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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 }
}
var time = performance || 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 || null
this._timeSource = function () {
return time.now()
}
// Store the timing variables
this._startTime = 0
this._speed = 1.0
// Play control variables control how the animation proceeds
this._reverse = false
this._persist = 0
// Keep track of the running animations and their starting parameters
this._baseTransform = null
this._nextFrame = null
this._paused = false
this._runners = []
this._time = 0
this._lastSourceTime = 0
this._lastStepTime = 0
},
extend: {
element (element) {
if(element == null) return this._element
this._element = element
},
/**
*
*/
schedule (runner, delay, when) {
// TODO: If no runner is provided, get the whole schedule
// TODO: If a runner is provided with no delay or when, get its
// starting time and delay
runner.unschedule()
// The start time for the next animation can either be given explicitly,
// derived from the current timeline time or it can be relative to the
// last start time to chain animations direclty
var absoluteStartTime
delay = delay || 0
// Work out when to start the animation
if ( when == null || when === 'last' || when === 'after' ) {
// Take the last time and increment
absoluteStartTime = this._startTime + delay
} else if (when === 'absolute' || when === 'start' ) {
absoluteStartTime = delay
} else if (when === 'now') {
absoluteStartTime = this._time + delay
} else if ( when === 'relative' ) {
// TODO: If the runner already exists, shift it by the delay, otherwise
// this is relative to the start time ie: 0
} else {
// TODO: Throw error
}
runner.time(-absoluteStartTime)
this._startTime = absoluteStartTime + runner._duration
this._runners.push(runner)
this._continue()
return this
},
// remove the runner from this timeline
unschedule (runner) {
var index = this._runners.indexOf(runner)
if(index > -1) {
this._runners.splice(index, 1)
}
return this
},
play () {
// Now make sure we are not paused and continue the animation
this._paused = false
this._continue()
return this
},
pause () {
// Cancel the next animation frame and pause
this._nextFrame = null
this._paused = true
return this
},
stop () {
// Cancel the next animation frame and go to start
this.seek(-this._time)
return this.pause()
},
finish () {
this.seek(Infinity)
return this.pause()
},
speed (speed) {
if(speed == null) return this._speed
this._speed = speed
return this
},
reverse (yes) {
var currentSpeed = this.speed()
this.speed(-currentSpeed)
return this
},
seek (dt) {
this._time += dt
this._continue()
return this
},
time (newTime) {
if(newTime == null) return this._time
this._time = newTime
return this
},
persist (dtOrForever) {
if (tdOrForever == null) return this._persist
this._persist = dtOrForever
return this
},
source (fn) {
if (fn == null) return this._timeSource
this._timeSource = fn
return this
},
_step () {
// If the timeline is paused, just do nothing
if (this._paused) return
// Get the time delta from the last time and update the time
// TODO: Deal with window.blur window.focus to pause animations
var time = this._timeSource()
this._lastSourceTime = time
var dtSource = ((time - this._lastSourceTime) || 16)
var dtTime = this._speed * dtSource + (this._time - this._lastStepTime)
// Update the time
this._time += dtTime
this._lastStepTime = this._time
// Run all of the runners directly
var runnersLeft = false
for (var i = 0, len = this._runners.length; i < len; i++) {
// Get and run the current runner and ignore it if its inactive
var runner = this._runners[i]
if(!runner.active()) continue
// If this runner is still going, signal that we need another animation
// frame, otherwise, remove the completed runner
var finished = runner.step(dtTime).done
if (!finished) {
runnersLeft = true
} else if(this._persist !== true){
// runner is finished. And runner might get removed
// TODO: Figure out end time of runner
var endTime = Infinity
if(endTime + this._persist < this._time) {
// delete runner and correct index
this._runners.splice(i--, 1) && --len
}
}
// TODO: Check if a runner is still healthy, and if it is, run it.
// Once a runner is complete it expires. If it has been expired for
// more than the persist amount of time, splice it out; by default
// this expiry date is zero
// this._runners.splice(i--, 1)
}
// TODO: Collapse transformations in transformationBag into one
// transformation directly
//
// Timeline has
// timeline.transformationBag
// Get the next animation frame to keep the simulation going
if (runnersLeft)
this._nextFrame = SVG.Animator.frame(this._step.bind(this))
else this._nextFrame = null
return this
},
// Checks if we are running and continues the animation
_continue () {
if (this._paused) return this
if (!this._nextFrame) this._step()
return this
}
},
// These methods will be added to all SVG.Element objects
parent: SVG.Element,
construct: {
timeline: function () {
this._timeline = (this._timeline || new SVG.Timeline(this))
return this._timeline
},
}
})
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