sproutcore 1.6.0.beta.2-x86-mingw32
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- metadata +2339 -0
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// ==========================================================================
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// Project: SproutCore Animation
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// Copyright: ©2010 TPSi
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// Copyright: ©2010 Alex Iskander
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// Portions © Apple Inc under BSD License:
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// See: http://trac.webkit.org/browser/trunk/WebCore/platform/graphics/UnitBezier.h
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// ==========================================================================
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/*globals */
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/** @namespace
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A simple mixin called Animatable is provided. What does it do?
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It makes CSS transitions for you, and if they aren't available,
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implements them in JavaScript.
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## Animatable things:
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- layout. You can animate any layout property, even centerX and centerY
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- opacity.
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- display, in a way. All animating display does is delay setting display:none
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until <em>after</em> the transition duration has passed. This allows you
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to set display:none after fading out. If mixing with CSS transitions, you will
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need to set the delay a tad longer to accomodate any delays in beginning the
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transition.
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## Example Usage:
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aView: SC.LabelView.design(SC.Animatable, {
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transitions: {
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left: {duration: .25},
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top: .25, // only possible during design; otherwise you must use long form.
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width: {duration: .25, timing: SC.Animatable.TRANSITION_EASE_IN_OUT }
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}
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})
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*/
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SC.Animatable = {
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/** @scope SC.Animatable.prototype */
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/**
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Walks like a duck.
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*/
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isAnimatable: YES,
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transitions: {},
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concatenatedProperties: ["transitions"],
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/**
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The style properties. Works somewhat similarly to layout properties, though
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is a tad bit simpler, as it does not involve parent views at all.
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*/
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style: { },
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// collections of CSS transitions we have available
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_cssTransitionFor: {
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"left": "left", "top": "top",
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"right": "right", "bottom": "bottom",
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"width": "width", "height": "height",
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"opacity": "opacity",
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"transform": (SC.platform.supportsCSSTransforms ? '-'+SC.platform.cssPrefix+'-transform' : "transform")
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},
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// properties that adjust should relay to style
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_styleProperties: [ "display", "transform" ],
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_layoutStyles: SC.String.w('width height top bottom marginLeft marginTop left right zIndex minWidth maxWidth minHeight maxHeight centerX centerY opacity border borderTop borderRight borderBottom borderLeft'),
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// we cache this dictionary so we don't generate a new one each time we make
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// a new animation. It is used so we can start the animations in order—
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// for instance, centerX and centerY need to be animated _after_ width and height.
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_animationsToStart: {},
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// and, said animation order
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_animationOrder: ["top", "left", "bottom", "right", "width", "height", "centerX", "centerY", "opacity", "display", "transform"],
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initMixin: function()
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{
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this._animatable_original_didCreateLayer = this.didCreateLayer || function(){};
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this.didCreateLayer = this._animatable_didCreateLayer;
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this._animatable_original_willDestroyLayer = this.willDestroyLayer || function(){};
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this.willDestroyLayer = this._animatable_willDestroyLayer;
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this._animatable_original_willRemoveFromParent = this.willRemoveFromParent || function(){};
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this.willRemoveFromParent = this._animatable_will_remove_from_parent;
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this._animatable_original_hasAcceleratedLayer = this.hasAcceleratedLayer || function(){};
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this.hasAcceleratedLayer = this._animatable_hasAcceleratedLayer;
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this._animatable_original_animate = this.animate || function(){};
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this.animate = this._animatable_animate;
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// auto observers do not work when mixed in live, so make sure we do a manual observer
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this.addObserver("style", this, "styleDidChange");
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// for debugging
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this._animateTickPixel.displayName = "animate-tick";
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// if transitions was concatenated...
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var i;
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if (SC.isArray(this.transitions))
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{
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var tl = {}; // prepare a new one mixed in
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for (i = 0; i < this.transitions.length; i++)
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{
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SC.mixin(tl, this.transitions[i]);
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}
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this.transitions = tl;
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}
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// go through transitions and make duration-only ones follow normal pattern
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for (i in this.transitions)
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{
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if (typeof this.transitions[i] == "number")
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{
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this.transitions[i] = { duration: this.transitions[i] };
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}
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}
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// live animators
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this._animatableCurrentStyle = null;
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this._animators = {}; // keyAnimated => object describing it.
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this._animatableSetCSS = "";
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this._last_transition_css = ""; // to keep from re-setting unnecessarily
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// Setting this conditionally allows us to disableAnimation in the init method, before initMixin gets called
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if (this._disableAnimation === undefined) this._disableAnimation = 0; // calls to disableAnimation add one; enableAnimation remove one.
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this._transitionCallbacks = {}; // define callback set
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// alert if layer already created
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if (!SC.none(this.get("layer"))) {
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var o = this._animatable_original_didCreateLayer;
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this._animatable_original_didCreateLayer = function(){};
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this.didCreateLayer();
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this._animatable_original_didCreateLayer = o;
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}
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},
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_animatable_didCreateLayer: function(){
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this.resetAnimation();
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SC.Event.add(this.get('layer'), SC.platform.cssPrefix+"TransitionEnd", this, this.transitionEnd);
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SC.Event.add(this.get('layer'), "transitionend", this, this.transitionEnd);
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return this._animatable_original_didCreateLayer();
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},
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_animatable_willDestroyLayer: function(){
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SC.Event.remove(this.get('layer'), SC.platform.cssPrefix+"TransitionEnd", this, this.transitionEnd);
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SC.Event.remove(this.get('layer'), "transitionend", this, this.transitionEnd);
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return this._animatable_original_willDestroyLayer();
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},
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/**
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Stops all animations on the layer when this occurs by calling resetAnimation.
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*/
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_animatable_will_remove_from_parent: function() {
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this.resetAnimation();
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},
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/**
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Disables animation.
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It is like parenthesis. Each "disable" must be matched by an "enable".
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If you call disable twice, you need two enables to start it. Three times, you need
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three enables.
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*/
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disableAnimation: function() {
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if (this._disableAnimation < 1) {
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this.updateStyle();
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this._disableAnimation = 1;
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this.updateStyle();
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} else {
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this._disableAnimation++;
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}
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},
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/**
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Enables animation if it was disabled (or moves towards that direction, at least).
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*/
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enableAnimation: function() {
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if (this._disableAnimation <= 1) {
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this.updateStyle();
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this._disableAnimation = 0;
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this.updateStyle();
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} else {
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this._disableAnimation--;
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}
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},
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/**
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Adds support for some style properties to adjust.
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These added properties are currently:
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- opacity.
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- display.
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This is a complete rewrite of adjust. Its performance can probably be boosted. Do it!
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*/
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adjust: function(dictionary, value)
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{
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if (!SC.none(value)) {
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var key = dictionary;
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dictionary = { };
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dictionary[key] = value;
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}
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else {
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dictionary = SC.clone(dictionary);
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}
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var style = SC.clone(this.get('style')), didChangeStyle = NO, layout = SC.clone(this.get('layout')), didChangeLayout = NO;
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var sprops = this._styleProperties;
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for (var i in dictionary)
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{
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var didChange = NO;
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var current = (sprops.indexOf(i) >= 0) ? style : layout;
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var cval = current[i], nval = dictionary[i];
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if (nval !== undefined && cval !== nval)
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{
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if (nval === null)
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{
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if (cval !== undefined) didChange = YES;
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delete current[i];
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}
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else
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{
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current[i] = nval;
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didChange = YES;
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}
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}
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if (didChange) {
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if (current === style) didChangeStyle = YES; else didChangeLayout = YES;
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}
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}
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if (didChangeStyle) this.set('style', style);
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if (didChangeLayout) this.set('layout', layout);
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// call base with whatever is leftover
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return this;
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},
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/**
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Don't interfere with the built-in animate method.
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*/
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_animatable_animate: function(){
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this.disableAnimation();
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var ret = this._animatable_original_animate.apply(this, arguments);
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this.enableAnimation();
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return ret;
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},
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transitionEnd: function(evt){
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SC.run(function() {
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var propertyName = evt.originalEvent.propertyName,
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callback = this._transitionCallbacks[propertyName];
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// only callback is animation is not disabled; assume if anim was
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// disabled we already invoked the callback..
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if(callback && this._disableAnimation<=0) {
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SC.Animatable.runCallback(callback);
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}
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}, this);
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},
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/**
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Returns the current set of styles and layout according to JavaScript transitions.
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That is, for transitions managed by JavaScript (rather than CSS), the current position
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(even mid-transition) will be returned. For CSS-based transitions, the target position
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will be returned. This function is mostly useful for testing.
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It will return null if there is no such style.
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*/
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getCurrentJavaScriptStyles: function() {
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return this._animatableCurrentStyle;
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},
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/**
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Resets animation, stopping all existing animations.
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*/
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resetAnimation: function() {
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this._animatableCurrentStyle = null;
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this._stopJavaScriptAnimations();
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this.disableAnimation();
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this.updateStyle();
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this.enableAnimation();
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this.updateStyle();
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},
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/**
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Stops all JavaScript animations on the object. In their tracks. Hah hah.
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@private
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*/
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_stopJavaScriptAnimations: function() {
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for (var i in this._animators) {
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if (this._animators[i] && this._animators[i].isQueued) {
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SC.Animatable.removeTimer(this._animators[i]);
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}
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}
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},
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_getStartStyleHash: function(start, target)
|
305
|
+
{
|
306
|
+
// temporarily set layout to "start", in the fastest way possible;
|
307
|
+
// note that start is an entire style structure—get("frame") doesn't care! HAH!
|
308
|
+
var original_layout = this.layout;
|
309
|
+
this.layout = start;
|
310
|
+
|
311
|
+
// get our frame and parent's frame
|
312
|
+
var p = this.computeParentDimensions();
|
313
|
+
var f = this.computeFrameWithParentFrame(p);
|
314
|
+
|
315
|
+
// set back to target
|
316
|
+
this.layout = original_layout;
|
317
|
+
|
318
|
+
// prepare a new style set, empty.
|
319
|
+
var l = {};
|
320
|
+
|
321
|
+
// loop through properties in target
|
322
|
+
for (var i in target)
|
323
|
+
{
|
324
|
+
if (f)
|
325
|
+
{
|
326
|
+
if (i == "left") { l[i] = f.x; continue; }
|
327
|
+
else if (i == "top") { l[i] = f.y; continue; }
|
328
|
+
else if (i == "right") { l[i] = p.width - f.x - f.width; continue; }
|
329
|
+
else if (i == "bottom") { l[i] = p.height - f.y - f.height; continue; }
|
330
|
+
else if (i == "width") { l[i] = f.width; continue; }
|
331
|
+
else if (i == "height") { l[i] = f.height; continue; }
|
332
|
+
else if (i == "centerX") { l[i] = f.x + (f.width / 2) - (p.width / 2); continue; }
|
333
|
+
else if (i == "centerY") { l[i] = f.y + (f.height / 2) - (p.height / 2); continue; }
|
334
|
+
}
|
335
|
+
|
336
|
+
if (SC.none(l[i])) {
|
337
|
+
if (!SC.none(start[i])) l[i] = start[i];
|
338
|
+
else l[i] = target[i];
|
339
|
+
}
|
340
|
+
}
|
341
|
+
return l;
|
342
|
+
},
|
343
|
+
|
344
|
+
_TMP_CSS_TRANSITIONS: [],
|
345
|
+
|
346
|
+
/**
|
347
|
+
@private
|
348
|
+
Returns a string with CSS for the timing portion of a transition.
|
349
|
+
*/
|
350
|
+
cssTimingStringFor: function(transition) {
|
351
|
+
var timing_function = "linear";
|
352
|
+
if (transition.timing || SC.Animatable.defaultTimingFunction) {
|
353
|
+
var timing = transition.timing || SC.Animatable.defaultTimingFunction;
|
354
|
+
if (SC.typeOf(timing) != SC.T_STRING) {
|
355
|
+
timing_function = "cubic-bezier(" + timing[0] + ", " + timing[1] + ", " + timing[2] + ", " + timing[3] + ")";
|
356
|
+
} else {
|
357
|
+
timing_function = timing;
|
358
|
+
}
|
359
|
+
}
|
360
|
+
return timing_function;
|
361
|
+
},
|
362
|
+
|
363
|
+
/**
|
364
|
+
@private
|
365
|
+
Triggers updateStyle at end of run loop.
|
366
|
+
*/
|
367
|
+
styleDidChange: function() {
|
368
|
+
this.invokeLast("updateStyle");
|
369
|
+
}, // observer set up manually in initMixin to allow live mixins
|
370
|
+
|
371
|
+
|
372
|
+
/**
|
373
|
+
Since transforms can only be animated singly, we don't accelerate the layer unless
|
374
|
+
top and left transitions have the same duration.
|
375
|
+
Not cacheable since transitions may be updated without using a setter.
|
376
|
+
*/
|
377
|
+
_animatable_hasAcceleratedLayer: function(){
|
378
|
+
var leftDuration = this.transitions['left'] && this.transitions['left'].duration,
|
379
|
+
topDuration = this.transitions['top'] && this.transitions['top'].duration;
|
380
|
+
|
381
|
+
if (leftDuration !== topDuration) {
|
382
|
+
return NO;
|
383
|
+
} else if ((topDuration || leftDuration) && !SC.platform.supportsCSSTransitions) {
|
384
|
+
return NO;
|
385
|
+
} else {
|
386
|
+
return this._animatable_original_hasAcceleratedLayer();
|
387
|
+
}
|
388
|
+
}.property('wantsAcceleratedLayer', 'transitions'),
|
389
|
+
|
390
|
+
/**
|
391
|
+
Immediately applies styles to elements, and starts any needed transitions.
|
392
|
+
|
393
|
+
Called automatically when style changes, but if you need styles to be adjusted
|
394
|
+
immediately (for instance, if you have temporarily disabled animation to set a
|
395
|
+
start state), you may want to call manually too.
|
396
|
+
*/
|
397
|
+
updateStyle: function()
|
398
|
+
{
|
399
|
+
// get the layer. We need it for a great many things.
|
400
|
+
var layer = this.get("layer");
|
401
|
+
|
402
|
+
// cont. with other stuff
|
403
|
+
var newStyle = this.get("style");
|
404
|
+
|
405
|
+
/* SPECIAL CASES (done now because they need to happen whether or not animation will take place) */
|
406
|
+
////**SPECIAL TRANSFORM CASE**////
|
407
|
+
var specialTransform = NO, specialTransformValue = "";
|
408
|
+
if (this.get('hasAcceleratedLayer')) {
|
409
|
+
|
410
|
+
var nT = newStyle['top'],
|
411
|
+
nB = newStyle['bottom'],
|
412
|
+
nH = newStyle['height'],
|
413
|
+
nL = newStyle['left'],
|
414
|
+
nR = newStyle['right'],
|
415
|
+
nW = newStyle['width'];
|
416
|
+
|
417
|
+
// NOTE: This needs to match exactly the conditions in layoutStyles
|
418
|
+
if (
|
419
|
+
(SC.empty(nT) || (!SC.isPercentage(nT) && !SC.empty(nH))) &&
|
420
|
+
(SC.empty(nL) || (!SC.isPercentage(nL) && !SC.empty(nW))) &&
|
421
|
+
(this.transitions && (this.transitions['top'] || this.transitions['left']))
|
422
|
+
) {
|
423
|
+
specialTransform = YES;
|
424
|
+
this._useSpecialCaseTransform = YES;
|
425
|
+
} else {
|
426
|
+
this._useSpecialCaseTransform = NO;
|
427
|
+
}
|
428
|
+
}
|
429
|
+
////**/SPECIAL TRANSFORM CASE**////
|
430
|
+
|
431
|
+
// make sure there _is_ a previous style to animate from. Otherwise,
|
432
|
+
// we don't animate—and this is sometimes used to temporarily disable animation.
|
433
|
+
var i;
|
434
|
+
if (!this._animatableCurrentStyle || this._disableAnimation > 0 || !layer)
|
435
|
+
{
|
436
|
+
// clone it to be a nice starting point next time.
|
437
|
+
this._animatableSetCSS = "";
|
438
|
+
this._animatableCurrentStyle = {};
|
439
|
+
for (i in newStyle)
|
440
|
+
{
|
441
|
+
if (i[0] != "_") this._animatableCurrentStyle[i] = newStyle[i];
|
442
|
+
}
|
443
|
+
|
444
|
+
if (layer) this._animatableApplyStyles(layer, newStyle);
|
445
|
+
return this;
|
446
|
+
}
|
447
|
+
|
448
|
+
// no use doing anything else if no layer.
|
449
|
+
if (!layer) return;
|
450
|
+
|
451
|
+
// get a normalized starting point based off of our style
|
452
|
+
var startingPoint = this._getStartStyleHash(this._animatableCurrentStyle, newStyle);
|
453
|
+
var endingPoint = {};
|
454
|
+
|
455
|
+
// prepare stuff for timing function calc
|
456
|
+
var timing;
|
457
|
+
|
458
|
+
// also prepare an array of CSS transitions to set up. Do this always so we get (and keep) all transitions.
|
459
|
+
var cssTransitions = this._TMP_CSS_TRANSITIONS;
|
460
|
+
if (SC.platform.supportsCSSTransitions) {
|
461
|
+
// first, handle special cases
|
462
|
+
var timing_function;
|
463
|
+
|
464
|
+
////**SPECIAL TRANSFORM CASE**////
|
465
|
+
// this is a VERY special case. If right or bottom are supplied, can't do it. If left+top need
|
466
|
+
// animation at different speeds: can't do it.
|
467
|
+
if (specialTransform) {
|
468
|
+
var transitionForTiming = this.transitions['left'] || this.transitions['top'];
|
469
|
+
timing_function = this.cssTimingStringFor(transitionForTiming);
|
470
|
+
cssTransitions.push("-"+SC.platform.cssPrefix+"-transform " + transitionForTiming.duration + "s " + timing_function);
|
471
|
+
}
|
472
|
+
////**END SPECIAL TRANSFORM CASE**////
|
473
|
+
|
474
|
+
// loop
|
475
|
+
for (i in this.transitions) {
|
476
|
+
if (!this._cssTransitionFor[i]) continue;
|
477
|
+
|
478
|
+
////**SPECIAL TRANSFORM CASE**////
|
479
|
+
if (specialTransform && (i == "left" || i == "top")) {
|
480
|
+
if (this.transitions["left"].action){
|
481
|
+
this._transitionCallbacks["-"+SC.platform.cssPrefix+"-transform"] = {
|
482
|
+
source: this,
|
483
|
+
target: (this.transitions["left"].target || this),
|
484
|
+
action: this.transitions["left"].action
|
485
|
+
};
|
486
|
+
}
|
487
|
+
|
488
|
+
if (this.transitions["top"].action){
|
489
|
+
this._transitionCallbacks["-"+SC.platform.cssPrefix+"-transform"] = {
|
490
|
+
source: this,
|
491
|
+
target: (this.transitions["top"].target || this),
|
492
|
+
action: this.transitions["top"].action
|
493
|
+
};
|
494
|
+
}
|
495
|
+
continue;
|
496
|
+
}
|
497
|
+
////**END SPECIAL TRANSFORM CASE**////
|
498
|
+
|
499
|
+
// get timing function
|
500
|
+
timing_function = this.cssTimingStringFor(this.transitions[i]);
|
501
|
+
|
502
|
+
// sanitize name
|
503
|
+
cssTransitions.push(this._cssTransitionFor[i] + " " + this.transitions[i].duration + "s " + timing_function);
|
504
|
+
}
|
505
|
+
}
|
506
|
+
|
507
|
+
for (i in newStyle)
|
508
|
+
{
|
509
|
+
if (i[0] == "_") continue; // guid (or something else we can't deal with anyway)
|
510
|
+
|
511
|
+
|
512
|
+
// if it needs to be set right away since it is not animatable, _getStartStyleHash
|
513
|
+
// will have done that. But if we aren't supposed to animate it, we need to know, now.
|
514
|
+
var shouldSetImmediately = !this.transitions[i] || newStyle[i] == startingPoint[i];
|
515
|
+
if (i == "display" && newStyle[i] != "none") shouldSetImmediately = true;
|
516
|
+
|
517
|
+
if (shouldSetImmediately)
|
518
|
+
{
|
519
|
+
// set
|
520
|
+
startingPoint[i] = newStyle[i];
|
521
|
+
|
522
|
+
// you can't easily stop the animator. So just set its endpoint and make it end soon.
|
523
|
+
var animator = this._animators[i];
|
524
|
+
if (animator)
|
525
|
+
{
|
526
|
+
animator.endValue = newStyle[i];
|
527
|
+
animator.end = 0;
|
528
|
+
}
|
529
|
+
continue;
|
530
|
+
}
|
531
|
+
|
532
|
+
// If there is an available CSS transition, use that.
|
533
|
+
if (SC.platform.supportsCSSTransitions && this._cssTransitionFor[i])
|
534
|
+
{
|
535
|
+
// the transition is already set up.
|
536
|
+
// we can just set it as part of the starting point
|
537
|
+
endingPoint[i] = newStyle[i];
|
538
|
+
|
539
|
+
if (this.transitions[i].action){
|
540
|
+
this._transitionCallbacks[this._cssTransitionFor[i]] = {
|
541
|
+
source: this,
|
542
|
+
target: (this.transitions[i].target || this),
|
543
|
+
action: this.transitions[i].action
|
544
|
+
};
|
545
|
+
}
|
546
|
+
|
547
|
+
continue;
|
548
|
+
}
|
549
|
+
|
550
|
+
// well well well... looks like we need to animate. Prepare an animation structure.
|
551
|
+
// (WHY ARE WE ALWAYS PREPARING?)
|
552
|
+
var applier = this._animateTickPixel,
|
553
|
+
property = i,
|
554
|
+
startValue = startingPoint[i],
|
555
|
+
endValue = newStyle[i];
|
556
|
+
|
557
|
+
// special property stuff
|
558
|
+
if (property == "centerX" || property == "centerY")
|
559
|
+
{
|
560
|
+
// uh... need a special applier; it needs to update currentlayout differently than actual
|
561
|
+
// layout, since one gets "layout," and the other gets styles.
|
562
|
+
applier = this._animateTickCenter;
|
563
|
+
}
|
564
|
+
else if (property == "opacity")
|
565
|
+
{
|
566
|
+
applier = this._animateTickNumber;
|
567
|
+
}
|
568
|
+
else if (property == "display")
|
569
|
+
{
|
570
|
+
applier = this._animateTickDisplay;
|
571
|
+
}
|
572
|
+
|
573
|
+
// cache animator objects, not for memory, but so we can modify them.
|
574
|
+
if (!this._animators[i]) this._animators[i] = {};
|
575
|
+
|
576
|
+
// used to mixin a struct. But I think that would create a new struct.
|
577
|
+
// also, why waste cycles on a SC.mixin()? So I go the direct approach.
|
578
|
+
var a = this._animators[i];
|
579
|
+
|
580
|
+
// set settings...
|
581
|
+
// start: Date.now(), // you could put this here. But it is better to wait. The animation is smoother
|
582
|
+
// if its beginning time is whenever the first frame fires.
|
583
|
+
// otherwise, if there is a big delay before the first frame (perhaps we are animating other elements)
|
584
|
+
// the items will "jump" unattractively
|
585
|
+
a.start = null;
|
586
|
+
a.duration = Math.floor(this.transitions[i].duration * 1000);
|
587
|
+
a.startValue = startValue;
|
588
|
+
a.endValue = endValue;
|
589
|
+
a.layer = layer;
|
590
|
+
a.property = property;
|
591
|
+
a.action = applier;
|
592
|
+
a.style = layer.style;
|
593
|
+
a.holder = this;
|
594
|
+
|
595
|
+
if (this.transitions[i].action){
|
596
|
+
a.callback = {
|
597
|
+
source: this,
|
598
|
+
target: (this.transitions[i].target || this),
|
599
|
+
action: this.transitions[i].action
|
600
|
+
};
|
601
|
+
}
|
602
|
+
|
603
|
+
timing = this.transitions[i].timing || SC.Animatable.defaultTimingFunction;
|
604
|
+
if (timing && SC.typeOf(timing) != SC.T_STRING) a.timingFunction = timing;
|
605
|
+
|
606
|
+
// add timer
|
607
|
+
if (!a.going) this._animationsToStart[i] = a;
|
608
|
+
}
|
609
|
+
|
610
|
+
// start animations, in order
|
611
|
+
var ao = this._animationOrder, l = this._animationOrder.length;
|
612
|
+
for (i = 0; i < l; i++)
|
613
|
+
{
|
614
|
+
var nextAnimation = ao[i];
|
615
|
+
if (this._animationsToStart[nextAnimation])
|
616
|
+
{
|
617
|
+
SC.Animatable.addTimer(this._animationsToStart[nextAnimation]);
|
618
|
+
delete this._animationsToStart[nextAnimation];
|
619
|
+
}
|
620
|
+
}
|
621
|
+
|
622
|
+
// and update layout to the normalized start.
|
623
|
+
var css = cssTransitions.join(",");
|
624
|
+
cssTransitions.length = "";
|
625
|
+
this._animatableSetCSS = css;
|
626
|
+
|
627
|
+
// apply starting styles directly to layer
|
628
|
+
this._animatableApplyStyles(layer, startingPoint, endingPoint);
|
629
|
+
|
630
|
+
// all our timers are scheduled, we should be good to go. YAY.
|
631
|
+
return this;
|
632
|
+
|
633
|
+
},
|
634
|
+
|
635
|
+
/**
|
636
|
+
@private
|
637
|
+
Adjusts display and queues a change for the other properties.
|
638
|
+
|
639
|
+
layer: the layer to modify
|
640
|
+
styles: the styles to set
|
641
|
+
delayed: styles to set after a brief delay (if any)
|
642
|
+
*/
|
643
|
+
_animatableApplyStyles: function(layer, styles, delayed)
|
644
|
+
{
|
645
|
+
if (!layer) return;
|
646
|
+
|
647
|
+
// handle a specific style first: display. There is a special case because it disrupts transitions.
|
648
|
+
var needsRender = NO;
|
649
|
+
if (styles["display"] && layer.style["display"] !== styles["display"]) {
|
650
|
+
layer.style["display"] = styles["display"];
|
651
|
+
needsRender = YES;
|
652
|
+
}
|
653
|
+
|
654
|
+
// set CSS transitions very first thing
|
655
|
+
if (this._animatableSetCSS != this._last_transition_css) {
|
656
|
+
layer.style[SC.platform.domCSSPrefix+"Transition"] = this._animatableSetCSS;
|
657
|
+
this._last_transition_css = this._animatableSetCSS;
|
658
|
+
needsRender = YES;
|
659
|
+
}
|
660
|
+
|
661
|
+
if (!this._animators["display-styles"]) this._animators["display-styles"] = {};
|
662
|
+
|
663
|
+
// get timer
|
664
|
+
var timer = this._animators["display-styles"];
|
665
|
+
|
666
|
+
// set settings
|
667
|
+
timer.holder = this;
|
668
|
+
timer.action = this._animatableApplyNonDisplayStylesFromTimer;
|
669
|
+
timer.inLoopAction = this._animatableApplyNonDisplayStyles;
|
670
|
+
timer.layer = layer;
|
671
|
+
timer.styles = styles;
|
672
|
+
timer.delayed = delayed;
|
673
|
+
this._animatableCurrentStyle = styles;
|
674
|
+
|
675
|
+
// schedule.
|
676
|
+
if (this._disableAnimation > 0 || !needsRender) {
|
677
|
+
timer.inLoopAction();
|
678
|
+
} else {
|
679
|
+
// after setting transition or display, we must wait a moment;
|
680
|
+
// otherwise, no animation will happen.
|
681
|
+
SC.Animatable.addTimer(timer);
|
682
|
+
}
|
683
|
+
},
|
684
|
+
|
685
|
+
_animatableApplyNonDisplayStylesFromTimer: function() {
|
686
|
+
SC.run(function() {
|
687
|
+
this.inLoopAction();
|
688
|
+
}, this);
|
689
|
+
},
|
690
|
+
|
691
|
+
_animatableApplyNonDisplayStyles: function(){
|
692
|
+
var layer = this.layer, styles = this.holder._animatableCurrentStyle; // this == timer
|
693
|
+
var styleHelpers = {
|
694
|
+
// more to be added here...
|
695
|
+
};
|
696
|
+
|
697
|
+
var newLayout = {}, updateLayout = NO, style = layer.style;
|
698
|
+
|
699
|
+
// we extract the layout portion so SproutCore can do its own thing...
|
700
|
+
var transform = "";
|
701
|
+
for (var i in styles)
|
702
|
+
{
|
703
|
+
if (i == "display") continue;
|
704
|
+
if (this.holder._layoutStyles.indexOf(i) >= 0)
|
705
|
+
{
|
706
|
+
// otherwise, normal layout
|
707
|
+
newLayout[i] = styles[i];
|
708
|
+
updateLayout = YES;
|
709
|
+
continue;
|
710
|
+
}
|
711
|
+
else if (i == "transform") transform += " " + styles[i];
|
712
|
+
else if (styleHelpers[i]) styleHelpers[i](style, i, styles);
|
713
|
+
else style[i] = styles[i];
|
714
|
+
}
|
715
|
+
|
716
|
+
// apply transform
|
717
|
+
if (!SC.empty(transform)) style[SC.platform.cssPrefix+"Transform"] = transform;
|
718
|
+
|
719
|
+
// don't want to set because we don't want updateLayout... again.
|
720
|
+
if (updateLayout) {
|
721
|
+
var prev = this.holder.layout;
|
722
|
+
this.holder.layout = newLayout;
|
723
|
+
|
724
|
+
// set layout
|
725
|
+
this.holder.notifyPropertyChange("layoutStyle");
|
726
|
+
|
727
|
+
// apply the styles (but we have to mix it in, because we still have transitions, etc. that we set)
|
728
|
+
var ls = this.holder.get("layoutStyle");
|
729
|
+
for (var key in ls) {
|
730
|
+
if (SC.none(ls[key])) style[key] = ""; // because IE is stupid and can't handle delete or null
|
731
|
+
else if (style[key] != ls[key]) style[key] = ls[key];
|
732
|
+
}
|
733
|
+
|
734
|
+
// go back to previous
|
735
|
+
this.holder.layout = prev;
|
736
|
+
}
|
737
|
+
|
738
|
+
// queue up any delayed styles
|
739
|
+
if (this.delayed) {
|
740
|
+
// set settings
|
741
|
+
SC.mixin(this.holder._animatableCurrentStyle, this.delayed);
|
742
|
+
this.styles = this.delayed;
|
743
|
+
this.delayed = undefined;
|
744
|
+
|
745
|
+
// schedule.
|
746
|
+
if (this._disableAnimation > 0) {
|
747
|
+
this.inLoopAction();
|
748
|
+
} else {
|
749
|
+
// after setting transition or display, we must wait a moment;
|
750
|
+
// otherwise, no animation will happen.
|
751
|
+
SC.Animatable.addTimer(this);
|
752
|
+
}
|
753
|
+
}
|
754
|
+
},
|
755
|
+
|
756
|
+
/**
|
757
|
+
Overriden to support animation.
|
758
|
+
|
759
|
+
Works by copying the styles to the object's "style" property.
|
760
|
+
*/
|
761
|
+
updateLayout: function(context, firstTime)
|
762
|
+
{
|
763
|
+
var style = SC.clone(this.get("style"));
|
764
|
+
var newLayout = this.get("layout");
|
765
|
+
var i = 0, ls = this._layoutStyles, lsl = ls.length, didChange = NO;
|
766
|
+
for (i = 0; i < lsl; i++)
|
767
|
+
{
|
768
|
+
var key = ls[i];
|
769
|
+
if (style[key] !== newLayout[key])
|
770
|
+
{
|
771
|
+
if (SC.none(newLayout[key])) style[key] = undefined; // because IE is stupid and can't handle delete or debug.
|
772
|
+
else style[key] = newLayout[key];
|
773
|
+
didChange = YES;
|
774
|
+
}
|
775
|
+
}
|
776
|
+
|
777
|
+
if (didChange) {
|
778
|
+
this.style = style;
|
779
|
+
this.updateStyle(); // updateLayout is already called late, so why delay longer?
|
780
|
+
}
|
781
|
+
|
782
|
+
return this;
|
783
|
+
},
|
784
|
+
|
785
|
+
/**
|
786
|
+
@private
|
787
|
+
Solves cubic bezier curves. Basically, returns the Y for the supplied X.
|
788
|
+
|
789
|
+
I have only a vague idea of how this works. But I do have a vague idea. It is originally
|
790
|
+
from WebKit's source code:
|
791
|
+
http://trac.webkit.org/browser/trunk/WebCore/platform/graphics/UnitBezier.h?rev=31808
|
792
|
+
*/
|
793
|
+
_solveBezierForT: function(ax, ay, bx, by, cx, cy, x, duration) {
|
794
|
+
// determines accuracy. Which means animation is slower for longer duration animations.
|
795
|
+
// that seems ironic, for some reason, but I don't know why.
|
796
|
+
|
797
|
+
// SOME OPTIMIZATIONS COULD BE DONE, LIKE MOVING THIS INTO ITS OWN BIT AT BEGINNING OF ANIMATION.
|
798
|
+
var epsilon = 1.0 / (200.0 * duration);
|
799
|
+
|
800
|
+
// a method I have NO idea about... Newton's method
|
801
|
+
var t0, t1, t2, x2, d2, i;
|
802
|
+
for (t2 = x, i = 0; i < 8; i++) {
|
803
|
+
x2 = ((ax * t2 + bx) * t2 + cx) * t2 - x; // sample curve x for t2, - x
|
804
|
+
if (Math.abs(x2) < epsilon) return t2; // obviously, this is determining the accuracy
|
805
|
+
d2 = (3.0 * ax * t2 + 2.0 * bx) * t2 + cx;
|
806
|
+
if (Math.abs(d2) < Math.pow(10, -6)) break;
|
807
|
+
t2 = t2 - x2 / d2;
|
808
|
+
}
|
809
|
+
|
810
|
+
// fall back to bisection
|
811
|
+
t0 = 0.0;
|
812
|
+
t1 = 1.0;
|
813
|
+
t2 = x;
|
814
|
+
if (t2 < t0) return t0;
|
815
|
+
if (t2 > t1) return t1;
|
816
|
+
while (t0 < t1) {
|
817
|
+
x2 = ((ax * t2 + bx) * t2 + cx) * t2;
|
818
|
+
if (Math.abs(x2 - x) < epsilon) return t2;
|
819
|
+
|
820
|
+
if (x > x2) t0 = t2;
|
821
|
+
else t1 = t2;
|
822
|
+
|
823
|
+
t2 = (t1 - t0) * 0.5 + t0;
|
824
|
+
}
|
825
|
+
|
826
|
+
return t2; // on failure
|
827
|
+
},
|
828
|
+
|
829
|
+
_solveBezier: function(p1x, p1y, p2x, p2y, x, duration) {
|
830
|
+
// calculate coefficients
|
831
|
+
var cx = 3.0 * p1x;
|
832
|
+
var bx = 3.0 * (p2x - p1x) - cx;
|
833
|
+
var ax = 1.0 - cx - bx;
|
834
|
+
|
835
|
+
var cy = 3.0 * p1y;
|
836
|
+
var by = 3.0 * (p2y - p1y) - cy;
|
837
|
+
var ay = 1.0 - cy - by;
|
838
|
+
|
839
|
+
var t = this._solveBezierForT(ax, ay, bx, by, cx, cy, x, duration);
|
840
|
+
|
841
|
+
// now calculate Y
|
842
|
+
return ((ay * t + by) * t + cy) * t;
|
843
|
+
},
|
844
|
+
|
845
|
+
/**
|
846
|
+
@private
|
847
|
+
Manages a single step in a single animation.
|
848
|
+
NOTE: this=>an animator hash
|
849
|
+
*/
|
850
|
+
_animateTickPixel: function(t)
|
851
|
+
{
|
852
|
+
// prepare timing stuff
|
853
|
+
// first, setup this.start if needed (it is lazy, after all)
|
854
|
+
if (SC.none(this.start))
|
855
|
+
{
|
856
|
+
this.start = t;
|
857
|
+
this.end = this.start + this.duration;
|
858
|
+
}
|
859
|
+
|
860
|
+
// the differences
|
861
|
+
var s = this.start, e = this.end;
|
862
|
+
var sv = this.startValue, ev = this.endValue;
|
863
|
+
var d = e - s;
|
864
|
+
var dv = ev - sv;
|
865
|
+
|
866
|
+
// get current percent of animation completed
|
867
|
+
var c = t - s;
|
868
|
+
var percent = Math.min(c / d, 1);
|
869
|
+
|
870
|
+
// call interpolator (if any)
|
871
|
+
if (this.timingFunction) {
|
872
|
+
// this may be slow, but...
|
873
|
+
var timing = this.timingFunction;
|
874
|
+
percent = this.holder._solveBezier(timing[0], timing[1], timing[2], timing[3], percent, d);
|
875
|
+
}
|
876
|
+
|
877
|
+
// calculate new position
|
878
|
+
var value = Math.floor(sv + (dv * percent));
|
879
|
+
this.holder._animatableCurrentStyle[this.property] = value;
|
880
|
+
|
881
|
+
// note: the following tested faster than directly setting this.layer.style.cssText
|
882
|
+
this.style[this.property] = value + "px";
|
883
|
+
|
884
|
+
if (t < e) SC.Animatable.addTimer(this);
|
885
|
+
else {
|
886
|
+
this.going = false;
|
887
|
+
if(this.callback) SC.Animatable.runCallback(this.callback);
|
888
|
+
this.styles = null;
|
889
|
+
this.layer = null;
|
890
|
+
}
|
891
|
+
},
|
892
|
+
|
893
|
+
_animateTickDisplay: function(t)
|
894
|
+
{
|
895
|
+
// prepare timing stuff
|
896
|
+
// first, setup this.start if needed (it is lazy, after all)
|
897
|
+
if (SC.none(this.start))
|
898
|
+
{
|
899
|
+
this.start = t;
|
900
|
+
this.end = this.start + this.duration;
|
901
|
+
}
|
902
|
+
|
903
|
+
// check if we should keep going (we only set display none, and only at end)
|
904
|
+
var e = this.end;
|
905
|
+
if (t < e)
|
906
|
+
{
|
907
|
+
SC.Animatable.addTimer(this);
|
908
|
+
return;
|
909
|
+
}
|
910
|
+
|
911
|
+
this.holder._animatableCurrentStyle[this.property] = this.endValue;
|
912
|
+
this.style[this.property] = this.endValue;
|
913
|
+
|
914
|
+
this.going = false;
|
915
|
+
if(this.callback) SC.Animatable.runCallback(this.callback);
|
916
|
+
this.styles = null;
|
917
|
+
this.layer = null;
|
918
|
+
},
|
919
|
+
|
920
|
+
/**
|
921
|
+
@private
|
922
|
+
Manages a single step in a single animation.
|
923
|
+
NOTE: this=>an animator hash
|
924
|
+
*/
|
925
|
+
_animateTickNumber: function(t)
|
926
|
+
{
|
927
|
+
// prepare timing stuff
|
928
|
+
// first, setup this.start if needed (it is lazy, after all)
|
929
|
+
if (SC.none(this.start))
|
930
|
+
{
|
931
|
+
this.start = t;
|
932
|
+
this.end = this.start + this.duration;
|
933
|
+
}
|
934
|
+
|
935
|
+
// the differences
|
936
|
+
var s = this.start, e = this.end;
|
937
|
+
var sv = this.startValue, ev = this.endValue;
|
938
|
+
var d = e - s;
|
939
|
+
var dv = ev - sv;
|
940
|
+
|
941
|
+
// get current percent of animation completed
|
942
|
+
var c = t - s;
|
943
|
+
var percent = Math.min(c / d, 1);
|
944
|
+
|
945
|
+
// call interpolator (if any)
|
946
|
+
if (this.timingFunction) {
|
947
|
+
// this may be slow, but...
|
948
|
+
var timing = this.timingFunction;
|
949
|
+
percent = this.holder._solveBezier(timing[0], timing[1], timing[2], timing[3], percent, d);
|
950
|
+
}
|
951
|
+
|
952
|
+
// calculate new position
|
953
|
+
var value = Math.round((sv + (dv * percent)) * 100) / 100;
|
954
|
+
this.holder._animatableCurrentStyle[this.property] = value;
|
955
|
+
|
956
|
+
// note: the following tested faster than directly setting this.layer.style.cssText
|
957
|
+
this.style[this.property] = value;
|
958
|
+
if (this.property == "opacity")
|
959
|
+
{
|
960
|
+
this.style["zoom"] = 1;
|
961
|
+
}
|
962
|
+
|
963
|
+
if (t < e) SC.Animatable.addTimer(this);
|
964
|
+
else {
|
965
|
+
this.going = false;
|
966
|
+
if(this.callback) SC.Animatable.runCallback(this.callback);
|
967
|
+
this.styles = null;
|
968
|
+
this.layer = null;
|
969
|
+
}
|
970
|
+
},
|
971
|
+
|
972
|
+
// NOTE: I tested this with two separate functions (one for each X and Y)
|
973
|
+
// no definite performance difference on Safari, at least.
|
974
|
+
_animateTickCenter: function(t)
|
975
|
+
{
|
976
|
+
// prepare timing stuff
|
977
|
+
// first, setup this.start if needed (it is lazy, after all)
|
978
|
+
if (SC.none(this.start))
|
979
|
+
{
|
980
|
+
this.start = t;
|
981
|
+
this.end = this.start + this.duration;
|
982
|
+
}
|
983
|
+
|
984
|
+
// the differences
|
985
|
+
var s = this.start, e = this.end;
|
986
|
+
var sv = this.startValue, ev = this.endValue;
|
987
|
+
var d = e - s;
|
988
|
+
var dv = ev - sv;
|
989
|
+
|
990
|
+
// get current percent of animation completed
|
991
|
+
var c = t - s;
|
992
|
+
var percent = Math.min(c / d, 1);
|
993
|
+
|
994
|
+
// call interpolator (if any)
|
995
|
+
if (this.timingFunction) {
|
996
|
+
// this may be slow, but...
|
997
|
+
var timing = this.timingFunction;
|
998
|
+
percent = this.holder._solveBezier(timing[0], timing[1], timing[2], timing[3], percent, d);
|
999
|
+
}
|
1000
|
+
|
1001
|
+
// calculate new position
|
1002
|
+
var value = sv + (dv * percent);
|
1003
|
+
this.holder._animatableCurrentStyle[this.property] = value;
|
1004
|
+
|
1005
|
+
// calculate style, which needs to subtract half of width/height
|
1006
|
+
var widthOrHeight, style;
|
1007
|
+
if (this.property == "centerX")
|
1008
|
+
{
|
1009
|
+
widthOrHeight = "width"; style = "marginLeft";
|
1010
|
+
}
|
1011
|
+
else
|
1012
|
+
{
|
1013
|
+
widthOrHeight = "height"; style = "marginTop";
|
1014
|
+
}
|
1015
|
+
|
1016
|
+
this.style[style] = Math.round(value - (this.holder._animatableCurrentStyle[widthOrHeight] / 2)) + "px";
|
1017
|
+
|
1018
|
+
if (t < e) SC.Animatable.addTimer(this);
|
1019
|
+
else {
|
1020
|
+
this.going = false;
|
1021
|
+
if(this.callback) SC.Animatable.runCallback(this.callback);
|
1022
|
+
this.styles = null;
|
1023
|
+
this.layer = null;
|
1024
|
+
}
|
1025
|
+
}
|
1026
|
+
};
|
1027
|
+
|
1028
|
+
/*
|
1029
|
+
Add Singleton Portion
|
1030
|
+
*/
|
1031
|
+
SC.mixin(SC.Animatable, {
|
1032
|
+
/** @scope SC.Animatable */
|
1033
|
+
NAMESPACE: 'SC.Animatable',
|
1034
|
+
VERSION: '0.1.0',
|
1035
|
+
|
1036
|
+
/** Linear transition **/
|
1037
|
+
TRANSITION_NONE: "linear",
|
1038
|
+
|
1039
|
+
/** 'ease' transition if using CSS transitions; otherwise linear. **/
|
1040
|
+
TRANSITION_CSS_EASE: "ease",
|
1041
|
+
|
1042
|
+
/** 'ease-in' transition if using CSS transitions; otherwise linear. **/
|
1043
|
+
TRANSITION_CSS_EASE_IN: "ease-in",
|
1044
|
+
|
1045
|
+
/** 'ease-out' transition if using CSS transitions; otherwise linear. **/
|
1046
|
+
TRANSITION_CSS_EASE_OUT: "ease-out",
|
1047
|
+
|
1048
|
+
/** 'ease-in-out' transition if using CSS transitions; otherwise linear. **/
|
1049
|
+
TRANSITION_CSS_EASE_IN_OUT: "ease-in-out",
|
1050
|
+
|
1051
|
+
/** 'ease' transition. **/
|
1052
|
+
TRANSITION_EASE: [0.25, 0.1, 0.25, 1.0],
|
1053
|
+
|
1054
|
+
TRANSITION_LINEAR: [0.0, 0.0, 1.0, 1.0],
|
1055
|
+
|
1056
|
+
/** 'ease-in' transition. **/
|
1057
|
+
TRANSITION_EASE_IN: [0.42, 0.0, 1.0, 1.0],
|
1058
|
+
|
1059
|
+
/** 'ease-out' transition. **/
|
1060
|
+
TRANSITION_EASE_OUT: [0, 0, 0.58, 1.0],
|
1061
|
+
|
1062
|
+
/** 'ease-in-out' transition if using CSS transitions; otherwise linear. **/
|
1063
|
+
TRANSITION_EASE_IN_OUT: [0.42, 0, 0.58, 1.0],
|
1064
|
+
|
1065
|
+
/**
|
1066
|
+
The timing function which all SC.Animatables should default to.
|
1067
|
+
*/
|
1068
|
+
defaultTimingFunction: null, // you can change to TRANSITION_EASE, etc., but that may impact performance.
|
1069
|
+
|
1070
|
+
// For performance, use a custom linked-list timer
|
1071
|
+
baseTimer: {
|
1072
|
+
next: null
|
1073
|
+
},
|
1074
|
+
|
1075
|
+
// keep track of whether the timer is running
|
1076
|
+
going: false,
|
1077
|
+
|
1078
|
+
// ticks and tocs
|
1079
|
+
_ticks: 0,
|
1080
|
+
_timer_start_time: null,
|
1081
|
+
|
1082
|
+
// the global tiemr interval
|
1083
|
+
interval: 10,
|
1084
|
+
|
1085
|
+
// the current time (a placeholder, really)
|
1086
|
+
currentTime: new Date().getTime(),
|
1087
|
+
|
1088
|
+
/**
|
1089
|
+
A hash of stats for any currently running animations. Currently has property
|
1090
|
+
lastFPS, which is the FPS for the last JavaScript-based animation.
|
1091
|
+
*/
|
1092
|
+
stats: SC.Object.create({
|
1093
|
+
lastFPS: 0
|
1094
|
+
}),
|
1095
|
+
|
1096
|
+
/**
|
1097
|
+
Adds a timer.
|
1098
|
+
@private
|
1099
|
+
*/
|
1100
|
+
addTimer: function(animator) {
|
1101
|
+
if (animator.isQueued) return;
|
1102
|
+
animator.prev = SC.Animatable.baseTimer;
|
1103
|
+
animator.next = SC.Animatable.baseTimer.next;
|
1104
|
+
if (SC.Animatable.baseTimer.next) SC.Animatable.baseTimer.next.prev = animator; // adjust next prev.
|
1105
|
+
SC.Animatable.baseTimer.next = animator; // switcheroo.
|
1106
|
+
animator.isQueued = true;
|
1107
|
+
if (!SC.Animatable.going) SC.Animatable.start();
|
1108
|
+
},
|
1109
|
+
|
1110
|
+
/**
|
1111
|
+
Removes a timer.
|
1112
|
+
@private
|
1113
|
+
*/
|
1114
|
+
removeTimer: function(animator) {
|
1115
|
+
if (!animator.isQueued) return;
|
1116
|
+
if (animator.next) animator.next.prev = animator.prev; // splice ;)
|
1117
|
+
animator.prev.next = animator.next; // it should always have a prev.
|
1118
|
+
animator.isQueued = false;
|
1119
|
+
},
|
1120
|
+
|
1121
|
+
start: function()
|
1122
|
+
{
|
1123
|
+
SC.Animatable._ticks = 0;
|
1124
|
+
SC.Animatable._timer_start_time = new Date().getTime();
|
1125
|
+
SC.Animatable.going = true;
|
1126
|
+
|
1127
|
+
// set a timeout so tick only runs AFTER any pending animation timers are set.
|
1128
|
+
setTimeout(function(){ SC.Animatable.timeout(); }, SC.Animatable.interval);
|
1129
|
+
},
|
1130
|
+
|
1131
|
+
timeout: function()
|
1132
|
+
{
|
1133
|
+
SC.Animatable.currentTime = new Date().getTime();
|
1134
|
+
var start = SC.Animatable.currentTime;
|
1135
|
+
|
1136
|
+
var next = SC.Animatable.baseTimer.next;
|
1137
|
+
SC.Animatable.baseTimer.next = null;
|
1138
|
+
var i = 0;
|
1139
|
+
while (next)
|
1140
|
+
{
|
1141
|
+
var t = next.next;
|
1142
|
+
next.isQueued = false;
|
1143
|
+
next.next = null;
|
1144
|
+
next.prev = null;
|
1145
|
+
next.action.call(next, start);
|
1146
|
+
next = t;
|
1147
|
+
i++;
|
1148
|
+
}
|
1149
|
+
|
1150
|
+
// built-in FPS counter, so that FPS is only counted DURING animation.
|
1151
|
+
// is there a way to make the minifier get rid of this? Because that would be lovely.
|
1152
|
+
// still, only called once per frame, so should _very_ minimally impact performance and memory.
|
1153
|
+
if (SC.Animatable._ticks < 1000000) SC.Animatable._ticks++; // okay, put _some_ limit on it
|
1154
|
+
|
1155
|
+
// now see about doing next bit...
|
1156
|
+
var end = new Date().getTime();
|
1157
|
+
var elapsed = end - start;
|
1158
|
+
if (SC.Animatable.baseTimer.next)
|
1159
|
+
{
|
1160
|
+
setTimeout(function(){ SC.Animatable.timeout(); }, Math.max(0, SC.Animatable.interval - elapsed));
|
1161
|
+
}
|
1162
|
+
else
|
1163
|
+
{
|
1164
|
+
// we're done... so calculate FPS
|
1165
|
+
SC.Animatable.going = false;
|
1166
|
+
|
1167
|
+
// get diff
|
1168
|
+
var time_diff = end - SC.Animatable._timer_start_time;
|
1169
|
+
SC.run(function() {
|
1170
|
+
SC.Animatable.stats.set("lastFPS", SC.Animatable._ticks / (time_diff / 1000));
|
1171
|
+
});
|
1172
|
+
}
|
1173
|
+
},
|
1174
|
+
|
1175
|
+
runCallback: function(callback){
|
1176
|
+
var typeOfAction = SC.typeOf(callback.action);
|
1177
|
+
|
1178
|
+
// if the action is a function, just try to call it.
|
1179
|
+
if (typeOfAction == SC.T_FUNCTION) {
|
1180
|
+
callback.action.call(callback.target, callback.source);
|
1181
|
+
|
1182
|
+
// otherwise, action should be a string. If it has a period, treat it
|
1183
|
+
// like a property path.
|
1184
|
+
} else if (typeOfAction === SC.T_STRING) {
|
1185
|
+
if (callback.action.indexOf('.') >= 0) {
|
1186
|
+
var path = callback.action.split('.') ;
|
1187
|
+
var property = path.pop() ;
|
1188
|
+
|
1189
|
+
var target = SC.objectForPropertyPath(path, window) ;
|
1190
|
+
var action = target.get ? target.get(property) : target[property];
|
1191
|
+
if (action && SC.typeOf(action) == SC.T_FUNCTION) {
|
1192
|
+
action.call(target, callback.source);
|
1193
|
+
} else {
|
1194
|
+
throw 'SC.Animator could not find a function at %@'.fmt(callback.action) ;
|
1195
|
+
}
|
1196
|
+
|
1197
|
+
// otherwise, try to execute action direction on target or send down
|
1198
|
+
// responder chain.
|
1199
|
+
} else {
|
1200
|
+
SC.RootResponder.responder.sendAction(callback.action, callback.target, callback.source, callback.source.get("pane"), null, callback.source);
|
1201
|
+
}
|
1202
|
+
}
|
1203
|
+
}
|
1204
|
+
|
1205
|
+
});
|