animation.js
来自「国外很不错的一个开源OA系统Group-Office」· JavaScript 代码 · 共 1,273 行 · 第 1/3 页
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1,273 行
this._onStart.subscribe(onStart); this._onTween.subscribe(onTween); this._onComplete.subscribe(onComplete); }};/** * Handles animation queueing and threading. * Used by Anim and subclasses. * @class AnimMgr * @namespace YAHOO.util */YAHOO.util.AnimMgr = new function() { /** * Reference to the animation Interval. * @property thread * @private * @type Int */ var thread = null; /** * The current queue of registered animation objects. * @property queue * @private * @type Array */ var queue = []; /** * The number of active animations. * @property tweenCount * @private * @type Int */ var tweenCount = 0; /** * Base frame rate (frames per second). * Arbitrarily high for better x-browser calibration (slower browsers drop more frames). * @property fps * @type Int * */ this.fps = 200; /** * Interval delay in milliseconds, defaults to fastest possible. * @property delay * @type Int * */ this.delay = 1; /** * Adds an animation instance to the animation queue. * All animation instances must be registered in order to animate. * @method registerElement * @param {object} tween The Anim instance to be be registered */ this.registerElement = function(tween) { queue[queue.length] = tween; tweenCount += 1; tween._onStart.fire(); this.start(); }; /** * removes an animation instance from the animation queue. * All animation instances must be registered in order to animate. * @method unRegister * @param {object} tween The Anim instance to be be registered * @param {Int} index The index of the Anim instance * @private */ this.unRegister = function(tween, index) { tween._onComplete.fire(); index = index || getIndex(tween); if (index != -1) { queue.splice(index, 1); } tweenCount -= 1; if (tweenCount <= 0) { this.stop(); } }; /** * Starts the animation thread. * Only one thread can run at a time. * @method start */ this.start = function() { if (thread === null) { thread = setInterval(this.run, this.delay); } }; /** * Stops the animation thread or a specific animation instance. * @method stop * @param {object} tween A specific Anim instance to stop (optional) * If no instance given, Manager stops thread and all animations. */ this.stop = function(tween) { if (!tween) { clearInterval(thread); for (var i = 0, len = queue.length; i < len; ++i) { if (queue[i].isAnimated()) { this.unRegister(tween, i); } } queue = []; thread = null; tweenCount = 0; } else { this.unRegister(tween); } }; /** * Called per Interval to handle each animation frame. * @method run */ this.run = function() { for (var i = 0, len = queue.length; i < len; ++i) { var tween = queue[i]; if ( !tween || !tween.isAnimated() ) { continue; } if (tween.currentFrame < tween.totalFrames || tween.totalFrames === null) { tween.currentFrame += 1; if (tween.useSeconds) { correctFrame(tween); } tween._onTween.fire(); } else { YAHOO.util.AnimMgr.stop(tween, i); } } }; var getIndex = function(anim) { for (var i = 0, len = queue.length; i < len; ++i) { if (queue[i] == anim) { return i; // note return; } } return -1; }; /** * On the fly frame correction to keep animation on time. * @method correctFrame * @private * @param {Object} tween The Anim instance being corrected. */ var correctFrame = function(tween) { var frames = tween.totalFrames; var frame = tween.currentFrame; var expected = (tween.currentFrame * tween.duration * 1000 / tween.totalFrames); var elapsed = (new Date() - tween.getStartTime()); var tweak = 0; if (elapsed < tween.duration * 1000) { // check if falling behind tweak = Math.round((elapsed / expected - 1) * tween.currentFrame); } else { // went over duration, so jump to end tweak = frames - (frame + 1); } if (tweak > 0 && isFinite(tweak)) { // adjust if needed if (tween.currentFrame + tweak >= frames) {// dont go past last frame tweak = frames - (frame + 1); } tween.currentFrame += tweak; } };};/** * Used to calculate Bezier splines for any number of control points. * @class Bezier * @namespace YAHOO.util * */YAHOO.util.Bezier = new function(){ /** * Get the current position of the animated element based on t. * Each point is an array of "x" and "y" values (0 = x, 1 = y) * At least 2 points are required (start and end). * First point is start. Last point is end. * Additional control points are optional. * @method getPosition * @param {Array} points An array containing Bezier points * @param {Number} t A number between 0 and 1 which is the basis for determining current position * @return {Array} An array containing int x and y member data */ this.getPosition = function(points, t) { var n = points.length; var tmp = []; for (var i = 0; i < n; ++i){ tmp[i] = [points[i][0], points[i][1]]; // save input } for (var j = 1; j < n; ++j) { for (i = 0; i < n - j; ++i) { tmp[i][0] = (1 - t) * tmp[i][0] + t * tmp[parseInt(i + 1, 10)][0]; tmp[i][1] = (1 - t) * tmp[i][1] + t * tmp[parseInt(i + 1, 10)][1]; } } return [ tmp[0][0], tmp[0][1] ]; };};/** * Anim subclass for color transitions. * <p>Usage: <code>var myAnim = new Y.ColorAnim(el, { backgroundColor: { from: '#FF0000', to: '#FFFFFF' } }, 1, Y.Easing.easeOut);</code> Color values can be specified with either 112233, #112233, * [255,255,255], or rgb(255,255,255)</p> * @class ColorAnim * @namespace YAHOO.util * @requires YAHOO.util.Anim * @requires YAHOO.util.AnimMgr * @requires YAHOO.util.Easing * @requires YAHOO.util.Bezier * @requires YAHOO.util.Dom * @requires YAHOO.util.Event * @constructor * @extends YAHOO.util.Anim * @param {HTMLElement | String} el Reference to the element that will be animated * @param {Object} attributes The attribute(s) to be animated. * Each attribute is an object with at minimum a "to" or "by" member defined. * Additional optional members are "from" (defaults to current value), "units" (defaults to "px"). * All attribute names use camelCase. * @param {Number} duration (optional, defaults to 1 second) Length of animation (frames or seconds), defaults to time-based * @param {Function} method (optional, defaults to YAHOO.util.Easing.easeNone) Computes the values that are applied to the attributes per frame (generally a YAHOO.util.Easing method) */(function() { YAHOO.util.ColorAnim = function(el, attributes, duration, method) { YAHOO.util.ColorAnim.superclass.constructor.call(this, el, attributes, duration, method); }; YAHOO.extend(YAHOO.util.ColorAnim, YAHOO.util.Anim); // shorthand var Y = YAHOO.util; var superclass = Y.ColorAnim.superclass; var proto = Y.ColorAnim.prototype; proto.toString = function() { var el = this.getEl(); var id = el.id || el.tagName; return ("ColorAnim " + id); }; proto.patterns.color = /color$/i; proto.patterns.rgb = /^rgb\(([0-9]+)\s*,\s*([0-9]+)\s*,\s*([0-9]+)\)$/i; proto.patterns.hex = /^#?([0-9A-F]{2})([0-9A-F]{2})([0-9A-F]{2})$/i; proto.patterns.hex3 = /^#?([0-9A-F]{1})([0-9A-F]{1})([0-9A-F]{1})$/i; proto.patterns.transparent = /^transparent|rgba\(0, 0, 0, 0\)$/; // need rgba for safari /** * Attempts to parse the given string and return a 3-tuple. * @method parseColor * @param {String} s The string to parse. * @return {Array} The 3-tuple of rgb values. */ proto.parseColor = function(s) { if (s.length == 3) { return s; } var c = this.patterns.hex.exec(s); if (c && c.length == 4) { return [ parseInt(c[1], 16), parseInt(c[2], 16), parseInt(c[3], 16) ]; } c = this.patterns.rgb.exec(s); if (c && c.length == 4) { return [ parseInt(c[1], 10), parseInt(c[2], 10), parseInt(c[3], 10) ]; } c = this.patterns.hex3.exec(s); if (c && c.length == 4) { return [ parseInt(c[1] + c[1], 16), parseInt(c[2] + c[2], 16), parseInt(c[3] + c[3], 16) ]; } return null; }; proto.getAttribute = function(attr) { var el = this.getEl(); if ( this.patterns.color.test(attr) ) { var val = YAHOO.util.Dom.getStyle(el, attr); if (this.patterns.transparent.test(val)) { // bgcolor default var parent = el.parentNode; // try and get from an ancestor val = Y.Dom.getStyle(parent, attr); while (parent && this.patterns.transparent.test(val)) { parent = parent.parentNode; val = Y.Dom.getStyle(parent, attr); if (parent.tagName.toUpperCase() == 'HTML') { val = '#fff'; } } } } else { val = superclass.getAttribute.call(this, attr); } return val; }; proto.doMethod = function(attr, start, end) { var val; if ( this.patterns.color.test(attr) ) { val = []; for (var i = 0, len = start.length; i < len; ++i) { val[i] = superclass.doMethod.call(this, attr, start[i], end[i]); } val = 'rgb('+Math.floor(val[0])+','+Math.floor(val[1])+','+Math.floor(val[2])+')'; } else { val = superclass.doMethod.call(this, attr, start, end); } return val; }; proto.setRuntimeAttribute = function(attr) { superclass.setRuntimeAttribute.call(this, attr); if ( this.patterns.color.test(attr) ) { var attributes = this.attributes; var start = this.parseColor(this.runtimeAttributes[attr].start); var end = this.parseColor(this.runtimeAttributes[attr].end); // fix colors if going "by" if ( typeof attributes[attr]['to'] === 'undefined' && typeof attributes[attr]['by'] !== 'undefined' ) { end = this.parseColor(attributes[attr].by); for (var i = 0, len = start.length; i < len; ++i) { end[i] = start[i] + end[i]; } } this.runtimeAttributes[attr].start = start; this.runtimeAttributes[attr].end = end; } };})();/*TERMS OF USE - EASING EQUATIONSOpen source under the BSD License.Copyright 2001 Robert Penner All rights reserved.Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the author nor the names of contributors may be used to endorse or promote products derived from this software without specific prior written permission.THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.*//** * Singleton that determines how an animation proceeds from start to end. * @class Easing * @namespace YAHOO.util*/YAHOO.util.Easing = { /** * Uniform speed between points. * @method easeNone * @param {Number} t Time value used to compute current value * @param {Number} b Starting value * @param {Number} c Delta between start and end values * @param {Number} d Total length of animation * @return {Number} The computed value for the current animation frame */ easeNone: function (t, b, c, d) { return c*t/d + b; }, /** * Begins slowly and accelerates towards end. (quadratic) * @method easeIn * @param {Number} t Time value used to compute current value * @param {Number} b Starting value * @param {Number} c Delta between start and end values * @param {Number} d Total length of animation * @return {Number} The computed value for the current animation frame */ easeIn: function (t, b, c, d) { return c*(t/=d)*t + b; }, /** * Begins quickly and decelerates towards end. (quadratic) * @method easeOut * @param {Number} t Time value used to compute current value * @param {Number} b Starting value * @param {Number} c Delta between start and end values * @param {Number} d Total length of animation * @return {Number} The computed value for the current animation frame */ easeOut: function (t, b, c, d) { return -c *(t/=d)*(t-2) + b; }, /** * Begins slowly and decelerates towards end. (quadratic) * @method easeBoth * @param {Number} t Time value used to compute current value * @param {Number} b Starting value * @param {Number} c Delta between start and end values * @param {Number} d Total length of animation * @return {Number} The computed value for the current animation frame */ easeBoth: function (t, b, c, d) { if ((t/=d/2) < 1) return c/2*t*t + b; return -c/2 * ((--t)*(t-2) - 1) + b; }, /**
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