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📄 animations.js

📁 AJAX 应用 实现页面的无刷新
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    /// the dynamic properties are JavaScript expressions and not abitrary statements (i.e.
    /// you can't include things like "return foo;"), although you can include anything
    /// inside an anonymous function definition that you immediately invoke (i.e.,
    /// "(function() { return foo; })()").  A dynamic property can be set in the generic
    /// XML animation description by appending Script onto any legitimate property name
    /// (for example, instead of Height="70" we could use
    /// HeightScript="$find('MyBehavior').get_element().offsetHeight").  Any exceptions
    /// raised when setting dynamic properties (including both JavaScript evaluation errors
    /// and other exceptions raised by property setters) will only be propogated when
    /// debugging.
    /// </field>
    /// <remarks>
    /// Animations need to be as fast as possible - even in debug mode.  Don't add validation code to
    /// methods involved in every step of the animation.
    /// </remarks>
    /// <animation>Animation</animation>
    $AA.Animation.initializeBase(this);
    
    // Length of the animation in seconds
    this._duration = 1;
    
    // Number of steps per second
    this._fps = 25;
    
    // Target Sys.UI.DomElement of the animation
    this._target = null;
    
    // Tick event handler
    this._tickHandler = null;
    
    // Animation timer
    this._timer = null;
    
    // Percentage of the animation already played
    this._percentComplete = 0;
    
    // Percentage of the animation to play on each step
    this._percentDelta = null;
    
    // Reference to the animation that owns this animation (currently only set in 
    // ParallelAnimation.add).  This concept of ownership allows an entire animation
    // subtree to be driven off a single timer so all the operations are properly
    // synchronized.
    this._owner = null;
    
    // Reference to the animation that contains this as a child (this is set
    // in ParentAnimation.add).  The primary use of the parent animation is in
    // resolving the animation target when one isn't specified.
    this._parentAnimation = null;
    
    // The DynamicProperties collection is used to associate JavaScript expressions with
    // properties.  The expressions are evaluated just before the animation is played
    // everytime (in the base onStart method).  See the additional information in the
    // XML <field> comment above.
    this.DynamicProperties = { };
    
    // Set the target, duration, and fps if they were provided in the constructor
    if (target) {
        this.set_target(target);
    }
    if (duration) {
        this.set_duration(duration);
    }
    if (fps) { 
        this.set_fps(fps);
    }
}
$AA.Animation.prototype = {
    dispose : function() {
        /// <summary>
        /// Dispose the animation
        /// </summary>
        /// <returns />
        
        if (this._timer) {
            this._timer.dispose();
            this._timer = null;
        }
        
        this._tickHandler = null;
        this._target = null;
        
        $AA.Animation.callBaseMethod(this, 'dispose');
    },
    
    play : function() {
        /// <summary>
        /// Play the animation from the beginning or where it was left off when paused.
        /// </summary>
        /// <returns />
        /// <remarks>
        /// If this animation is the child of another, you must call <code>play</code> on its parent instead.
        /// </remarks>
        
        // If ownership of this animation has been claimed, then we'll require the parent to
        // handle playing the animation (this is very important because then the entire animation
        // tree runs on the same timer and updates consistently)
        if (!this._owner) {
            var resume = true;
            if (!this._timer) {
                resume = false;
                
                if (!this._tickHandler) {
                    this._tickHandler = Function.createDelegate(this, this._onTimerTick);
                }

                this._timer = new Sys.Timer();
                this._timer.add_tick(this._tickHandler);
               
                this.onStart();
                
                this._timer.set_interval(1000 / this._fps);
                this._percentDelta = 100 / (this._duration * this._fps);
                this._updatePercentComplete(0, true);
            }

            this._timer.set_enabled(true);
            
            this.raisePropertyChanged('isPlaying');
            if (!resume) {
                this.raisePropertyChanged('isActive');
            }
        }
    },
    
    pause : function() {
        /// <summary>
        /// Pause the animation if it is playing.  Calling <code>play</code> will resume where
        /// the animation left off.
        /// </summary>
        /// <returns />
        /// <remarks>
        /// If this animation is the child of another, you must call <code>pause</code> on its parent instead.
        /// </remarks>
        
        if (!this._owner) {
            if (this._timer) {
                this._timer.set_enabled(false);
                
                this.raisePropertyChanged('isPlaying');
            }
        }
    },
    
    stop : function(finish) {
        /// <summary>
        /// Stop playing the animation.
        /// </summary>
        /// <param name="finish" type="Boolean" mayBeNull="true" optional="true">
        /// Whether or not stopping the animation should leave the target element in a state
        /// consistent with the animation playing completely by performing the last step.
        /// The default value is true.
        /// </param>
        /// <returns />
        /// <remarks>
        /// If this animation is the child of another, you must call <code>stop</code> on
        /// its parent instead.
        /// </remarks>
        
        if (!this._owner) {
            var t = this._timer;
            this._timer = null;
            if (t) {
                t.dispose();
                
                if (this._percentComplete !== 100) {
                    this._percentComplete = 100;
                    this.raisePropertyChanged('percentComplete');
                    if (finish || finish === undefined) {
                        this.onStep(100);
                    }
                }
                this.onEnd();
                
                this.raisePropertyChanged('isPlaying');
                this.raisePropertyChanged('isActive');
            }
        }
    },
    
    onStart : function() {
        /// <summary>
        /// The <code>onStart</code> method is called just before the animation is played each time.
        /// </summary>
        /// <returns />
        
        this.raiseStarted();
        
        // Initialize any dynamic properties
        for (var property in this.DynamicProperties) {
            try {
                // Invoke the property's setter on the evaluated expression
                this[property](eval(this.DynamicProperties[property]));
            } catch(ex) {
                // Propogate any exceptions if we're debugging, otherwise eat them
                if ( Sys.Debug.isDebug) {
                    throw ex;
                }
            }
        }
    },
    
    onStep : function(percentage) {
        /// <summary>
        /// The <code>onStep</code> method is called repeatedly to progress the animation through each frame
        /// </summary>
        /// <param name="percentage" type="Number">Percentage of the animation already complete</param>
        /// <returns />
        
        this.setValue(this.getAnimatedValue(percentage));
    },
    
    onEnd : function() {
        /// <summary>
        /// The <code>onEnd</code> method is called just after the animation is played each time.
        /// </summary>
        /// <returns />
        
        this.raiseEnded();
    },
    
    getAnimatedValue : function(percentage) {
        /// <summary>
        /// Determine the state of the animation after the given percentage of its duration has elapsed
        /// </summary>
        /// <param name="percentage" type="Number">Percentage of the animation already complete</param>
        /// <returns type="Object">
        /// State of the animation after the given percentage of its duration has elapsed that will
        /// be passed to <code>setValue</code>
        /// </returns>
        throw Error.notImplemented();
    },
    
    setValue : function(value) {
        /// <summary>
        /// Set the current state of the animation
        /// </summary>
        /// <param name="value" type="Object">Current state of the animation (as retreived from <code>getAnimatedValue</code>)</param>
        /// <returns />
        throw Error.notImplemented();
    },
    
    interpolate : function(start, end, percentage) {
        /// <summary>
        /// The <code>interpolate</code> function is used to find the appropriate value between starting and
        /// ending values given the current percentage.
        /// </summary>
        /// <param name="start" type="Number">
        /// Start of the range to interpolate
        /// </param>
        /// <param name="end" type="Number">
        /// End of the range to interpolate
        /// </param>
        /// <param name="percentage" type="Number">
        /// Percentage completed in the range to interpolate
        /// </param>
        /// <returns type="Number">
        /// Value the desired percentage between the start and end values
        /// </returns>
        /// <remarks>
        /// In the future, we hope to make several implementations of this available so we can dynamically
        /// change the apparent speed of the animations, although it may make more sense to modify the
        /// <code>_updatePercentComplete</code> function instead.
        /// </remarks>
        return start + (end - start) * (percentage / 100);
    },
    
    _onTimerTick : function() {
        /// <summary>
        /// Handler for the tick event to move the animation along through its duration
        /// </summary>
        /// <returns />
        this._updatePercentComplete(this._percentComplete + this._percentDelta, true);
    },
    
    _updatePercentComplete : function(percentComplete, animate) {
        /// <summary>
        /// Update the animation and its target given the current percentage of its duration that
        /// has already elapsed
        /// </summary>
        /// <param name="percentComplete" type="Number">
        /// Percentage of the animation duration that has already elapsed
        /// </param>
        /// <param name="animate" type="Boolean" mayBeNull="true" optional="true">
        /// Whether or not updating the animation should visually modify the animation's target
        /// </param>
        /// <returns />
        
        if (percentComplete > 100) {
            percentComplete = 100;
        }
        
        this._percentComplete = percentComplete;
        this.raisePropertyChanged('percentComplete');
        
        if (animate) {
            this.onStep(percentComplete);
        }
        
        if (percentComplete === 100) {
            this.stop(false);
        }
    },
    
    setOwner : function(owner) {
        /// <summary>
        /// Make this animation the child of another animation

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