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// Must Change ....
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 }
}
function Runner (timeline) {
// We store a reference to the function to run and the timeline to use
this.timeline = timeline
this.transforms = []
this.functions = []
this.done = false
// We copy the current values from the timeline because they can change
this._startTime = timeline._startTime
this._duration = timeline._duration
this._loop = timeline._loop
}
Runner.prototype = {
add: function (initFn, runFn) {
this.initialisers.push(initFn)
this.functions.push(fn)
},
step: function (time) {
// If it is time to do something, act now.
var end = this._start + this._duration
var running = this._start < time && time < end
if (running && this._running) {
var position = (time - this._startTime) / this._duration
var toRun = this.functions
for (var i = 0, len = toRun.length, i < len ; ++i) {
toRun[i](position)
}
}
// 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
},
snap: function () {
},
pause: function () {
},
}
let time = window.performance || window.Date
SVG.Timeline = SVG.invent({
// Construct a new timeline on the given element
create: function (element) {
// Store a reference to the element to call its parent methods
this._element = element
// Store the timing variables
this._startTime = time.now()
this._duration = SVG.defaults.duration
this._ease = SVG.defaults.ease
// Play control variables control how the animation proceeds
this._controller = o instanceof 'function' ? o : null
this._backwards = false
this._reverse = false
this._loops = 0
// Keep track of the running animations and their starting parameters
this._baseTransform = null
this._running = true
this._runners = []
},
extend: {
animate (duration, delay, now) {
// Clear the controller and the looping parameters
this._controller = null
this._backwards = false
this._swing = false
this._loops = 0
// If we have a controller, we will use the declarative animation mode
if(duration instanceof 'function') {
this._controller = duration
// If we have an object we are declaring imperative animations
} else if (typeof duration === 'object') {
ease = duration.ease
delay = duration.delay
now = duration.now
duration = duration.duration
}
// We start the next animation after the old one is complete
this._startTime = now ? time.now() : (this._startTime + this._duration)
this._duration = duration || SVG.defaults.duration
// Make a new runner to take care of the
return this
},
duration (time) {
return this.animate(time, 0, false)
},
delay (by, now) {
return this.animate(0, by, now)
},
ease (fn) {
this._ease = SVG.easing[fn || SVG.defaults.ease] || fn
return this
},
loop (times, swing) {
this._loops = times
this._swing = swing
},
play () {
this._running = true
this._continue()
},
pause () {
this._running = false
},
stop () {
this.pause()
// Cancel all of the requested animation frames
},
finish (all=true) {
},
speed (newSpeed) {
},
seek (dt) {
},
persist (dt || forever) {
// 0 by default
},
reverse () {
},
queue (initialise, during) {
// Make a new runner
var runner = new Runner(this)
this._runners.push()
},
_step (dt) {
},
// Checks if we are running and continues the animation
_continue () {
if (this._paused) return
// Go through each of the runners and step them
},
},
// Only elements are animatable
parent: SVG.Element,
// These methods will be added to all SVG.Element objects
construct: {
animate: function(o, delay, now) {
// Get the current timeline or construct a new one
this.timeline = (this.timeline || new SVG.Timeline(this))
.animate(o, delay, now)
return this.timeline
}
}
}
// Extend the attribute methods separately to avoid cluttering the main
// Timeline class above
SVG.extend(SVG.Timeline, {
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 Morph(this.controller).to(val)
this.queue(
function () {
morpher = morpher.from(element[type](name))
},
function () {
this.element[type](name, morpher.at(pos))
}
)
return this
},
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)}
)
return this
}
})
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