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671 lines
19 KiB
JavaScript
671 lines
19 KiB
JavaScript
12 years ago
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define("dojo/_base/fx", ["./kernel", "./config", /*===== "./declare", =====*/ "./lang", "../Evented", "./Color", "./connect", "./sniff", "../dom", "../dom-style"],
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function(dojo, config, /*===== declare, =====*/ lang, Evented, Color, connect, has, dom, style){
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// module:
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// dojo/_base/fx
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// notes:
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// Animation loosely package based on Dan Pupius' work, contributed under CLA; see
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// http://pupius.co.uk/js/Toolkit.Drawing.js
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var _mixin = lang.mixin;
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// Module export
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var basefx = {
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// summary:
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// This module defines the base dojo/_base/fx implementation.
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};
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var _Line = basefx._Line = function(/*int*/ start, /*int*/ end){
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// summary:
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// Object used to generate values from a start value to an end value
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// start: int
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// Beginning value for range
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// end: int
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// Ending value for range
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this.start = start;
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this.end = end;
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};
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_Line.prototype.getValue = function(/*float*/ n){
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// summary:
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// Returns the point on the line
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// n:
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// a floating point number greater than 0 and less than 1
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return ((this.end - this.start) * n) + this.start; // Decimal
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};
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var Animation = basefx.Animation = function(args){
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// summary:
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// A generic animation class that fires callbacks into its handlers
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// object at various states.
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// description:
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// A generic animation class that fires callbacks into its handlers
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// object at various states. Nearly all dojo animation functions
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// return an instance of this method, usually without calling the
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// .play() method beforehand. Therefore, you will likely need to
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// call .play() on instances of `Animation` when one is
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// returned.
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// args: Object
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// The 'magic argument', mixing all the properties into this
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// animation instance.
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_mixin(this, args);
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if(lang.isArray(this.curve)){
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this.curve = new _Line(this.curve[0], this.curve[1]);
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}
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};
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Animation.prototype = new Evented();
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lang.extend(Animation, {
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// duration: Integer
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// The time in milliseconds the animation will take to run
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duration: 350,
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/*=====
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// curve: _Line|Array
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// A two element array of start and end values, or a `_Line` instance to be
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// used in the Animation.
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curve: null,
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// easing: Function?
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// A Function to adjust the acceleration (or deceleration) of the progress
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// across a _Line
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easing: null,
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=====*/
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// repeat: Integer?
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// The number of times to loop the animation
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repeat: 0,
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// rate: Integer?
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// the time in milliseconds to wait before advancing to next frame
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// (used as a fps timer: 1000/rate = fps)
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rate: 20 /* 50 fps */,
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/*=====
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// delay: Integer?
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// The time in milliseconds to wait before starting animation after it
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// has been .play()'ed
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delay: null,
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// beforeBegin: Event?
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// Synthetic event fired before a Animation begins playing (synchronous)
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beforeBegin: null,
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// onBegin: Event?
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// Synthetic event fired as a Animation begins playing (useful?)
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onBegin: null,
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// onAnimate: Event?
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// Synthetic event fired at each interval of the Animation
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onAnimate: null,
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// onEnd: Event?
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// Synthetic event fired after the final frame of the Animation
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onEnd: null,
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// onPlay: Event?
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// Synthetic event fired any time the Animation is play()'ed
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onPlay: null,
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// onPause: Event?
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// Synthetic event fired when the Animation is paused
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onPause: null,
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// onStop: Event
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// Synthetic event fires when the Animation is stopped
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onStop: null,
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=====*/
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_percent: 0,
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_startRepeatCount: 0,
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_getStep: function(){
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var _p = this._percent,
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_e = this.easing
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;
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return _e ? _e(_p) : _p;
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},
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_fire: function(/*Event*/ evt, /*Array?*/ args){
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// summary:
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// Convenience function. Fire event "evt" and pass it the
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// arguments specified in "args".
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// description:
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// Convenience function. Fire event "evt" and pass it the
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// arguments specified in "args".
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// Fires the callback in the scope of this Animation
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// instance.
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// evt:
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// The event to fire.
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// args:
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// The arguments to pass to the event.
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var a = args||[];
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if(this[evt]){
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if(config.debugAtAllCosts){
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this[evt].apply(this, a);
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}else{
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try{
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this[evt].apply(this, a);
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}catch(e){
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// squelch and log because we shouldn't allow exceptions in
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// synthetic event handlers to cause the internal timer to run
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// amuck, potentially pegging the CPU. I'm not a fan of this
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// squelch, but hopefully logging will make it clear what's
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// going on
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console.error("exception in animation handler for:", evt);
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console.error(e);
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}
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}
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}
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return this; // Animation
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},
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play: function(/*int?*/ delay, /*Boolean?*/ gotoStart){
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// summary:
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// Start the animation.
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// delay:
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// How many milliseconds to delay before starting.
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// gotoStart:
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// If true, starts the animation from the beginning; otherwise,
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// starts it from its current position.
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// returns: Animation
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// The instance to allow chaining.
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var _t = this;
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if(_t._delayTimer){ _t._clearTimer(); }
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if(gotoStart){
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_t._stopTimer();
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_t._active = _t._paused = false;
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_t._percent = 0;
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}else if(_t._active && !_t._paused){
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return _t;
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}
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_t._fire("beforeBegin", [_t.node]);
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var de = delay || _t.delay,
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_p = lang.hitch(_t, "_play", gotoStart);
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if(de > 0){
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_t._delayTimer = setTimeout(_p, de);
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return _t;
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}
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_p();
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return _t; // Animation
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},
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_play: function(gotoStart){
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var _t = this;
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if(_t._delayTimer){ _t._clearTimer(); }
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_t._startTime = new Date().valueOf();
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if(_t._paused){
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_t._startTime -= _t.duration * _t._percent;
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}
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_t._active = true;
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_t._paused = false;
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var value = _t.curve.getValue(_t._getStep());
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if(!_t._percent){
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if(!_t._startRepeatCount){
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_t._startRepeatCount = _t.repeat;
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}
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_t._fire("onBegin", [value]);
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}
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_t._fire("onPlay", [value]);
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_t._cycle();
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return _t; // Animation
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},
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pause: function(){
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// summary:
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// Pauses a running animation.
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var _t = this;
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if(_t._delayTimer){ _t._clearTimer(); }
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_t._stopTimer();
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if(!_t._active){ return _t; /*Animation*/ }
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_t._paused = true;
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_t._fire("onPause", [_t.curve.getValue(_t._getStep())]);
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return _t; // Animation
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},
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gotoPercent: function(/*Decimal*/ percent, /*Boolean?*/ andPlay){
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// summary:
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// Sets the progress of the animation.
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// percent:
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// A percentage in decimal notation (between and including 0.0 and 1.0).
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// andPlay:
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// If true, play the animation after setting the progress.
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var _t = this;
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_t._stopTimer();
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_t._active = _t._paused = true;
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_t._percent = percent;
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if(andPlay){ _t.play(); }
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return _t; // Animation
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},
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stop: function(/*boolean?*/ gotoEnd){
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// summary:
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// Stops a running animation.
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// gotoEnd:
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// If true, the animation will end.
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var _t = this;
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if(_t._delayTimer){ _t._clearTimer(); }
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if(!_t._timer){ return _t; /* Animation */ }
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_t._stopTimer();
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if(gotoEnd){
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_t._percent = 1;
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}
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_t._fire("onStop", [_t.curve.getValue(_t._getStep())]);
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_t._active = _t._paused = false;
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return _t; // Animation
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},
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status: function(){
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// summary:
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// Returns a string token representation of the status of
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// the animation, one of: "paused", "playing", "stopped"
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if(this._active){
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return this._paused ? "paused" : "playing"; // String
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}
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return "stopped"; // String
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},
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_cycle: function(){
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var _t = this;
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if(_t._active){
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var curr = new Date().valueOf();
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// Allow durations of 0 (instant) by setting step to 1 - see #13798
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var step = _t.duration === 0 ? 1 : (curr - _t._startTime) / (_t.duration);
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if(step >= 1){
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step = 1;
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}
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_t._percent = step;
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// Perform easing
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if(_t.easing){
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step = _t.easing(step);
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}
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_t._fire("onAnimate", [_t.curve.getValue(step)]);
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if(_t._percent < 1){
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_t._startTimer();
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}else{
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_t._active = false;
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if(_t.repeat > 0){
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_t.repeat--;
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_t.play(null, true);
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}else if(_t.repeat == -1){
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_t.play(null, true);
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}else{
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if(_t._startRepeatCount){
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_t.repeat = _t._startRepeatCount;
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_t._startRepeatCount = 0;
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}
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}
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_t._percent = 0;
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_t._fire("onEnd", [_t.node]);
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!_t.repeat && _t._stopTimer();
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}
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}
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return _t; // Animation
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},
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_clearTimer: function(){
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// summary:
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// Clear the play delay timer
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clearTimeout(this._delayTimer);
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delete this._delayTimer;
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}
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});
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// the local timer, stubbed into all Animation instances
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var ctr = 0,
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timer = null,
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runner = {
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run: function(){}
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};
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lang.extend(Animation, {
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_startTimer: function(){
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if(!this._timer){
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this._timer = connect.connect(runner, "run", this, "_cycle");
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ctr++;
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}
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if(!timer){
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timer = setInterval(lang.hitch(runner, "run"), this.rate);
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}
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},
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_stopTimer: function(){
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if(this._timer){
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connect.disconnect(this._timer);
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this._timer = null;
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ctr--;
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}
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if(ctr <= 0){
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clearInterval(timer);
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timer = null;
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ctr = 0;
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}
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}
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});
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var _makeFadeable =
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has("ie") ? function(node){
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// only set the zoom if the "tickle" value would be the same as the
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// default
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var ns = node.style;
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// don't set the width to auto if it didn't already cascade that way.
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// We don't want to f anyones designs
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if(!ns.width.length && style.get(node, "width") == "auto"){
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ns.width = "auto";
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}
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} :
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function(){};
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basefx._fade = function(/*Object*/ args){
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// summary:
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// Returns an animation that will fade the node defined by
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// args.node from the start to end values passed (args.start
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// args.end) (end is mandatory, start is optional)
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args.node = dom.byId(args.node);
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var fArgs = _mixin({ properties: {} }, args),
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props = (fArgs.properties.opacity = {});
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props.start = !("start" in fArgs) ?
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function(){
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return +style.get(fArgs.node, "opacity")||0;
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} : fArgs.start;
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props.end = fArgs.end;
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var anim = basefx.animateProperty(fArgs);
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connect.connect(anim, "beforeBegin", lang.partial(_makeFadeable, fArgs.node));
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return anim; // Animation
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};
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/*=====
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var __FadeArgs = declare(null, {
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// node: DOMNode|String
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// The node referenced in the animation
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// duration: Integer?
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// Duration of the animation in milliseconds.
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// easing: Function?
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// An easing function.
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});
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=====*/
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basefx.fadeIn = function(/*__FadeArgs*/ args){
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// summary:
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// Returns an animation that will fade node defined in 'args' from
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// its current opacity to fully opaque.
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return basefx._fade(_mixin({ end: 1 }, args)); // Animation
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};
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basefx.fadeOut = function(/*__FadeArgs*/ args){
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// summary:
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// Returns an animation that will fade node defined in 'args'
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// from its current opacity to fully transparent.
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return basefx._fade(_mixin({ end: 0 }, args)); // Animation
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};
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basefx._defaultEasing = function(/*Decimal?*/ n){
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// summary:
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// The default easing function for Animation(s)
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return 0.5 + ((Math.sin((n + 1.5) * Math.PI)) / 2); // Decimal
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};
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var PropLine = function(properties){
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// PropLine is an internal class which is used to model the values of
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// an a group of CSS properties across an animation lifecycle. In
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// particular, the "getValue" function handles getting interpolated
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// values between start and end for a particular CSS value.
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this._properties = properties;
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for(var p in properties){
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var prop = properties[p];
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if(prop.start instanceof Color){
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// create a reusable temp color object to keep intermediate results
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prop.tempColor = new Color();
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}
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}
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};
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PropLine.prototype.getValue = function(r){
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var ret = {};
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for(var p in this._properties){
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var prop = this._properties[p],
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start = prop.start;
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if(start instanceof Color){
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ret[p] = Color.blendColors(start, prop.end, r, prop.tempColor).toCss();
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}else if(!lang.isArray(start)){
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ret[p] = ((prop.end - start) * r) + start + (p != "opacity" ? prop.units || "px" : 0);
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}
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}
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return ret;
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};
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/*=====
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var __AnimArgs = declare(__FadeArgs, {
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// properties: Object?
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// A hash map of style properties to Objects describing the transition,
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// such as the properties of _Line with an additional 'units' property
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properties: {}
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||
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|
||
|
//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;
|
||
|
});
|