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path: root/src/fx.js
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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)
  }
}

let time = window.performance || window.Date

SVG.Timeline = SVG.invent ({

  create: function () {

    // Store all of the closures to animate
    this._closures = []

    this._startTime = time.now()
    this._duration = 0

    this._running = true

  },

  extend: {

    animate (duration, ease, delay, epoch) {

    }

    loop (times, reverse) {

    }

    duration (time) {
      this._duration = time
    }

    delay (by, epoch) {
      if (epoch) {
        this._startTime = time.now()
      }
      this._duration = 0
      this._startTime += by
    }

    ease (fn) {

    }

    play ()
    pause ()
    stop ()
    finish (all=true)
    speed (newSpeed)
    seek (dt)
    persist (dt || forever) // 0 by default
    reverse ()






    // fn is a function that takes a position in range [0, 1]
    schedule (fn) { // fn can not take parameters






let declarative = rect.animate(300, '>', 200)
  .loop().color('blue')
  .animate(SVG.Spring(300))

onmousemove() {
  declarative.x(mouseX).y(mouseY)
}

      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 value list for morphing
          if (SVG.regex.delimiter.test(from)) return new SVG.Array(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 = from
          this.destination = to
        },

        extend: {
          at: function (pos, real) {
            return real < 1 ? this.value : this.destination
          },

          valueOf: function () {
            return this.value
          }
        }

      })


add('fill-color', val)

add('x', val, 'animations')

add('x', val, 'styles')

add('line-cap', val, 'attrs')

.style(name, val) {


  styleAttr ('style', name, val)
}

.animate(spring)

onmousemove(() => {
  el.animate(SVG.Spring(500))
    .move(event.pointX, event.pointY)
    .finish()
})



Morphable ()

Controlable ()

new Controller(target, controller)




Number
Array
PathArray
ViewBox
PointArray
Color










SVG.Timeline = {
  styleAttr (type, name, val) {
    let morpher = new Morph(val).controller(this.controller)
    queue (
      ()=> {
        morpher = morpher.morph(element[type]('name'))
      },
      morpher.at
    )
  }
}

.styleAttr (type, name, val) {

  let morpher = declarative ? new Controller(target) : new Morph().to(val)
  queue (
    ()=> {
      morpher = morpher.from(element[type](name))
    },
    () => {
      this.element[type](name, morpher.at(pos))
    }
  )
}

viewbox(box) {
  new Box
  let morpher = new Morph().to(box) // box: {width, heught, x, y}
}


new Morph(from, to)


new Morpg(from, to, controller = (from, to, pos) => {from + pos * (to - from)})


// Something line
path = "a, b, c"

SVG.color {
  toArray: [r, g, b]
  fromArray: new Color({r, g, b})
}






morph: function (pathArray) {
  pathArray = new SVG.PathArray(pathArray)

  if (this.equalCommands(pathArray)) {
    this.destination = pathArray
  } else {
    this.destination = null
  }

  return this
},

[['M', 3, 5], ['L', 5, 6]]

['M', 3, 4, 'L', ...]




function detectSomething (item) {
  if(from instanceof SVG.Morphable) return from.controller(controller)
  // prepare color for morphing
  if (SVG.Color.isColor(to)) return new SVG.Color(from, controller)
  // prepare value list for morphing
  if (SVG.regex.delimiter.test(from)) return new SVG.Array(from).morph(to)
  // prepare number for morphing
  if (SVG.regex.numberAndUnit.test(to)) return new SVG.Number(from).morph(to)

  return item
}

foo->bar


all of these things implement

interface Morphable {
  from: (thing)=> {}
  to: (thing)=> {}
  at: (pos)=> {}
  controller: (fn (nowOrFrom, target, pos))=> {}
}


new SVG.MorphObj(el.attr(name))

animate().attr('line-joint', 5)

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 value list for morphing
    if (SVG.regex.delimiter.test(from)) return new SVG.Array(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 = from
    this.destination = to
  },

  extend: {
    at: function (pos, real) {
      return real < 1 ? this.value : this.destination
    },

    valueOf: function () {
      return this.value
    }
  }

})


// Only works with a single number
new MorphObj {

  constr: (control= (from, to, c)=> {from + pos * (to - from)}) {
  }

  _detect: // Gets the user input and returns the right kind of object

  from: (from) => {

    if (SVG.Color.isColor(to)) return new SVG.Color(from).morph(to)
    // prepare value list for morphing
    if (SVG.regex.delimiter.test(from)) return new SVG.Array(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 = from
    this.destination = to
  }

  to: (val) => {

  }
  at (pos) {

    let type = from.type
    let from = from.toArray()
    let to = to.toArray()
    result = []
    for (i)
      result[i] = this.controller(from[i], to[i], pos) : to[i]

    type.fromArray(result)
  }
}

if(declartive) {
  mropher.init()
  morpher.at(pos/fn)
}



controller(currentPos, target)


morph interface
detect type function


if (mouse in box)
  move box
  animate(spring)

zoom(level, point) {
  let morpher = SVG.Number(level).controller(this.controller)
  this.queue(
    () => {morpher = morpher.from(element.zoom())},
    (pos) => {element.zoom(morpher.at(pos), point)}
  )
}

x (x) {

}

this.queue(fn, morpher)

new Morph(x(), xGiven)

      x: function (x, relative) {
        if (this.target() instanceof SVG.G) {
          this.transform({x: x}, relative)
          return this
        }

        var num = new SVG.Number(x)
        num.relative = relative
        return this.add('x', num)
      },


      viewbox: function(box) {
        var m = SVG.Box(box)
      }


      new Runner (function(time) {


      })


      var closure = function (time) {

        // If it is time to do something, act now.
        var running = start < time && time < end
        if (running && this._running) {
          closure.position = (time - closure.start) / closure.duration
          fn (time)
        }

        // If we are not paused or stopped, request another frame
        if (this._running) SVG.Animator.frame(closure, this._startTime)

        // Tell the caller whether this animation is finished
        closure.finished = !running

      }.bind(this)

      closure.stop() // toggles a stop flag
      closure.pause()
      closure.run(t)  // If it was paused, it


      closure.start = this._startTime
      closure.end = this._startTime + this._duration
      closure.positon =
      var forwards = true // Decide if running forward based on looping


      // TODO:  Store a list of closures

      SVG.Animator.timeout(closure, this._startTime)
      _continue()
    }

    _step (dt) {

    }

    // Checks if we are running and continues the animation
    _continue () {
      ,   continue: function () {
              if (this.paused) return
              if (!this.nextFrame)
                  this.step()
              return this
          }

    }
  },


  construct: {
    animate: function(o, ease, delay, epoch) {
      return (this.timeline = this.timeline || new SVG.Timeline(o, ease, delay, epoch))
    }
  }
})





































// 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.Timeline = 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 = window.requestAnimationFrame(function () { this.step() }.bind(this))
//     },
//
//     // cancels the animationframe
//     stopAnimFrame: function () {
//       window.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.stop()
//
//       // get next animation from queue
//       this.situation = this.situations.shift()
//
//       if (this.situation) {
//         if (this.situation instanceof SVG.Situation) {
//           this.start()
//         } else {
//           // If it is not a SVG.Situation, then it is a function, we execute it
//           this.situation(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, j, source
//       var s = this.situation
//
//       if (s.init) return this
//
//       for (i in s.animations) {
//         source = this.target()[i]()
//
//         if (!Array.isArray(source)) {
//           source = [source]
//         }
//
//         if (!Array.isArray(s.animations[i])) {
//           s.animations[i] = [s.animations[i]]
//         }
//
//         // if(s.animations[i].length > source.length) {
//         //  source.concat = source.concat(s.animations[i].slice(source.length, s.animations[i].length))
//         // }
//
//         for (j = source.length; j--;) {
//           // The condition is because some methods return a normal number instead
//           // of a SVG.Number
//           if (s.animations[i][j] instanceof SVG.Number) {
//             source[j] = new SVG.Number(source[j])
//           }
//
//           s.animations[i][j] = source[j].morph(s.animations[i][j])
//         }
//       }
//
//       for (i in s.attrs) {
//         s.attrs[i] = new SVG.MorphObj(this.target().attr(i), s.attrs[i])
//       }
//
//       for (i in s.styles) {
//         s.styles[i] = new SVG.MorphObj(this.target().css(i), s.styles[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) {
//       var active = this.active
//       this.active = false
//
//       if (clearQueue) {
//         this.clearQueue()
//       }
//
//       if (jumpToEnd && this.situation) {
//         // initialize the situation if it was not
//         !active && this.startCurrent()
//         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
//         this.situation.loops = this.situation.loop + 1
//       }
//
//       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()
//       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._callStart()
//     },
//
//     // adds a callback which is called whenever one animation step is performed
//     during: function (fn) {
//       var c = this.last()
//       function wrapper (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)
//
//       this.after(function () {
//         this.off('during.fx', wrapper)
//       })
//
//       return this._callStart()
//     },
//
//     // 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._callStart()
//     },
//
//     // 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)
//
//       this.afterAll(function () {
//         this.off('during.fx', wrapper)
//       })
//
//       return this._callStart()
//     },
//
//     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
//       return this._callStart()
//     },
//
//     /** 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')
//
//           // Recheck the length since the user may call animate in the afterAll callback
//           if (!this.situations.length) {
//             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
//       var self = this
//       var target = this.target()
//       var 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 css()
//       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.css.apply(target, at)
//       }
//
//       // animate initialTransformation which has to be chained
//       if (s.transforms.length) {
//
//         // TODO: ANIMATE THE TRANSFORMS
//
//         // // get initial initialTransformation
//         // at = s.initialTransformation
//         // for(i = 0, len = s.transforms.length; i < len; 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.decompose())
//         //
//         //   // 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) {
//       var c = this.last()
//       if (!isEased) pos = c.ease(pos)
//
//       c.once[pos] = fn
//
//       return this
//     },
//
//     _callStart: function () {
//       setTimeout(function () { this.start() }.bind(this), 0)
//       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.Timeline(this))).animate(o, ease, delay)
//     },
//     delay: function (delay) {
//       return (this.fx || (this.fx = new SVG.Timeline(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 value list for morphing
//     if (SVG.regex.delimiter.test(from)) return new SVG.Array(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 = from
//     this.destination = to
//   },
//
//   extend: {
//     at: function (pos, real) {
//       return real < 1 ? this.value : this.destination
//     },
//
//     valueOf: function () {
//       return this.value
//     }
//   }
//
// })
//
// SVG.extend(SVG.Timeline, {
//   // 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 {
//       this.add(a, v, 'attrs')
//     }
//
//     return this
//   },
//   // Add animatable styles
//   css: function (s, v) {
//     if (typeof s === 'object') {
//       for (var key in s) {
//         this.css(key, s[key])
//       }
//     } else {
//       this.add(s, 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(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(y)
//     num.relative = relative
//     return this.add('y', num)
//   },
//   // Animatable center x-axis
//   cx: function (x) {
//     return this.add('cx', new SVG.Number(x))
//   },
//   // Animatable center y-axis
//   cy: function (y) {
//     return this.add('cy', new SVG.Number(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(width))
//           .add('height', new SVG.Number(height))
//     }
//
//     return this
//   },
//   // Add animatable width
//   width: function (width) {
//     return this.add('width', new SVG.Number(width))
//   },
//   // Add animatable height
//   height: function (height) {
//     return this.add('height', new SVG.Number(height))
//   },
//   // Add animatable plot
//   plot: function (a, b, c, d) {
//     // Lines can be plotted with 4 arguments
//     if (arguments.length === 4) {
//       return this.plot([a, b, c, d])
//     }
//
//     return this.add('plot', new (this.target().MorphArray)(a))
//   },
//   // Add leading method
//   leading: function (value) {
//     return this.target().leading
//       ? this.add('leading', new SVG.Number(value))
//       : this
//   },
//   // Add animatable viewbox
//   viewbox: function (x, y, width, height) {
//     if (this.target() instanceof SVG.Container) {
//       this.add('viewbox', new SVG.Box(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
//   }
// })