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https://github.com/ionic-team/ionic-framework.git
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feat(ripple): better ripple
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@@ -408,6 +408,21 @@ export class Animation {
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}
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}
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/**
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* Get the current time of the first animation
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* in the list. To get a specific time of an animation, call
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* subAnimationInstance.getCurrentTime()
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*/
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getCurrentTime() {
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if(this._chld.length > 0) {
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return this._chld[0].getCurrentTime();
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}
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if(this._ani.length > 0) {
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return this._ani[0].getCurrentTime();
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}
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return 0;
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}
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progressEnd(shouldComplete, rate=3) {
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let promises = [];
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@@ -604,6 +619,10 @@ class Animate {
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}
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}
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getCurrentTime() {
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return this.ani.currentTime;
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}
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playbackRate(value) {
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this.rate = value;
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if (this.ani) {
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@@ -4,6 +4,16 @@ import {Animation} from '../../animations/animation';
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export class RippleActivator extends Activator {
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static TOUCH_DOWN_ACCEL = 512;
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static TOUCH_UP_ACCEL = 1024;
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static OPACITY_DECAY_VEL = 1.6;
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static OUTER_OPACITY_VEL = 1.2;
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static OPACITY_OUT_DURATION = 750;
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static EXPAND_OUT_PLAYBACK_RATE = 2;
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static DOWN_PLAYBACK_RATE = 0.45;
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static OPACITY_OUT_PLAYBACK_RATE = 1;
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constructor(app, config) {
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super(app, config);
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@@ -17,6 +27,18 @@ export class RippleActivator extends Activator {
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// create a new ripple element
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let r = targetEle.getBoundingClientRect();
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let w = r.width;
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let h = r.height;
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let halfW = w/2;
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let halfH = h/2;
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let outerRadius = Math.sqrt(halfW * halfW + halfH * halfH);
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let radiusDuration = (1000 * Math.sqrt(outerRadius / RippleActivator.TOUCH_DOWN_ACCEL) + 0.5);
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let outerDuration = 1000 * (1/RippleActivator.OUTER_OPACITY_VEL);
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//console.log('Rippling', radiusDuration);
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let x = Math.max(Math.abs(r.width - pointerX), pointerX) * 2;
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let y = Math.max(Math.abs(r.height - pointerY), pointerY) * 2;
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let size = (Math.sqrt(Math.pow(x, 2) + Math.pow(y, 2))) - 10;
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@@ -33,14 +55,16 @@ export class RippleActivator extends Activator {
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targetEle.appendChild(rippleEle);
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let ripple = this.ripples[Date.now()] = { ele: rippleEle };
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ripple.outerRadius = outerRadius;
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ripple.radiusDuration = radiusDuration;
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// expand the circle from the users starting point
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// start slow, and when they let up, then speed up the animation
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ripple.expand = new Animation(rippleEle, {renderDelay: 0});
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ripple.expand
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.fromTo('scale', '0.001', '1')
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.duration(300)
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.playbackRate(0.35)
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.duration(radiusDuration)
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.playbackRate(RippleActivator.DOWN_PLAYBACK_RATE)
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.onFinish(()=> {
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// finished expanding
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ripple.expand && ripple.expand.dispose();
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@@ -59,16 +83,26 @@ export class RippleActivator extends Activator {
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let ripple;
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for (let rippleId in this.ripples) {
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ripple = this.ripples[rippleId];
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if(ripple.expand) {
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let currentTime = ripple.expand.getCurrentTime();
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// How much more time do we need to finish the radius animation?
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// Math: (radius/second) * ((total_radius_time) - current_time)
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let remainingTime = (ripple.outerRadius / ripple.radiusDuration) *
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((ripple.radiusDuration / RippleActivator.DOWN_PLAYBACK_RATE)- (currentTime));
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ripple.expand.remainingTime = remainingTime;
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}
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if (!ripple.fade) {
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// ripple has not been let up yet
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// spped up the rate if the animation is still going
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setTimeout(() => {
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ripple.expand && ripple.expand.playbackRate(1);
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ripple.expand && ripple.expand.playbackRate(RippleActivator.EXPAND_OUT_PLAYBACK_RATE);
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ripple.fade = new Animation(ripple.ele);
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ripple.fade
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.fadeOut()
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.duration(750)
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.duration(ripple.epxand && ripple.expand.remaingTime || RippleActivator.OPACITY_OUT_DURATION)
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.playbackRate(RippleActivator.OPACITY_OUT_PLAYBACK_RATE)
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.onFinish(() => {
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ripple.fade && ripple.fade.dispose();
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ripple.fade = null;
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