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|
SVG.easing = {
'-': function(pos){return pos}
, '<>':function(pos){return -Math.cos(pos * Math.PI) / 2 + 0.5}
, '>': function(pos){return Math.sin(pos * Math.PI / 2)}
, '<': function(pos){return -Math.cos(pos * Math.PI / 2) + 1}
}
SVG.morph = function(pos){
return function(from, to) {
return new SVG.MorphObj(from, to).at(pos)
}
}
SVG.Situation = SVG.invent({
create: function(o){
this.init = false
this.reversed = false
this.reversing = false
this.duration = new SVG.Number(o.duration).valueOf()
this.delay = new SVG.Number(o.delay).valueOf()
this.start = +new Date() + this.delay
this.finish = this.start + this.duration
this.ease = o.ease
// this.loop is incremented from 0 to this.loops
// it is also incremented when in an infinite loop (when this.loops is true)
this.loop = 0
this.loops = false
this.animations = {
// functionToCall: [list of morphable objects]
// e.g. move: [SVG.Number, SVG.Number]
}
this.attrs = {
// holds all attributes which are not represented from a function svg.js provides
// e.g. someAttr: SVG.Number
}
this.styles = {
// holds all styles which should be animated
// e.g. fill-color: SVG.Color
}
this.transforms = [
// holds all transformations as transformation objects
// e.g. [SVG.Rotate, SVG.Translate, SVG.Matrix]
]
this.once = {
// functions to fire at a specific position
// e.g. "0.5": function foo(){}
}
}
})
SVG.FX = SVG.invent({
create: function(element) {
this._target = element
this.situations = []
this.active = false
this.situation = null
this.paused = false
this.lastPos = 0
this.pos = 0
// The absolute position of an animation is its position in the context of its complete duration (including delay and loops)
// When performing a delay, absPos is below 0 and when performing a loop, its value is above 1
this.absPos = 0
this._speed = 1
}
, extend: {
/**
* sets or returns the target of this animation
* @param o object || number In case of Object it holds all parameters. In case of number its the duration of the animation
* @param ease function || string Function which should be used for easing or easing keyword
* @param delay Number indicating the delay before the animation starts
* @return target || this
*/
animate: function(o, ease, delay){
if(typeof o == 'object'){
ease = o.ease
delay = o.delay
o = o.duration
}
var situation = new SVG.Situation({
duration: o || 1000,
delay: delay || 0,
ease: SVG.easing[ease || '-'] || ease
})
this.queue(situation)
return this
}
/**
* sets a delay before the next element of the queue is called
* @param delay Duration of delay in milliseconds
* @return this.target()
*/
, delay: function(delay){
// The delay is performed by an empty situation with its duration
// attribute set to the duration of the delay
var situation = new SVG.Situation({
duration: delay,
delay: 0,
ease: SVG.easing['-']
})
return this.queue(situation)
}
/**
* sets or returns the target of this animation
* @param null || target SVG.Element which should be set as new target
* @return target || this
*/
, target: function(target){
if(target && target instanceof SVG.Element){
this._target = target
return this
}
return this._target
}
// returns the absolute position at a given time
, timeToAbsPos: function(timestamp){
return (timestamp - this.situation.start) / (this.situation.duration/this._speed)
}
// returns the timestamp from a given absolute positon
, absPosToTime: function(absPos){
return this.situation.duration/this._speed * absPos + this.situation.start
}
// starts the animationloop
, startAnimFrame: function(){
this.stopAnimFrame()
this.animationFrame = requestAnimationFrame(function(){ this.step() }.bind(this))
}
// cancels the animationframe
, stopAnimFrame: function(){
cancelAnimationFrame(this.animationFrame)
}
// kicks off the animation - only does something when the queue is currently not active and at least one situation is set
, start: function(){
// dont start if already started
if(!this.active && this.situation){
this.active = true
this.startCurrent()
}
return this
}
// start the current situation
, startCurrent: function(){
this.situation.start = +new Date + this.situation.delay/this._speed
this.situation.finish = this.situation.start + this.situation.duration/this._speed
return this.initAnimations().step()
}
/**
* adds a function / Situation to the animation queue
* @param fn function / situation to add
* @return this
*/
, queue: function(fn){
if(typeof fn == 'function' || fn instanceof SVG.Situation)
this.situations.push(fn)
if(!this.situation) this.situation = this.situations.shift()
return this
}
/**
* pulls next element from the queue and execute it
* @return this
*/
, dequeue: function(){
// stop current animation
this.situation && this.situation.stop && this.situation.stop()
// get next animation from queue
this.situation = this.situations.shift()
if(this.situation){
if(this.situation instanceof SVG.Situation) {
this.startCurrent()
} else {
// If it is not a SVG.Situation, then it is a function, we execute it
this.situation.call(this)
}
}
return this
}
// updates all animations to the current state of the element
// this is important when one property could be changed from another property
, initAnimations: function() {
var i
var s = this.situation
if(s.init) return this
for(i in s.animations){
if(i == 'viewbox'){
s.animations[i] = this.target().viewbox().morph(s.animations[i])
}else{
// TODO: this is not a clean clone of the array. We may have some unchecked references
s.animations[i].value = (i == 'plot' ? this.target().array().value : this.target()[i]())
// sometimes we get back an object and not the real value, fix this
if(s.animations[i].value.value){
s.animations[i].value = s.animations[i].value.value
}
if(s.animations[i].relative)
s.animations[i].destination.value = s.animations[i].destination.value + s.animations[i].value
}
}
for(i in s.attrs){
if(s.attrs[i] instanceof SVG.Color){
var color = new SVG.Color(this.target().attr(i))
s.attrs[i].r = color.r
s.attrs[i].g = color.g
s.attrs[i].b = color.b
}else{
s.attrs[i].value = this.target().attr(i)// + s.attrs[i].value
}
}
for(i in s.styles){
s.styles[i].value = this.target().style(i)
}
s.initialTransformation = this.target().matrixify()
s.init = true
return this
}
, clearQueue: function(){
this.situations = []
return this
}
, clearCurrent: function(){
this.situation = null
return this
}
/** stops the animation immediately
* @param jumpToEnd A Boolean indicating whether to complete the current animation immediately.
* @param clearQueue A Boolean indicating whether to remove queued animation as well.
* @return this
*/
, stop: function(jumpToEnd, clearQueue){
if(!this.active) this.start()
if(clearQueue){
this.clearQueue()
}
this.active = false
if(jumpToEnd && this.situation){
this.atEnd()
}
this.stopAnimFrame()
return this.clearCurrent()
}
/** resets the element to the state where the current element has started
* @return this
*/
, reset: function(){
if(this.situation){
var temp = this.situation
this.stop()
this.situation = temp
this.atStart()
}
return this
}
// Stop the currently-running animation, remove all queued animations, and complete all animations for the element.
, finish: function(){
this.stop(true, false)
while(this.dequeue().situation && this.stop(true, false));
this.clearQueue().clearCurrent()
return this
}
// set the internal animation pointer at the start position, before any loops, and updates the visualisation
, atStart: function() {
return this.at(0, true)
}
// set the internal animation pointer at the end position, after all the loops, and updates the visualisation
, atEnd: function() {
if (this.situation.loops === true) {
// If in a infinite loop, we end the current iteration
return this.at(this.situation.loop+1, true)
} else if(typeof this.situation.loops == 'number') {
// If performing a finite number of loops, we go after all the loops
return this.at(this.situation.loops, true)
} else {
// If no loops, we just go at the end
return this.at(1, true)
}
}
// set the internal animation pointer to the specified position and updates the visualisation
// if isAbsPos is true, pos is treated as an absolute position
, at: function(pos, isAbsPos){
var durDivSpd = this.situation.duration/this._speed
this.absPos = pos
// If pos is not an absolute position, we convert it into one
if (!isAbsPos) {
if (this.situation.reversed) this.absPos = 1 - this.absPos
this.absPos += this.situation.loop
}
this.situation.start = +new Date - this.absPos * durDivSpd
this.situation.finish = this.situation.start + durDivSpd
return this.step(true)
}
/**
* sets or returns the speed of the animations
* @param speed null || Number The new speed of the animations
* @return Number || this
*/
, speed: function(speed){
if (speed === 0) return this.pause()
if (speed) {
this._speed = speed
// We use an absolute position here so that speed can affect the delay before the animation
return this.at(this.absPos, true)
} else return this._speed
}
// Make loopable
, loop: function(times, reverse) {
var c = this.last()
// store total loops
c.loops = (times != null) ? times : true
c.loop = 0
if(reverse) c.reversing = true
return this
}
// pauses the animation
, pause: function(){
this.paused = true
this.stopAnimFrame()
return this
}
// unpause the animation
, play: function(){
if(!this.paused) return this
this.paused = false
// We use an absolute position here so that the delay before the animation can be paused
return this.at(this.absPos, true)
}
/**
* toggle or set the direction of the animation
* true sets direction to backwards while false sets it to forwards
* @param reversed Boolean indicating whether to reverse the animation or not (default: toggle the reverse status)
* @return this
*/
, reverse: function(reversed){
var c = this.last()
if(typeof reversed == 'undefined') c.reversed = !c.reversed
else c.reversed = reversed
return this
}
/**
* returns a float from 0-1 indicating the progress of the current animation
* @param eased Boolean indicating whether the returned position should be eased or not
* @return number
*/
, progress: function(easeIt){
return easeIt ? this.situation.ease(this.pos) : this.pos
}
/**
* adds a callback function which is called when the current animation is finished
* @param fn Function which should be executed as callback
* @return number
*/
, after: function(fn){
var c = this.last()
, wrapper = function wrapper(e){
if(e.detail.situation == c){
fn.call(this, c)
this.off('finished.fx', wrapper) // prevent memory leak
}
}
this.target().on('finished.fx', wrapper)
return this
}
// adds a callback which is called whenever one animation step is performed
, during: function(fn){
var c = this.last()
, wrapper = function(e){
if(e.detail.situation == c){
fn.call(this, e.detail.pos, SVG.morph(e.detail.pos), e.detail.eased, c)
}
}
// see above
this.target().off('during.fx', wrapper).on('during.fx', wrapper)
return this.after(function(){
this.off('during.fx', wrapper)
})
}
// calls after ALL animations in the queue are finished
, afterAll: function(fn){
var wrapper = function wrapper(e){
fn.call(this)
this.off('allfinished.fx', wrapper)
}
// see above
this.target().off('allfinished.fx', wrapper).on('allfinished.fx', wrapper)
return this
}
// calls on every animation step for all animations
, duringAll: function(fn){
var wrapper = function(e){
fn.call(this, e.detail.pos, SVG.morph(e.detail.pos), e.detail.eased, e.detail.situation)
}
this.target().off('during.fx', wrapper).on('during.fx', wrapper)
return this.afterAll(function(){
this.off('during.fx', wrapper)
})
}
, last: function(){
return this.situations.length ? this.situations[this.situations.length-1] : this.situation
}
// adds one property to the animations
, add: function(method, args, type){
this.last()[type || 'animations'][method] = args
setTimeout(function(){this.start()}.bind(this), 0)
return this
}
/** perform one step of the animation
* @param ignoreTime Boolean indicating whether to ignore time and use position directly or recalculate position based on time
* @return this
*/
, step: function(ignoreTime){
// convert current time to an absolute position
if(!ignoreTime) this.absPos = this.timeToAbsPos(+new Date)
// This part convert an absolute position to a position
if(this.situation.loops !== false) {
var absPos, absPosInt, lastLoop
// If the absolute position is below 0, we just treat it as if it was 0
absPos = Math.max(this.absPos, 0)
absPosInt = Math.floor(absPos)
if(this.situation.loops === true || absPosInt < this.situation.loops) {
this.pos = absPos - absPosInt
lastLoop = this.situation.loop
this.situation.loop = absPosInt
} else {
this.absPos = this.situation.loops
this.pos = 1
// The -1 here is because we don't want to toggle reversed when all the loops have been completed
lastLoop = this.situation.loop - 1
this.situation.loop = this.situation.loops
}
if(this.situation.reversing) {
// Toggle reversed if an odd number of loops as occured since the last call of step
this.situation.reversed = this.situation.reversed != Boolean((this.situation.loop - lastLoop) % 2)
}
} else {
// If there are no loop, the absolute position must not be above 1
this.absPos = Math.min(this.absPos, 1)
this.pos = this.absPos
}
// while the absolute position can be below 0, the position must not be below 0
if(this.pos < 0) this.pos = 0
if(this.situation.reversed) this.pos = 1 - this.pos
// apply easing
var eased = this.situation.ease(this.pos)
// call once-callbacks
for(var i in this.situation.once){
if(i > this.lastPos && i <= eased){
this.situation.once[i].call(this.target(), this.pos, eased)
delete this.situation.once[i]
}
}
// fire during callback with position, eased position and current situation as parameter
if(this.active) this.target().fire('during', {pos: this.pos, eased: eased, fx: this, situation: this.situation})
// the user may call stop or finish in the during callback
// so make sure that we still have a valid situation
if(!this.situation){
return this
}
// apply the actual animation to every property
this.eachAt()
// do final code when situation is finished
if((this.pos == 1 && !this.situation.reversed) || (this.situation.reversed && this.pos == 0)){
// stop animation callback
this.stopAnimFrame()
// fire finished callback with current situation as parameter
this.target().fire('finished', {fx:this, situation: this.situation})
if(!this.situations.length){
this.target().fire('allfinished')
this.target().off('.fx') // there shouldnt be any binding left, but to make sure...
this.active = false
}
// start next animation
if(this.active) this.dequeue()
else this.clearCurrent()
}else if(!this.paused && this.active){
// we continue animating when we are not at the end
this.startAnimFrame()
}
// save last eased position for once callback triggering
this.lastPos = eased
return this
}
// calculates the step for every property and calls block with it
, eachAt: function(){
var i, at, self = this, target = this.target(), s = this.situation
// apply animations which can be called trough a method
for(i in s.animations){
at = [].concat(s.animations[i]).map(function(el){
return typeof el !== 'string' && el.at ? el.at(s.ease(self.pos), self.pos) : el
})
target[i].apply(target, at)
}
// apply animation which has to be applied with attr()
for(i in s.attrs){
at = [i].concat(s.attrs[i]).map(function(el){
return typeof el !== 'string' && el.at ? el.at(s.ease(self.pos), self.pos) : el
})
target.attr.apply(target, at)
}
// apply animation which has to be applied with style()
for(i in s.styles){
at = [i].concat(s.styles[i]).map(function(el){
return typeof el !== 'string' && el.at ? el.at(s.ease(self.pos), self.pos) : el
})
target.style.apply(target, at)
}
// animate initialTransformation which has to be chained
if(s.transforms.length){
// get inital initialTransformation
at = s.initialTransformation
for(i = 0 ; i < s.transforms.length ; i++){
// get next transformation in chain
var a = s.transforms[i]
// multiply matrix directly
if(a instanceof SVG.Matrix){
if(a.relative){
at = at.multiply(new SVG.Matrix().morph(a).at(s.ease(this.pos)))
}else{
at = at.morph(a).at(s.ease(this.pos))
}
continue
}
// when transformation is absolute we have to reset the needed transformation first
if(!a.relative)
a.undo(at.extract())
// and reapply it after
at = at.multiply(a.at(s.ease(this.pos)))
}
// set new matrix on element
target.matrix(at)
}
return this
}
// adds an once-callback which is called at a specific position and never again
, once: function(pos, fn, isEased){
if(!isEased)pos = this.situation.ease(pos)
this.situation.once[pos] = fn
return this
}
}
, parent: SVG.Element
// Add method to parent elements
, construct: {
// Get fx module or create a new one, then animate with given duration and ease
animate: function(o, ease, delay) {
return (this.fx || (this.fx = new SVG.FX(this))).animate(o, ease, delay)
}
, delay: function(delay){
return (this.fx || (this.fx = new SVG.FX(this))).delay(delay)
}
, stop: function(jumpToEnd, clearQueue) {
if (this.fx)
this.fx.stop(jumpToEnd, clearQueue)
return this
}
, finish: function() {
if (this.fx)
this.fx.finish()
return this
}
// Pause current animation
, pause: function() {
if (this.fx)
this.fx.pause()
return this
}
// Play paused current animation
, play: function() {
if (this.fx)
this.fx.play()
return this
}
// Set/Get the speed of the animations
, speed: function(speed) {
if (this.fx)
if (speed == null)
return this.fx.speed()
else
this.fx.speed(speed)
return this
}
}
})
// MorphObj is used whenever no morphable object is given
SVG.MorphObj = SVG.invent({
create: function(from, to){
// prepare color for morphing
if(SVG.Color.isColor(to)) return new SVG.Color(from).morph(to)
// prepare number for morphing
if(SVG.regex.numberAndUnit.test(to)) return new SVG.Number(from).morph(to)
// prepare for plain morphing
this.value = 0
this.destination = to
}
, extend: {
at: function(pos, real){
return real < 1 ? this.value : this.destination
},
valueOf: function(){
return this.value
}
}
})
SVG.extend(SVG.FX, {
// Add animatable attributes
attr: function(a, v, relative) {
// apply attributes individually
if (typeof a == 'object') {
for (var key in a)
this.attr(key, a[key])
} else {
// the MorphObj takes care about the right function used
this.add(a, new SVG.MorphObj(null, v), 'attrs')
}
return this
}
// Add animatable styles
, style: function(s, v) {
if (typeof s == 'object')
for (var key in s)
this.style(key, s[key])
else
this.add(s, new SVG.MorphObj(null, v), 'styles')
return this
}
// Animatable x-axis
, x: function(x, relative) {
if(this.target() instanceof SVG.G){
this.transform({x:x}, relative)
return this
}
var num = new SVG.Number().morph(x)
num.relative = relative
return this.add('x', num)
}
// Animatable y-axis
, y: function(y, relative) {
if(this.target() instanceof SVG.G){
this.transform({y:y}, relative)
return this
}
var num = new SVG.Number().morph(y)
num.relative = relative
return this.add('y', num)
}
// Animatable center x-axis
, cx: function(x) {
return this.add('cx', new SVG.Number().morph(x))
}
// Animatable center y-axis
, cy: function(y) {
return this.add('cy', new SVG.Number().morph(y))
}
// Add animatable move
, move: function(x, y) {
return this.x(x).y(y)
}
// Add animatable center
, center: function(x, y) {
return this.cx(x).cy(y)
}
// Add animatable size
, size: function(width, height) {
if (this.target() instanceof SVG.Text) {
// animate font size for Text elements
this.attr('font-size', width)
} else {
// animate bbox based size for all other elements
var box
if(!width || !height){
box = this.target().bbox()
}
if(!width){
width = box.width / box.height * height
}
if(!height){
height = box.height / box.width * width
}
this.add('width' , new SVG.Number().morph(width))
.add('height', new SVG.Number().morph(height))
}
return this
}
// Add animatable plot
, plot: function(p) {
return this.add('plot', this.target().array().morph(p))
}
// Add leading method
, leading: function(value) {
return this.target().leading ?
this.add('leading', new SVG.Number().morph(value)) :
this
}
// Add animatable viewbox
, viewbox: function(x, y, width, height) {
if (this.target() instanceof SVG.Container) {
this.add('viewbox', new SVG.ViewBox(x, y, width, height))
}
return this
}
, update: function(o) {
if (this.target() instanceof SVG.Stop) {
if (typeof o == 'number' || o instanceof SVG.Number) {
return this.update({
offset: arguments[0]
, color: arguments[1]
, opacity: arguments[2]
})
}
if (o.opacity != null) this.attr('stop-opacity', o.opacity)
if (o.color != null) this.attr('stop-color', o.color)
if (o.offset != null) this.attr('offset', o.offset)
}
return this
}
})
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