Version 3.18.1
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File: anim/js/anim.js

            /**
            * 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 = {},
                    _timer;
            
                Y.Anim = function() {
                    Y.Anim.superclass.constructor.apply(this, arguments);
                    Y.Anim._instances[Y.stamp(this)] = this;
                };
            
                Y.Anim.NAME = 'anim';
            
                Y.Anim._instances = {};
            
                /**
                 * 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
                };
            
                /**
                 * Time in milliseconds passed to setInterval for frame processing
                 *
                 * @property intervalTime
                 * @default 20
                 * @static
                 */
                Y.Anim._intervalTime = 20;
            
                /**
                 * 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) {
                    var node = anim._node,
                        domNode = node._node,
                        val = fn(elapsed, NUM(from), NUM(to) - NUM(from), duration);
            
                    if (domNode) {
                        if ('style' in domNode && (att in domNode.style || att in Y.DOM.CUSTOM_STYLES)) {
                            unit = unit || '';
                            node.setStyle(att, val + unit);
                        } else if ('attributes' in domNode && att in domNode.attributes) {
                            node.setAttribute(att, val);
                        } else if (att in domNode) {
                            domNode[att] = val;
                        }
                    } else if (node.set) {
                        node.set(att, val);
                    } else if (att in node) {
                        node[att] = val;
                    }
                };
            
                /**
                 * The default getter to use when getting object properties.
                 *
                 * @property DEFAULT_GETTER
                 * @static
                 */
                Y.Anim.DEFAULT_GETTER = function(anim, att) {
                    var node = anim._node,
                        domNode = node._node,
                        val = '';
            
                    if (domNode) {
                        if ('style' in domNode && (att in domNode.style || att in Y.DOM.CUSTOM_STYLES)) {
                            val = node.getComputedStyle(att);
                        } else if ('attributes' in domNode && att in domNode.attributes) {
                            val = node.getAttribute(att);
                        } else if (att in domNode) {
                            val = domNode[att];
                        }
                    } else if (node.get) {
                        val = node.get(att);
                    } else if (att in node) {
                        val = node[att];
                    }
            
                    return val;
                };
            
                Y.Anim.ATTRS = {
                    /**
                     * The object to be animated.
                     * @attribute node
                     * @type Node
                     */
                    node: {
                        setter: function(node) {
                            if (node) {
                                if (typeof node === 'string' || node.nodeType) {
                                    node = Y.one(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.
                     * Supports any unit, provided it matches the "to" (or default)
                     * unit (e.g. `{width: '10em', color: 'rgb(0, 0, 0)', borderColor: '#ccc'}`).
                     *
                     * If using the default ('px' for length-based units), the unit may be omitted
                     * (e.g. `{width: 100}, borderColor: 'ccc'}`, which defaults to pixels
                     * and hex, respectively).
                     *
                     * @attribute from
                     * @type Object
                     */
                    from: {},
            
                    /**
                     * The ending values for the animated properties.
                     *
                     * Fields may be strings, numbers, or functions.
                     * Supports any unit, provided it matches the "from" (or default)
                     * unit (e.g. `{width: '50%', color: 'red', borderColor: '#ccc'}`).
                     *
                     * If using the default ('px' for length-based units), the unit may be omitted
                     * (e.g. `{width: 100, borderColor: 'ccc'}`, which defaults to pixels
                     * and hex, respectively).
                     *
                     * @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, the `from` and `to` attributes are swapped,
                     * and the animation is then run starting from `from`.
                     * @attribute reverse
                     * @type Boolean
                     * @default false
                     */
                    reverse: {
                        value: false
                    }
            
            
                };
            
                /**
                 * Runs all animation instances.
                 * @method run
                 * @static
                 */
                Y.Anim.run = function() {
                    var instances = Y.Anim._instances,
                        i;
                    for (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, Y.Anim._intervalTime);
                    }
                };
            
                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,
                        anim;
                    for (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.
                     * @method run
                     * @chainable
                     */
                    run: function() {
                        if (this.get(PAUSED)) {
                            this._resume();
                        } else if (!this.get(RUNNING)) {
                            this._start();
                        }
                        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
                     * @param {Boolean} finish If true, the animation will move to the last frame
                     * @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;
                        this._set(START_TIME, new Date() - this.get(ELAPSED_TIME));
                        Y.Anim._startTimer();
            
                        /**
                        * @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) {
                        var duration = this.get('duration') * 1000;
                        if (finish) { // jump to last frame
                            this._runAttrs(duration, duration, this.get(REVERSE));
                        }
            
                        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 d = this._runtimeAttr.duration,
                            t = new Date() - this.get(START_TIME),
                            reverse = this.get(REVERSE),
                            done = (t >= d);
            
                        this._runAttrs(t, d, reverse);
                        this._actualFrames += 1;
                        this._set(ELAPSED_TIME, t);
            
                        this.fire(TWEEN);
                        if (done) {
                            this._lastFrame();
                        }
                    },
            
                    _runAttrs: function(t, d, reverse) {
                        var attr = this._runtimeAttr,
                            customAttr = Y.Anim.behaviors,
                            easing = attr.easing,
                            lastFrame = d,
                            done = false,
                            attribute,
                            setter,
                            i;
            
                        if (t >= d) {
                            done = true;
                        }
            
                        if (reverse) {
                            t = d - t;
                            lastFrame = 0;
                        }
            
                        for (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 {
                                    setter(this, i, attribute.from, attribute.to, lastFrame, d, easing, attribute.unit);
                                }
                            }
                        }
            
            
                    },
            
                    _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') || {},
                            attr = {
                                duration: this.get('duration') * 1000,
                                easing: this.get('easing')
                            },
                            customAttr = Y.Anim.behaviors,
                            node = this.get(NODE), // implicit attr init
                            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),
                                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: Y.Lang.isObject(begin) ? Y.clone(begin) : begin,
                                to: end,
                                unit: unit
                            };
            
                        }, 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',
                            position;
            
                        if (val === 'auto') {
                            position = node.getStyle('position');
                            if (position === 'absolute' || position === 'fixed') {
                                val = node[get]();
                                node[set](val);
                            } else {
                                val = 0;
                            }
                        }
            
                        return val;
                    },
            
                    destructor: function() {
                        delete Y.Anim._instances[Y.stamp(this)];
                    }
                };
            
                Y.extend(Y.Anim, Y.Base, proto);