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289 lines
7.8 KiB
JavaScript
289 lines
7.8 KiB
JavaScript
/*
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Copyright (c) 2004-2011, The Dojo Foundation All Rights Reserved.
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Available via Academic Free License >= 2.1 OR the modified BSD license.
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see: http://dojotoolkit.org/license for details
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*/
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if(!dojo._hasResource["dojo.fx.easing"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
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dojo._hasResource["dojo.fx.easing"] = true;
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dojo.provide("dojo.fx.easing");
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dojo.getObject("fx.easing", true, dojo);
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dojo.fx.easing = {
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// summary:
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// Collection of easing functions to use beyond the default
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// `dojo._defaultEasing` function.
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//
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// description:
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//
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// Easing functions are used to manipulate the iteration through
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// an `dojo.Animation`s _Line. _Line being the properties of an Animation,
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// and the easing function progresses through that Line determing
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// how quickly (or slowly) it should go. Or more accurately: modify
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// the value of the _Line based on the percentage of animation completed.
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//
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// All functions follow a simple naming convention of "ease type" + "when".
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// If the name of the function ends in Out, the easing described appears
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// towards the end of the animation. "In" means during the beginning,
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// and InOut means both ranges of the Animation will applied, both
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// beginning and end.
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//
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// One does not call the easing function directly, it must be passed to
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// the `easing` property of an animation.
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//
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// example:
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// | dojo.require("dojo.fx.easing");
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// | var anim = dojo.fadeOut({
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// | node: 'node',
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// | duration: 2000,
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// | // note there is no ()
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// | easing: dojo.fx.easing.quadIn
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// | }).play();
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//
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linear: function(/* Decimal? */n){
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// summary: A linear easing function
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return n;
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},
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quadIn: function(/* Decimal? */n){
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return Math.pow(n, 2);
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},
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quadOut: function(/* Decimal? */n){
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return n * (n - 2) * -1;
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},
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quadInOut: function(/* Decimal? */n){
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n = n * 2;
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if(n < 1){ return Math.pow(n, 2) / 2; }
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return -1 * ((--n) * (n - 2) - 1) / 2;
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},
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cubicIn: function(/* Decimal? */n){
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return Math.pow(n, 3);
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},
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cubicOut: function(/* Decimal? */n){
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return Math.pow(n - 1, 3) + 1;
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},
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cubicInOut: function(/* Decimal? */n){
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n = n * 2;
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if(n < 1){ return Math.pow(n, 3) / 2; }
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n -= 2;
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return (Math.pow(n, 3) + 2) / 2;
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},
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quartIn: function(/* Decimal? */n){
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return Math.pow(n, 4);
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},
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quartOut: function(/* Decimal? */n){
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return -1 * (Math.pow(n - 1, 4) - 1);
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},
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quartInOut: function(/* Decimal? */n){
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n = n * 2;
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if(n < 1){ return Math.pow(n, 4) / 2; }
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n -= 2;
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return -1 / 2 * (Math.pow(n, 4) - 2);
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},
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quintIn: function(/* Decimal? */n){
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return Math.pow(n, 5);
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},
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quintOut: function(/* Decimal? */n){
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return Math.pow(n - 1, 5) + 1;
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},
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quintInOut: function(/* Decimal? */n){
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n = n * 2;
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if(n < 1){ return Math.pow(n, 5) / 2; };
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n -= 2;
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return (Math.pow(n, 5) + 2) / 2;
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},
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sineIn: function(/* Decimal? */n){
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return -1 * Math.cos(n * (Math.PI / 2)) + 1;
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},
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sineOut: function(/* Decimal? */n){
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return Math.sin(n * (Math.PI / 2));
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},
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sineInOut: function(/* Decimal? */n){
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return -1 * (Math.cos(Math.PI * n) - 1) / 2;
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},
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expoIn: function(/* Decimal? */n){
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return (n == 0) ? 0 : Math.pow(2, 10 * (n - 1));
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},
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expoOut: function(/* Decimal? */n){
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return (n == 1) ? 1 : (-1 * Math.pow(2, -10 * n) + 1);
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},
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expoInOut: function(/* Decimal? */n){
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if(n == 0){ return 0; }
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if(n == 1){ return 1; }
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n = n * 2;
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if(n < 1){ return Math.pow(2, 10 * (n - 1)) / 2; }
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--n;
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return (-1 * Math.pow(2, -10 * n) + 2) / 2;
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},
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circIn: function(/* Decimal? */n){
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return -1 * (Math.sqrt(1 - Math.pow(n, 2)) - 1);
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},
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circOut: function(/* Decimal? */n){
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n = n - 1;
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return Math.sqrt(1 - Math.pow(n, 2));
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},
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circInOut: function(/* Decimal? */n){
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n = n * 2;
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if(n < 1){ return -1 / 2 * (Math.sqrt(1 - Math.pow(n, 2)) - 1); }
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n -= 2;
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return 1 / 2 * (Math.sqrt(1 - Math.pow(n, 2)) + 1);
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},
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backIn: function(/* Decimal? */n){
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// summary:
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// An easing function that starts away from the target,
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// and quickly accelerates towards the end value.
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//
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// Use caution when the easing will cause values to become
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// negative as some properties cannot be set to negative values.
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var s = 1.70158;
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return Math.pow(n, 2) * ((s + 1) * n - s);
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},
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backOut: function(/* Decimal? */n){
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// summary:
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// An easing function that pops past the range briefly, and slowly comes back.
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//
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// description:
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// An easing function that pops past the range briefly, and slowly comes back.
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//
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// Use caution when the easing will cause values to become negative as some
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// properties cannot be set to negative values.
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n = n - 1;
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var s = 1.70158;
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return Math.pow(n, 2) * ((s + 1) * n + s) + 1;
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},
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backInOut: function(/* Decimal? */n){
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// summary:
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// An easing function combining the effects of `backIn` and `backOut`
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//
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// description:
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// An easing function combining the effects of `backIn` and `backOut`.
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// Use caution when the easing will cause values to become negative
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// as some properties cannot be set to negative values.
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var s = 1.70158 * 1.525;
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n = n * 2;
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if(n < 1){ return (Math.pow(n, 2) * ((s + 1) * n - s)) / 2; }
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n-=2;
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return (Math.pow(n, 2) * ((s + 1) * n + s) + 2) / 2;
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},
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elasticIn: function(/* Decimal? */n){
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// summary:
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// An easing function the elastically snaps from the start value
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//
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// description:
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// An easing function the elastically snaps from the start value
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//
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// Use caution when the elasticity will cause values to become negative
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// as some properties cannot be set to negative values.
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if(n == 0 || n == 1){ return n; }
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var p = .3;
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var s = p / 4;
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n = n - 1;
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return -1 * Math.pow(2, 10 * n) * Math.sin((n - s) * (2 * Math.PI) / p);
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},
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elasticOut: function(/* Decimal? */n){
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// summary:
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// An easing function that elasticly snaps around the target value,
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// near the end of the Animation
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//
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// description:
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// An easing function that elasticly snaps around the target value,
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// near the end of the Animation
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//
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// Use caution when the elasticity will cause values to become
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// negative as some properties cannot be set to negative values.
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if(n==0 || n == 1){ return n; }
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var p = .3;
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var s = p / 4;
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return Math.pow(2, -10 * n) * Math.sin((n - s) * (2 * Math.PI) / p) + 1;
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},
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elasticInOut: function(/* Decimal? */n){
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// summary:
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// An easing function that elasticly snaps around the value, near
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// the beginning and end of the Animation.
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//
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// description:
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// An easing function that elasticly snaps around the value, near
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// the beginning and end of the Animation.
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//
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// Use caution when the elasticity will cause values to become
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// negative as some properties cannot be set to negative values.
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if(n == 0) return 0;
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n = n * 2;
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if(n == 2) return 1;
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var p = .3 * 1.5;
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var s = p / 4;
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if(n < 1){
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n -= 1;
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return -.5 * (Math.pow(2, 10 * n) * Math.sin((n - s) * (2 * Math.PI) / p));
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}
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n -= 1;
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return .5 * (Math.pow(2, -10 * n) * Math.sin((n - s) * (2 * Math.PI) / p)) + 1;
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},
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bounceIn: function(/* Decimal? */n){
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// summary:
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// An easing function that 'bounces' near the beginning of an Animation
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return (1 - dojo.fx.easing.bounceOut(1 - n)); // Decimal
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},
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bounceOut: function(/* Decimal? */n){
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// summary:
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// An easing function that 'bounces' near the end of an Animation
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var s = 7.5625;
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var p = 2.75;
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var l;
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if(n < (1 / p)){
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l = s * Math.pow(n, 2);
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}else if(n < (2 / p)){
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n -= (1.5 / p);
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l = s * Math.pow(n, 2) + .75;
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}else if(n < (2.5 / p)){
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n -= (2.25 / p);
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l = s * Math.pow(n, 2) + .9375;
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}else{
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n -= (2.625 / p);
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l = s * Math.pow(n, 2) + .984375;
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}
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return l;
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},
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bounceInOut: function(/* Decimal? */n){
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// summary:
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// An easing function that 'bounces' at the beginning and end of the Animation
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if(n < 0.5){ return dojo.fx.easing.bounceIn(n * 2) / 2; }
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return (dojo.fx.easing.bounceOut(n * 2 - 1) / 2) + 0.5; // Decimal
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}
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};
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}
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