Files
Eric FELIXINE e30ae8ed09 feat(smart-app): implement complete mobile app MVP
- App.tsx: full navigation (Auth stack + Main tabs with 5 screens)
- Auth: LoginScreen, RegisterScreen, ForgotPasswordScreen
- HomeScreen: dashboard with IoT metrics, weather widget, alerts, quick actions, sensors
- MapScreen: interactive map with layer toggles (6 layers)
- MarketplaceScreen: categories (6), products (5), search
- ChatScreen: AI chat with quick prompts (4), bot responses
- ProfileScreen: user info, stats, menu (9 items), logout
- AlertsScreen: alert list with severity, acknowledge
- SensorsScreen: sensor list with type filters (6 types), search
- ZonesScreen: zone cards with stats
- SettingsScreen: language picker (FR/EN/ES/DE), privacy, about
- Stores: iotStore (sensors, zones, alerts), notificationStore, uiStore + i18n
- Hooks: useSensors, useAlerts, useNotifications, useLocation
- Components: Card, Button, LoadingSpinner, ErrorBoundary, Header
- Services: iotService, notificationService (with axios API client)
- Utils: formatters (temp, AQI, noise, dates), validators (email, password, IBAN)
- Theme: colors.ts with full design system (Blue Ocean palette)
- Ditto: fixed MongoDB connection, new JWT secrets, official gateway image
2026-06-01 18:00:35 -04:00

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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
*
* This source code is licensed under the MIT license found in the
* LICENSE file in the root directory of this source tree.
*/
#import <React/RCTDecayAnimation.h>
#import <React/RCTConvert.h>
#import <UIKit/UIKit.h>
#import <React/RCTAnimationUtils.h>
#import <React/RCTValueAnimatedNode.h>
@interface RCTDecayAnimation ()
@property (nonatomic, strong) NSNumber *animationId;
@property (nonatomic, strong) RCTValueAnimatedNode *valueNode;
@property (nonatomic, assign) BOOL animationHasBegun;
@property (nonatomic, assign) BOOL animationHasFinished;
@end
@implementation RCTDecayAnimation {
CGFloat _velocity;
CGFloat _deceleration;
NSTimeInterval _frameStartTime;
CGFloat _fromValue;
CGFloat _lastValue;
NSInteger _iterations;
NSInteger _currentLoop;
RCTResponseSenderBlock _callback;
}
- (instancetype)initWithId:(NSNumber *)animationId
config:(NSDictionary *)config
forNode:(RCTValueAnimatedNode *)valueNode
callBack:(nullable RCTResponseSenderBlock)callback
{
if ((self = [super init])) {
_callback = [callback copy];
_animationId = animationId;
_valueNode = valueNode;
_fromValue = 0;
_lastValue = 0;
_velocity = [RCTConvert CGFloat:config[@"velocity"]]; // initial velocity
[self resetAnimationConfig:config];
}
return self;
}
- (void)resetAnimationConfig:(NSDictionary *)config
{
NSNumber *iterations = [RCTConvert NSNumber:config[@"iterations"]] ?: @1;
_fromValue = _lastValue;
_deceleration = [RCTConvert CGFloat:config[@"deceleration"]];
_iterations = iterations.integerValue;
_currentLoop = 1;
_animationHasFinished = iterations.integerValue == 0;
}
RCT_NOT_IMPLEMENTED(-(instancetype)init)
- (void)startAnimation
{
_frameStartTime = -1;
_animationHasBegun = YES;
}
- (void)stopAnimation
{
if (_callback) {
_callback(@[ @{@"finished" : @(_animationHasFinished), @"value" : @(_valueNode.value)} ]);
}
_valueNode = nil;
}
- (void)stepAnimationWithTime:(NSTimeInterval)currentTime
{
if (!_animationHasBegun || _animationHasFinished) {
// Animation has not begun or animation has already finished.
return;
}
if (_frameStartTime == -1) {
// Since this is the first animation step, consider the start to be on the previous frame.
_frameStartTime = currentTime - RCTSingleFrameInterval;
if (_fromValue == _lastValue) {
// First iteration, assign _fromValue based on _valueNode.
_fromValue = _valueNode.value;
} else {
// Not the first iteration, reset _valueNode based on _fromValue.
[self updateValue:_fromValue];
}
_lastValue = _valueNode.value;
}
CGFloat value = _fromValue +
(_velocity / (1 - _deceleration)) *
(1 - exp(-(1 - _deceleration) * (currentTime - _frameStartTime) * 1000.0 / RCTAnimationDragCoefficient()));
[self updateValue:value];
if (fabs(_lastValue - value) < 0.1) {
if (_iterations == -1 || _currentLoop < _iterations) {
// Set _frameStartTime to -1 to reset instance variables on the next runAnimationStep.
_frameStartTime = -1;
_currentLoop++;
} else {
_animationHasFinished = true;
return;
}
}
_lastValue = value;
}
- (void)updateValue:(CGFloat)outputValue
{
_valueNode.value = outputValue;
[_valueNode setNeedsUpdate];
}
@end