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author | Barak Korren <[email protected]> | 2013-04-02 20:38:07 +0300 |
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committer | Barak Korren <[email protected]> | 2013-04-02 20:38:07 +0300 |
commit | 58a2577d48790c79adfd44bcfd662c980ce6cfe4 (patch) | |
tree | 523d814ea0b7b6f617fe515b186099c6e83fed72 /lib/dojo/_base/fx.js.uncompressed.js | |
parent | e470a273cf09562fb2f9c0c899002303f19c8d16 (diff) | |
parent | cc332603431102a682feda22b9cf0093a29f0176 (diff) |
Merge branch 'master' of https://github.com/gothfox/Tiny-Tiny-RSS.git
Diffstat (limited to 'lib/dojo/_base/fx.js.uncompressed.js')
-rw-r--r-- | lib/dojo/_base/fx.js.uncompressed.js | 670 |
1 files changed, 0 insertions, 670 deletions
diff --git a/lib/dojo/_base/fx.js.uncompressed.js b/lib/dojo/_base/fx.js.uncompressed.js deleted file mode 100644 index b3568bfc5..000000000 --- a/lib/dojo/_base/fx.js.uncompressed.js +++ /dev/null @@ -1,670 +0,0 @@ -define("dojo/_base/fx", ["./kernel", "./config", /*===== "./declare", =====*/ "./lang", "../Evented", "./Color", "./connect", "./sniff", "../dom", "../dom-style"], - function(dojo, config, /*===== declare, =====*/ lang, Evented, Color, connect, has, dom, style){ - // module: - // dojo/_base/fx - // notes: - // Animation loosely package based on Dan Pupius' work, contributed under CLA; see - // http://pupius.co.uk/js/Toolkit.Drawing.js - - var _mixin = lang.mixin; - - // Module export - var basefx = { - // summary: - // This module defines the base dojo/_base/fx implementation. - }; - - var _Line = basefx._Line = function(/*int*/ start, /*int*/ end){ - // summary: - // Object used to generate values from a start value to an end value - // start: int - // Beginning value for range - // end: int - // Ending value for range - this.start = start; - this.end = end; - }; - - _Line.prototype.getValue = function(/*float*/ n){ - // summary: - // Returns the point on the line - // n: - // a floating point number greater than 0 and less than 1 - return ((this.end - this.start) * n) + this.start; // Decimal - }; - - var Animation = basefx.Animation = function(args){ - // summary: - // A generic animation class that fires callbacks into its handlers - // object at various states. - // description: - // A generic animation class that fires callbacks into its handlers - // object at various states. Nearly all dojo animation functions - // return an instance of this method, usually without calling the - // .play() method beforehand. Therefore, you will likely need to - // call .play() on instances of `Animation` when one is - // returned. - // args: Object - // The 'magic argument', mixing all the properties into this - // animation instance. - - _mixin(this, args); - if(lang.isArray(this.curve)){ - this.curve = new _Line(this.curve[0], this.curve[1]); - } - - }; - Animation.prototype = new Evented(); - - lang.extend(Animation, { - // duration: Integer - // The time in milliseconds the animation will take to run - duration: 350, - - /*===== - // curve: _Line|Array - // A two element array of start and end values, or a `_Line` instance to be - // used in the Animation. - curve: null, - - // easing: Function? - // A Function to adjust the acceleration (or deceleration) of the progress - // across a _Line - easing: null, - =====*/ - - // repeat: Integer? - // The number of times to loop the animation - repeat: 0, - - // rate: Integer? - // the time in milliseconds to wait before advancing to next frame - // (used as a fps timer: 1000/rate = fps) - rate: 20 /* 50 fps */, - - /*===== - // delay: Integer? - // The time in milliseconds to wait before starting animation after it - // has been .play()'ed - delay: null, - - // beforeBegin: Event? - // Synthetic event fired before a Animation begins playing (synchronous) - beforeBegin: null, - - // onBegin: Event? - // Synthetic event fired as a Animation begins playing (useful?) - onBegin: null, - - // onAnimate: Event? - // Synthetic event fired at each interval of the Animation - onAnimate: null, - - // onEnd: Event? - // Synthetic event fired after the final frame of the Animation - onEnd: null, - - // onPlay: Event? - // Synthetic event fired any time the Animation is play()'ed - onPlay: null, - - // onPause: Event? - // Synthetic event fired when the Animation is paused - onPause: null, - - // onStop: Event - // Synthetic event fires when the Animation is stopped - onStop: null, - - =====*/ - - _percent: 0, - _startRepeatCount: 0, - - _getStep: function(){ - var _p = this._percent, - _e = this.easing - ; - return _e ? _e(_p) : _p; - }, - _fire: function(/*Event*/ evt, /*Array?*/ args){ - // summary: - // Convenience function. Fire event "evt" and pass it the - // arguments specified in "args". - // description: - // Convenience function. Fire event "evt" and pass it the - // arguments specified in "args". - // Fires the callback in the scope of this Animation - // instance. - // evt: - // The event to fire. - // args: - // The arguments to pass to the event. - var a = args||[]; - if(this[evt]){ - if(config.debugAtAllCosts){ - this[evt].apply(this, a); - }else{ - try{ - this[evt].apply(this, a); - }catch(e){ - // squelch and log because we shouldn't allow exceptions in - // synthetic event handlers to cause the internal timer to run - // amuck, potentially pegging the CPU. I'm not a fan of this - // squelch, but hopefully logging will make it clear what's - // going on - console.error("exception in animation handler for:", evt); - console.error(e); - } - } - } - return this; // Animation - }, - - play: function(/*int?*/ delay, /*Boolean?*/ gotoStart){ - // summary: - // Start the animation. - // delay: - // How many milliseconds to delay before starting. - // gotoStart: - // If true, starts the animation from the beginning; otherwise, - // starts it from its current position. - // returns: Animation - // The instance to allow chaining. - - var _t = this; - if(_t._delayTimer){ _t._clearTimer(); } - if(gotoStart){ - _t._stopTimer(); - _t._active = _t._paused = false; - _t._percent = 0; - }else if(_t._active && !_t._paused){ - return _t; - } - - _t._fire("beforeBegin", [_t.node]); - - var de = delay || _t.delay, - _p = lang.hitch(_t, "_play", gotoStart); - - if(de > 0){ - _t._delayTimer = setTimeout(_p, de); - return _t; - } - _p(); - return _t; // Animation - }, - - _play: function(gotoStart){ - var _t = this; - if(_t._delayTimer){ _t._clearTimer(); } - _t._startTime = new Date().valueOf(); - if(_t._paused){ - _t._startTime -= _t.duration * _t._percent; - } - - _t._active = true; - _t._paused = false; - var value = _t.curve.getValue(_t._getStep()); - if(!_t._percent){ - if(!_t._startRepeatCount){ - _t._startRepeatCount = _t.repeat; - } - _t._fire("onBegin", [value]); - } - - _t._fire("onPlay", [value]); - - _t._cycle(); - return _t; // Animation - }, - - pause: function(){ - // summary: - // Pauses a running animation. - var _t = this; - if(_t._delayTimer){ _t._clearTimer(); } - _t._stopTimer(); - if(!_t._active){ return _t; /*Animation*/ } - _t._paused = true; - _t._fire("onPause", [_t.curve.getValue(_t._getStep())]); - return _t; // Animation - }, - - gotoPercent: function(/*Decimal*/ percent, /*Boolean?*/ andPlay){ - // summary: - // Sets the progress of the animation. - // percent: - // A percentage in decimal notation (between and including 0.0 and 1.0). - // andPlay: - // If true, play the animation after setting the progress. - var _t = this; - _t._stopTimer(); - _t._active = _t._paused = true; - _t._percent = percent; - if(andPlay){ _t.play(); } - return _t; // Animation - }, - - stop: function(/*boolean?*/ gotoEnd){ - // summary: - // Stops a running animation. - // gotoEnd: - // If true, the animation will end. - var _t = this; - if(_t._delayTimer){ _t._clearTimer(); } - if(!_t._timer){ return _t; /* Animation */ } - _t._stopTimer(); - if(gotoEnd){ - _t._percent = 1; - } - _t._fire("onStop", [_t.curve.getValue(_t._getStep())]); - _t._active = _t._paused = false; - return _t; // Animation - }, - - status: function(){ - // summary: - // Returns a string token representation of the status of - // the animation, one of: "paused", "playing", "stopped" - if(this._active){ - return this._paused ? "paused" : "playing"; // String - } - return "stopped"; // String - }, - - _cycle: function(){ - var _t = this; - if(_t._active){ - var curr = new Date().valueOf(); - // Allow durations of 0 (instant) by setting step to 1 - see #13798 - var step = _t.duration === 0 ? 1 : (curr - _t._startTime) / (_t.duration); - - if(step >= 1){ - step = 1; - } - _t._percent = step; - - // Perform easing - if(_t.easing){ - step = _t.easing(step); - } - - _t._fire("onAnimate", [_t.curve.getValue(step)]); - - if(_t._percent < 1){ - _t._startTimer(); - }else{ - _t._active = false; - - if(_t.repeat > 0){ - _t.repeat--; - _t.play(null, true); - }else if(_t.repeat == -1){ - _t.play(null, true); - }else{ - if(_t._startRepeatCount){ - _t.repeat = _t._startRepeatCount; - _t._startRepeatCount = 0; - } - } - _t._percent = 0; - _t._fire("onEnd", [_t.node]); - !_t.repeat && _t._stopTimer(); - } - } - return _t; // Animation - }, - - _clearTimer: function(){ - // summary: - // Clear the play delay timer - clearTimeout(this._delayTimer); - delete this._delayTimer; - } - - }); - - // the local timer, stubbed into all Animation instances - var ctr = 0, - timer = null, - runner = { - run: function(){} - }; - - lang.extend(Animation, { - - _startTimer: function(){ - if(!this._timer){ - this._timer = connect.connect(runner, "run", this, "_cycle"); - ctr++; - } - if(!timer){ - timer = setInterval(lang.hitch(runner, "run"), this.rate); - } - }, - - _stopTimer: function(){ - if(this._timer){ - connect.disconnect(this._timer); - this._timer = null; - ctr--; - } - if(ctr <= 0){ - clearInterval(timer); - timer = null; - ctr = 0; - } - } - - }); - - var _makeFadeable = - has("ie") ? function(node){ - // only set the zoom if the "tickle" value would be the same as the - // default - var ns = node.style; - // don't set the width to auto if it didn't already cascade that way. - // We don't want to f anyones designs - if(!ns.width.length && style.get(node, "width") == "auto"){ - ns.width = "auto"; - } - } : - function(){}; - - basefx._fade = function(/*Object*/ args){ - // summary: - // Returns an animation that will fade the node defined by - // args.node from the start to end values passed (args.start - // args.end) (end is mandatory, start is optional) - - args.node = dom.byId(args.node); - var fArgs = _mixin({ properties: {} }, args), - props = (fArgs.properties.opacity = {}); - - props.start = !("start" in fArgs) ? - function(){ - return +style.get(fArgs.node, "opacity")||0; - } : fArgs.start; - props.end = fArgs.end; - - var anim = basefx.animateProperty(fArgs); - connect.connect(anim, "beforeBegin", lang.partial(_makeFadeable, fArgs.node)); - - return anim; // Animation - }; - - /*===== - var __FadeArgs = declare(null, { - // node: DOMNode|String - // The node referenced in the animation - // duration: Integer? - // Duration of the animation in milliseconds. - // easing: Function? - // An easing function. - }); - =====*/ - - basefx.fadeIn = function(/*__FadeArgs*/ args){ - // summary: - // Returns an animation that will fade node defined in 'args' from - // its current opacity to fully opaque. - return basefx._fade(_mixin({ end: 1 }, args)); // Animation - }; - - basefx.fadeOut = function(/*__FadeArgs*/ args){ - // summary: - // Returns an animation that will fade node defined in 'args' - // from its current opacity to fully transparent. - return basefx._fade(_mixin({ end: 0 }, args)); // Animation - }; - - basefx._defaultEasing = function(/*Decimal?*/ n){ - // summary: - // The default easing function for Animation(s) - return 0.5 + ((Math.sin((n + 1.5) * Math.PI)) / 2); // Decimal - }; - - var PropLine = function(properties){ - // PropLine is an internal class which is used to model the values of - // an a group of CSS properties across an animation lifecycle. In - // particular, the "getValue" function handles getting interpolated - // values between start and end for a particular CSS value. - this._properties = properties; - for(var p in properties){ - var prop = properties[p]; - if(prop.start instanceof Color){ - // create a reusable temp color object to keep intermediate results - prop.tempColor = new Color(); - } - } - }; - - PropLine.prototype.getValue = function(r){ - var ret = {}; - for(var p in this._properties){ - var prop = this._properties[p], - start = prop.start; - if(start instanceof Color){ - ret[p] = Color.blendColors(start, prop.end, r, prop.tempColor).toCss(); - }else if(!lang.isArray(start)){ - ret[p] = ((prop.end - start) * r) + start + (p != "opacity" ? prop.units || "px" : 0); - } - } - return ret; - }; - - /*===== - var __AnimArgs = declare(__FadeArgs, { - // properties: Object? - // A hash map of style properties to Objects describing the transition, - // such as the properties of _Line with an additional 'units' property - properties: {} - - //TODOC: add event callbacks - }); - =====*/ - - basefx.animateProperty = function(/*__AnimArgs*/ args){ - // summary: - // Returns an animation that will transition the properties of - // node defined in `args` depending how they are defined in - // `args.properties` - // - // description: - // Foundation of most `dojo/_base/fx` - // animations. It takes an object of "properties" corresponding to - // style properties, and animates them in parallel over a set - // duration. - // - // example: - // A simple animation that changes the width of the specified node. - // | basefx.animateProperty({ - // | node: "nodeId", - // | properties: { width: 400 }, - // | }).play(); - // Dojo figures out the start value for the width and converts the - // integer specified for the width to the more expressive but - // verbose form `{ width: { end: '400', units: 'px' } }` which you - // can also specify directly. Defaults to 'px' if omitted. - // - // example: - // Animate width, height, and padding over 2 seconds... the - // pedantic way: - // | basefx.animateProperty({ node: node, duration:2000, - // | properties: { - // | width: { start: '200', end: '400', units:"px" }, - // | height: { start:'200', end: '400', units:"px" }, - // | paddingTop: { start:'5', end:'50', units:"px" } - // | } - // | }).play(); - // Note 'paddingTop' is used over 'padding-top'. Multi-name CSS properties - // are written using "mixed case", as the hyphen is illegal as an object key. - // - // example: - // Plug in a different easing function and register a callback for - // when the animation ends. Easing functions accept values between - // zero and one and return a value on that basis. In this case, an - // exponential-in curve. - // | basefx.animateProperty({ - // | node: "nodeId", - // | // dojo figures out the start value - // | properties: { width: { end: 400 } }, - // | easing: function(n){ - // | return (n==0) ? 0 : Math.pow(2, 10 * (n - 1)); - // | }, - // | onEnd: function(node){ - // | // called when the animation finishes. The animation - // | // target is passed to this function - // | } - // | }).play(500); // delay playing half a second - // - // example: - // Like all `Animation`s, animateProperty returns a handle to the - // Animation instance, which fires the events common to Dojo FX. Use `aspect.after` - // to access these events outside of the Animation definition: - // | var anim = basefx.animateProperty({ - // | node:"someId", - // | properties:{ - // | width:400, height:500 - // | } - // | }); - // | aspect.after(anim, "onEnd", function(){ - // | console.log("animation ended"); - // | }, true); - // | // play the animation now: - // | anim.play(); - // - // example: - // Each property can be a function whose return value is substituted along. - // Additionally, each measurement (eg: start, end) can be a function. The node - // reference is passed directly to callbacks. - // | basefx.animateProperty({ - // | node:"mine", - // | properties:{ - // | height:function(node){ - // | // shrink this node by 50% - // | return domGeom.position(node).h / 2 - // | }, - // | width:{ - // | start:function(node){ return 100; }, - // | end:function(node){ return 200; } - // | } - // | } - // | }).play(); - // - - var n = args.node = dom.byId(args.node); - if(!args.easing){ args.easing = dojo._defaultEasing; } - - var anim = new Animation(args); - connect.connect(anim, "beforeBegin", anim, function(){ - var pm = {}; - for(var p in this.properties){ - // Make shallow copy of properties into pm because we overwrite - // some values below. In particular if start/end are functions - // we don't want to overwrite them or the functions won't be - // called if the animation is reused. - if(p == "width" || p == "height"){ - this.node.display = "block"; - } - var prop = this.properties[p]; - if(lang.isFunction(prop)){ - prop = prop(n); - } - prop = pm[p] = _mixin({}, (lang.isObject(prop) ? prop: { end: prop })); - - if(lang.isFunction(prop.start)){ - prop.start = prop.start(n); - } - if(lang.isFunction(prop.end)){ - prop.end = prop.end(n); - } - var isColor = (p.toLowerCase().indexOf("color") >= 0); - function getStyle(node, p){ - // domStyle.get(node, "height") can return "auto" or "" on IE; this is more reliable: - var v = { height: node.offsetHeight, width: node.offsetWidth }[p]; - if(v !== undefined){ return v; } - v = style.get(node, p); - return (p == "opacity") ? +v : (isColor ? v : parseFloat(v)); - } - if(!("end" in prop)){ - prop.end = getStyle(n, p); - }else if(!("start" in prop)){ - prop.start = getStyle(n, p); - } - - if(isColor){ - prop.start = new Color(prop.start); - prop.end = new Color(prop.end); - }else{ - prop.start = (p == "opacity") ? +prop.start : parseFloat(prop.start); - } - } - this.curve = new PropLine(pm); - }); - connect.connect(anim, "onAnimate", lang.hitch(style, "set", anim.node)); - return anim; // Animation - }; - - basefx.anim = function( /*DOMNode|String*/ node, - /*Object*/ properties, - /*Integer?*/ duration, - /*Function?*/ easing, - /*Function?*/ onEnd, - /*Integer?*/ delay){ - // summary: - // A simpler interface to `animateProperty()`, also returns - // an instance of `Animation` but begins the animation - // immediately, unlike nearly every other Dojo animation API. - // description: - // Simpler (but somewhat less powerful) version - // of `animateProperty`. It uses defaults for many basic properties - // and allows for positional parameters to be used in place of the - // packed "property bag" which is used for other Dojo animation - // methods. - // - // The `Animation` object returned will be already playing, so - // calling play() on it again is (usually) a no-op. - // node: - // a DOM node or the id of a node to animate CSS properties on - // duration: - // The number of milliseconds over which the animation - // should run. Defaults to the global animation default duration - // (350ms). - // easing: - // An easing function over which to calculate acceleration - // and deceleration of the animation through its duration. - // A default easing algorithm is provided, but you may - // plug in any you wish. A large selection of easing algorithms - // are available in `dojo/fx/easing`. - // onEnd: - // A function to be called when the animation finishes - // running. - // delay: - // The number of milliseconds to delay beginning the - // animation by. The default is 0. - // example: - // Fade out a node - // | basefx.anim("id", { opacity: 0 }); - // example: - // Fade out a node over a full second - // | basefx.anim("id", { opacity: 0 }, 1000); - return basefx.animateProperty({ // Animation - node: node, - duration: duration || Animation.prototype.duration, - properties: properties, - easing: easing, - onEnd: onEnd - }).play(delay || 0); - }; - - - if( 1 ){ - _mixin(dojo, basefx); - // Alias to drop come 2.0: - dojo._Animation = Animation; - } - - return basefx; -}); |