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LAYOUT / iOS / NATIVESCRIPT VUE

One clock. Every scene.

The page indicator fills on the same clock that advances the onboarding.

From Auralis ↗
Native recording · iOSAuralis on iOS: creator-provided recording of the animated launch, floating glass cards, three onboarding scenes and page controls. Original speed, no audio; the first 4.25 seconds of the system home and launch transition are omitted. Capture device unspecified; not a performance measurement. Accounts and services are illustrative.

The motion behind it.

Jolt 0.1.0-rc.11

The complete source file from the project, pinned to the reviewed revision. Adapt it with the dependencies described below.

Call useCarouselClock during NativeScript-Vue setup with an async advance callback. Bind progress to the indicator’s scaleX with originX=0, as in PageIndicator.vue. Call hold before navigation and start after the scene settles; wire playing/toggle to a labeled control. The hook defaults to paused if reduced motion or a screen reader is enabled at setup. Keep its generation guard, motion scope and unmount cleanup. Pausing holds the current timer; manual navigation resets the next reading interval. This hook supplies no views, swipe navigation or changing-settings listener. Read useOnboarding.ts for coordination.

useCarouselClock.ts
import { onUnmounted, ref } from 'nativescript-vue'
import { isA11yEnabled } from '@nativescript/core/accessibility'
import { motionScope, motionValue, reducedMotion, set, type Animation } from '@rafaelaugusto/jolt'

export const CAROUSEL_DURATION = 4000

/** The indicator and advance share one Jolt clock: no interval or per-frame JS. */
export function useCarouselClock(advance: () => Promise<void>) {
  const progress = motionValue(0)
  const playing = ref(!reducedMotion() && !isA11yEnabled())
  const motion = motionScope()
  let timer: Animation | undefined
  let ready = false
  let generation = 0
  if (!playing.value) motion.suspend()

  function hold() {
    ready = false
    generation++
    timer?.stop()
    timer = undefined
    set(progress, 0)
  }

  function start() {
    hold()
    ready = true
    if (!playing.value || motion.disposed) return
    const current = generation
    timer = motion.animate(progress, 1, { duration: CAROUSEL_DURATION, ease: 'linear' })
    void timer.finished.then(completed => {
      if (current !== generation || !completed || motion.disposed) return
      timer = undefined
      if (ready && playing.value) void advance()
    })
  }

  function toggle() {
    playing.value = !playing.value
    if (playing.value) {
      motion.resume()
      if (ready && !timer) start()
    } else motion.suspend()
  }

  onUnmounted(() => { generation++; motion.dispose() })
  return { progress, playing, start, hold, toggle }
}
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