandler>
);
}
// On iOS, We need to wrap the content on a view with PointerEvents box-none
// So that we can start scrolling automatically when reaching the top without
// Stopping the gesture
return (
<TapGestureHandler
maxDurationMs={100000}
ref={this.masterDrawer}
maxDeltaY={initialSnap - this.getNormalisedSnapPoints()[0]}
>
<View style={StyleSheet.absoluteFillObject} pointerEvents="box-none">
{Content}
</View>
</TapGestureHandler>
);
}
Example #4
Source File: index.tsx From react-native-scroll-bottom-sheet with MIT License | 4 votes |
constructor(props: Props<T>) {
super(props);
const { initialSnapIndex, animationType } = props;
const animationDriver = animationType === 'timing' ? 0 : 1;
const animationDuration =
(props.animationType === 'timing' && props.animationConfig?.duration) ||
DEFAULT_ANIMATION_DURATION;
const ScrollComponent = this.getScrollComponent();
// @ts-ignore
this.scrollComponent = Animated.createAnimatedComponent(ScrollComponent);
const snapPoints = this.getNormalisedSnapPoints();
const openPosition = snapPoints[0];
const closedPosition = this.props.enableOverScroll
? windowHeight
: snapPoints[snapPoints.length - 1];
const initialSnap = snapPoints[initialSnapIndex];
this.nextSnapIndex = new Value(initialSnapIndex);
const initialDecelerationRate = Platform.select({
android:
props.initialSnapIndex === 0 ? ANDROID_NORMAL_DECELERATION_RATE : 0,
ios: IOS_NORMAL_DECELERATION_RATE,
});
this.decelerationRate = new Value(initialDecelerationRate);
const handleGestureState = new Value<GestureState>(-1);
const handleOldGestureState = new Value<GestureState>(-1);
const drawerGestureState = new Value<GestureState>(-1);
const drawerOldGestureState = new Value<GestureState>(-1);
const lastSnapInRange = new Value(1);
this.prevTranslateYOffset = new Value(initialSnap);
this.translationY = new Value(initialSnap);
this.lastSnap = new Value(initialSnap);
this.onHandleGestureEvent = event([
{
nativeEvent: {
translationY: this.dragY,
oldState: handleOldGestureState,
state: handleGestureState,
velocityY: this.velocityY,
},
},
]);
this.onDrawerGestureEvent = event([
{
nativeEvent: {
translationY: this.dragY,
oldState: drawerOldGestureState,
state: drawerGestureState,
velocityY: this.velocityY,
},
},
]);
this.onScrollBeginDrag = event([
{
nativeEvent: {
contentOffset: { y: this.lastStartScrollY },
},
},
]);
const didHandleGestureBegin = eq(handleGestureState, GestureState.ACTIVE);
const isAnimationInterrupted = and(
or(
eq(handleGestureState, GestureState.BEGAN),
eq(drawerGestureState, GestureState.BEGAN),
and(
eq(this.isAndroid, 0),
eq(animationDriver, 1),
or(
eq(drawerGestureState, GestureState.ACTIVE),
eq(handleGestureState, GestureState.ACTIVE)
)
)
),
clockRunning(this.animationClock)
);
this.didGestureFinish = or(
and(
eq(handleOldGestureState, GestureState.ACTIVE),
eq(handleGestureState, GestureState.END)
),
and(
eq(drawerOldGestureState, GestureState.ACTIVE),
eq(drawerGestureState, GestureState.END)
)
);
// Function that determines if the last snap point is in the range {snapPoints}
// In the case of interruptions in the middle of an animation, we'll get
// lastSnap values outside the range
const isLastSnapPointInRange = (i: number = 0): Animated.Node<number> =>
i === snapPoints.length
? lastSnapInRange
: cond(
eq(this.lastSnap, snapPoints[i]),
[set(lastSnapInRange, 1)],
isLastSnapPointInRange(i + 1)
);
const scrollY = [
set(lastSnapInRange, 0),
isLastSnapPointInRange(),
cond(
or(
didHandleGestureBegin,
and(
this.isManuallySetValue,
not(eq(this.manualYOffset, snapPoints[0]))
)
),
[set(this.dragWithHandle, 1), 0]
),
cond(
// This is to account for a continuous scroll on the drawer from a snap point
// Different than top, bringing the drawer to the top position, so that if we
// change scroll direction without releasing the gesture, it doesn't pull down the drawer again
and(
eq(this.dragWithHandle, 1),
greaterThan(snapPoints[0], add(this.lastSnap, this.dragY)),
and(not(eq(this.lastSnap, snapPoints[0])), lastSnapInRange)
),
[
set(this.lastSnap, snapPoints[0]),
set(this.dragWithHandle, 0),
this.lastStartScrollY,
],
cond(eq(this.dragWithHandle, 1), 0, this.lastStartScrollY)
),
];
this.didScrollUpAndPullDown = cond(
and(
greaterOrEq(this.dragY, this.lastStartScrollY),
greaterThan(this.lastStartScrollY, 0)
),
set(this.scrollUpAndPullDown, 1)
);
this.setTranslationY = cond(
and(
not(this.dragWithHandle),
not(greaterOrEq(this.dragY, this.lastStartScrollY))
),
set(this.translationY, sub(this.dragY, this.lastStartScrollY)),
set(this.translationY, this.dragY)
);
this.extraOffset = cond(
eq(this.scrollUpAndPullDown, 1),
this.lastStartScrollY,
0
);
const endOffsetY = add(
this.lastSnap,
this.translationY,
multiply(1 - props.friction, this.velocityY)
);
this.calculateNextSnapPoint = (i = 0): Animated.Node<number> | number =>
i === snapPoints.length
? this.tempDestSnapPoint
: cond(
greaterThan(
abs(sub(this.tempDestSnapPoint, endOffsetY)),
abs(sub(add(snapPoints[i], this.extraOffset), endOffsetY))
),
[
set(this.tempDestSnapPoint, add(snapPoints[i], this.extraOffset)),
set(this.nextSnapIndex, i),
this.calculateNextSnapPoint(i + 1),
],
this.calculateNextSnapPoint(i + 1)
);
const runAnimation = ({
clock,
from,
to,
position,
finished,
velocity,
frameTime,
}: TimingParams) => {
const state = {
finished,
velocity: new Value(0),
position,
time: new Value(0),
frameTime,
};
const timingConfig = {
duration: animationDuration,
easing:
(props.animationType === 'timing' && props.animationConfig?.easing) ||
DEFAULT_EASING,
toValue: new Value(0),
};
const springConfig = {
...DEFAULT_SPRING_PARAMS,
...((props.animationType === 'spring' && props.animationConfig) || {}),
toValue: new Value(0),
};
return [
cond(and(not(clockRunning(clock)), not(eq(finished, 1))), [
// If the clock isn't running, we reset all the animation params and start the clock
set(state.finished, 0),
set(state.velocity, velocity),
set(state.time, 0),
set(state.position, from),
set(state.frameTime, 0),
set(timingConfig.toValue, to),
set(springConfig.toValue, to),
startClock(clock),
]),
// We run the step here that is going to update position
cond(
eq(animationDriver, 0),
timing(clock, state, timingConfig),
spring(clock, state, springConfig)
),
cond(
state.finished,
[
call([this.nextSnapIndex], ([value]) => {
if (value !== this.prevSnapIndex) {
this.props.onSettle?.(value);
}
this.prevSnapIndex = value;
}),
// Resetting appropriate values
set(drawerOldGestureState, GestureState.END),
set(handleOldGestureState, GestureState.END),
set(this.prevTranslateYOffset, state.position),
cond(eq(this.scrollUpAndPullDown, 1), [
set(
this.prevTranslateYOffset,
sub(this.prevTranslateYOffset, this.lastStartScrollY)
),
set(this.lastStartScrollY, 0),
set(this.scrollUpAndPullDown, 0),
]),
cond(eq(this.destSnapPoint, snapPoints[0]), [
set(this.dragWithHandle, 0),
]),
set(this.isManuallySetValue, 0),
set(this.manualYOffset, 0),
stopClock(clock),
this.prevTranslateYOffset,
],
// We made the block return the updated position,
state.position
),
];
};
const translateYOffset = cond(
isAnimationInterrupted,
[
// set(prevTranslateYOffset, animationPosition) should only run if we are
// interrupting an animation when the drawer is currently in a different
// position than the top
cond(
or(
this.dragWithHandle,
greaterOrEq(abs(this.prevDragY), this.lastStartScrollY)
),
set(this.prevTranslateYOffset, this.animationPosition)
),
set(this.animationFinished, 1),
set(this.translationY, 0),
// Resetting appropriate values
set(drawerOldGestureState, GestureState.END),
set(handleOldGestureState, GestureState.END),
// By forcing that frameTime exceeds duration, it has the effect of stopping the animation
set(this.animationFrameTime, add(animationDuration, 1000)),
set(this.velocityY, 0),
stopClock(this.animationClock),
this.prevTranslateYOffset,
],
cond(
or(
this.didGestureFinish,
this.isManuallySetValue,
clockRunning(this.animationClock)
),
[
runAnimation({
clock: this.animationClock,
from: cond(
this.isManuallySetValue,
this.prevTranslateYOffset,
add(this.prevTranslateYOffset, this.translationY)
),
to: this.destSnapPoint,
position: this.animationPosition,
finished: this.animationFinished,
frameTime: this.animationFrameTime,
velocity: this.velocityY,
}),
],
[
set(this.animationFrameTime, 0),
set(this.animationFinished, 0),
// @ts-ignore
this.prevTranslateYOffset,
]
)
);
this.translateY = interpolate(
add(translateYOffset, this.dragY, multiply(scrollY, -1)),
{
inputRange: [openPosition, closedPosition],
outputRange: [openPosition, closedPosition],
extrapolate: Extrapolate.CLAMP,
}
);
this.position = interpolate(this.translateY, {
inputRange: [openPosition, snapPoints[snapPoints.length - 1]],
outputRange: [1, 0],
extrapolate: Extrapolate.CLAMP,
});
}