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+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;
+});