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SVG.FX = SVG.invent({
// Initialize FX object
create: function(element) {
// store target element
this.target = element
}
// Add class methods
, extend: {
// Add animation parameters and start animation
animate: function(d, ease, delay) {
var akeys, skeys, key
, element = this.target
, fx = this
// dissect object if one is passed
if (typeof d == 'object') {
delay = d.delay
ease = d.ease
d = d.duration
}
// ensure default duration and easing
d = d == '=' ? d : d == null ? 1000 : new SVG.Number(d).valueOf()
ease = ease || '<>'
// process values
fx.at = function(pos) {
var i
// normalise pos
pos = pos < 0 ? 0 : pos > 1 ? 1 : pos
// collect attribute keys
if (akeys == null) {
akeys = []
for (key in fx.attrs)
akeys.push(key)
// make sure morphable elements are scaled, translated and morphed all together
if (element.morphArray && (fx.destination.plot || akeys.indexOf('points') > -1)) {
// get destination
var box
, p = new element.morphArray(fx.destination.plot || fx.attrs.points || element.array())
// add size
if (fx.destination.size)
p.size(fx.destination.size.width.to, fx.destination.size.height.to)
// add movement
box = p.bbox()
if (fx.destination.x)
p.move(fx.destination.x.to, box.y)
else if (fx.destination.cx)
p.move(fx.destination.cx.to - box.width / 2, box.y)
box = p.bbox()
if (fx.destination.y)
p.move(box.x, fx.destination.y.to)
else if (fx.destination.cy)
p.move(box.x, fx.destination.cy.to - box.height / 2)
// reset destination values
fx.destination = {
plot: element.array().morph(p)
}
}
}
// collect style keys
if (skeys == null) {
skeys = []
for (key in fx.styles)
skeys.push(key)
}
// apply easing
pos = ease == '<>' ?
(-Math.cos(pos * Math.PI) / 2) + 0.5 :
ease == '>' ?
Math.sin(pos * Math.PI / 2) :
ease == '<' ?
-Math.cos(pos * Math.PI / 2) + 1 :
ease == '-' ?
pos :
typeof ease == 'function' ?
ease(pos) :
pos
// run plot function
if (fx.destination.plot) {
element.plot(fx.destination.plot.at(pos))
} else {
// run all x-position properties
if (fx.destination.x)
element.x(fx.destination.x.at(pos))
else if (fx.destination.cx)
element.cx(fx.destination.cx.at(pos))
// run all y-position properties
if (fx.destination.y)
element.y(fx.destination.y.at(pos))
else if (fx.destination.cy)
element.cy(fx.destination.cy.at(pos))
// run all size properties
if (fx.destination.size)
element.size(fx.destination.size.width.at(pos), fx.destination.size.height.at(pos))
}
// run all viewbox properties
if (fx.destination.viewbox)
element.viewbox(
fx.destination.viewbox.x.at(pos)
, fx.destination.viewbox.y.at(pos)
, fx.destination.viewbox.width.at(pos)
, fx.destination.viewbox.height.at(pos)
)
// run leading property
if (fx.destination.leading)
element.leading(fx.destination.leading.at(pos))
// animate attributes
for (i = akeys.length - 1; i >= 0; i--)
element.attr(akeys[i], at(fx.attrs[akeys[i]], pos))
// animate styles
for (i = skeys.length - 1; i >= 0; i--)
element.style(skeys[i], at(fx.styles[skeys[i]], pos))
// callback for each keyframe
if (fx.situation.during)
fx.situation.during.call(element, pos, function(from, to) {
return at({ from: from, to: to }, pos)
})
}
if (typeof d === 'number') {
// delay animation
this.timeout = setTimeout(function() {
var start = new Date().getTime()
// initialize situation object
fx.situation.start = start
fx.situation.play = true
fx.situation.finish = start + d
fx.situation.duration = d
fx.situation.ease = ease
// render function
fx.render = function() {
if (fx.situation.play === true) {
// calculate pos
var time = new Date().getTime()
, pos = time > fx.situation.finish ? 1 : (time - fx.situation.start) / d
// reverse pos if animation is reversed
if (fx.situation.reversing)
pos = -pos + 1
// process values
fx.at(pos)
// finish off animation
if (time > fx.situation.finish) {
if (fx.destination.plot)
element.plot(new SVG.PointArray(fx.destination.plot.destination).settle())
if (fx.situation.loop === true || (typeof fx.situation.loop == 'number' && fx.situation.loop > 0)) {
// register reverse
if (fx.situation.reverse)
fx.situation.reversing = !fx.situation.reversing
if (typeof fx.situation.loop == 'number') {
// reduce loop count
if (!fx.situation.reverse || fx.situation.reversing)
--fx.situation.loop
// remove last loop if reverse is disabled
if (!fx.situation.reverse && fx.situation.loop == 1)
--fx.situation.loop
}
fx.animate(d, ease, delay)
} else {
fx.situation.after ? fx.situation.after.apply(element, [fx]) : fx.stop()
}
} else {
fx.animationFrame = requestAnimationFrame(fx.render)
}
} else {
fx.animationFrame = requestAnimationFrame(fx.render)
}
}
// start animation
fx.render()
}, new SVG.Number(delay).valueOf())
}
return this
}
// Get bounding box of target element
, bbox: function() {
return this.target.bbox()
}
// Add animatable attributes
, attr: function(a, v) {
// apply attributes individually
if (typeof a == 'object') {
for (var key in a)
this.attr(key, a[key])
} else {
// get the current state
var from = this.target.attr(a)
// detect format
if (a == 'transform') {
// merge given transformation with an existing one
if (this.attrs[a])
v = this.attrs[a].destination.multiply(v)
// prepare matrix for morphing
this.attrs[a] = (new SVG.Matrix(this.target)).morph(v)
// add parametric rotation values
if (this.param) {
// get initial rotation
v = this.target.transform('rotation')
// add param
this.attrs[a].param = {
from: this.target.param || { rotation: v, cx: this.param.cx, cy: this.param.cy }
, to: this.param
}
}
} else {
this.attrs[a] = SVG.Color.isColor(v) ?
// prepare color for morphing
new SVG.Color(from).morph(v) :
SVG.regex.numberAndUnit.test(v) ?
// prepare number for morphing
new SVG.Number(from).morph(v) :
// prepare for plain morphing
{ from: from, to: v }
}
}
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.styles[s] = { from: this.target.style(s), to: v }
return this
}
// Animatable x-axis
, x: function(x) {
this.destination.x = new SVG.Number(this.target.x()).morph(x)
return this
}
// Animatable y-axis
, y: function(y) {
this.destination.y = new SVG.Number(this.target.y()).morph(y)
return this
}
// Animatable center x-axis
, cx: function(x) {
this.destination.cx = new SVG.Number(this.target.cx()).morph(x)
return this
}
// Animatable center y-axis
, cy: function(y) {
this.destination.cy = new SVG.Number(this.target.cy()).morph(y)
return this
}
// 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 = this.target.bbox()
this.destination.size = {
width: new SVG.Number(box.width).morph(width)
, height: new SVG.Number(box.height).morph(height)
}
}
return this
}
// Add animatable plot
, plot: function(p) {
this.destination.plot = p
return this
}
// Add leading method
, leading: function(value) {
if (this.target.destination.leading)
this.destination.leading = new SVG.Number(this.target.destination.leading).morph(value)
return this
}
// Add animatable viewbox
, viewbox: function(x, y, width, height) {
if (this.target instanceof SVG.Container) {
var box = this.target.viewbox()
this.destination.viewbox = {
x: new SVG.Number(box.x).morph(x)
, y: new SVG.Number(box.y).morph(y)
, width: new SVG.Number(box.width).morph(width)
, height: new SVG.Number(box.height).morph(height)
}
}
return this
}
// Add animateable gradient update
, update: function(o) {
if (this.target instanceof SVG.Stop) {
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', new SVG.Number(o.offset))
}
return this
}
// Add callback for each keyframe
, during: function(during) {
this.situation.during = during
return this
}
// Callback after animation
, after: function(after) {
this.situation.after = after
return this
}
// Make loopable
, loop: function(times, reverse) {
// store current loop and total loops
this.situation.loop = this.situation.loops = times || true
// make reversable
this.situation.reverse = !!reverse
return this
}
// Stop running animation
, stop: function(fulfill) {
// fulfill animation
if (fulfill === true) {
this.animate(0)
if (this.situation.after)
this.situation.after.apply(this.target, [this])
} else {
// stop current animation
clearTimeout(this.timeout)
cancelAnimationFrame(this.animationFrame);
// reset storage for properties
this.attrs = {}
this.styles = {}
this.situation = {}
this.destination = {}
}
return this
}
// Pause running animation
, pause: function() {
if (this.situation.play === true) {
this.situation.play = false
this.situation.pause = new Date().getTime()
}
return this
}
// Play running animation
, play: function() {
if (this.situation.play === false) {
var pause = new Date().getTime() - this.situation.pause
this.situation.finish += pause
this.situation.start += pause
this.situation.play = true
}
return this
}
}
// Define parent class
, 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(d, ease, delay) {
return (this.fx || (this.fx = new SVG.FX(this))).stop().animate(d, ease, delay)
}
// Stop current animation; this is an alias to the fx instance
, stop: function(fulfill) {
if (this.fx)
this.fx.stop(fulfill)
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
}
}
})
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