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authorAndrew Dolgov <[email protected]>2012-08-14 18:59:10 +0400
committerAndrew Dolgov <[email protected]>2012-08-14 18:59:18 +0400
commit1354d17270961fff662d40f90521223f8fd0d73b (patch)
treee9266be71587e47c800303446e968a6d3565e2cf /lib/dojo/fx
parentd04f8c826f5283765f52cf6b98b42a1ed8f2d6bc (diff)
update dojo to 1.7.3
Diffstat (limited to 'lib/dojo/fx')
-rw-r--r--lib/dojo/fx/Toggler.js104
-rw-r--r--lib/dojo/fx/Toggler.js.uncompressed.js103
-rw-r--r--lib/dojo/fx/easing.js284
-rw-r--r--lib/dojo/fx/easing.js.uncompressed.js284
4 files changed, 391 insertions, 384 deletions
diff --git a/lib/dojo/fx/Toggler.js b/lib/dojo/fx/Toggler.js
index dc4693d8e..265586c37 100644
--- a/lib/dojo/fx/Toggler.js
+++ b/lib/dojo/fx/Toggler.js
@@ -4,105 +4,5 @@
see: http://dojotoolkit.org/license for details
*/
-
-if(!dojo._hasResource["dojo.fx.Toggler"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
-dojo._hasResource["dojo.fx.Toggler"] = true;
-dojo.provide("dojo.fx.Toggler");
-
-
-dojo.declare("dojo.fx.Toggler", null, {
- // summary:
- // A simple `dojo.Animation` toggler API.
- //
- // description:
- // class constructor for an animation toggler. It accepts a packed
- // set of arguments about what type of animation to use in each
- // direction, duration, etc. All available members are mixed into
- // these animations from the constructor (for example, `node`,
- // `showDuration`, `hideDuration`).
- //
- // example:
- // | var t = new dojo.fx.Toggler({
- // | node: "nodeId",
- // | showDuration: 500,
- // | // hideDuration will default to "200"
- // | showFunc: dojo.fx.wipeIn,
- // | // hideFunc will default to "fadeOut"
- // | });
- // | t.show(100); // delay showing for 100ms
- // | // ...time passes...
- // | t.hide();
-
- // node: DomNode
- // the node to target for the showing and hiding animations
- node: null,
-
- // showFunc: Function
- // The function that returns the `dojo.Animation` to show the node
- showFunc: dojo.fadeIn,
-
- // hideFunc: Function
- // The function that returns the `dojo.Animation` to hide the node
- hideFunc: dojo.fadeOut,
-
- // showDuration:
- // Time in milliseconds to run the show Animation
- showDuration: 200,
-
- // hideDuration:
- // Time in milliseconds to run the hide Animation
- hideDuration: 200,
-
- // FIXME: need a policy for where the toggler should "be" the next
- // time show/hide are called if we're stopped somewhere in the
- // middle.
- // FIXME: also would be nice to specify individual showArgs/hideArgs mixed into
- // each animation individually.
- // FIXME: also would be nice to have events from the animations exposed/bridged
-
- /*=====
- _showArgs: null,
- _showAnim: null,
-
- _hideArgs: null,
- _hideAnim: null,
-
- _isShowing: false,
- _isHiding: false,
- =====*/
-
- constructor: function(args){
- var _t = this;
-
- dojo.mixin(_t, args);
- _t.node = args.node;
- _t._showArgs = dojo.mixin({}, args);
- _t._showArgs.node = _t.node;
- _t._showArgs.duration = _t.showDuration;
- _t.showAnim = _t.showFunc(_t._showArgs);
-
- _t._hideArgs = dojo.mixin({}, args);
- _t._hideArgs.node = _t.node;
- _t._hideArgs.duration = _t.hideDuration;
- _t.hideAnim = _t.hideFunc(_t._hideArgs);
-
- dojo.connect(_t.showAnim, "beforeBegin", dojo.hitch(_t.hideAnim, "stop", true));
- dojo.connect(_t.hideAnim, "beforeBegin", dojo.hitch(_t.showAnim, "stop", true));
- },
-
- show: function(delay){
- // summary: Toggle the node to showing
- // delay: Integer?
- // Ammount of time to stall playing the show animation
- return this.showAnim.play(delay || 0);
- },
-
- hide: function(delay){
- // summary: Toggle the node to hidden
- // delay: Integer?
- // Ammount of time to stall playing the hide animation
- return this.hideAnim.play(delay || 0);
- }
-});
-
-}
+//>>built
+define("dojo/fx/Toggler",["../_base/lang","../_base/declare","../_base/fx","../_base/connect"],function(_1,_2,_3,_4){return _2("dojo.fx.Toggler",null,{node:null,showFunc:_3.fadeIn,hideFunc:_3.fadeOut,showDuration:200,hideDuration:200,constructor:function(_5){var _6=this;_1.mixin(_6,_5);_6.node=_5.node;_6._showArgs=_1.mixin({},_5);_6._showArgs.node=_6.node;_6._showArgs.duration=_6.showDuration;_6.showAnim=_6.showFunc(_6._showArgs);_6._hideArgs=_1.mixin({},_5);_6._hideArgs.node=_6.node;_6._hideArgs.duration=_6.hideDuration;_6.hideAnim=_6.hideFunc(_6._hideArgs);_4.connect(_6.showAnim,"beforeBegin",_1.hitch(_6.hideAnim,"stop",true));_4.connect(_6.hideAnim,"beforeBegin",_1.hitch(_6.showAnim,"stop",true));},show:function(_7){return this.showAnim.play(_7||0);},hide:function(_8){return this.hideAnim.play(_8||0);}});}); \ No newline at end of file
diff --git a/lib/dojo/fx/Toggler.js.uncompressed.js b/lib/dojo/fx/Toggler.js.uncompressed.js
new file mode 100644
index 000000000..3e4891af2
--- /dev/null
+++ b/lib/dojo/fx/Toggler.js.uncompressed.js
@@ -0,0 +1,103 @@
+define("dojo/fx/Toggler", ["../_base/lang","../_base/declare","../_base/fx", "../_base/connect"],
+ function(lang, declare, baseFx, connectUtil) {
+ // module:
+ // dojo/fx/Toggler
+ // summary:
+ // TODOC
+
+return declare("dojo.fx.Toggler", null, {
+ // summary:
+ // A simple `dojo.Animation` toggler API.
+ //
+ // description:
+ // class constructor for an animation toggler. It accepts a packed
+ // set of arguments about what type of animation to use in each
+ // direction, duration, etc. All available members are mixed into
+ // these animations from the constructor (for example, `node`,
+ // `showDuration`, `hideDuration`).
+ //
+ // example:
+ // | var t = new dojo.fx.Toggler({
+ // | node: "nodeId",
+ // | showDuration: 500,
+ // | // hideDuration will default to "200"
+ // | showFunc: dojo.fx.wipeIn,
+ // | // hideFunc will default to "fadeOut"
+ // | });
+ // | t.show(100); // delay showing for 100ms
+ // | // ...time passes...
+ // | t.hide();
+
+ // node: DomNode
+ // the node to target for the showing and hiding animations
+ node: null,
+
+ // showFunc: Function
+ // The function that returns the `dojo.Animation` to show the node
+ showFunc: baseFx.fadeIn,
+
+ // hideFunc: Function
+ // The function that returns the `dojo.Animation` to hide the node
+ hideFunc: baseFx.fadeOut,
+
+ // showDuration:
+ // Time in milliseconds to run the show Animation
+ showDuration: 200,
+
+ // hideDuration:
+ // Time in milliseconds to run the hide Animation
+ hideDuration: 200,
+
+ // FIXME: need a policy for where the toggler should "be" the next
+ // time show/hide are called if we're stopped somewhere in the
+ // middle.
+ // FIXME: also would be nice to specify individual showArgs/hideArgs mixed into
+ // each animation individually.
+ // FIXME: also would be nice to have events from the animations exposed/bridged
+
+ /*=====
+ _showArgs: null,
+ _showAnim: null,
+
+ _hideArgs: null,
+ _hideAnim: null,
+
+ _isShowing: false,
+ _isHiding: false,
+ =====*/
+
+ constructor: function(args){
+ var _t = this;
+
+ lang.mixin(_t, args);
+ _t.node = args.node;
+ _t._showArgs = lang.mixin({}, args);
+ _t._showArgs.node = _t.node;
+ _t._showArgs.duration = _t.showDuration;
+ _t.showAnim = _t.showFunc(_t._showArgs);
+
+ _t._hideArgs = lang.mixin({}, args);
+ _t._hideArgs.node = _t.node;
+ _t._hideArgs.duration = _t.hideDuration;
+ _t.hideAnim = _t.hideFunc(_t._hideArgs);
+
+ connectUtil.connect(_t.showAnim, "beforeBegin", lang.hitch(_t.hideAnim, "stop", true));
+ connectUtil.connect(_t.hideAnim, "beforeBegin", lang.hitch(_t.showAnim, "stop", true));
+ },
+
+ show: function(delay){
+ // summary: Toggle the node to showing
+ // delay: Integer?
+ // Ammount of time to stall playing the show animation
+ return this.showAnim.play(delay || 0);
+ },
+
+ hide: function(delay){
+ // summary: Toggle the node to hidden
+ // delay: Integer?
+ // Ammount of time to stall playing the hide animation
+ return this.hideAnim.play(delay || 0);
+ }
+});
+
+});
diff --git a/lib/dojo/fx/easing.js b/lib/dojo/fx/easing.js
index c26af8971..e9a2fb75b 100644
--- a/lib/dojo/fx/easing.js
+++ b/lib/dojo/fx/easing.js
@@ -4,285 +4,5 @@
see: http://dojotoolkit.org/license for details
*/
-
-if(!dojo._hasResource["dojo.fx.easing"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
-dojo._hasResource["dojo.fx.easing"] = true;
-dojo.provide("dojo.fx.easing");
-
-dojo.getObject("fx.easing", true, dojo);
-
-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 - dojo.fx.easing.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 dojo.fx.easing.bounceIn(n * 2) / 2; }
- return (dojo.fx.easing.bounceOut(n * 2 - 1) / 2) + 0.5; // Decimal
- }
-};
-
-}
+//>>built
+define("dojo/fx/easing",["../_base/lang"],function(_1){var _2={linear:function(n){return n;},quadIn:function(n){return Math.pow(n,2);},quadOut:function(n){return n*(n-2)*-1;},quadInOut:function(n){n=n*2;if(n<1){return Math.pow(n,2)/2;}return -1*((--n)*(n-2)-1)/2;},cubicIn:function(n){return Math.pow(n,3);},cubicOut:function(n){return Math.pow(n-1,3)+1;},cubicInOut:function(n){n=n*2;if(n<1){return Math.pow(n,3)/2;}n-=2;return (Math.pow(n,3)+2)/2;},quartIn:function(n){return Math.pow(n,4);},quartOut:function(n){return -1*(Math.pow(n-1,4)-1);},quartInOut:function(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(n){return Math.pow(n,5);},quintOut:function(n){return Math.pow(n-1,5)+1;},quintInOut:function(n){n=n*2;if(n<1){return Math.pow(n,5)/2;}n-=2;return (Math.pow(n,5)+2)/2;},sineIn:function(n){return -1*Math.cos(n*(Math.PI/2))+1;},sineOut:function(n){return Math.sin(n*(Math.PI/2));},sineInOut:function(n){return -1*(Math.cos(Math.PI*n)-1)/2;},expoIn:function(n){return (n==0)?0:Math.pow(2,10*(n-1));},expoOut:function(n){return (n==1)?1:(-1*Math.pow(2,-10*n)+1);},expoInOut:function(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(n){return -1*(Math.sqrt(1-Math.pow(n,2))-1);},circOut:function(n){n=n-1;return Math.sqrt(1-Math.pow(n,2));},circInOut:function(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(n){var s=1.70158;return Math.pow(n,2)*((s+1)*n-s);},backOut:function(n){n=n-1;var s=1.70158;return Math.pow(n,2)*((s+1)*n+s)+1;},backInOut:function(n){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(n){if(n==0||n==1){return n;}var p=0.3;var s=p/4;n=n-1;return -1*Math.pow(2,10*n)*Math.sin((n-s)*(2*Math.PI)/p);},elasticOut:function(n){if(n==0||n==1){return n;}var p=0.3;var s=p/4;return Math.pow(2,-10*n)*Math.sin((n-s)*(2*Math.PI)/p)+1;},elasticInOut:function(n){if(n==0){return 0;}n=n*2;if(n==2){return 1;}var p=0.3*1.5;var s=p/4;if(n<1){n-=1;return -0.5*(Math.pow(2,10*n)*Math.sin((n-s)*(2*Math.PI)/p));}n-=1;return 0.5*(Math.pow(2,-10*n)*Math.sin((n-s)*(2*Math.PI)/p))+1;},bounceIn:function(n){return (1-_2.bounceOut(1-n));},bounceOut:function(n){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)+0.75;}else{if(n<(2.5/p)){n-=(2.25/p);l=s*Math.pow(n,2)+0.9375;}else{n-=(2.625/p);l=s*Math.pow(n,2)+0.984375;}}}return l;},bounceInOut:function(n){if(n<0.5){return _2.bounceIn(n*2)/2;}return (_2.bounceOut(n*2-1)/2)+0.5;}};_1.setObject("dojo.fx.easing",_2);return _2;}); \ No newline at end of file
diff --git a/lib/dojo/fx/easing.js.uncompressed.js b/lib/dojo/fx/easing.js.uncompressed.js
new file mode 100644
index 000000000..6663deb2b
--- /dev/null
+++ b/lib/dojo/fx/easing.js.uncompressed.js
@@ -0,0 +1,284 @@
+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;
+});