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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.Runner = SVG.invent({
inherit: SVG.EventTarget,
parent: SVG.Element,
create: function (options) {
// ensure a default value
options = options == null
? SVG.defaults.timeline.duration
: options
// ensure that we get a controller
options = typeof options === 'function'
? new SVG.Controller(options)
: options
// Declare all of the variables
this._dispatcher = document.createElement('div')
this._element = null
this._timeline = null
this.done = false
this._queue = []
// Work out the stepper and the duration
this._duration = typeof options === 'number' && options
this._isDeclarative = options instanceof SVG.Controller
this._stepper = this._isDeclarative ? options : new SVG.Ease()
// We copy the current values from the timeline because they can change
this._history = {}
// Store the state of the runner
this.enabled = true
this._time = 0
this._last = 0
this.tags = {}
// Looping variables
this._haveReversed = false
this._reverse = false
this._loopsDone = 0
this._swing = false
this._wait = 0
this._times = 1
// save the transformation we are starting with
this._baseTransform = null
},
construct: {
animate: function (duration, delay, when) {
var o = SVG.Runner.sanitise(duration, delay, when)
var timeline = this.timeline()
return new SVG.Runner(o.duration)
.loop(o)
.element(this)
.timeline(timeline)
.schedule(delay, when)
},
delay: function (by, when) {
return this.animate(0, by, when)
},
},
extend: {
/*
Runner Definitions
==================
These methods help us define the runtime behaviour of the Runner or they
help us make new runners from the current runner
*/
element: function (element) {
if(element == null) return this._element
this._element = element
return this
},
timeline: function (timeline) {
// check explicitly for undefined so we can set the timeline to null
if(typeof timeline === 'undefined') return this._timeline
this._timeline = timeline
return this
},
animate: function(duration, delay, when) {
var o = SVG.Runner.sanitise(duration, delay, when)
var runner = new SVG.Runner(o.duration)
if(this._timeline) runner.timeline(this._timeline)
if(this._element) runner.element(this._element)
return runner.loop(o).schedule(delay, when)
},
schedule: function (timeline, delay, when) {
// The user doesn't need to pass a timeline if we already have one
if(!(timeline instanceof SVG.Timeline)) {
when = delay
delay = timeline
timeline = this.timeline()
}
// If there is no timeline, yell at the user...
if(!timeline) {
throw Error('Runner cannot be scheduled without timeline')
}
// Schedule the runner on the timeline provided
timeline.schedule(this, delay, when)
return this
},
unschedule: function () {
var timeline = this.timeline()
timeline && timeline.unschedule(this)
return this
},
loop: function (times, swing, wait) {
// Deal with the user passing in an object
if (typeof times === 'object') {
swing = times.swing
wait = times.wait
times = times.times
}
// Sanitise the values and store them
this._times = times || Infinity
this._swing = swing || false
this._wait = wait || 0
return this
},
delay: function (delay) {
return this.animate(0, delay)
},
/*
Basic Functionality
===================
These methods allow us to attach basic functions to the runner directly
*/
queue: function (initFn, runFn, alwaysInitialise) {
this._queue.push({
alwaysInitialise: alwaysInitialise || false,
initialiser: initFn || SVG.void,
runner: runFn || SVG.void,
initialised: false,
finished: false,
})
var timeline = this.timeline()
timeline && this.timeline()._continue()
return this
},
during: function (fn) {
return this.queue(null, fn)
},
after (fn) {
return this.on('finish', fn)
},
/*
Runner animation methods
========================
Control how the animation plays
*/
time: function (time) {
if (time == null) {
return this._time
}
let dt = time - this._time
this.step(dt)
return this
},
duration: function () {
return this._times * (this._wait + this._duration) - this._wait
},
// FIXME: Proposal - this should be called loops
position: function (p) {
var loopDuration = this._duration + this._wait
if (p == null) {
var loopsDone = Math.floor(this._time / loopDuration)
var relativeTime = (this._time - loopsDone * loopDuration)
var position = relativeTime / this._duration
return Math.min(loopsDone + position, this._times)
}
var whole = Math.floor(p)
var partial = p % 1
var time = loopDuration * whole + this._duration * partial
return this.time(time)
},
// FIXME: Proposal - this should be called position
local: function (p) {
if (p == null) {
/*
This function converts a time to a position in the range [0, 1]
The full explanation can be found in this desmos demonstration
https://www.desmos.com/calculator/u4fbavgche
The logic is slightly simplified here because we can use booleans
*/
// Get all of the variables we need
var x = this._time
var d = this._duration
var w = this._wait
var t = this._times
var s = this._swing
var r = this._reverse
// Figure out the value without thinking about the start or end time
function f (x) {
var swinging = s * Math.floor(x % (2 * (w + d)) / (w + d))
var backwards = (swinging && !r) || (!swinging && r)
var uncliped = Math.pow(-1, backwards) * (x % (w + d)) / d + backwards
var clipped = Math.max(Math.min(uncliped, 1), 0)
return clipped
}
// Figure out the value by incorporating the start time
var endTime = t * (w + d) - w
var position = x <= 0 ? Math.round(f(1e-5))
: x < endTime ? f(x)
: Math.round(f(endTime - 1e-5))
return position
}
// Work out the loops done and add the position to the loops done
var loopsDone = Math.floor(this._time / loopDuration)
var position = loopsDone + p
return this.position(position)
},
// FIXME - Proposal - this should be called progress
absolute: function (p) {
if (p == null) {
return Math.min(1, this._time / this.duration())
}
return this.time(p * this.duration())
},
step: function (dt) {
// Update the time and get the new position
dt = dt == null ? 16 : dt
this._time += dt
var position = this.local()
// Figure out if we need to run the stepper in this frame
var runNow = this._lastPosition !== position && this._time >= 0
this._lastPosition = position
// Figure out if we just started
var duration = this.duration()
var justStarted = this._lastTime < 0 && this._time > 0
var justFinished = this._lastTime < this._time && this.time > duration
this._lastTime = this._time
if (justStarted) {
this.fire('start', this)
}
// Call initialise and the run function
this._initialise()
var declarative = this._isDeclarative
if ( runNow || declarative ) {
var converged = this._run(declarative ? dt : position)
this.fire('step', this)
}
// Work out if we are done and return this
this.done = (converged && declarative)
|| (this._time >= duration && !justFinished && !declarative)
if (this.done) {
this.fire('finish', this)
}
return this
},
finish: function () {
return this.step(Infinity)
},
reverse: function (reverse) {
this._reverse = reverse == null ? !this._reverse : reverse
return this
},
ease: function (fn) {
this._stepper = new SVG.Ease(fn)
return this
},
active: function (enabled) {
if(enabled == null) return this.enabled
this.enabled = enabled
return this
},
/*
Runner Management
=================
Functions that are used to help index the runner
*/
tag: function (name) {
// Act as a getter to get all of the tags on this object
if (name == null) return Object.keys(this.tags)
// Add all of the tags to the object directly
name = Array.isArray(name) ? name : [name]
for(var i = name.length; i--;) {
this.tags[name[i]] = true
}
return this
},
untag: function (name) {
name = Array.isArray(name) ? name : [name]
for(var i = name.length; i--;) {
delete this.tags[name[i]]
}
return this
},
getEventTarget: function () {
return this._dispatcher
},
/*
Private Methods
===============
Methods that shouldn't be used externally
*/
// Save a morpher to the morpher list so that we can retarget it later
_rememberMorpher: function (method, morpher) {
this._history[method] = {
morpher: morpher,
caller: this._queue[this._queue.length - 1],
}
},
// Try to set the target for a morpher if the morpher exists, otherwise
// do nothing and return false
_tryRetarget: function (method, target) {
if(this._history[method]) {
this._history[method].morpher.to(target)
this._history[method].caller.finished = false
var timeline = this.timeline()
timeline && timeline._continue()
return true
}
return false
},
// Run each initialise function in the runner if required
_initialise: function () {
for (var i = 0, len = this._queue.length; i < len ; ++i) {
// Get the current initialiser
var current = this._queue[i]
// Determine whether we need to initialise
var needsInit = current.alwaysInitialise || !current.initialised
var running = !current.finished
if (needsInit && running) {
current.initialiser.call(this)
current.initialised = true
}
}
},
// Run each run function for the position or dt given
_run: function (positionOrDt) {
// Run all of the _queue directly
var allfinished = true
for (var i = 0, len = this._queue.length; i < len ; ++i) {
// Get the current function to run
var current = this._queue[i]
// Run the function if its not finished, we keep track of the finished
// flag for the sake of declarative _queue
current.finished = current.finished
|| (current.runner.call(this, positionOrDt) === true)
allfinished = allfinished && current.finished
}
// We report when all of the constructors are finished
return allfinished
},
},
})
SVG.Runner.sanitise = function (duration, delay, when) {
// Initialise the default parameters
var times = 1
var swing = false
var wait = 0
var duration = duration || SVG.defaults.timeline.duration
var delay = delay || SVG.defaults.timeline.delay
var when = when || 'last'
// If we have an object, unpack the values
if (typeof duration == 'object' && !(duration instanceof SVG.Stepper)) {
delay = duration.delay || delay
when = duration.when || when
swing = duration.swing || swing
times = duration.times || times
wait = duration.wait || wait
duration = duration.duration || SVG.defaults.timeline.duration
}
return {
duration: duration,
delay: delay,
swing: swing,
times: times,
wait: wait,
when: when
}
}
SVG.extend(SVG.Runner, {
attr: function (a, v) {
return this.styleAttr('attr', a, v)
},
// Add animatable styles
css: function (s, v) {
return this.styleAttr('css', s, v)
},
styleAttr (type, name, val) {
// apply attributes individually
if (typeof name === 'object') {
for (var key in val) {
this.styleAttr(type, key, val[key])
}
}
var morpher = new SVG.Morphable(this._stepper).to(val)
this.queue(function () {
morpher = morpher.from(this.element()[type](name))
}, function (pos) {
this.element()[type](name, morpher.at(pos))
return morpher.done()
}, this._isDeclarative)
return this
},
zoom: function (level, point) {
var morpher = new SVG.Morphable(this._stepper).to(new SVG.Number(level))
this.queue(function() {
morpher = morpher.from(this.zoom())
}, function (pos) {
this.element().zoom(morpher.at(pos), point)
return morpher.done()
}, this._isDeclarative)
return this
},
/**
** absolute transformations
**/
// M v -----|-----(D M v = I v)------|-----> T v
//
// 1. define the final state (T) and decompose it (once) t = [tx, ty, the, lam, sy, sx]
// 2. on every frame: pull the current state of all previous transforms (M - m can change)
// and then write this as m = [tx0, ty0, the0, lam0, sy0, sx0]
// 3. Find the interpolated matrix I(pos) = m + pos * (t - m)
// - Note I(0) = M
// - Note I(1) = T
// 4. Now you get the delta matrix as a result: D = I * inv(M)
transform: function (transforms, relative, affine) {
affine = transforms.affine || affine || !!transform.a
relative = transforms.relative || relative || false
var morpher
/**
The default of relative is false
affine defaults to true if transformations are used and to false when a matrix is given
We end up with 4 possibilities:
false, false: absolute direct matrix morph with SVG.Matrix
true, false: relative direct matrix morph with SVG.Marix or relative whatever was passed transformation with ObjectBag
false, true: absolute affine transformation with SVG.TransformBag
true, true: relative whatever was passed transformation with ObjectBag
**/
// if we have a relative transformation and its not a matrix
// we morph all parameters directly with the ObjectBag
// the following cases are covered here:
// - true, false with ObjectBag
// - true, true with ObjectBag
if(relative && transforms.a == null) {
morpher = SVG.Morphable.ObjectBag(formatTransforms({}))
.to(formatTransforms(transforms))
.stepper(this._stepper)
return this.queue(function() {}, function (pos) {
this.pushRightTransform(new Matrix(morpher.at(pos)))
return morpher.done()
}, this._isDeclarative)
}
// what is left is affine morphing for SVG.Matrix and absolute transformations with TransformBag
// also non affine direct and relative morhing with SVG.Matrix
// the following cases are covered here:
// - false, true with SVG.Matrix
// - false, true with SVG.TransformBag
// - true, false with SVG.Matrix
// - false, false with SVG.Matrix
// 1. define the final state (T) and decompose it (once) t = [tx, ty, the, lam, sy, sx]
var morpher = (transforms.a && !affine)
? new SVG.Matrix().to(transforms)
: new SVG.Morphable.TransformBag().to(transforms)
morpher.stepper(this._stepper)
// create identity Matrix for relative not affine Matrix transformation
morpher.from()
this.queue(function() {}, function (pos) {
// 2. on every frame: pull the current state of all previous transforms (M - m can change)
var curr = this.currentTransform()
if(!relative) morpher.from(curr)
// 3. Find the interpolated matrix I(pos) = m + pos * (t - m)
// - Note I(0) = M
// - Note I(1) = T
var matrix = morpher.at(pos)
if(!relative) {
// 4. Now you get the delta matrix as a result: D = I * inv(M)
var delta = matrix.multiply(curr.inverse())
this.pushLeftTransform(delta)
} else {
this.pushRightTransform(matrix)
}
return morpher.done()
}, this._isDeclarative)
return this
},
// Animatable x-axis
x: function (x, relative) {
return this._queueNumber('x', x)
},
// Animatable y-axis
y: function (y) {
return this._queueNumber('y', y)
},
dx: function (x) {
return this._queueNumberDelta('dx', x)
},
dy: function (y) {
return this._queueNumberDelta('dy', y)
},
_queueNumberDelta: function (method, to) {
to = new SVG.Number(to)
// Try to change the target if we have this method already registerd
if (this._tryRetargetDelta(method, to)) return this
// Make a morpher and queue the animation
var morpher = new SVG.Morphable(this._stepper).to(to)
this.queue(function () {
var from = this.element()[method]()
morpher.from(from)
morpher.to(from + x)
}, function (pos) {
this.element()[method](morpher.at(pos))
return morpher.done()
}, this._isDeclarative)
// Register the morpher so that if it is changed again, we can retarget it
this._rememberMorpher(method, morpher)
return this
},
_queueObject: function (method, to) {
// Try to change the target if we have this method already registerd
if (this._tryRetarget(method, to)) return this
// Make a morpher and queue the animation
var morpher = new SVG.Morphable(this._stepper).to(to)
this.queue(function () {
morpher.from(this.element()[method]())
}, function (pos) {
this.element()[method](morpher.at(pos))
return morpher.done()
}, this._isDeclarative)
// Register the morpher so that if it is changed again, we can retarget it
this._rememberMorpher(method, morpher)
return this
},
_queueNumber: function (method, value) {
return this._queueObject(method, new SVG.Number(value))
},
// Animatable center x-axis
cx: function (x) {
return this._queueNumber('cx', x)
},
// Animatable center y-axis
cy: function (y) {
return this._queueNumber('cy', 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) {
// animate bbox based size for all other elements
var box
if (!width || !height) {
box = this._element.bbox()
}
if (!width) {
width = box.width / box.height * height
}
if (!height) {
height = box.height / box.width * width
}
return this
.width(width)
.height(height)
},
// Add animatable width
width: function (width) {
return this._queueNumber('width', width)
},
// Add animatable height
height: function (height) {
return this._queueNumber('height', 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._queueObject('plot', new this._element.MorphArray(a))
/*var morpher = this._element.morphArray().to(a)
this.queue(function () {
morpher.from(this._element.array())
}, function (pos) {
this._element.plot(morpher.at(pos))
})
return this*/
},
// Add leading method
leading: function (value) {
return this._queueNumber('leading', value)
},
// Add animatable viewbox
viewbox: function (x, y, width, height) {
return this._queueObject('viewbox', new SVG.Box(x, y, width, height))
},
update: function (o) {
if (typeof o !== 'object') {
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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