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+define("dojo/fx/easing", ["../_base/lang"], function(lang) {
+// module:
+// dojo/fx/easing
+// summary:
+// This module defines standard easing functions that are useful for animations.
+
+var easingFuncs = /*===== dojo.fx.easing= =====*/ {
+ // summary:
+ // Collection of easing functions to use beyond the default
+ // `dojo._defaultEasing` function.
+ //
+ // description:
+ //
+ // Easing functions are used to manipulate the iteration through
+ // an `dojo.Animation`s _Line. _Line being the properties of an Animation,
+ // and the easing function progresses through that Line determing
+ // how quickly (or slowly) it should go. Or more accurately: modify
+ // the value of the _Line based on the percentage of animation completed.
+ //
+ // All functions follow a simple naming convention of "ease type" + "when".
+ // If the name of the function ends in Out, the easing described appears
+ // towards the end of the animation. "In" means during the beginning,
+ // and InOut means both ranges of the Animation will applied, both
+ // beginning and end.
+ //
+ // One does not call the easing function directly, it must be passed to
+ // the `easing` property of an animation.
+ //
+ // example:
+ // | dojo.require("dojo.fx.easing");
+ // | var anim = dojo.fadeOut({
+ // | node: 'node',
+ // | duration: 2000,
+ // | // note there is no ()
+ // | easing: dojo.fx.easing.quadIn
+ // | }).play();
+ //
+
+ linear: function(/* Decimal? */n){
+ // summary: A linear easing function
+ return n;
+ },
+
+ quadIn: function(/* Decimal? */n){
+ return Math.pow(n, 2);
+ },
+
+ quadOut: function(/* Decimal? */n){
+ return n * (n - 2) * -1;
+ },
+
+ quadInOut: function(/* Decimal? */n){
+ n = n * 2;
+ if(n < 1){ return Math.pow(n, 2) / 2; }
+ return -1 * ((--n) * (n - 2) - 1) / 2;
+ },
+
+ cubicIn: function(/* Decimal? */n){
+ return Math.pow(n, 3);
+ },
+
+ cubicOut: function(/* Decimal? */n){
+ return Math.pow(n - 1, 3) + 1;
+ },
+
+ cubicInOut: function(/* Decimal? */n){
+ n = n * 2;
+ if(n < 1){ return Math.pow(n, 3) / 2; }
+ n -= 2;
+ return (Math.pow(n, 3) + 2) / 2;
+ },
+
+ quartIn: function(/* Decimal? */n){
+ return Math.pow(n, 4);
+ },
+
+ quartOut: function(/* Decimal? */n){
+ return -1 * (Math.pow(n - 1, 4) - 1);
+ },
+
+ quartInOut: function(/* Decimal? */n){
+ n = n * 2;
+ if(n < 1){ return Math.pow(n, 4) / 2; }
+ n -= 2;
+ return -1 / 2 * (Math.pow(n, 4) - 2);
+ },
+
+ quintIn: function(/* Decimal? */n){
+ return Math.pow(n, 5);
+ },
+
+ quintOut: function(/* Decimal? */n){
+ return Math.pow(n - 1, 5) + 1;
+ },
+
+ quintInOut: function(/* Decimal? */n){
+ n = n * 2;
+ if(n < 1){ return Math.pow(n, 5) / 2; }
+ n -= 2;
+ return (Math.pow(n, 5) + 2) / 2;
+ },
+
+ sineIn: function(/* Decimal? */n){
+ return -1 * Math.cos(n * (Math.PI / 2)) + 1;
+ },
+
+ sineOut: function(/* Decimal? */n){
+ return Math.sin(n * (Math.PI / 2));
+ },
+
+ sineInOut: function(/* Decimal? */n){
+ return -1 * (Math.cos(Math.PI * n) - 1) / 2;
+ },
+
+ expoIn: function(/* Decimal? */n){
+ return (n == 0) ? 0 : Math.pow(2, 10 * (n - 1));
+ },
+
+ expoOut: function(/* Decimal? */n){
+ return (n == 1) ? 1 : (-1 * Math.pow(2, -10 * n) + 1);
+ },
+
+ expoInOut: function(/* Decimal? */n){
+ if(n == 0){ return 0; }
+ if(n == 1){ return 1; }
+ n = n * 2;
+ if(n < 1){ return Math.pow(2, 10 * (n - 1)) / 2; }
+ --n;
+ return (-1 * Math.pow(2, -10 * n) + 2) / 2;
+ },
+
+ circIn: function(/* Decimal? */n){
+ return -1 * (Math.sqrt(1 - Math.pow(n, 2)) - 1);
+ },
+
+ circOut: function(/* Decimal? */n){
+ n = n - 1;
+ return Math.sqrt(1 - Math.pow(n, 2));
+ },
+
+ circInOut: function(/* Decimal? */n){
+ n = n * 2;
+ if(n < 1){ return -1 / 2 * (Math.sqrt(1 - Math.pow(n, 2)) - 1); }
+ n -= 2;
+ return 1 / 2 * (Math.sqrt(1 - Math.pow(n, 2)) + 1);
+ },
+
+ backIn: function(/* Decimal? */n){
+ // summary:
+ // An easing function that starts away from the target,
+ // and quickly accelerates towards the end value.
+ //
+ // Use caution when the easing will cause values to become
+ // negative as some properties cannot be set to negative values.
+ var s = 1.70158;
+ return Math.pow(n, 2) * ((s + 1) * n - s);
+ },
+
+ backOut: function(/* Decimal? */n){
+ // summary:
+ // An easing function that pops past the range briefly, and slowly comes back.
+ //
+ // description:
+ // An easing function that pops past the range briefly, and slowly comes back.
+ //
+ // Use caution when the easing will cause values to become negative as some
+ // properties cannot be set to negative values.
+
+ n = n - 1;
+ var s = 1.70158;
+ return Math.pow(n, 2) * ((s + 1) * n + s) + 1;
+ },
+
+ backInOut: function(/* Decimal? */n){
+ // summary:
+ // An easing function combining the effects of `backIn` and `backOut`
+ //
+ // description:
+ // An easing function combining the effects of `backIn` and `backOut`.
+ // Use caution when the easing will cause values to become negative
+ // as some properties cannot be set to negative values.
+ var s = 1.70158 * 1.525;
+ n = n * 2;
+ if(n < 1){ return (Math.pow(n, 2) * ((s + 1) * n - s)) / 2; }
+ n-=2;
+ return (Math.pow(n, 2) * ((s + 1) * n + s) + 2) / 2;
+ },
+
+ elasticIn: function(/* Decimal? */n){
+ // summary:
+ // An easing function the elastically snaps from the start value
+ //
+ // description:
+ // An easing function the elastically snaps from the start value
+ //
+ // Use caution when the elasticity will cause values to become negative
+ // as some properties cannot be set to negative values.
+ if(n == 0 || n == 1){ return n; }
+ var p = .3;
+ var s = p / 4;
+ n = n - 1;
+ return -1 * Math.pow(2, 10 * n) * Math.sin((n - s) * (2 * Math.PI) / p);
+ },
+
+ elasticOut: function(/* Decimal? */n){
+ // summary:
+ // An easing function that elasticly snaps around the target value,
+ // near the end of the Animation
+ //
+ // description:
+ // An easing function that elasticly snaps around the target value,
+ // near the end of the Animation
+ //
+ // Use caution when the elasticity will cause values to become
+ // negative as some properties cannot be set to negative values.
+ if(n==0 || n == 1){ return n; }
+ var p = .3;
+ var s = p / 4;
+ return Math.pow(2, -10 * n) * Math.sin((n - s) * (2 * Math.PI) / p) + 1;
+ },
+
+ elasticInOut: function(/* Decimal? */n){
+ // summary:
+ // An easing function that elasticly snaps around the value, near
+ // the beginning and end of the Animation.
+ //
+ // description:
+ // An easing function that elasticly snaps around the value, near
+ // the beginning and end of the Animation.
+ //
+ // Use caution when the elasticity will cause values to become
+ // negative as some properties cannot be set to negative values.
+ if(n == 0) return 0;
+ n = n * 2;
+ if(n == 2) return 1;
+ var p = .3 * 1.5;
+ var s = p / 4;
+ if(n < 1){
+ n -= 1;
+ return -.5 * (Math.pow(2, 10 * n) * Math.sin((n - s) * (2 * Math.PI) / p));
+ }
+ n -= 1;
+ return .5 * (Math.pow(2, -10 * n) * Math.sin((n - s) * (2 * Math.PI) / p)) + 1;
+ },
+
+ bounceIn: function(/* Decimal? */n){
+ // summary:
+ // An easing function that 'bounces' near the beginning of an Animation
+ return (1 - easingFuncs.bounceOut(1 - n)); // Decimal
+ },
+
+ bounceOut: function(/* Decimal? */n){
+ // summary:
+ // An easing function that 'bounces' near the end of an Animation
+ var s = 7.5625;
+ var p = 2.75;
+ var l;
+ if(n < (1 / p)){
+ l = s * Math.pow(n, 2);
+ }else if(n < (2 / p)){
+ n -= (1.5 / p);
+ l = s * Math.pow(n, 2) + .75;
+ }else if(n < (2.5 / p)){
+ n -= (2.25 / p);
+ l = s * Math.pow(n, 2) + .9375;
+ }else{
+ n -= (2.625 / p);
+ l = s * Math.pow(n, 2) + .984375;
+ }
+ return l;
+ },
+
+ bounceInOut: function(/* Decimal? */n){
+ // summary:
+ // An easing function that 'bounces' at the beginning and end of the Animation
+ if(n < 0.5){ return easingFuncs.bounceIn(n * 2) / 2; }
+ return (easingFuncs.bounceOut(n * 2 - 1) / 2) + 0.5; // Decimal
+ }
+};
+
+lang.setObject("dojo.fx.easing", easingFuncs);
+
+return easingFuncs;
+});