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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.Situation = SVG.invent({
create: function(o) {
if(o instanceof SVG.Situation) return o
o = o || {}
this._duration = o.duration || 1000
this._delay = o.delay || 0
this._start = +new Date + this._delay
this._end = this._start + this._duration
this.easing = SVG.easing[o.easing || '-'] || o.easing // when easing is a function, its not in SVG.easing
this.pos = 0 // position before easing
this.lastPos = 0 // needed for once callbacks
this.paused = false
this.finished = false
this.active = false
this._fx = null
this.animations = {
// functionToCall: [morphable object, destination value]
// e.g. x: [SVG.Number, 5]
// this way its assured, that the start value is set correctly
}
this._once = {
// functions to fire at a specific position
// e.g. "0.5": function foo(){}
}
}
, extend: {
// returns the position at a given time
timeToPos: function(timestamp){
return (timestamp - this._start) / (this._duration)
}
// returns the timestamp from a given positon
, posToTime: function(pos){
return this._duration * pos + this._start
}
, startAnimFrame: function(){
this.animationFrame = requestAnimationFrame(function(){ this.step() }.bind(this))
}
, stopAnimFrame: function(){
cancelAnimationFrame(this.animationFrame)
}
, start: function(){
if(this.fx().current() == this){
// morph values from the current position to the destination - maybe move this to another place
for(var i in this.animations){
if(this.animations[i] instanceof Array){
this.animations[i] = new this.animations[i][0](this.fx().target[i]()).morph(this.animations[i][1])
console.log(i, this.animations[i])
}
}
}
// dont start if already started
if(!this.active && this.fx().current() == this){
this._start = +new Date + this._delay
this._end = this._start + this._duration
this.active = true
this.timeout = setTimeout(function(){ this.startAnimFrame() }.bind(this), this.delay)
}
return this
}
, stop: function(){
if(!this.active) return false
this.active = false
this.stopAnimFrame()
clearTimeout(this.timeout)
return this
}
, seek: function(pos){
this.pos = pos
this._start = -pos * this.duration + new Date
this._end = this._start + this._duration
return this
}
, speed: function(speed){
this.speed = speed
this.duration = this.duration * this.pos + (1-this.pos) * this.duration / speed
this._end = this._start + this._duration
return this
}
, pause: function(){
this.paused = true
this.stopAnimFrame()
clearTimeout(this.timeout)
return this
}
, play: function(){
if(this.paused){
this.seek(this.pos)
this.paused = false
this.startAnimFrame()
}
return this
}
, push: function(method, args){
this.animations[method] = args
return this
}
, pop: function(method){
var ret = this.animations[method]
this.drop(method)
return ret
}
, drop: function(method){
delete this.animations[method]
return this
}
, get: function(method){
return this.animations[method]
}
, getAt: function(method){
return this.get(method).at(this.easing(this.pos))
}
, step: function(){
if(this.paused) return this
this.pos = this.timeToPos(+new Date)
if(this.pos > 1) this.pos = 1
if(this.pos < 0) this.pos = 0
var eased = this.easing(this.pos)
for(var i in this._once){
if(i > this.lastPos && i < eased) this._once[i](this.pos, eased)
}
this.fx().target.fire('during', {pos: this.pos, eased: eased})
this.eachAt(function(method, args){
this.fx().target[method].apply(this.fx().target, args)
})
if(this.pos == 1){
this.finished = true
this.active = false
this.fx().target.fire('situationfinished')
this.fx().startNext()
//var next = this.fx().next()
//if(next)next.start()
cancelAnimationFrame(this.animationFrame)
}else{
this.startAnimFrame()
}
this.lastPos = eased
return this
}
, eachAt: function(block){
for(var i in this.animations){
var at = [].concat(this.animations[i]).map(function(el){
if(el.at) return el.at(this.easing(this.pos))
return el
}.bind(this))
block.call(this, i, at)
}
}
, fx: function(fx){
if(fx){
this._fx = fx
return this
}
return this._fx
}
, once: function(pos, fn, isEased){
if(!isEased)pos = this.easing(pos)
this._once[pos] = fn
return this
}
}
})
SVG.FX = SVG.invent({
// Initialize FX object
create: function(element) {
// store target element
this.target = element
this._queue = []
this._current = 0
}
// Add class methods
, extend: {
// pushs a new situation to the queue
enqueue: function(o) {
this.queue().push(new SVG.Situation(o).fx(this))
return this
}
// returns the queue
, queue: function() {
return this._queue;
}
, current: function() {
return this.get(this._current)
}
, last: function() {
return this.get(this.queue().length-1)
}
, first: function() {
return this.get(0)
}
, search: function(attr) {
var current = this.queue().length-1
while(situation = this.get(--current)){
// get method of situation if present
var attr = situation.get(attr)
if(!attr) continue
// if not yet morphed we extract the destination from the array
//if(attr instanceof Array) return attr[1]
// otherwise from the morphed object
return attr.destination
}
// return the elements attribute as fallback
return this.target[attr]()
}
, prev: function() {
return this.get(--this._current)
}
, next: function() {
return this.get(++this._current)
}
, get: function(i) {
if(!this._queue[i]) return null
return this._queue[i]
}
, startNext: function() {
var next = this.next()
if(next) next.start()
else this.finish()
return this
}
, pause: function() {
this.current().pause()
return this
}
, play: function() {
this.current().play()
return this
}
/*
, resume: function() {
this.active = true
}*/
, finish: function() {
this.active = false
this.target.fire('fxfinished')
return this
}
, reverse: function() {
this.reverse = true
this.current().play()
return this
}
, progress: function(pos) {
this.get(this._current).progress(pos)
return this
}
, totalProgress: function(pos) {
if(pos == null) return this.total
this.total = pos
return this
}
, time: function(d) {
return this.progress(this.duration / d)
}
, totalTime: function(d) {
return this.totalProgress(this.duration / d)
}
, timeScale: function(factor) {
this.scale = factor
return this
}
// Animatable x-axis
, x: function(x) {
//this.last().push('x', [SVG.Number, x]).start()
this.last().push('x', new SVG.Number(this.search('x')).morph(x)).start()
return this
}
// Animatable y-axis
, y: function(y) {
//this.last().push('y', [SVG.Number, y]).start()
this.last().push('y', new SVG.Number(this.search('y')).morph(y)).start()
return this
}
// Animatable center x-axis
, cx: function(x) {
//this.last().push('cx', [SVG.Number, x]).start()
this.last().push('cx', new SVG.Number(this.search('cx')).morph(x)).start()
return this
}
// Animatable center y-axis
, cy: function(y) {
//this.last().push('cy', [SVG.Number, y]).start()
this.last().push('cy', new SVG.Number(this.search('cy')).morph(y)).start()
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)
}
, dx: function(x) {
return this.x(this.search('x') + x)
}
, dy: function(y) {
return this.y(this.search('y') + y)
}
// Relative move over x and y axes
, dmove: function(x, y) {
return this.dx(x).dy(y)
}
/*, 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
}*/
}
// 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(o) {
return (this.fx || (this.fx = new SVG.FX(this))).enqueue(o)
}
, delay: function(delay){
return (this.fx || (this.fx = new SVG.FX(this))).enqueue({delay:delay})
}
}
})
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