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📄 animationsequence.js

📁 struts hibernet spring
💻 JS
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/*	Copyright (c) 2004-2006, The Dojo Foundation	All Rights Reserved.	Licensed under the Academic Free License version 2.1 or above OR the	modified BSD license. For more information on Dojo licensing, see:		http://dojotoolkit.org/community/licensing.shtml*/dojo.provide("dojo.animation.AnimationSequence");dojo.require("dojo.animation.AnimationEvent");dojo.require("dojo.animation.Animation");dojo.deprecated("dojo.animation.AnimationSequence is slated for removal in 0.5; use dojo.lfx.* instead.", "0.5");dojo.animation.AnimationSequence = function(/*int?*/ repeatCount){	// summary: Sequence of Animations, played one after the other.	// repeatCount: Number of times to repeat the entire sequence.  Default is 0 (play once only).	// description: Calls the following events: "onBegin", "onEnd", "onNext"	// 				If the animation implements a "handler" function, that will be called before each event is called.	this._anims = [];	this.repeatCount = repeatCount || 0;}dojo.lang.extend(dojo.animation.AnimationSequence, {	repeatCount: 0,	_anims: [],	_currAnim: -1,	onBegin: null,	onEnd: null,	onNext: null,	handler: null,	add: function() {		// summary: Add one or more Animations to the sequence.		// description:  args: Animations (dojo.animation.Animation) to add to the sequence.		for(var i = 0; i < arguments.length; i++) {			this._anims.push(arguments[i]);			arguments[i]._animSequence = this;		}	},	remove: function(/*dojo.animation.Animation*/ anim) {		// summary: Remove one particular animation from the sequence.		//	amim: Animation to remove.		for(var i = 0; i < this._anims.length; i++) {			if( this._anims[i] == anim ) {				this._anims[i]._animSequence = null;				this._anims.splice(i, 1);				break;			}		}	},	removeAll: function() {		// summary: Remove all animations from the sequence.		for(var i = 0; i < this._anims.length; i++) {			this._anims[i]._animSequence = null;		}		this._anims = [];		this._currAnim = -1;	},	clear: function() {		// summary: Remove all animations from the sequence.		this.removeAll();	},	play: function(/*Boolean?*/ gotoStart) {		// summary: Play the animation sequence.		// gotoStart: If true, will start at the beginning of the first sequence.		//				Otherwise, starts at the current play counter of the current animation.		// description: Sends an "onBegin" event to any observers.		if( this._anims.length == 0 ) { return; }		if( gotoStart || !this._anims[this._currAnim] ) {			this._currAnim = 0;		}		if( this._anims[this._currAnim] ) {			if( this._currAnim == 0 ) {				var e = {type: "begin", animation: this._anims[this._currAnim]};				if(typeof this.handler == "function") { this.handler(e); }				if(typeof this.onBegin == "function") { this.onBegin(e); }			}			this._anims[this._currAnim].play(gotoStart);		}	},	pause: function() {		// summary: temporarily stop the current animation.  Resume later with sequence.play()		if( this._anims[this._currAnim] ) {			this._anims[this._currAnim].pause();		}	},	playPause: function() {		// summary: Toggle between play and paused states.		if( this._anims.length == 0 ) { return; }		if( this._currAnim == -1 ) { this._currAnim = 0; }		if( this._anims[this._currAnim] ) {			this._anims[this._currAnim].playPause();		}	},	stop: function() {		// summary: Stop the current animation.		if( this._anims[this._currAnim] ) {			this._anims[this._currAnim].stop();		}	},	status: function() {		// summary: Return the status of the current animation.		// description: Returns one of "playing", "paused" or "stopped".		if( this._anims[this._currAnim] ) {			return this._anims[this._currAnim].status();		} else {			return "stopped";		}	},	_setCurrent: function(/*dojo.animation.Animation*/ anim) {		// summary: Set the current animation.		// anim: Animation to make current, must have already been added to the sequence.		for(var i = 0; i < this._anims.length; i++) {			if( this._anims[i] == anim ) {				this._currAnim = i;				break;			}		}	},	_playNext: function() {		// summary: Play the next animation in the sequence.		// description:  Sends an "onNext" event to any observers.		//				 Also sends "onEnd" if the last animation is finished.		if( this._currAnim == -1 || this._anims.length == 0 ) { return; }		this._currAnim++;		if( this._anims[this._currAnim] ) {			var e = {type: "next", animation: this._anims[this._currAnim]};			if(typeof this.handler == "function") { this.handler(e); }			if(typeof this.onNext == "function") { this.onNext(e); }			this._anims[this._currAnim].play(true);		} else {			var e = {type: "end", animation: this._anims[this._anims.length-1]};			if(typeof this.handler == "function") { this.handler(e); }			if(typeof this.onEnd == "function") { this.onEnd(e); }			if(this.repeatCount > 0) {				this._currAnim = 0;				this.repeatCount--;				this._anims[this._currAnim].play(true);			} else if(this.repeatCount == -1) {				this._currAnim = 0;				this._anims[this._currAnim].play(true);			} else {				this._currAnim = -1;			}		}	}});

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