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-rw-r--r--lib/dojo/fx/easing.js434
1 files changed, 277 insertions, 157 deletions
diff --git a/lib/dojo/fx/easing.js b/lib/dojo/fx/easing.js
index 0de5d5e99..0ce6efbff 100644
--- a/lib/dojo/fx/easing.js
+++ b/lib/dojo/fx/easing.js
@@ -5,162 +5,282 @@
*/
-if(!dojo._hasResource["dojo.fx.easing"]){
-dojo._hasResource["dojo.fx.easing"]=true;
+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.fx.easing={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-dojo.fx.easing.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 dojo.fx.easing.bounceIn(n*2)/2;
-}
-return (dojo.fx.easing.bounceOut(n*2-1)/2)+0.5;
-}};
+
+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
+ }
+};
+
}