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