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  • §

    Demo Modules 006

    Animation observer; Scrollytelling: utility functions

    Related files:

    • Scrollytelling - main demo
  • §

    Asset loader

    Assets are defined in the canvas element/shadow DOM in the HTML file

    export const loader = (canvas, scrawl) => {
    
        const assets = scrawl.library.asset;
    
        const manifest = JSON.parse(canvas.domElement.dataset.manifest);
    
        scrawl.importDomImage(`.${manifest.class}`);
    
        const result = {};
    
        for (const [key, value] of Object.entries(manifest)) {
    
            if (key === 'target') {
    
                result[key] = document.querySelector(value);
            }
    
            else if (key !== 'class') {
    
                result[key] = assets[value];
            }
        }
        return result;
    };
  • §

    Scrollytelling target range

    Scrollytelling often relies on an HTML element remaining sticky withing a parent or neighbour element. We can use the scroll progress of this target element to supply a timeline position which can advance/reverse a set of tweens/actions associated with that timeline in line with the user’s scroll actions

    • target - the HTML element we measure progress on
    • divisor - a Number that represents the height ratio between the target and canvas elements

    Example of working out the divisor value:

    • The canvas has been set to a height of 100vh
    • The target (which contains the canvas) has been set to a height of 400vh
    • Thus the canvas will remain sticky in the viewport for 300vh
    • This means the target’s inViewportTop value (calculated in the function) will range between 0 and -3 while the canvas is sticky
    • Thus the divisor value should be 3
    export const calculateTargetPosition = (target, divisor) => {
    
    
        return function () {
    
            const dims = target.getBoundingClientRect();
    
            const dot = dims.top,
                wih = window.innerHeight,
                inViewportTop = dot / wih;
  • §

    We start the animation after the target top moves above the viewport top

    • which gives us a negative value that we correct here
            let result = (-inViewportTop * 1000) / divisor;
  • §

    We clamp the result to the range 0 - 1000

    • We can now use this for our timeline progression animation
            if (result < 0) result = 0;
            else if (result > 1000) result = 1000;
    
            return result;
        }
    };
  • §

    Reduce motion functionality

    A convenience function to add the reduceMotionAction and noPreferenceMotionAction attributes to a canvas. Takes an Object argument containing the following attributes:

    • fixed - a group containing artefacts that display when the user requests reduced motion, or an Array of such groups
    • animated - a group containing artefacts that display when the user give no preference about reduced motion, or an Array of such groups
    • animation - the animation object
    • commence - a function that handles required animation actions at the start of each Display cycle
    export const reducedMotionFunctions = (items) => {
    
        let {fixed, animated, animation, commence, halt } = items;
    
        if (!(fixed && animated && animation && commence)) return {};
    
        if (!Array.isArray(fixed)) fixed = [fixed];
        if (!Array.isArray(animated)) animated = [animated];
    
        if (halt == null) halt = () => {};
    
        return {
    
            reduceMotionAction: () => {
    
                fixed.forEach(a => a.setArtefacts({ visibility: true }));
                animated.forEach(a => a.setArtefacts({ visibility: false }));
                animation.set({ commence: halt });
            },
            noPreferenceMotionAction: () => {
    
                fixed.forEach(a => a.setArtefacts({ visibility: false }));
                animated.forEach(a => a.setArtefacts({ visibility: true }));
                animation.set({ commence });
            },
        }
    };
  • §

    Static placeholder correction

    Used to reconcile static image dimensions with canvas dimensions, so the images don’t stretch or distort when shown in the canvas

    export const staticPlaceholderCorrection = (img) => {
    
        let placeholderRatio = 0,
            width = 0,
            height = 0;
    
        return () => {
    
            const [w, h] = img.get('copyDimensions');
    
            if (width !== w || height !== h || !placeholderRatio) {
    
                width = w;
                height = h;
                placeholderRatio = h / w;
    
                if (placeholderRatio < 1) {
    
                    img.set({
                        width: '100%',
                        height: `${100 * placeholderRatio}%`,
                    });
                }
                else {
    
                    img.set({
                        width: `${100 * (w / h)}%`,
                        height: '100%',
                    });
                }
            }
        };
    };