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tt-rss/lib/dojo/fx/easing.js

289 lines
7.8 KiB
JavaScript

/*
Copyright (c) 2004-2011, The Dojo Foundation All Rights Reserved.
Available via Academic Free License >= 2.1 OR the modified BSD license.
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
}
};
}