diff -r 000000000000 -r 40c8f766c9b8 src/cm/media/js/lib/yui/yui3.0.0/api/anim.js.html --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/cm/media/js/lib/yui/yui3.0.0/api/anim.js.html Mon Nov 23 15:14:29 2009 +0100 @@ -0,0 +1,734 @@ + + +
+ +/**
+* The Animation Utility provides an API for creating advanced transitions.
+* @module anim
+*/
+
+/**
+* Provides the base Anim class, for animating numeric properties.
+*
+* @module anim
+* @submodule anim-base
+*/
+
+ /**
+ * A class for constructing animation instances.
+ * @class Anim
+ * @for Anim
+ * @constructor
+ * @extends Base
+ */
+
+ var RUNNING = 'running',
+ START_TIME = 'startTime',
+ ELAPSED_TIME = 'elapsedTime',
+ /**
+ * @for Anim
+ * @event start
+ * @description fires when an animation begins.
+ * @param {Event} ev The start event.
+ * @type Event.Custom
+ */
+ START = 'start',
+
+ /**
+ * @event tween
+ * @description fires every frame of the animation.
+ * @param {Event} ev The tween event.
+ * @type Event.Custom
+ */
+ TWEEN = 'tween',
+
+ /**
+ * @event end
+ * @description fires after the animation completes.
+ * @param {Event} ev The end event.
+ * @type Event.Custom
+ */
+ END = 'end',
+ NODE = 'node',
+ PAUSED = 'paused',
+ REVERSE = 'reverse', // TODO: cleanup
+ ITERATION_COUNT = 'iterationCount',
+
+ NUM = Number;
+
+ var _running = {},
+ _instances = {},
+ _timer;
+
+ Y.Anim = function() {
+ Y.Anim.superclass.constructor.apply(this, arguments);
+ _instances[Y.stamp(this)] = this;
+ };
+
+ Y.Anim.NAME = 'anim';
+
+ /**
+ * Regex of properties that should use the default unit.
+ *
+ * @property RE_DEFAULT_UNIT
+ * @static
+ */
+ Y.Anim.RE_DEFAULT_UNIT = /^width|height|top|right|bottom|left|margin.*|padding.*|border.*$/i;
+
+ /**
+ * The default unit to use with properties that pass the RE_DEFAULT_UNIT test.
+ *
+ * @property DEFAULT_UNIT
+ * @static
+ */
+ Y.Anim.DEFAULT_UNIT = 'px';
+
+ Y.Anim.DEFAULT_EASING = function (t, b, c, d) {
+ return c * t / d + b; // linear easing
+ };
+
+ /**
+ * Bucket for custom getters and setters
+ *
+ * @property behaviors
+ * @static
+ */
+ Y.Anim.behaviors = {
+ left: {
+ get: function(anim, attr) {
+ return anim._getOffset(attr);
+ }
+ }
+ };
+
+ Y.Anim.behaviors.top = Y.Anim.behaviors.left;
+
+ /**
+ * The default setter to use when setting object properties.
+ *
+ * @property DEFAULT_SETTER
+ * @static
+ */
+ Y.Anim.DEFAULT_SETTER = function(anim, att, from, to, elapsed, duration, fn, unit) {
+ unit = unit || '';
+ anim._node.setStyle(att, fn(elapsed, NUM(from), NUM(to) - NUM(from), duration) + unit);
+ };
+
+ /**
+ * The default getter to use when getting object properties.
+ *
+ * @property DEFAULT_GETTER
+ * @static
+ */
+ Y.Anim.DEFAULT_GETTER = function(anim, prop) {
+ return anim._node.getComputedStyle(prop);
+ };
+
+ Y.Anim.ATTRS = {
+ /**
+ * The object to be animated.
+ * @attribute node
+ * @type Node
+ */
+ node: {
+ setter: function(node) {
+ node = Y.get(node);
+ this._node = node;
+ if (!node) {
+ Y.log(node + ' is not a valid node', 'warn', 'Anim');
+ }
+ return node;
+ }
+ },
+
+ /**
+ * The length of the animation. Defaults to "1" (second).
+ * @attribute duration
+ * @type NUM
+ */
+ duration: {
+ value: 1
+ },
+
+ /**
+ * The method that will provide values to the attribute(s) during the animation.
+ * Defaults to "Easing.easeNone".
+ * @attribute easing
+ * @type Function
+ */
+ easing: {
+ value: Y.Anim.DEFAULT_EASING,
+
+ setter: function(val) {
+ if (typeof val === 'string' && Y.Easing) {
+ return Y.Easing[val];
+ }
+ }
+ },
+
+ /**
+ * The starting values for the animated properties.
+ * Fields may be strings, numbers, or functions.
+ * If a function is used, the return value becomes the from value.
+ * If no from value is specified, the DEFAULT_GETTER will be used.
+ * @attribute from
+ * @type Object
+ */
+ from: {},
+
+ /**
+ * The ending values for the animated properties.
+ * Fields may be strings, numbers, or functions.
+ * @attribute to
+ * @type Object
+ */
+ to: {},
+
+ /**
+ * Date stamp for the first frame of the animation.
+ * @attribute startTime
+ * @type Int
+ * @default 0
+ * @readOnly
+ */
+ startTime: {
+ value: 0,
+ readOnly: true
+ },
+
+ /**
+ * Current time the animation has been running.
+ * @attribute elapsedTime
+ * @type Int
+ * @default 0
+ * @readOnly
+ */
+ elapsedTime: {
+ value: 0,
+ readOnly: true
+ },
+
+ /**
+ * Whether or not the animation is currently running.
+ * @attribute running
+ * @type Boolean
+ * @default false
+ * @readOnly
+ */
+ running: {
+ getter: function() {
+ return !!_running[Y.stamp(this)];
+ },
+ value: false,
+ readOnly: true
+ },
+
+ /**
+ * The number of times the animation should run
+ * @attribute iterations
+ * @type Int
+ * @default 1
+ */
+ iterations: {
+ value: 1
+ },
+
+ /**
+ * The number of iterations that have occurred.
+ * Resets when an animation ends (reaches iteration count or stop() called).
+ * @attribute iterationCount
+ * @type Int
+ * @default 0
+ * @readOnly
+ */
+ iterationCount: {
+ value: 0,
+ readOnly: true
+ },
+
+ /**
+ * How iterations of the animation should behave.
+ * Possible values are "normal" and "alternate".
+ * Normal will repeat the animation, alternate will reverse on every other pass.
+ *
+ * @attribute direction
+ * @type String
+ * @default "normal"
+ */
+ direction: {
+ value: 'normal' // | alternate (fwd on odd, rev on even per spec)
+ },
+
+ /**
+ * Whether or not the animation is currently paused.
+ * @attribute paused
+ * @type Boolean
+ * @default false
+ * @readOnly
+ */
+ paused: {
+ readOnly: true,
+ value: false
+ },
+
+ /**
+ * If true, animation begins from last frame
+ * @attribute reverse
+ * @type Boolean
+ * @default false
+ */
+ reverse: {
+ value: false
+ }
+
+
+ };
+
+ /**
+ * Runs all animation instances.
+ * @method run
+ * @static
+ */
+ Y.Anim.run = function() {
+ for (var i in _instances) {
+ if (_instances[i].run) {
+ _instances[i].run();
+ }
+ }
+ };
+
+ /**
+ * Pauses all animation instances.
+ * @method pause
+ * @static
+ */
+ Y.Anim.pause = function() {
+ for (var i in _running) { // stop timer if nothing running
+ if (_running[i].pause) {
+ _running[i].pause();
+ }
+ }
+ Y.Anim._stopTimer();
+ };
+
+ /**
+ * Stops all animation instances.
+ * @method stop
+ * @static
+ */
+ Y.Anim.stop = function() {
+ for (var i in _running) { // stop timer if nothing running
+ if (_running[i].stop) {
+ _running[i].stop();
+ }
+ }
+ Y.Anim._stopTimer();
+ };
+
+ Y.Anim._startTimer = function() {
+ if (!_timer) {
+ _timer = setInterval(Y.Anim._runFrame, 1);
+ }
+ };
+
+ Y.Anim._stopTimer = function() {
+ clearInterval(_timer);
+ _timer = 0;
+ };
+
+ /**
+ * Called per Interval to handle each animation frame.
+ * @method _runFrame
+ * @private
+ * @static
+ */
+ Y.Anim._runFrame = function() {
+ var done = true;
+ for (var anim in _running) {
+ if (_running[anim]._runFrame) {
+ done = false;
+ _running[anim]._runFrame();
+ }
+ }
+
+ if (done) {
+ Y.Anim._stopTimer();
+ }
+ };
+
+ Y.Anim.RE_UNITS = /^(-?\d*\.?\d*){1}(em|ex|px|in|cm|mm|pt|pc|%)*$/;
+
+ var proto = {
+ /**
+ * Starts or resumes an animation.
+ * percent start time marker.
+ * @method run
+ * @chainable
+ */
+ run: function() {
+ if (!this.get(RUNNING)) {
+ this._start();
+ } else if (this.get(PAUSED)) {
+ this._resume();
+ }
+ return this;
+ },
+
+ /**
+ * Pauses the animation and
+ * freezes it in its current state and time.
+ * Calling run() will continue where it left off.
+ * @method pause
+ * @chainable
+ */
+ pause: function() {
+ if (this.get(RUNNING)) {
+ this._pause();
+ }
+ return this;
+ },
+
+ /**
+ * Stops the animation and resets its time.
+ * @method stop
+ * @chainable
+ */
+ stop: function(finish) {
+ if (this.get(RUNNING) || this.get(PAUSED)) {
+ this._end(finish);
+ }
+ return this;
+ },
+
+ _added: false,
+
+ _start: function() {
+ this._set(START_TIME, new Date() - this.get(ELAPSED_TIME));
+ this._actualFrames = 0;
+ if (!this.get(PAUSED)) {
+ this._initAnimAttr();
+ }
+ _running[Y.stamp(this)] = this;
+ Y.Anim._startTimer();
+
+ this.fire(START);
+ },
+
+ _pause: function() {
+ this._set(START_TIME, null);
+ this._set(PAUSED, true);
+ delete _running[Y.stamp(this)];
+
+ /**
+ * @event pause
+ * @description fires when an animation is paused.
+ * @param {Event} ev The pause event.
+ * @type Event.Custom
+ */
+ this.fire('pause');
+ },
+
+ _resume: function() {
+ this._set(PAUSED, false);
+ _running[Y.stamp(this)] = this;
+
+ /**
+ * @event resume
+ * @description fires when an animation is resumed (run from pause).
+ * @param {Event} ev The pause event.
+ * @type Event.Custom
+ */
+ this.fire('resume');
+ },
+
+ _end: function(finish) {
+ this._set(START_TIME, null);
+ this._set(ELAPSED_TIME, 0);
+ this._set(PAUSED, false);
+
+ delete _running[Y.stamp(this)];
+ this.fire(END, {elapsed: this.get(ELAPSED_TIME)});
+ },
+
+ _runFrame: function() {
+ var attr = this._runtimeAttr,
+ customAttr = Y.Anim.behaviors,
+ easing = attr.easing,
+ d = attr.duration,
+ t = new Date() - this.get(START_TIME),
+ reversed = this.get(REVERSE),
+ done = (t >= d),
+ lastFrame = d,
+ attribute,
+ setter;
+
+ if (reversed) {
+ t = d - t;
+ done = (t <= 0);
+ lastFrame = 0;
+ }
+
+ for (var i in attr) {
+ if (attr[i].to) {
+ attribute = attr[i];
+ setter = (i in customAttr && 'set' in customAttr[i]) ?
+ customAttr[i].set : Y.Anim.DEFAULT_SETTER;
+
+ if (!done) {
+ setter(this, i, attribute.from, attribute.to, t, d, easing, attribute.unit);
+ } else { // ensure final frame value is set
+ // TODO: handle keyframes
+ setter(this, i, attribute.from, attribute.to, lastFrame, d, easing, attribute.unit);
+ }
+ }
+ }
+
+ this._actualFrames += 1;
+ this._set(ELAPSED_TIME, t);
+
+ this.fire(TWEEN);
+ if (done) {
+ this._lastFrame();
+ }
+ },
+
+ _lastFrame: function() {
+ var iter = this.get('iterations'),
+ iterCount = this.get(ITERATION_COUNT);
+
+ iterCount += 1;
+ if (iter === 'infinite' || iterCount < iter) {
+ if (this.get('direction') === 'alternate') {
+ this.set(REVERSE, !this.get(REVERSE)); // flip it
+ }
+ /**
+ * @event iteration
+ * @description fires when an animation begins an iteration.
+ * @param {Event} ev The iteration event.
+ * @type Event.Custom
+ */
+ this.fire('iteration');
+ } else {
+ iterCount = 0;
+ this._end();
+ }
+
+ this._set(START_TIME, new Date());
+ this._set(ITERATION_COUNT, iterCount);
+ },
+
+ _initAnimAttr: function() {
+ var from = this.get('from') || {},
+ to = this.get('to') || {},
+ dur = this.get('duration') * 1000,
+ node = this.get(NODE),
+ easing = this.get('easing') || {},
+ attr = {},
+ customAttr = Y.Anim.behaviors,
+ unit, begin, end;
+
+ Y.each(to, function(val, name) {
+ if (typeof val === 'function') {
+ val = val.call(this, node);
+ }
+
+ begin = from[name];
+ if (begin === undefined) {
+ begin = (name in customAttr && 'get' in customAttr[name]) ?
+ customAttr[name].get(this, name) : Y.Anim.DEFAULT_GETTER(this, name);
+ } else if (typeof begin === 'function') {
+ begin = begin.call(this, node);
+ }
+
+ var mFrom = Y.Anim.RE_UNITS.exec(begin);
+ var mTo = Y.Anim.RE_UNITS.exec(val);
+
+ begin = mFrom ? mFrom[1] : begin;
+ end = mTo ? mTo[1] : val;
+ unit = mTo ? mTo[2] : mFrom ? mFrom[2] : ''; // one might be zero TODO: mixed units
+
+ if (!unit && Y.Anim.RE_DEFAULT_UNIT.test(name)) {
+ unit = Y.Anim.DEFAULT_UNIT;
+ }
+
+ if (!begin || !end) {
+ Y.error('invalid "from" or "to" for "' + name + '"', 'Anim');
+ return;
+ }
+
+ attr[name] = {
+ from: begin,
+ to: end,
+ unit: unit
+ };
+
+ attr.duration = dur;
+ attr.easing = easing;
+
+ }, this);
+
+ this._runtimeAttr = attr;
+ },
+
+
+ // TODO: move to computedStyle? (browsers dont agree on default computed offsets)
+ _getOffset: function(attr) {
+ var node = this._node,
+ val = node.getComputedStyle(attr),
+ get = (attr === 'left') ? 'getX': 'getY',
+ set = (attr === 'left') ? 'setX': 'setY';
+
+ if (val === 'auto') {
+ var position = node.getStyle('position');
+ if (position === 'absolute' || position === 'fixed') {
+ val = node[get]();
+ node[set](val);
+ } else {
+ val = 0;
+ }
+ }
+
+ return val;
+ }
+ };
+
+ Y.extend(Y.Anim, Y.Base, proto);
+