diff options
Diffstat (limited to 'lib/dojo/fx/easing.js')
-rw-r--r-- | lib/dojo/fx/easing.js | 434 |
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 + } +}; + } |