collide updates

This commit is contained in:
Adam Bradley
2015-04-25 10:14:21 -05:00
parent 2cf171038e
commit e67ff15e08
12 changed files with 1619 additions and 1563 deletions

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@@ -1,370 +0,0 @@
import {raf} from 'ionic2/util/dom'
class GlobalAnimator {
constructor() {
console.log('Animator instance', Math.random())
this.isTicking = false
this.calls = []
}
run(animation) {
animation.timeStart = null;
this.calls.push(animation);
if (!this.isTicking) {
this.tick()
}
}
/* Note: All calls to Animator are pushed to the this.calls array, which is fully iterated through upon each tick. */
tick (timestamp) {
console.log('tick', timestamp)
/* An empty timestamp argument indicates that this is the first tick occurence since ticking was turned on.
We leverage this metadata to fully ignore the first tick pass since RAF's initial pass is fired whenever
the browser's next tick sync time occurs, which results in the first elements subjected to Animator
calls being animated out of sync with any elements animated immediately thereafter. In short, we ignore
the first RAF tick pass so that elements being immediately consecutively animated -- instead of simultaneously animated
by the same Animator call -- are properly batched into the same initial RAF tick and consequently remain in sync thereafter. */
if (timestamp) {
/* We ignore RAF's high resolution timestamp since it can be significantly offset when the browser is
under high stress; we opt for choppiness over allowing the browser to drop huge chunks of frames. */
var timeCurrent = (new Date).getTime();
/********************
Call Iteration
********************/
var callsLength = this.calls.length;
/* To speed up iterating over this array, it is compacted (falsey items -- calls that have completed -- are removed)
when its length has ballooned to a point that can impact tick performance. This only becomes necessary when animation
has been continuous with many elements over a long period of time; whenever all active calls are completed, completeCall() clears this.calls. */
if (callsLength > 10000) {
this.calls = compactSparseArray(this.calls);
}
/* Iterate through each active call. */
for (var i = 0; i < callsLength; i++) {
/* When a Animator call is completed, its this.calls entry is set to false. Continue on to the next call. */
if (!this.calls[i]) {
continue;
}
/************************
Call-Wide Variables
************************/
var animation = this.calls[i];
var timeStart = animation.timeStart;
var firstTick = !!timeStart;
var opts = animation.options();
/* If timeStart is undefined, then this is the first time that this call has been processed by tick().
We assign timeStart now so that its value is as close to the real animation start time as possible.
(Conversely, had timeStart been defined when this call was added to this.calls, the delay
between that time and now would cause the first few frames of the tween to be skipped since
percentComplete is calculated relative to timeStart.) */
/* Further, subtract 16ms (the approximate resolution of RAF) from the current time value so that the
first tick iteration isn't wasted by animating at 0% tween completion, which would produce the
same style value as the element's current value. */
if (!timeStart) {
timeStart = timeCurrent - 16;
}
/* The tween's completion percentage is relative to the tween's start time, not the tween's start value
(which would result in unpredictable tween durations since JavaScript's timers are not particularly accurate).
Accordingly, we ensure that percentComplete does not exceed 1. */
var percentComplete = Math.min((timeCurrent - timeStart) / opts.duration, 1);
/**********************
Element Iteration
**********************/
for (var j = 0, elementCount = animation.elements.length; j < elementCount; j++) {
var element = animation.elements[j];
/* Check to see if this element has been deleted midway through the animation */
if (!element.parent) {
continue;
}
var transformPropertyExists = false;
/**********************************
Display & Visibility Toggling
**********************************/
/* If the display option is set to non-"none", set it upfront so that the element can become visible before tweening begins.
(Otherwise, display's "none" value is set in completeCall() once the animation has completed.) */
if (opts.display !== undefined && opts.display !== null && opts.display !== "none") {
if (opts.display === "flex") {
for (var x = 0; x < flexValues.length; x++) {
setPropertyValue(element, "display", flexValues[x]);
}
}
setPropertyValue(element, "display", opts.display);
}
/* Same goes with the visibility option, but its "none" equivalent is "hidden". */
if (opts.visibility !== undefined && opts.visibility !== "hidden") {
setPropertyValue(element, "visibility", opts.visibility);
}
/************************
Property Iteration
************************/
/* For every element, iterate through each property. */
for (var property in tweensContainer) {
/* Note: In addition to property tween data, tweensContainer contains a reference to its associated element. */
if (property !== "element") {
var tween = tweensContainer[property],
currentValue,
/* Easing can either be a pre-genereated function or a string that references a pre-registered easing
on the Animator.Easings object. In either case, return the appropriate easing *function*. */
easing = Type.isString(tween.easing) ? Animator.Easings[tween.easing] : tween.easing;
/******************************
Current Value Calculation
******************************/
/* If this is the last tick pass (if we've reached 100% completion for this tween),
ensure that currentValue is explicitly set to its target endValue so that it's not subjected to any rounding. */
if (percentComplete === 1) {
currentValue = tween.endValue;
/* Otherwise, calculate currentValue based on the current delta from startValue. */
} else {
var tweenDelta = tween.endValue - tween.startValue;
currentValue = tween.startValue + (tweenDelta * easing(percentComplete, opts, tweenDelta));
/* If no value change is occurring, don't proceed with DOM updating. */
if (!firstTick && (currentValue === tween.currentValue)) {
continue;
}
}
tween.currentValue = currentValue;
/* If we're tweening a fake 'tween' property in order to log transition values, update the one-per-call variable so that
it can be passed into the progress callback. */
if (property === "tween") {
tweenDummyValue = currentValue;
} else {
/******************
Hooks: Part I
******************/
/* For hooked properties, the newly-updated rootPropertyValueCache is cached onto the element so that it can be used
for subsequent hooks in this call that are associated with the same root property. If we didn't cache the updated
rootPropertyValue, each subsequent update to the root property in this tick pass would reset the previous hook's
updates to rootPropertyValue prior to injection. A nice performance byproduct of rootPropertyValue caching is that
subsequently chained animations using the same hookRoot but a different hook can use this cached rootPropertyValue. */
if (CSS.Hooks.registered[property]) {
var hookRoot = CSS.Hooks.getRoot(property),
rootPropertyValueCache = Data(element).rootPropertyValueCache[hookRoot];
if (rootPropertyValueCache) {
tween.rootPropertyValue = rootPropertyValueCache;
}
}
/*****************
DOM Update
*****************/
/* setPropertyValue() returns an array of the property name and property value post any normalization that may have been performed. */
/* Note: To solve an IE<=8 positioning bug, the unit type is dropped when setting a property value of 0. */
var adjustedSetData = setPropertyValue(element, /* SET */
property,
tween.currentValue + (parseFloat(currentValue) === 0 ? "" : tween.unitType),
tween.rootPropertyValue,
tween.scrollData);
/*******************
Hooks: Part II
*******************/
/* Now that we have the hook's updated rootPropertyValue (the post-processed value provided by adjustedSetData), cache it onto the element. */
if (CSS.Hooks.registered[property]) {
/* Since adjustedSetData contains normalized data ready for DOM updating, the rootPropertyValue needs to be re-extracted from its normalized form. ?? */
if (CSS.Normalizations.registered[hookRoot]) {
Data(element).rootPropertyValueCache[hookRoot] = CSS.Normalizations.registered[hookRoot]("extract", null, adjustedSetData[1]);
} else {
Data(element).rootPropertyValueCache[hookRoot] = adjustedSetData[1];
}
}
/***************
Transforms
***************/
/* Flag whether a transform property is being animated so that flushTransformCache() can be triggered once this tick pass is complete. */
if (adjustedSetData[0] === "transform") {
transformPropertyExists = true;
}
}
}
}
/****************
mobileHA
****************/
/* If mobileHA is enabled, set the translate3d transform to null to force hardware acceleration.
It's safe to override this property since Animator doesn't actually support its animation (hooks are used in its place). */
if (opts.mobileHA) {
/* Don't set the null transform hack if we've already done so. */
if (Data(element).transformCache.translate3d === undefined) {
/* All entries on the transformCache object are later concatenated into a single transform string via flushTransformCache(). */
Data(element).transformCache.translate3d = "(0px, 0px, 0px)";
transformPropertyExists = true;
}
}
if (transformPropertyExists) {
CSS.flushTransformCache(element);
}
}
/* The non-"none" display value is only applied to an element once -- when its associated call is first ticked through.
Accordingly, it's set to false so that it isn't re-processed by this call in the next tick. */
if (opts.display !== undefined && opts.display !== "none") {
this.calls[i][2].display = false;
}
if (opts.visibility !== undefined && opts.visibility !== "hidden") {
this.calls[i][2].visibility = false;
}
/* Pass the elements and the timing data (percentComplete, msRemaining, timeStart, tweenDummyValue) into the progress callback. */
if (opts.progress) {
opts.progress.call(callContainer[1],
callContainer[1],
percentComplete,
Math.max(0, (timeStart + opts.duration) - timeCurrent),
timeStart,
tweenDummyValue);
}
/* If this call has finished tweening, pass its index to completeCall() to handle call cleanup. */
if (percentComplete === 1) {
completeCall(i);
}
}
}
/* Note: completeCall() sets the isTicking flag to false when the last call on this.calls has completed. */
if (this.isTicking) {
raf(tick);
}
}
}
const flexValues = [ "-webkit-box", "-moz-box", "-ms-flexbox", "-webkit-flex" ];
/* Array compacting. Copyright Lo-Dash. MIT License: https://github.com/lodash/lodash/blob/master/LICENSE.txt */
function compactSparseArray (array) {
var index = -1,
length = array ? array.length : 0,
result = [];
while (++index < length) {
var value = array[index];
if (value) {
result.push(value);
}
}
return result;
}
function setPropertyValue(element, property, propertyValue, rootPropertyValue, scrollData) {
var propertyName = property;
/* In order to be subjected to call options and element queueing, scroll animation is routed through Velocity as if it were a standard CSS property. */
if (property === "scroll") {
/* If a container option is present, scroll the container instead of the browser window. */
if (scrollData.container) {
scrollData.container["scroll" + scrollData.direction] = propertyValue;
/* Otherwise, Velocity defaults to scrolling the browser window. */
} else {
if (scrollData.direction === "Left") {
window.scrollTo(propertyValue, scrollData.alternateValue);
} else {
window.scrollTo(scrollData.alternateValue, propertyValue);
}
}
} else {
/* Transforms (translateX, rotateZ, etc.) are applied to a per-element transformCache object, which is manually flushed via flushTransformCache().
Thus, for now, we merely cache transforms being SET. */
if (CSS.Normalizations.registered[property] && CSS.Normalizations.registered[property]("name", element) === "transform") {
/* Perform a normalization injection. */
/* Note: The normalization logic handles the transformCache updating. */
CSS.Normalizations.registered[property]("inject", element, propertyValue);
propertyName = "transform";
propertyValue = Data(element).transformCache[property];
} else {
/* Inject hooks. */
if (CSS.Hooks.registered[property]) {
var hookName = property,
hookRoot = CSS.Hooks.getRoot(property);
/* If a cached rootPropertyValue was not provided, query the DOM for the hookRoot's current value. */
rootPropertyValue = rootPropertyValue || CSS.getPropertyValue(element, hookRoot); /* GET */
propertyValue = CSS.Hooks.injectValue(hookName, propertyValue, rootPropertyValue);
property = hookRoot;
}
/* Normalize names and values. */
if (CSS.Normalizations.registered[property]) {
propertyValue = CSS.Normalizations.registered[property]("inject", element, propertyValue);
property = CSS.Normalizations.registered[property]("name", element);
}
/* Assign the appropriate vendor prefix before performing an official style update. */
propertyName = CSS.Names.prefixCheck(property)[0];
/* A try/catch is used for IE<=8, which throws an error when "invalid" CSS values are set, e.g. a negative width.
Try/catch is avoided for other browsers since it incurs a performance overhead. */
if (IE <= 8) {
try {
element.style[propertyName] = propertyValue;
} catch (error) { if (Velocity.debug) console.log("Browser does not support [" + propertyValue + "] for [" + propertyName + "]"); }
/* SVG elements have their dimensional properties (width, height, x, y, cx, etc.) applied directly as attributes instead of as styles. */
/* Note: IE8 does not support SVG elements, so it's okay that we skip it for SVG animation. */
} else if (Data(element) && Data(element).isSVG && CSS.Names.SVGAttribute(property)) {
/* Note: For SVG attributes, vendor-prefixed property names are never used. */
/* Note: Not all CSS properties can be animated via attributes, but the browser won't throw an error for unsupported properties. */
element.setAttribute(property, propertyValue);
} else {
element.style[propertyName] = propertyValue;
}
if (Velocity.debug >= 2) console.log("Set " + property + " (" + propertyName + "): " + propertyValue);
}
}
/* Return the normalized property name and value in case the caller wants to know how these values were modified before being applied to the DOM. */
return [ propertyName, propertyValue ];
}
export let Animator = new GlobalAnimator()

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@@ -1,10 +1,36 @@
import {dom} from 'ionic2/util'
export const Collide = {
export let Collide = {
/* Container for page-wide Collide state data. */
State: {
/* Create a cached element for re-use when checking for CSS property prefixes. */
prefixElement: document.createElement('div'),
/* Cache every prefix match to avoid repeating lookups. */
prefixMatches: {},
/* Cache the anchor used for animating window scrolling. */
scrollAnchor: null,
/* Cache the browser-specific property names associated with the scroll anchor. */
scrollPropertyLeft: null,
scrollPropertyTop: null,
/* Keep track of whether our RAF tick is running. */
isTicking: false,
/* Container for every in-progress call to Collide. */
calls: []
},
CSS: {},
Easings: {},
/* Collide option defaults, which can be overriden by the user. */
defaults: {
queue: "",
queue: '',
duration: 400,
easing: 'swing',
begin: undefined,
@@ -14,32 +40,20 @@ export const Collide = {
visibility: undefined,
loop: false,
delay: false,
cacheValues: true
/* Advanced: Set to false to prevent property values from being cached between consecutive Collide-initiated chain calls. */
_cacheValues: true
},
data: function(element, key, value) {
if (value === undefined) {
/* Used for getting/setting Collide's hooked CSS properties. */
hook: null, /* Defined below. */
if (key === undefined) {
// get data object: Data(element)
return element.$collide;
}
/* Collide-wide animation time remapping for testing purposes. */
mock: false,
if (element.$collide) {
// get data by key: Data(element, key)
return element.$collide[key];
}
} else if (key !== undefined) {
// set data: Data(element, key, value)
if (!element.$collide) {
element.$collide = {};
}
element.$collide[key] = value;
}
},
/* Set to 1 or 2 (most verbose) to output debug info to console. */
debug: false,
/* initialize element data */
initData: function(element) {
element.$collide = {
/* Store whether this is an SVG element, since its properties are retrieved and updated differently than standard HTML elements. */
@@ -66,6 +80,31 @@ export const Collide = {
};
},
/* get/set element data */
data: function(element, key, value) {
if (value === undefined) {
if (key === undefined) {
// get data object: Data(element)
return element.$collide;
}
if (element.$collide) {
// get data by key: Data(element, key)
return element.$collide[key];
}
} else if (key !== undefined) {
// set data: Data(element, key, value)
if (!element.$collide) {
element.$collide = {};
}
element.$collide[key] = value;
}
},
/* get/set element queue data */
queue: function (element, type, data) {
function $makeArray (arr, results) {
let ret = results || [];
@@ -99,6 +138,7 @@ export const Collide = {
return q;
},
/* dequeue element */
dequeue: function (element, type) {
type = type || 'collide';
@@ -120,5 +160,4 @@ export const Collide = {
}
}
}
};

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@@ -0,0 +1,172 @@
/* Ported from Velocity.js, MIT License. Julian Shapiro http://twitter.com/shapiro */
import {Collide} from 'ionic2/collide/collide'
import {CSS} from 'ionic2/collide/css'
/***************************
Call Completion
***************************/
/* Note: Unlike tick(), which processes all active calls at once, call completion is handled on a per-call basis. */
export function completeCall (callIndex, isStopped) {
/* Ensure the call exists. */
if (!Collide.State.calls[callIndex]) {
return false;
}
/* Pull the metadata from the call. */
var call = Collide.State.calls[callIndex][0],
elements = Collide.State.calls[callIndex][1],
opts = Collide.State.calls[callIndex][2],
resolve = Collide.State.calls[callIndex][4];
var remainingCallsExist = false;
/*************************
Element Finalization
*************************/
for (var i = 0, callLength = call.length; i < callLength; i++) {
var element = call[i].element;
var eleData = Collide.data(element);
/* If the user set display to 'none' (intending to hide the element), set it now that the animation has completed. */
/* Note: display:none isn't set when calls are manually stopped (via Collide('stop'). */
/* Note: Display gets ignored with 'reverse' calls and infinite loops, since this behavior would be undesirable. */
if (!isStopped && !opts.loop) {
if (opts.display === 'none') {
CSS.setPropertyValue(element, 'display', opts.display);
}
if (opts.visibility === 'hidden') {
CSS.setPropertyValue(element, 'visibility', opts.visibility);
}
}
/* If the element's queue is empty (if only the 'inprogress' item is left at position 0) or if its queue is about to run
a non-Collide-initiated entry, turn off the isAnimating flag. A non-Collide-initiatied queue entry's logic might alter
an element's CSS values and thereby cause Collide's cached value data to go stale. To detect if a queue entry was initiated by Collide,
we check for the existence of our special Collide.queueEntryFlag declaration, which minifiers won't rename since the flag
is assigned to's global object and thus exists out of Collide's own scope. */
if (opts.loop !== true && (Collide.queue(element)[1] === undefined || !/\.collideQueueEntryFlag/i.test(Collide.queue(element)[1]))) {
/* The element may have been deleted. Ensure that its data cache still exists before acting on it. */
if (eleData) {
eleData.isAnimating = false;
/* Clear the element's rootPropertyValueCache, which will become stale. */
eleData.rootPropertyValueCache = {};
/* If any 3D transform subproperty is at its default value (regardless of unit type), remove it. */
for (var x = 0, transforms3DLength = CSS.Lists.transforms3D.length; i < transforms3DLength; i++) {
var transformName = CSS.Lists.transforms3D[x];
var defaultValue = /^scale/.test(transformName) ? 1 : 0;
var currentValue = eleData.transformCache[transformName];
if (currentValue !== undefined && new RegExp('^\\(' + defaultValue + '[^.]').test(currentValue)) {
delete eleData.transformCache[transformName];
}
}
/* Flush the subproperty removals to the DOM. */
CSS.flushTransformCache(element);
}
}
/*********************
Option: Complete
*********************/
/* Complete is fired once per call (not once per element) and is passed the full raw DOM element set as both its context and its first argument. */
/* Note: Callbacks aren't fired when calls are manually stopped (via Collide('stop'). */
if (!isStopped && opts.complete && !opts.loop && (i === callLength - 1)) {
/* We throw callbacks in a setTimeout so that thrown errors don't halt the execution of Collide itself. */
try {
opts.complete.call(elements, elements);
} catch (error) {
setTimeout(function() { throw error; }, 1);
}
}
/**********************
Promise Resolving
**********************/
/* Note: Infinite loops don't return promises. */
if (resolve && opts.loop !== true) {
resolve(elements);
}
/****************************
Option: Loop (Infinite)
****************************/
if (eleData && opts.loop === true && !isStopped) {
/* If a rotateX/Y/Z property is being animated to 360 deg with loop:true, swap tween start/end values to enable
continuous iterative rotation looping. (Otherise, the element would just rotate back and forth.) */
for (var propertyName in eleData.tweensContainer) {
var tweenContainer = eleData.tweensContainer[propertyName]
if (/^rotate/.test(propertyName) && parseFloat(tweenContainer.endValue) === 360) {
tweenContainer.endValue = 0;
tweenContainer.startValue = 360;
}
if (/^backgroundPosition/.test(propertyName) && parseFloat(tweenContainer.endValue) === 100 && tweenContainer.unitType === '%') {
tweenContainer.endValue = 0;
tweenContainer.startValue = 100;
}
}
//TODO!!! FIXME!!!
//Collide(element, 'reverse', { loop: true, delay: opts.delay });
}
/***************
Dequeueing
***************/
/* Fire the next call in the queue so long as this call's queue wasn't set to false (to trigger a parallel animation),
which would have already caused the next call to fire. Note: Even if the end of the animation queue has been reached,
Collide.dequeue() must still be called in order to completely clear jQuery's animation queue. */
if (opts.queue !== false) {
Collide.dequeue(element, opts.queue);
}
} // END: for (var i = 0, callLength = call.length; i < callLength; i++)
/***********************
Calls Array Cleanup
************************/
/* Since this call is complete, set it to false so that the rAF tick skips it. This array is later compacted via compactSparseArray().
(For performance reasons, the call is set to false instead of being deleted from the array: http://www.html5rocks.com/en/tutorials/speed/v8/) */
Collide.State.calls[callIndex] = false;
/* Iterate through the calls array to determine if this was the final in-progress animation.
If so, set a flag to end ticking and clear the calls array. */
for (var j = 0, callsLength = Collide.State.calls.length; j < callsLength; j++) {
if (Collide.State.calls[j] !== false) {
remainingCallsExist = true;
break;
}
}
if (remainingCallsExist === false) {
/* tick() will detect this flag upon its next iteration and subsequently turn itself off. */
Collide.State.isTicking = false;
/* Clear the calls array so that its length is reset. */
delete Collide.State.calls;
Collide.State.calls = [];
}
}

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@@ -510,7 +510,7 @@ export var CSS = {
}
/* Check if the browser supports this property as prefixed. */
if (typeof prefixElement.style[propertyPrefixed] === 'string') {
if (typeof Collide.State.prefixElement.style[propertyPrefixed] === 'string') {
/* Cache the match. */
CSS.Names.prefixMatches[property] = propertyPrefixed;
@@ -865,7 +865,7 @@ export var CSS = {
/* Note: Collide applies transform properties in the same order that they are chronogically introduced to the element's CSS styles. */
flushTransformCache: function(element) {
var transformString = '';
var transformCache = eleData(element).transformCache;
var transformCache = data(element).transformCache;
var transformValue,
perspective;
@@ -894,5 +894,3 @@ export var CSS = {
};
const vendorPrefixes = [ '', 'Webkit', 'ms' ];
var prefixElement = document.createElement("div");

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@@ -1,6 +1,7 @@
/* Ported from Velocity.js, MIT License. Julian Shapiro http://twitter.com/shapiro */
import * as util from 'ionic2/util/util'
import {Collide} from 'ionic2/collide/collide'
/**************
@@ -228,7 +229,7 @@ var generateSpringRK4 = (function () {
/* default easings. */
let easings = {
Collide.Easings = {
linear: function(p) { return p; },
swing: function(p) { return 0.5 - Math.cos( p * Math.PI ) / 2 },
spring: function(p) { return 1 - (Math.cos(p * 4.5 * Math.PI) * Math.exp(-p * 6)); }
@@ -267,7 +268,7 @@ let easings = {
];
for (let x = 0; x < penner.length; x++) {
easings[ penner[x][0] ] = generateBezier.apply(null, penner[x][1]);
Collide.Easings[ penner[x][0] ] = generateBezier.apply(null, penner[x][1]);
}
})();
@@ -281,7 +282,7 @@ export function getEasing(value, duration) {
or it can be a two-/four-item array of integers to be converted into a bezier/spring function. */
if (util.isString(value)) {
/* Ensure that the easing has been assigned to standard easings object. */
if (!easings[value]) {
if (!Collide.Easings[value]) {
easing = false;
}

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@@ -0,0 +1,945 @@
/* Ported from Velocity.js, MIT License. Julian Shapiro http://twitter.com/shapiro */
import * as util from 'ionic2/util/util'
import {Collide} from 'ionic2/collide/collide'
import {CSS} from 'ionic2/collide/css'
import {getEasing} from 'ionic2/collide/easing'
import {tick} from 'ionic2/collide/tick'
const data = Collide.data;
/*********************
Element Processing
*********************/
/* Element processing consists of three parts -- data processing that cannot go stale and data processing that *can* go stale (i.e. third-party style modifications):
1) Pre-Queueing: Element-wide variables, including the element's data storage, are instantiated. Call options are prepared. If triggered, the Stop action is executed.
2) Queueing: The logic that runs once this call has reached its point of execution in the element's Collide.queue() stack. Most logic is placed here to avoid risking it becoming stale.
3) Pushing: Consolidation of the tween data followed by its push onto the global in-progress calls container.
*/
export function elementProcess(action, elements, elementsIndex, options, propertiesMap) {
var resolve;
var promise = new Promise(function(res) {
resolve = res;
});
var element = elements[elementsIndex];
var elementsLength = elements.length;
/**************************
Call-Wide Variables
**************************/
/* A container for CSS unit conversion ratios (e.g. %, rem, and em ==> px) that is used to cache ratios across all elements
being animated in a single Collide call. Calculating unit ratios necessitates DOM querying and updating, and is therefore
avoided (via caching) wherever possible. This container is call-wide instead of page-wide to avoid the risk of using stale
conversion metrics across Collide animations that are not immediately consecutively chained. */
var callUnitConversionData = {
lastParent: null,
lastPosition: null,
lastFontSize: null,
lastPercentToPxWidth: null,
lastPercentToPxHeight: null,
lastEmToPx: null,
remToPx: null,
vwToPx: null,
vhToPx: null
};
/* A container for all the ensuing tween data and metadata associated with this call. This container gets pushed to the page-wide
Collide.State.calls array that is processed during animation ticking. */
var call = [];
/*************************
Part I: Pre-Queueing
*************************/
/***************************
Element-Wide Variables
***************************/
/* The runtime opts object is the extension of the current call's options and Collide's page-wide option defaults. */
var opts = util.extend({}, Collide.defaults, options);
/* A container for the processed data associated with each property in the propertyMap.
(Each property in the map produces its own 'tween'.) */
var tweensContainer = {};
var elementUnitConversionData = null;
/******************
Element Init
******************/
if (data(element) === undefined) {
Collide.initData(element);
}
/******************
Option: Delay
******************/
/* Since queue:false doesn't respect the item's existing queue, we avoid injecting its delay here (it's set later on). */
/* Note: Collide rolls its own delay function since jQuery doesn't have a utility alias for $.fn.delay()
(and thus requires jQuery element creation, which we avoid since its overhead includes DOM querying). */
if (parseFloat(opts.delay) && opts.queue !== false) {
Collide.queue(element, opts.queue, function(next) {
// This is a flag used to indicate to the upcoming completeCall() function that this queue entry was initiated by Collide.
// See completeCall() for further details.
Collide.collideQueueEntryFlag = true;
// The ensuing queue item (which is assigned to the 'next' argument that Collide.queue() automatically passes in) will be triggered after a setTimeout delay.
// The setTimeout is stored so that it can be subjected to clearTimeout() if this animation is prematurely stopped via Collide's 'stop' command.
data(element).delayTimer = {
setTimeout: setTimeout(next, parseFloat(opts.delay)),
next: next
};
});
}
/*********************
Option: Duration
*********************/
opts.duration = parseFloat(opts.duration) || 1;
/*******************
Option: Easing
*******************/
opts.easing = getEasing(opts.easing, opts.duration);
/**********************
Option: Callbacks
**********************/
/* Callbacks must functions. Otherwise, default to null. */
if (opts.begin && typeof opts.begin !== 'function') {
opts.begin = null;
}
if (opts.progress && typeof opts.progress !== 'function') {
opts.progress = null;
}
if (opts.complete && typeof opts.complete !== 'function') {
opts.complete = null;
}
/*********************************
Option: Display & Visibility
*********************************/
/* Refer to Collide's documentation (CollideJS.org/#displayAndVisibility) for a description of the display and visibility options' behavior. */
/* Note: We strictly check for undefined instead of falsiness because display accepts an empty string value. */
if (opts.display !== undefined && opts.display !== null) {
opts.display = opts.display.toString().toLowerCase();
/* Users can pass in a special 'auto' value to instruct Collide to set the element to its default display value. */
if (opts.display === 'auto') {
opts.display = CSS.getDisplayType(element);
}
}
if (opts.visibility !== undefined && opts.visibility !== null) {
opts.visibility = opts.visibility.toString().toLowerCase();
}
/***********************
Part II: Queueing
***********************/
/* When a set of elements is targeted by a Collide call, the set is broken up and each element has the current Collide call individually queued onto it.
In this way, each element's existing queue is respected; some elements may already be animating and accordingly should not have this current Collide call triggered immediately. */
/* In each queue, tween data is processed for each animating property then pushed onto the call-wide calls array. When the last element in the set has had its tweens processed,
the call array is pushed to Collide.State.calls for live processing by the requestAnimationFrame tick. */
function buildQueue(next) {
/*******************
Option: Begin
*******************/
/* The begin callback is fired once per call -- not once per elemenet -- and is passed the full raw DOM element set as both its context and its first argument. */
if (opts.begin && elementsIndex === 0) {
/* We throw callbacks in a setTimeout so that thrown errors don't halt the execution of Collide itself. */
try {
opts.begin.call(elements, elements);
} catch (error) {
setTimeout(function() { throw error; });
}
}
/*****************************************
Tween Data Construction (for Scroll)
*****************************************/
/* Note: In order to be subjected to chaining and animation options, scroll's tweening is routed through Collide as if it were a standard CSS property animation. */
if (action === 'scroll') {
/* The scroll action uniquely takes an optional 'offset' option -- specified in pixels -- that offsets the targeted scroll position. */
var scrollDirection = (/^x$/i.test(opts.axis) ? 'Left' : 'Top'),
scrollOffset = parseFloat(opts.offset) || 0,
scrollPositionCurrent,
scrollPositionCurrentAlternate,
scrollPositionEnd;
/* Scroll also uniquely takes an optional 'container' option, which indicates the parent element that should be scrolled --
as opposed to the browser window itself. This is useful for scrolling toward an element that's inside an overflowing parent element. */
if (opts.container) {
/* Ensure that either a jQuery object or a raw DOM element was passed in. */
if (util.isWrapped(opts.container) || util.isNode(opts.container)) {
/* Extract the raw DOM element from the jQuery wrapper. */
opts.container = opts.container[0] || opts.container;
/* Note: Unlike other properties in Collide, the browser's scroll position is never cached since it so frequently changes
(due to the user's natural interaction with the page). */
scrollPositionCurrent = opts.container['scroll' + scrollDirection]; /* GET */
/* $.position() values are relative to the container's currently viewable area (without taking into account the container's true dimensions
-- say, for example, if the container was not overflowing). Thus, the scroll end value is the sum of the child element's position *and*
the scroll container's current scroll position. */
scrollPositionEnd = (scrollPositionCurrent + $(element).position()[scrollDirection.toLowerCase()]) + scrollOffset; /* GET */
} else {
/* If a value other than a jQuery object or a raw DOM element was passed in, default to null so that this option is ignored. */
opts.container = null;
}
} else {
/* If the window itself is being scrolled -- not a containing element -- perform a live scroll position lookup using
the appropriate cached property names (which differ based on browser type). */
scrollPositionCurrent = Collide.State.scrollAnchor[Collide.State['scrollProperty' + scrollDirection]]; /* GET */
/* When scrolling the browser window, cache the alternate axis's current value since window.scrollTo() doesn't let us change only one value at a time. */
scrollPositionCurrentAlternate = Collide.State.scrollAnchor[Collide.State['scrollProperty' + (scrollDirection === 'Left' ? 'Top' : 'Left')]]; /* GET */
/* Unlike $.position(), $.offset() values are relative to the browser window's true dimensions -- not merely its currently viewable area --
and therefore end values do not need to be compounded onto current values. */
scrollPositionEnd = $(element).offset()[scrollDirection.toLowerCase()] + scrollOffset; /* GET */
}
/* Since there's only one format that scroll's associated tweensContainer can take, we create it manually. */
tweensContainer = {
scroll: {
rootPropertyValue: false,
startValue: scrollPositionCurrent,
currentValue: scrollPositionCurrent,
endValue: scrollPositionEnd,
unitType: '',
easing: opts.easing,
scrollData: {
container: opts.container,
direction: scrollDirection,
alternateValue: scrollPositionCurrentAlternate
}
},
element: element
};
/******************************************
Tween Data Construction (for Reverse)
******************************************/
/* Reverse acts like a 'start' action in that a property map is animated toward. The only difference is
that the property map used for reverse is the inverse of the map used in the previous call. Thus, we manipulate
the previous call to construct our new map: use the previous map's end values as our new map's start values. Copy over all other data. */
/* Note: Reverse can be directly called via the 'reverse' parameter, or it can be indirectly triggered via the loop option. (Loops are composed of multiple reverses.) */
/* Note: Reverse calls do not need to be consecutively chained onto a currently-animating element in order to operate on cached values;
there is no harm to reverse being called on a potentially stale data cache since reverse's behavior is simply defined
as reverting to the element's values as they were prior to the previous *Collide* call. */
} else if (action === 'reverse') {
/* Abort if there is no prior animation data to reverse to. */
if (!data(element).tweensContainer) {
/* Dequeue the element so that this queue entry releases itself immediately, allowing subsequent queue entries to run. */
Collide.dequeue(element, opts.queue);
return;
} else {
/*********************
Options Parsing
*********************/
/* If the element was hidden via the display option in the previous call,
revert display to 'auto' prior to reversal so that the element is visible again. */
if (data(element).opts.display === 'none') {
data(element).opts.display = 'auto';
}
if (data(element).opts.visibility === 'hidden') {
data(element).opts.visibility = 'visible';
}
/* If the loop option was set in the previous call, disable it so that 'reverse' calls aren't recursively generated.
Further, remove the previous call's callback options; typically, users do not want these to be refired. */
data(element).opts.loop = false;
data(element).opts.begin = null;
data(element).opts.complete = null;
/* Since we're extending an opts object that has already been extended with the defaults options object,
we remove non-explicitly-defined properties that are auto-assigned values. */
if (!options.easing) {
delete opts.easing;
}
if (!options.duration) {
delete opts.duration;
}
/* The opts object used for reversal is an extension of the options object optionally passed into this
reverse call plus the options used in the previous Collide call. */
opts = util.extend({}, data(element).opts, opts);
/*************************************
Tweens Container Reconstruction
*************************************/
/* Create a deepy copy (indicated via the true flag) of the previous call's tweensContainer. */
var lastTweensContainer = util.extend(true, {}, data(element).tweensContainer);
/* Manipulate the previous tweensContainer by replacing its end values and currentValues with its start values. */
for (var lastTween in lastTweensContainer) {
/* In addition to tween data, tweensContainers contain an element property that we ignore here. */
if (lastTween !== 'element') {
var lastStartValue = lastTweensContainer[lastTween].startValue;
lastTweensContainer[lastTween].startValue = lastTweensContainer[lastTween].currentValue = lastTweensContainer[lastTween].endValue;
lastTweensContainer[lastTween].endValue = lastStartValue;
/* Easing is the only option that embeds into the individual tween data (since it can be defined on a per-property basis).
Accordingly, every property's easing value must be updated when an options object is passed in with a reverse call.
The side effect of this extensibility is that all per-property easing values are forcefully reset to the new value. */
if (!util.isEmptyObject(options)) {
lastTweensContainer[lastTween].easing = opts.easing;
}
}
}
tweensContainer = lastTweensContainer;
}
/*********************************
Start: Tween Data Construction
*********************************/
} else if (action === 'start') {
/****************************
Start: Value Transferring
****************************/
/* If this queue entry follows a previous Collide-initiated queue entry *and* if this entry was created
while the element was in the process of being animated by Collide, then this current call is safe to use
the end values from the prior call as its start values. Collide attempts to perform this value transfer
process whenever possible in order to avoid requerying the DOM. */
/* If values aren't transferred from a prior call and start values were not forcefed by the user (more on this below),
then the DOM is queried for the element's current values as a last resort. */
/* Note: Conversely, animation reversal (and looping) *always* perform inter-call value transfers; they never requery the DOM. */
var lastTweensContainer;
/* The per-element isAnimating flag is used to indicate whether it's safe (i.e. the data isn't stale)
to transfer over end values to use as start values. If it's set to true and there is a previous
Collide call to pull values from, do so. */
if (data(element).tweensContainer && data(element).isAnimating === true) {
lastTweensContainer = data(element).tweensContainer;
}
/********************************
Start: Tween Data Calculation
********************************/
/* This function parses property data and defaults endValue, easing, and startValue as appropriate. */
/* Property map values can either take the form of 1) a single value representing the end value,
or 2) an array in the form of [ endValue, [, easing] [, startValue] ].
The optional third parameter is a forcefed startValue to be used instead of querying the DOM for
the element's current value. Read Velocity's docmentation to learn more about forcefeeding: VelocityJS.org/#forcefeeding */
function parsePropertyValue(valueData, skipResolvingEasing) {
var endValue = undefined,
easing = undefined,
startValue = undefined;
/* Handle the array format, which can be structured as one of three potential overloads:
A) [ endValue, easing, startValue ], B) [ endValue, easing ], or C) [ endValue, startValue ] */
if (Array.isArray(valueData)) {
/* endValue is always the first item in the array. Don't bother validating endValue's value now
since the ensuing property cycling logic does that. */
endValue = valueData[0];
/* Two-item array format: If the second item is a number, function, or hex string, treat it as a
start value since easings can only be non-hex strings or arrays. */
if ((!Array.isArray(valueData[1]) && /^[\d-]/.test(valueData[1])) || typeof valueData[1] === 'function' || CSS.RegEx.isHex.test(valueData[1])) {
startValue = valueData[1];
/* Two or three-item array: If the second item is a non-hex string or an array, treat it as an easing. */
} else if ((util.isString(valueData[1]) && !CSS.RegEx.isHex.test(valueData[1])) || Array.isArray(valueData[1])) {
easing = skipResolvingEasing ? valueData[1] : getEasing(valueData[1], opts.duration);
/* Don't bother validating startValue's value now since the ensuing property cycling logic inherently does that. */
if (valueData[2] !== undefined) {
startValue = valueData[2];
}
}
} else {
/* Handle the single-value format. */
endValue = valueData;
}
/* Default to the call's easing if a per-property easing type was not defined. */
if (!skipResolvingEasing) {
easing = easing || opts.easing;
}
/* If functions were passed in as values, pass the function the current element as its context,
plus the element's index and the element set's size as arguments. Then, assign the returned value. */
if (typeof endValue === 'function') {
endValue = endValue.call(element, elementsIndex, elementsLength);
}
if (typeof startValue === 'function') {
startValue = startValue.call(element, elementsIndex, elementsLength);
}
/* Allow startValue to be left as undefined to indicate to the ensuing code that its value was not forcefed. */
return [ endValue || 0, easing, startValue ];
} // END: parsePropertyValue()
/* Cycle through each property in the map, looking for shorthand color properties (e.g. 'color' as opposed to 'colorRed'). Inject the corresponding
colorRed, colorGreen, and colorBlue RGB component tweens into the propertiesMap (which Collide understands) and remove the shorthand property. */
for (var property in propertiesMap) {
/* Find shorthand color properties that have been passed a hex string. */
if (RegExp('^' + CSS.Lists.colors.join('$|^') + '$').test(property)) {
/* Parse the value data for each shorthand. */
var valueData = parsePropertyValue(propertiesMap[property], true),
endValue = valueData[0],
easing = valueData[1],
startValue = valueData[2];
if (CSS.RegEx.isHex.test(endValue)) {
/* Convert the hex strings into their RGB component arrays. */
var colorComponents = [ 'Red', 'Green', 'Blue' ],
endValueRGB = CSS.Values.hexToRgb(endValue),
startValueRGB = startValue ? CSS.Values.hexToRgb(startValue) : undefined;
/* Inject the RGB component tweens into propertiesMap. */
for (var i = 0; i < colorComponents.length; i++) {
var dataArray = [ endValueRGB[i] ];
if (easing) {
dataArray.push(easing);
}
if (startValueRGB !== undefined) {
dataArray.push(startValueRGB[i]);
}
propertiesMap[property + colorComponents[i]] = dataArray;
}
/* Remove the intermediary shorthand property entry now that we've processed it. */
delete propertiesMap[property];
}
}
}
/* Create a tween out of each property, and append its associated data to tweensContainer. */
for (var property in propertiesMap) {
/*********************************************
parsePropertyValue(), Start Value Sourcing
*********************************************/
/* Parse out endValue, easing, and startValue from the property's data. */
var valueData = parsePropertyValue(propertiesMap[property]),
endValue = valueData[0],
easing = valueData[1],
startValue = valueData[2];
/* Now that the original property name's format has been used for the parsePropertyValue() lookup above,
we force the property to its camelCase styling to normalize it for manipulation. */
property = CSS.Names.camelCase(property);
/* In case this property is a hook, there are circumstances where we will intend to work on the hook's root property and not the hooked subproperty. */
var rootProperty = CSS.Hooks.getRoot(property),
rootPropertyValue = false;
/* Other than for the dummy tween property, properties that are not supported by the browser (and do not have an associated normalization) will
inherently produce no style changes when set, so they are skipped in order to decrease animation tick overhead.
Property support is determined via prefixCheck(), which returns a false flag when no supported is detected. */
/* Note: Since SVG elements have some of their properties directly applied as HTML attributes,
there is no way to check for their explicit browser support, and so we skip skip this check for them. */
if (!data(element).isSVG && rootProperty !== 'tween' && CSS.Names.prefixCheck(rootProperty)[1] === false && CSS.Normalizations.registered[rootProperty] === undefined) {
//if (Collide.debug) console.log('Skipping [' + rootProperty + '] due to a lack of browser support.');
continue;
}
/* If the display option is being set to a non-'none' (e.g. 'block') and opacity (filter on IE<=8) is being
animated to an endValue of non-zero, the user's intention is to fade in from invisible, thus we forcefeed opacity
a startValue of 0 if its startValue hasn't already been sourced by value transferring or prior forcefeeding. */
if (((opts.display !== undefined && opts.display !== null && opts.display !== 'none') || (opts.visibility !== undefined && opts.visibility !== 'hidden')) && /opacity|filter/.test(property) && !startValue && endValue !== 0) {
startValue = 0;
}
/* If values have been transferred from the previous Collide call, extract the endValue and rootPropertyValue
for all of the current call's properties that were *also* animated in the previous call. */
/* Note: Value transferring can optionally be disabled by the user via the _cacheValues option. */
if (opts._cacheValues && lastTweensContainer && lastTweensContainer[property]) {
if (startValue === undefined) {
startValue = lastTweensContainer[property].endValue + lastTweensContainer[property].unitType;
}
/* The previous call's rootPropertyValue is extracted from the element's data cache since that's the
instance of rootPropertyValue that gets freshly updated by the tweening process, whereas the rootPropertyValue
attached to the incoming lastTweensContainer is equal to the root property's value prior to any tweening. */
rootPropertyValue = data(element).rootPropertyValueCache[rootProperty];
/* If values were not transferred from a previous Collide call, query the DOM as needed. */
} else {
/* Handle hooked properties. */
if (CSS.Hooks.registered[property]) {
if (startValue === undefined) {
rootPropertyValue = CSS.getPropertyValue(element, rootProperty); /* GET */
/* Note: The following getPropertyValue() call does not actually trigger a DOM query;
getPropertyValue() will extract the hook from rootPropertyValue. */
startValue = CSS.getPropertyValue(element, property, rootPropertyValue);
/* If startValue is already defined via forcefeeding, do not query the DOM for the root property's value;
just grab rootProperty's zero-value template from CSS.Hooks. This overwrites the element's actual
root property value (if one is set), but this is acceptable since the primary reason users forcefeed is
to avoid DOM queries, and thus we likewise avoid querying the DOM for the root property's value. */
} else {
/* Grab this hook's zero-value template, e.g. '0px 0px 0px black'. */
rootPropertyValue = CSS.Hooks.templates[rootProperty][1];
}
/* Handle non-hooked properties that haven't already been defined via forcefeeding. */
} else if (startValue === undefined) {
startValue = CSS.getPropertyValue(element, property); /* GET */
}
}
/**********************************************
parsePropertyValue(), Value Data Extraction
**********************************************/
var separatedValue,
endValueUnitType,
startValueUnitType,
operator = false;
/* Separates a property value into its numeric value and its unit util. */
function separateValue (property, value) {
var unitType,
numericValue;
numericValue = (value || '0')
.toString()
.toLowerCase()
/* Match the unit type at the end of the value. */
.replace(/[%A-z]+$/, function(match) {
/* Grab the unit util. */
unitType = match;
/* Strip the unit type off of value. */
return '';
});
/* If no unit type was supplied, assign one that is appropriate for this property (e.g. 'deg' for rotateZ or 'px' for width). */
if (!unitType) {
unitType = CSS.Values.getUnitType(property);
}
return [ numericValue, unitType ];
}
/* Separate startValue. */
separatedValue = separateValue(property, startValue);
startValue = separatedValue[0];
startValueUnitType = separatedValue[1];
/* Separate endValue, and extract a value operator (e.g. '+=', '-=') if one exists. */
separatedValue = separateValue(property, endValue);
endValue = separatedValue[0].replace(/^([+-\/*])=/, function(match, subMatch) {
operator = subMatch;
/* Strip the operator off of the value. */
return '';
});
endValueUnitType = separatedValue[1];
/* Parse float values from endValue and startValue. Default to 0 if NaN is returned. */
startValue = parseFloat(startValue) || 0;
endValue = parseFloat(endValue) || 0;
/***************************************
parsePropertyValue, Property-Specific Value Conversion
***************************************/
/* Custom support for properties that don't actually accept the % unit type, but where pollyfilling is trivial and relatively foolproof. */
if (endValueUnitType === '%') {
/* A %-value fontSize/lineHeight is relative to the parent's fontSize (as opposed to the parent's dimensions),
which is identical to the em unit's behavior, so we piggyback off of that. */
if (/^(fontSize|lineHeight)$/.test(property)) {
/* Convert % into an em decimal value. */
endValue = endValue / 100;
endValueUnitType = 'em';
/* For scaleX and scaleY, convert the value into its decimal format and strip off the unit util. */
} else if (/^scale/.test(property)) {
endValue = endValue / 100;
endValueUnitType = '';
/* For RGB components, take the defined percentage of 255 and strip off the unit util. */
} else if (/(Red|Green|Blue)$/i.test(property)) {
endValue = (endValue / 100) * 255;
endValueUnitType = '';
}
}
/***************************
parsePropertyValue(), Unit Ratio Calculation
***************************/
/* When queried, the browser returns (most) CSS property values in pixels. Therefore, if an endValue with a unit type of
%, em, or rem is animated toward, startValue must be converted from pixels into the same unit type as endValue in order
for value manipulation logic (increment/decrement) to proceed. Further, if the startValue was forcefed or transferred
from a previous call, startValue may also not be in pixels. Unit conversion logic therefore consists of two steps:
1) Calculating the ratio of %/em/rem/vh/vw relative to pixels
2) Converting startValue into the same unit of measurement as endValue based on these ratios. */
/* Unit conversion ratios are calculated by inserting a sibling node next to the target node, copying over its position property,
setting values with the target unit type then comparing the returned pixel value. */
/* Note: Even if only one of these unit types is being animated, all unit ratios are calculated at once since the overhead
of batching the SETs and GETs together upfront outweights the potential overhead
of layout thrashing caused by re-querying for uncalculated ratios for subsequently-processed properties. */
/* Todo: Shift this logic into the calls' first tick instance so that it's synced with RAF. */
function calculateUnitRatios() {
/**************************************************************
parsePropertyValue(), calculateUnitRatios(), Same Ratio Checks
**************************************************************/
/* The properties below are used to determine whether the element differs sufficiently from this call's
previously iterated element to also differ in its unit conversion ratios. If the properties match up with those
of the prior element, the prior element's conversion ratios are used. Like most optimizations in Collide,
this is done to minimize DOM querying. */
var sameRatioIndicators = {
myParent: element.parentNode || document.body, /* GET */
position: CSS.getPropertyValue(element, 'position'), /* GET */
fontSize: CSS.getPropertyValue(element, 'fontSize') /* GET */
};
/* Determine if the same % ratio can be used. % is based on the element's position value and its parent's width and height dimensions. */
var samePercentRatio = ((sameRatioIndicators.position === callUnitConversionData.lastPosition) && (sameRatioIndicators.myParent === callUnitConversionData.lastParent));
/* Determine if the same em ratio can be used. em is relative to the element's fontSize. */
var sameEmRatio = (sameRatioIndicators.fontSize === callUnitConversionData.lastFontSize);
/* Store these ratio indicators call-wide for the next element to compare against. */
callUnitConversionData.lastParent = sameRatioIndicators.myParent;
callUnitConversionData.lastPosition = sameRatioIndicators.position;
callUnitConversionData.lastFontSize = sameRatioIndicators.fontSize;
/**********************************************************************
parsePropertyValue(), calculateUnitRatios(), Element-Specific Units
**********************************************************************/
/* Note: IE8 rounds to the nearest pixel when returning CSS values, thus we perform conversions using a measurement
of 100 (instead of 1) to give our ratios a precision of at least 2 decimal values. */
var measurement = 100,
unitRatios = {};
if (!sameEmRatio || !samePercentRatio) {
var dummy = data(element).isSVG ? document.createElementNS('http://www.w3.org/2000/svg', 'rect') : document.createElement('div');
Collide.init(dummy);
sameRatioIndicators.myParent.appendChild(dummy);
/* To accurately and consistently calculate conversion ratios, the element's cascaded overflow and box-sizing are stripped.
Similarly, since width/height can be artificially constrained by their min-/max- equivalents, these are controlled for as well. */
/* Note: Overflow must be also be controlled for per-axis since the overflow property overwrites its per-axis values. */
var cssPropNames = [ 'overflow', 'overflowX', 'overflowY' ];
for (var x = 0; x < overflows.length; x++) {
Collide.CSS.setPropertyValue(dummy, cssPropNames[x], 'hidden');
}
Collide.CSS.setPropertyValue(dummy, 'position', sameRatioIndicators.position);
Collide.CSS.setPropertyValue(dummy, 'fontSize', sameRatioIndicators.fontSize);
Collide.CSS.setPropertyValue(dummy, 'boxSizing', 'content-box');
/* width and height act as our proxy properties for measuring the horizontal and vertical % ratios. */
cssPropNames = [ 'minWidth', 'maxWidth', 'width', 'minHeight', 'maxHeight', 'height' ];
for (var x = 0; x < overflows.length; x++) {
Collide.CSS.setPropertyValue(dummy, cssPropNames[x], measurement + '%');
}
/* paddingLeft arbitrarily acts as our proxy property for the em ratio. */
Collide.CSS.setPropertyValue(dummy, 'paddingLeft', measurement + 'em');
/* Divide the returned value by the measurement to get the ratio between 1% and 1px. Default to 1 since working with 0 can produce Infinite. */
unitRatios.percentToPxWidth = callUnitConversionData.lastPercentToPxWidth = (parseFloat(CSS.getPropertyValue(dummy, 'width', null, true)) || 1) / measurement; /* GET */
unitRatios.percentToPxHeight = callUnitConversionData.lastPercentToPxHeight = (parseFloat(CSS.getPropertyValue(dummy, 'height', null, true)) || 1) / measurement; /* GET */
unitRatios.emToPx = callUnitConversionData.lastEmToPx = (parseFloat(CSS.getPropertyValue(dummy, 'paddingLeft')) || 1) / measurement; /* GET */
sameRatioIndicators.myParent.removeChild(dummy);
} else {
unitRatios.emToPx = callUnitConversionData.lastEmToPx;
unitRatios.percentToPxWidth = callUnitConversionData.lastPercentToPxWidth;
unitRatios.percentToPxHeight = callUnitConversionData.lastPercentToPxHeight;
}
/**********************************************************************
parsePropertyValue(), calculateUnitRatios(), Element-Agnostic Units
***********************************************************************/
/* Whereas % and em ratios are determined on a per-element basis, the rem unit only needs to be checked
once per call since it's exclusively dependant upon document.body's fontSize. If this is the first time
that calculateUnitRatios() is being run during this call, remToPx will still be set to its default value of null,
so we calculate it now. */
if (callUnitConversionData.remToPx === null) {
/* Default to browsers' default fontSize of 16px in the case of 0. */
callUnitConversionData.remToPx = parseFloat(CSS.getPropertyValue(document.body, 'fontSize')) || 16; /* GET */
}
/* Similarly, viewport units are %-relative to the window's inner dimensions. */
if (callUnitConversionData.vwToPx === null) {
callUnitConversionData.vwToPx = parseFloat(window.innerWidth) / 100; /* GET */
callUnitConversionData.vhToPx = parseFloat(window.innerHeight) / 100; /* GET */
}
unitRatios.remToPx = callUnitConversionData.remToPx;
unitRatios.vwToPx = callUnitConversionData.vwToPx;
unitRatios.vhToPx = callUnitConversionData.vhToPx;
//if (Collide.debug >= 1) console.log('Unit ratios: ' + JSON.stringify(unitRatios), element);
return unitRatios;
} // END: calculateUnitRatios()
/****************************************
parsePropertyValue(), Unit Conversion
*****************************************/
/* The * and / operators, which are not passed in with an associated unit, inherently use startValue's unit. Skip value and unit conversion. */
if (/[\/*]/.test(operator)) {
endValueUnitType = startValueUnitType;
/* If startValue and endValue differ in unit type, convert startValue into the same unit type as endValue so that if endValueUnitType
is a relative unit (%, em, rem), the values set during tweening will continue to be accurately relative even if the metrics they depend
on are dynamically changing during the course of the animation. Conversely, if we always normalized into px and used px for setting values, the px ratio
would become stale if the original unit being animated toward was relative and the underlying metrics change during the animation. */
/* Since 0 is 0 in any unit type, no conversion is necessary when startValue is 0 -- we just start at 0 with endValueUnitutil. */
} else if ((startValueUnitType !== endValueUnitType) && startValue !== 0) {
/* Unit conversion is also skipped when endValue is 0, but *startValueUnitType* must be used for tween values to remain accurate. */
/* Note: Skipping unit conversion here means that if endValueUnitType was originally a relative unit, the animation won't relatively
match the underlying metrics if they change, but this is acceptable since we're animating toward invisibility instead of toward visibility,
which remains past the point of the animation's completion. */
if (endValue === 0) {
endValueUnitType = startValueUnitType;
} else {
/* By this point, we cannot avoid unit conversion (it's undesirable since it causes layout thrashing).
If we haven't already, we trigger calculateUnitRatios(), which runs once per element per call. */
elementUnitConversionData = elementUnitConversionData || calculateUnitRatios();
/* The following RegEx matches CSS properties that have their % values measured relative to the x-axis. */
/* Note: W3C spec mandates that all of margin and padding's properties (even top and bottom) are %-relative to the *width* of the parent element. */
var axis = (/margin|padding|left|right|width|text|word|letter/i.test(property) || /X$/.test(property) || property === 'x') ? 'x' : 'y';
/* In order to avoid generating n^2 bespoke conversion functions, unit conversion is a two-step process:
1) Convert startValue into pixels. 2) Convert this new pixel value into endValue's unit util. */
switch (startValueUnitType) {
case '%':
/* Note: translateX and translateY are the only properties that are %-relative to an element's own dimensions -- not its parent's dimensions.
Collide does not include a special conversion process to account for this behavior. Therefore, animating translateX/Y from a % value
to a non-% value will produce an incorrect start value. Fortunately, this sort of cross-unit conversion is rarely done by users in practice. */
startValue *= (axis === 'x' ? elementUnitConversionData.percentToPxWidth : elementUnitConversionData.percentToPxHeight);
break;
case 'px':
/* px acts as our midpoint in the unit conversion process; do nothing. */
break;
default:
startValue *= elementUnitConversionData[startValueUnitType + 'ToPx'];
}
/* Invert the px ratios to convert into to the target unit. */
switch (endValueUnitType) {
case '%':
startValue *= 1 / (axis === 'x' ? elementUnitConversionData.percentToPxWidth : elementUnitConversionData.percentToPxHeight);
break;
case 'px':
/* startValue is already in px, do nothing; we're done. */
break;
default:
startValue *= 1 / elementUnitConversionData[endValueUnitType + 'ToPx'];
}
}
}
/****************************************
parsePropertyValue(), Relative Values
****************************************/
/* Operator logic must be performed last since it requires unit-normalized start and end values. */
/* Note: Relative *percent values* do not behave how most people think; while one would expect '+=50%'
to increase the property 1.5x its current value, it in fact increases the percent units in absolute terms:
50 points is added on top of the current % value. */
switch (operator) {
case '+':
endValue = startValue + endValue;
break;
case '-':
endValue = startValue - endValue;
break;
case '*':
endValue = startValue * endValue;
break;
case '/':
endValue = startValue / endValue;
break;
}
/*********************************************
parsePropertyValue(), tweensContainer Push
*********************************************/
/* Construct the per-property tween object, and push it to the element's tweensContainer. */
tweensContainer[property] = {
rootPropertyValue: rootPropertyValue,
startValue: startValue,
currentValue: startValue,
endValue: endValue,
unitType: endValueUnitType,
easing: easing
};
//if (Collide.debug) console.log('tweensContainer (' + property + '): ' + JSON.stringify(tweensContainer[property]), element);
}
/* Along with its property data, store a reference to the element itself onto tweensContainer. */
tweensContainer.element = element;
} // END: parsePropertyValue()
/*****************
Call Push
*****************/
/* Note: tweensContainer can be empty if all of the properties in this call's property map were skipped due to not
being supported by the browser. The element property is used for checking that the tweensContainer has been appended to. */
if (tweensContainer.element) {
/* The call array houses the tweensContainers for each element being animated in the current call. */
call.push(tweensContainer);
/* Store the tweensContainer and options if we're working on the default effects queue, so that they can be used by the reverse command. */
if (opts.queue === '') {
data(element).tweensContainer = tweensContainer;
data(element).opts = opts;
}
/* Switch on the element's animating flag. */
data(element).isAnimating = true;
/* Once the final element in this call's element set has been processed, push the call array onto
Collide.State.calls for the animation tick to immediately begin processing. */
if (elementsIndex === elementsLength - 1) {
/* Add the current call plus its associated metadata (the element set and the call's options) onto the global call container.
Anything on this call container is subjected to tick() processing. */
Collide.State.calls.push([ call, elements, opts, null, resolve ]);
/* If the animation tick isn't running, start it. (Collide shuts it off when there are no active calls to process.) */
if (Collide.State.isTicking === false) {
Collide.State.isTicking = true;
/* Start the tick loop. */
tick();
}
} else {
elementsIndex++;
}
}
} // END: buildQueue
/* When the queue option is set to false, the call skips the element's queue and fires immediately. */
if (opts.queue === false) {
/* Since this buildQueue call doesn't respect the element's existing queue (which is where a delay option would have been appended),
we manually inject the delay property here with an explicit setTimeout. */
if (opts.delay) {
setTimeout(buildQueue, opts.delay);
} else {
buildQueue();
}
/* Otherwise, the call undergoes element queueing as normal. */
} else {
Collide.queue(element, opts.queue, function(next, clearQueue) {
/* If the clearQueue flag was passed in by the stop command, resolve this call's promise. (Promises can only be resolved once,
so it's fine if this is repeatedly triggered for each element in the associated call.) */
if (clearQueue === true) {
/* Do not continue with animation queueing. */
resolve(elements);
return true;
}
/* This flag indicates to the upcoming completeCall() function that this queue entry was initiated by Collide.
See completeCall() for further details. */
Collide.collideQueueEntryFlag = true;
buildQueue(next);
});
}
/*********************
Auto-Dequeuing
*********************/
/* To fire the first non-custom-queue entry on an element, the element
must be dequeued if its queue stack consists *solely* of the current call. (This can be determined by checking
for the 'inprogress' item that jQuery prepends to active queue stack arrays.) Regardless, whenever the element's
queue is further appended with additional items -- including $.delay()'s or even $.animate() calls, the queue's
first entry is automatically fired. This behavior contrasts that of custom queues, which never auto-fire. */
/* Note: When an element set is being subjected to a non-parallel Collide call, the animation will not begin until
each one of the elements in the set has reached the end of its individually pre-existing queue chain. */
/* Note: Unfortunately, most people don't fully grasp jQuery's powerful, yet quirky, Collide.queue() function.
Lean more here: http://stackoverflow.com/questions/1058158/can-somebody-explain-jquery-queue-to-me */
if ((opts.queue === '' || opts.queue === 'fx') && Collide.queue(element)[0] !== 'inprogress') {
Collide.dequeue(element);
}
return promise;
}

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@@ -1,233 +0,0 @@
/* Ported from Collide.js, MIT License. Julian Shapiro http://twitter.com/shapiro */
import {Collide} from 'ionic2/collide/collide'
import {Animator} from 'ionic2/collide/animator'
export function initTransition(action, elements, options, propertiesMap) {
elements = elements && !elements.length ? [elements] : elements
if (!elements) {
return;
}
/* The length of the element set (in the form of a nodeList or an array of elements) is defaulted to 1 in case a
single raw DOM element is passed in (which doesn't contain a length property). */
var elementsLength = elements.length;
var elementsIndex = 0;
var eleData;
/*********************
Action Detection
*********************/
switch (action) {
case 'stop':
/******************
Action: Stop
*******************/
/* Clear the currently-active delay on each targeted element. */
for (var x = 0; x < elements.length; x++) {
eleData = Collide.data(elements[x]);
if (eleData && eleData.delayTimer) {
/* Stop the timer from triggering its cached next() function. */
clearTimeout(eleData.delayTimer.setTimeout);
/* Manually call the next() function so that the subsequent queue items can progress. */
if (eleData.delayTimer.next) {
eleData.delayTimer.next();
}
delete eleData.delayTimer;
}
}
var callsToStop = [];
var activeCall;
/* When the stop action is triggered, the elements' currently active call is immediately stopped. The active call might have
been applied to multiple elements, in which case all of the call's elements will be stopped. When an element
is stopped, the next item in its animation queue is immediately triggered. */
/* An additional argument may be passed in to clear an element's remaining queued calls. Either true (which defaults to the 'fx' queue)
or a custom queue string can be passed in. */
/* Note: The stop command runs prior to Collide's Queueing phase since its behavior is intended to take effect *immediately*,
regardless of the element's current queue state. */
/* Iterate through every active call. */
for (var x = 0, callsLength = Animator.calls.length; x < callsLength; x++) {
/* Inactive calls are set to false by the logic inside completeCall(). Skip them. */
activeCall = Animator.calls[x];
if (activeCall) {
/* Iterate through the active call's targeted elements. */
$.each(activeCall[1], function(k, activeElement) {
/* If true was passed in as a secondary argument, clear absolutely all calls on this element. Otherwise, only
clear calls associated with the relevant queue. */
/* Call stopping logic works as follows:
- options === true --> stop current default queue calls (and queue:false calls), including remaining queued ones.
- options === undefined --> stop current queue:'' call and all queue:false calls.
- options === false --> stop only queue:false calls.
- options === 'custom' --> stop current queue:'custom' call, including remaining queued ones (there is no functionality to only clear the currently-running queue:'custom' call). */
var queueName = (options === undefined) ? '' : options;
if (queueName !== true && (activeCall[2].queue !== queueName) && !(options === undefined && activeCall[2].queue === false)) {
return true;
}
/* Iterate through the calls targeted by the stop command. */
$.each(elements, function(l, element) {
/* Check that this call was applied to the target element. */
if (element === activeElement) {
/* Optionally clear the remaining queued calls. */
if (options === true || Type.isString(options)) {
/* Iterate through the items in the element's queue. */
$.each($.queue(element, Type.isString(options) ? options : ''), function(_, item) {
/* The queue array can contain an 'inprogress' string, which we skip. */
if (Type.isFunction(item)) {
/* Pass the item's callback a flag indicating that we want to abort from the queue call.
(Specifically, the queue will resolve the call's associated promise then abort.) */
item(null, true);
}
});
/* Clearing the $.queue() array is achieved by resetting it to []. */
$.queue(element, Type.isString(options) ? options : '', []);
}
if (propertiesMap === 'stop') {
/* Since 'reverse' uses cached start values (the previous call's endValues), these values must be
changed to reflect the final value that the elements were actually tweened to. */
/* Note: If only queue:false animations are currently running on an element, it won't have a tweensContainer
object. Also, queue:false animations can't be reversed. */
if (Data(element) && Data(element).tweensContainer && queueName !== false) {
$.each(Data(element).tweensContainer, function(m, activeTween) {
activeTween.endValue = activeTween.currentValue;
});
}
callsToStop.push(i);
} else if (propertiesMap === 'finish') {
/* To get active tweens to finish immediately, we forcefully shorten their durations to 1ms so that
they finish upon the next rAf tick then proceed with normal call completion logic. */
activeCall[2].duration = 1;
}
}
});
});
}
} // END: for (var x = 0, l = Animator.calls.length; x < l; x++) {
/* Prematurely call completeCall() on each matched active call. Pass an additional flag for 'stop' to indicate
that the complete callback and display:none setting should be skipped since we're completing prematurely. */
if (propertiesMap === 'stop') {
$.each(callsToStop, function(i, j) {
completeCall(j, true);
});
if (promiseData.promise) {
/* Immediately resolve the promise associated with this stop call since stop runs synchronously. */
promiseData.resolver(elements);
}
}
/* Since we're stopping, and not proceeding with queueing, exit out of Collide. */
return getChain();
case 'start':
/* Treat a non-empty plain object as a literal properties map. */
if ($.isPlainObject(propertiesMap) && !Type.isEmptyObject(propertiesMap)) {
action = 'start';
/****************
Redirects
****************/
/* Check if a string matches a registered redirect (see Redirects above). */
} else if (Type.isString(propertiesMap) && Collide.Redirects[propertiesMap]) {
var opts = $.extend({}, options),
durationOriginal = opts.duration,
delayOriginal = opts.delay || 0;
/* If the backwards option was passed in, reverse the element set so that elements animate from the last to the first. */
if (opts.backwards === true) {
elements = $.extend(true, [], elements).reverse();
}
/* Individually trigger the redirect for each element in the set to prevent users from having to handle iteration logic in their redirect. */
$.each(elements, function(elementIndex, element) {
/* If the stagger option was passed in, successively delay each element by the stagger value (in ms). Retain the original delay value. */
if (parseFloat(opts.stagger)) {
opts.delay = delayOriginal + (parseFloat(opts.stagger) * elementIndex);
} else if (Type.isFunction(opts.stagger)) {
opts.delay = delayOriginal + opts.stagger.call(element, elementIndex, elementsLength);
}
/* If the drag option was passed in, successively increase/decrease (depending on the presense of opts.backwards)
the duration of each element's animation, using floors to prevent producing very short durations. */
if (opts.drag) {
/* Default the duration of UI pack effects (callouts and transitions) to 1000ms instead of the usual default duration of 400ms. */
opts.duration = parseFloat(durationOriginal) || (/^(callout|transition)/.test(propertiesMap) ? 1000 : DURATION_DEFAULT);
/* For each element, take the greater duration of: A) animation completion percentage relative to the original duration,
B) 75% of the original duration, or C) a 200ms fallback (in case duration is already set to a low value).
The end result is a baseline of 75% of the redirect's duration that increases/decreases as the end of the element set is approached. */
opts.duration = Math.max(opts.duration * (opts.backwards ? 1 - elementIndex/elementsLength : (elementIndex + 1) / elementsLength), opts.duration * 0.75, 200);
}
/* Pass in the call's opts object so that the redirect can optionally extend it. It defaults to an empty object instead of null to
reduce the opts checking logic required inside the redirect. */
Collide.Redirects[propertiesMap].call(element, element, opts || {}, elementIndex, elementsLength, elements, promiseData.promise ? promiseData : undefined);
});
/* Since the animation logic resides within the redirect's own code, abort the remainder of this call.
(The performance overhead up to this point is virtually non-existant.) */
/* Note: The jQuery call chain is kept intact by returning the complete element set. */
return getChain();
} else {
var abortError = 'Collide: First argument (' + propertiesMap + ') was not a property map, a known action, or a registered redirect. Aborting.';
if (promiseData.promise) {
promiseData.rejecter(new Error(abortError));
} else {
console.log(abortError);
}
return getChain();
}
}
/**************************
Call-Wide Variables
**************************/
/* A container for CSS unit conversion ratios (e.g. %, rem, and em ==> px) that is used to cache ratios across all elements
being animated in a single Collide call. Calculating unit ratios necessitates DOM querying and updating, and is therefore
avoided (via caching) wherever possible. This container is call-wide instead of page-wide to avoid the risk of using stale
conversion metrics across Collide animations that are not immediately consecutively chained. */
var callUnitConversionData = {
lastParent: null,
lastPosition: null,
lastFontSize: null,
lastPercentToPxWidth: null,
lastPercentToPxHeight: null,
lastEmToPx: null,
remToPx: null,
vwToPx: null,
vhToPx: null
};
/* A container for all the ensuing tween data and metadata associated with this call. This container gets pushed to the page-wide
Collide.State.calls array that is processed during animation ticking. */
var call = [];
};

View File

@@ -1,920 +0,0 @@
/* Ported from Velocity.js, MIT License. Julian Shapiro http://twitter.com/shapiro */
import * as util from 'ionic2/util/util'
import {Collide} from 'ionic2/collide/collide'
import {CSS} from 'ionic2/collide/css'
import {getEasing} from 'ionic2/collide/easing'
/*********************
Element Processing
*********************/
/* Element processing consists of three parts -- data processing that cannot go stale and data processing that *can* go stale (i.e. third-party style modifications):
1) Pre-Queueing: Element-wide variables, including the element's data storage, are instantiated. Call options are prepared. If triggered, the Stop action is executed.
2) Queueing: The logic that runs once this call has reached its point of execution in the element's Collide.queue() stack. Most logic is placed here to avoid risking it becoming stale.
3) Pushing: Consolidation of the tween data followed by its push onto the global in-progress calls container.
*/
export function processTransition(action, elements, options, propertiesMap) {
var data = Collide.data;
for (var elementsIndex = 0; elementsIndex < elements.length; elementsIndex++) {
var element = elements[elementsIndex];
/*************************
Part I: Pre-Queueing
*************************/
/***************************
Element-Wide Variables
***************************/
/* The runtime opts object is the extension of the current call's options and Collide's page-wide option defaults. */
var opts = util.extend({}, Collide.defaults, options);
/* A container for the processed data associated with each property in the propertyMap.
(Each property in the map produces its own 'tween'.) */
var tweensContainer = {};
var elementUnitConversionData = null;
/******************
Element Init
******************/
if (data(element) === undefined) {
Collide.initData(element);
}
/******************
Option: Delay
******************/
/* Since queue:false doesn't respect the item's existing queue, we avoid injecting its delay here (it's set later on). */
/* Note: Collide rolls its own delay function since jQuery doesn't have a utility alias for $.fn.delay()
(and thus requires jQuery element creation, which we avoid since its overhead includes DOM querying). */
if (parseFloat(opts.delay) && opts.queue !== false) {
Collide.queue(element, opts.queue, function(next) {
// This is a flag used to indicate to the upcoming completeCall() function that this queue entry was initiated by Collide.
// See completeCall() for further details.
Collide.CollideQueueEntryFlag = true;
// The ensuing queue item (which is assigned to the 'next' argument that Collide.queue() automatically passes in) will be triggered after a setTimeout delay.
// The setTimeout is stored so that it can be subjected to clearTimeout() if this animation is prematurely stopped via Collide's 'stop' command.
data(element).delayTimer = {
setTimeout: setTimeout(next, parseFloat(opts.delay)),
next: next
};
});
}
/*********************
Option: Duration
*********************/
opts.duration = parseFloat(opts.duration) || 1;
/*******************
Option: Easing
*******************/
opts.easing = getEasing(opts.easing, opts.duration);
/**********************
Option: Callbacks
**********************/
/* Callbacks must functions. Otherwise, default to null. */
if (opts.begin && typeof opts.begin !== 'function') {
opts.begin = null;
}
if (opts.progress && typeof opts.progress !== 'function') {
opts.progress = null;
}
if (opts.complete && typeof opts.complete !== 'function') {
opts.complete = null;
}
/*********************************
Option: Display & Visibility
*********************************/
/* Refer to Collide's documentation (CollideJS.org/#displayAndVisibility) for a description of the display and visibility options' behavior. */
/* Note: We strictly check for undefined instead of falsiness because display accepts an empty string value. */
if (opts.display !== undefined && opts.display !== null) {
opts.display = opts.display.toString().toLowerCase();
/* Users can pass in a special 'auto' value to instruct Collide to set the element to its default display value. */
if (opts.display === 'auto') {
opts.display = CSS.getDisplayType(element);
}
}
if (opts.visibility !== undefined && opts.visibility !== null) {
opts.visibility = opts.visibility.toString().toLowerCase();
}
/***********************
Part II: Queueing
***********************/
/* When a set of elements is targeted by a Collide call, the set is broken up and each element has the current Collide call individually queued onto it.
In this way, each element's existing queue is respected; some elements may already be animating and accordingly should not have this current Collide call triggered immediately. */
/* In each queue, tween data is processed for each animating property then pushed onto the call-wide calls array. When the last element in the set has had its tweens processed,
the call array is pushed to Collide.State.calls for live processing by the requestAnimationFrame tick. */
function buildQueue(next) {
/*******************
Option: Begin
*******************/
/* The begin callback is fired once per call -- not once per elemenet -- and is passed the full raw DOM element set as both its context and its first argument. */
if (opts.begin && elementsIndex === 0) {
/* We throw callbacks in a setTimeout so that thrown errors don't halt the execution of Collide itself. */
try {
opts.begin.call(elements, elements);
} catch (error) {
setTimeout(function() { throw error; });
}
}
/*****************************************
Tween Data Construction (for Scroll)
*****************************************/
/* Note: In order to be subjected to chaining and animation options, scroll's tweening is routed through Collide as if it were a standard CSS property animation. */
if (action === 'scroll') {
/* The scroll action uniquely takes an optional 'offset' option -- specified in pixels -- that offsets the targeted scroll position. */
var scrollDirection = (/^x$/i.test(opts.axis) ? 'Left' : 'Top'),
scrollOffset = parseFloat(opts.offset) || 0,
scrollPositionCurrent,
scrollPositionCurrentAlternate,
scrollPositionEnd;
/* Scroll also uniquely takes an optional 'container' option, which indicates the parent element that should be scrolled --
as opposed to the browser window itself. This is useful for scrolling toward an element that's inside an overflowing parent element. */
if (opts.container) {
/* Ensure that either a jQuery object or a raw DOM element was passed in. */
if (util.isWrapped(opts.container) || util.isNode(opts.container)) {
/* Extract the raw DOM element from the jQuery wrapper. */
opts.container = opts.container[0] || opts.container;
/* Note: Unlike other properties in Collide, the browser's scroll position is never cached since it so frequently changes
(due to the user's natural interaction with the page). */
scrollPositionCurrent = opts.container['scroll' + scrollDirection]; /* GET */
/* $.position() values are relative to the container's currently viewable area (without taking into account the container's true dimensions
-- say, for example, if the container was not overflowing). Thus, the scroll end value is the sum of the child element's position *and*
the scroll container's current scroll position. */
scrollPositionEnd = (scrollPositionCurrent + $(element).position()[scrollDirection.toLowerCase()]) + scrollOffset; /* GET */
} else {
/* If a value other than a jQuery object or a raw DOM element was passed in, default to null so that this option is ignored. */
opts.container = null;
}
} else {
/* If the window itself is being scrolled -- not a containing element -- perform a live scroll position lookup using
the appropriate cached property names (which differ based on browser type). */
scrollPositionCurrent = Collide.State.scrollAnchor[Collide.State['scrollProperty' + scrollDirection]]; /* GET */
/* When scrolling the browser window, cache the alternate axis's current value since window.scrollTo() doesn't let us change only one value at a time. */
scrollPositionCurrentAlternate = Collide.State.scrollAnchor[Collide.State['scrollProperty' + (scrollDirection === 'Left' ? 'Top' : 'Left')]]; /* GET */
/* Unlike $.position(), $.offset() values are relative to the browser window's true dimensions -- not merely its currently viewable area --
and therefore end values do not need to be compounded onto current values. */
scrollPositionEnd = $(element).offset()[scrollDirection.toLowerCase()] + scrollOffset; /* GET */
}
/* Since there's only one format that scroll's associated tweensContainer can take, we create it manually. */
tweensContainer = {
scroll: {
rootPropertyValue: false,
startValue: scrollPositionCurrent,
currentValue: scrollPositionCurrent,
endValue: scrollPositionEnd,
unitType: '',
easing: opts.easing,
scrollData: {
container: opts.container,
direction: scrollDirection,
alternateValue: scrollPositionCurrentAlternate
}
},
element: element
};
/******************************************
Tween Data Construction (for Reverse)
******************************************/
/* Reverse acts like a 'start' action in that a property map is animated toward. The only difference is
that the property map used for reverse is the inverse of the map used in the previous call. Thus, we manipulate
the previous call to construct our new map: use the previous map's end values as our new map's start values. Copy over all other data. */
/* Note: Reverse can be directly called via the 'reverse' parameter, or it can be indirectly triggered via the loop option. (Loops are composed of multiple reverses.) */
/* Note: Reverse calls do not need to be consecutively chained onto a currently-animating element in order to operate on cached values;
there is no harm to reverse being called on a potentially stale data cache since reverse's behavior is simply defined
as reverting to the element's values as they were prior to the previous *Collide* call. */
} else if (action === 'reverse') {
/* Abort if there is no prior animation data to reverse to. */
if (!data(element).tweensContainer) {
/* Dequeue the element so that this queue entry releases itself immediately, allowing subsequent queue entries to run. */
Collide.dequeue(element, opts.queue);
return;
} else {
/*********************
Options Parsing
*********************/
/* If the element was hidden via the display option in the previous call,
revert display to 'auto' prior to reversal so that the element is visible again. */
if (data(element).opts.display === 'none') {
data(element).opts.display = 'auto';
}
if (data(element).opts.visibility === 'hidden') {
data(element).opts.visibility = 'visible';
}
/* If the loop option was set in the previous call, disable it so that 'reverse' calls aren't recursively generated.
Further, remove the previous call's callback options; typically, users do not want these to be refired. */
data(element).opts.loop = false;
data(element).opts.begin = null;
data(element).opts.complete = null;
/* Since we're extending an opts object that has already been extended with the defaults options object,
we remove non-explicitly-defined properties that are auto-assigned values. */
if (!options.easing) {
delete opts.easing;
}
if (!options.duration) {
delete opts.duration;
}
/* The opts object used for reversal is an extension of the options object optionally passed into this
reverse call plus the options used in the previous Collide call. */
opts = util.extend({}, data(element).opts, opts);
/*************************************
Tweens Container Reconstruction
*************************************/
/* Create a deepy copy (indicated via the true flag) of the previous call's tweensContainer. */
var lastTweensContainer = util.extend(true, {}, data(element).tweensContainer);
/* Manipulate the previous tweensContainer by replacing its end values and currentValues with its start values. */
for (var lastTween in lastTweensContainer) {
/* In addition to tween data, tweensContainers contain an element property that we ignore here. */
if (lastTween !== 'element') {
var lastStartValue = lastTweensContainer[lastTween].startValue;
lastTweensContainer[lastTween].startValue = lastTweensContainer[lastTween].currentValue = lastTweensContainer[lastTween].endValue;
lastTweensContainer[lastTween].endValue = lastStartValue;
/* Easing is the only option that embeds into the individual tween data (since it can be defined on a per-property basis).
Accordingly, every property's easing value must be updated when an options object is passed in with a reverse call.
The side effect of this extensibility is that all per-property easing values are forcefully reset to the new value. */
if (!util.isEmptyObject(options)) {
lastTweensContainer[lastTween].easing = opts.easing;
}
}
}
tweensContainer = lastTweensContainer;
}
/*********************************
Start: Tween Data Construction
*********************************/
} else if (action === 'start') {
/****************************
Start: Value Transferring
****************************/
/* If this queue entry follows a previous Collide-initiated queue entry *and* if this entry was created
while the element was in the process of being animated by Collide, then this current call is safe to use
the end values from the prior call as its start values. Collide attempts to perform this value transfer
process whenever possible in order to avoid requerying the DOM. */
/* If values aren't transferred from a prior call and start values were not forcefed by the user (more on this below),
then the DOM is queried for the element's current values as a last resort. */
/* Note: Conversely, animation reversal (and looping) *always* perform inter-call value transfers; they never requery the DOM. */
var lastTweensContainer;
/* The per-element isAnimating flag is used to indicate whether it's safe (i.e. the data isn't stale)
to transfer over end values to use as start values. If it's set to true and there is a previous
Collide call to pull values from, do so. */
if (data(element).tweensContainer && data(element).isAnimating === true) {
lastTweensContainer = data(element).tweensContainer;
}
/********************************
Start: Tween Data Calculation
********************************/
/* This function parses property data and defaults endValue, easing, and startValue as appropriate. */
/* Property map values can either take the form of 1) a single value representing the end value,
or 2) an array in the form of [ endValue, [, easing] [, startValue] ].
The optional third parameter is a forcefed startValue to be used instead of querying the DOM for
the element's current value. Read Velocity's docmentation to learn more about forcefeeding: VelocityJS.org/#forcefeeding */
function parsePropertyValue(valueData, skipResolvingEasing) {
var endValue = undefined,
easing = undefined,
startValue = undefined;
/* Handle the array format, which can be structured as one of three potential overloads:
A) [ endValue, easing, startValue ], B) [ endValue, easing ], or C) [ endValue, startValue ] */
if (Array.isArray(valueData)) {
/* endValue is always the first item in the array. Don't bother validating endValue's value now
since the ensuing property cycling logic does that. */
endValue = valueData[0];
/* Two-item array format: If the second item is a number, function, or hex string, treat it as a
start value since easings can only be non-hex strings or arrays. */
if ((!Array.isArray(valueData[1]) && /^[\d-]/.test(valueData[1])) || typeof valueData[1] === 'function' || CSS.RegEx.isHex.test(valueData[1])) {
startValue = valueData[1];
/* Two or three-item array: If the second item is a non-hex string or an array, treat it as an easing. */
} else if ((util.isString(valueData[1]) && !CSS.RegEx.isHex.test(valueData[1])) || Array.isArray(valueData[1])) {
easing = skipResolvingEasing ? valueData[1] : getEasing(valueData[1], opts.duration);
/* Don't bother validating startValue's value now since the ensuing property cycling logic inherently does that. */
if (valueData[2] !== undefined) {
startValue = valueData[2];
}
}
} else {
/* Handle the single-value format. */
endValue = valueData;
}
/* Default to the call's easing if a per-property easing type was not defined. */
if (!skipResolvingEasing) {
easing = easing || opts.easing;
}
/* If functions were passed in as values, pass the function the current element as its context,
plus the element's index and the element set's size as arguments. Then, assign the returned value. */
if (typeof endValue === 'function') {
endValue = endValue.call(element, elementsIndex, elementsLength);
}
if (typeof startValue === 'function') {
startValue = startValue.call(element, elementsIndex, elementsLength);
}
/* Allow startValue to be left as undefined to indicate to the ensuing code that its value was not forcefed. */
return [ endValue || 0, easing, startValue ];
} // END: parsePropertyValue()
/* Cycle through each property in the map, looking for shorthand color properties (e.g. 'color' as opposed to 'colorRed'). Inject the corresponding
colorRed, colorGreen, and colorBlue RGB component tweens into the propertiesMap (which Collide understands) and remove the shorthand property. */
for (var property in propertiesMap) {
/* Find shorthand color properties that have been passed a hex string. */
if (RegExp('^' + CSS.Lists.colors.join('$|^') + '$').test(property)) {
/* Parse the value data for each shorthand. */
var valueData = parsePropertyValue(propertiesMap[property], true),
endValue = valueData[0],
easing = valueData[1],
startValue = valueData[2];
if (CSS.RegEx.isHex.test(endValue)) {
/* Convert the hex strings into their RGB component arrays. */
var colorComponents = [ 'Red', 'Green', 'Blue' ],
endValueRGB = CSS.Values.hexToRgb(endValue),
startValueRGB = startValue ? CSS.Values.hexToRgb(startValue) : undefined;
/* Inject the RGB component tweens into propertiesMap. */
for (var i = 0; i < colorComponents.length; i++) {
var dataArray = [ endValueRGB[i] ];
if (easing) {
dataArray.push(easing);
}
if (startValueRGB !== undefined) {
dataArray.push(startValueRGB[i]);
}
propertiesMap[property + colorComponents[i]] = dataArray;
}
/* Remove the intermediary shorthand property entry now that we've processed it. */
delete propertiesMap[property];
}
}
}
/* Create a tween out of each property, and append its associated data to tweensContainer. */
for (var property in propertiesMap) {
/*********************************************
parsePropertyValue(), Start Value Sourcing
*********************************************/
/* Parse out endValue, easing, and startValue from the property's data. */
var valueData = parsePropertyValue(propertiesMap[property]),
endValue = valueData[0],
easing = valueData[1],
startValue = valueData[2];
/* Now that the original property name's format has been used for the parsePropertyValue() lookup above,
we force the property to its camelCase styling to normalize it for manipulation. */
property = CSS.Names.camelCase(property);
/* In case this property is a hook, there are circumstances where we will intend to work on the hook's root property and not the hooked subproperty. */
var rootProperty = CSS.Hooks.getRoot(property),
rootPropertyValue = false;
/* Other than for the dummy tween property, properties that are not supported by the browser (and do not have an associated normalization) will
inherently produce no style changes when set, so they are skipped in order to decrease animation tick overhead.
Property support is determined via prefixCheck(), which returns a false flag when no supported is detected. */
/* Note: Since SVG elements have some of their properties directly applied as HTML attributes,
there is no way to check for their explicit browser support, and so we skip skip this check for them. */
if (!data(element).isSVG && rootProperty !== 'tween' && CSS.Names.prefixCheck(rootProperty)[1] === false && CSS.Normalizations.registered[rootProperty] === undefined) {
//if (Collide.debug) console.log('Skipping [' + rootProperty + '] due to a lack of browser support.');
continue;
}
/* If the display option is being set to a non-'none' (e.g. 'block') and opacity (filter on IE<=8) is being
animated to an endValue of non-zero, the user's intention is to fade in from invisible, thus we forcefeed opacity
a startValue of 0 if its startValue hasn't already been sourced by value transferring or prior forcefeeding. */
if (((opts.display !== undefined && opts.display !== null && opts.display !== 'none') || (opts.visibility !== undefined && opts.visibility !== 'hidden')) && /opacity|filter/.test(property) && !startValue && endValue !== 0) {
startValue = 0;
}
/* If values have been transferred from the previous Collide call, extract the endValue and rootPropertyValue
for all of the current call's properties that were *also* animated in the previous call. */
/* Note: Value transferring can optionally be disabled by the user via the _cacheValues option. */
if (opts._cacheValues && lastTweensContainer && lastTweensContainer[property]) {
if (startValue === undefined) {
startValue = lastTweensContainer[property].endValue + lastTweensContainer[property].unitType;
}
/* The previous call's rootPropertyValue is extracted from the element's data cache since that's the
instance of rootPropertyValue that gets freshly updated by the tweening process, whereas the rootPropertyValue
attached to the incoming lastTweensContainer is equal to the root property's value prior to any tweening. */
rootPropertyValue = data(element).rootPropertyValueCache[rootProperty];
/* If values were not transferred from a previous Collide call, query the DOM as needed. */
} else {
/* Handle hooked properties. */
if (CSS.Hooks.registered[property]) {
if (startValue === undefined) {
rootPropertyValue = CSS.getPropertyValue(element, rootProperty); /* GET */
/* Note: The following getPropertyValue() call does not actually trigger a DOM query;
getPropertyValue() will extract the hook from rootPropertyValue. */
startValue = CSS.getPropertyValue(element, property, rootPropertyValue);
/* If startValue is already defined via forcefeeding, do not query the DOM for the root property's value;
just grab rootProperty's zero-value template from CSS.Hooks. This overwrites the element's actual
root property value (if one is set), but this is acceptable since the primary reason users forcefeed is
to avoid DOM queries, and thus we likewise avoid querying the DOM for the root property's value. */
} else {
/* Grab this hook's zero-value template, e.g. '0px 0px 0px black'. */
rootPropertyValue = CSS.Hooks.templates[rootProperty][1];
}
/* Handle non-hooked properties that haven't already been defined via forcefeeding. */
} else if (startValue === undefined) {
startValue = CSS.getPropertyValue(element, property); /* GET */
}
}
/**********************************************
parsePropertyValue(), Value Data Extraction
**********************************************/
var separatedValue,
endValueUnitType,
startValueUnitType,
operator = false;
/* Separates a property value into its numeric value and its unit util. */
function separateValue (property, value) {
var unitType,
numericValue;
numericValue = (value || '0')
.toString()
.toLowerCase()
/* Match the unit type at the end of the value. */
.replace(/[%A-z]+$/, function(match) {
/* Grab the unit util. */
unitType = match;
/* Strip the unit type off of value. */
return '';
});
/* If no unit type was supplied, assign one that is appropriate for this property (e.g. 'deg' for rotateZ or 'px' for width). */
if (!unitType) {
unitType = CSS.Values.getUnitType(property);
}
return [ numericValue, unitType ];
}
/* Separate startValue. */
separatedValue = separateValue(property, startValue);
startValue = separatedValue[0];
startValueUnitType = separatedValue[1];
/* Separate endValue, and extract a value operator (e.g. '+=', '-=') if one exists. */
separatedValue = separateValue(property, endValue);
endValue = separatedValue[0].replace(/^([+-\/*])=/, function(match, subMatch) {
operator = subMatch;
/* Strip the operator off of the value. */
return '';
});
endValueUnitType = separatedValue[1];
/* Parse float values from endValue and startValue. Default to 0 if NaN is returned. */
startValue = parseFloat(startValue) || 0;
endValue = parseFloat(endValue) || 0;
/***************************************
parsePropertyValue, Property-Specific Value Conversion
***************************************/
/* Custom support for properties that don't actually accept the % unit type, but where pollyfilling is trivial and relatively foolproof. */
if (endValueUnitType === '%') {
/* A %-value fontSize/lineHeight is relative to the parent's fontSize (as opposed to the parent's dimensions),
which is identical to the em unit's behavior, so we piggyback off of that. */
if (/^(fontSize|lineHeight)$/.test(property)) {
/* Convert % into an em decimal value. */
endValue = endValue / 100;
endValueUnitType = 'em';
/* For scaleX and scaleY, convert the value into its decimal format and strip off the unit util. */
} else if (/^scale/.test(property)) {
endValue = endValue / 100;
endValueUnitType = '';
/* For RGB components, take the defined percentage of 255 and strip off the unit util. */
} else if (/(Red|Green|Blue)$/i.test(property)) {
endValue = (endValue / 100) * 255;
endValueUnitType = '';
}
}
/***************************
parsePropertyValue(), Unit Ratio Calculation
***************************/
/* When queried, the browser returns (most) CSS property values in pixels. Therefore, if an endValue with a unit type of
%, em, or rem is animated toward, startValue must be converted from pixels into the same unit type as endValue in order
for value manipulation logic (increment/decrement) to proceed. Further, if the startValue was forcefed or transferred
from a previous call, startValue may also not be in pixels. Unit conversion logic therefore consists of two steps:
1) Calculating the ratio of %/em/rem/vh/vw relative to pixels
2) Converting startValue into the same unit of measurement as endValue based on these ratios. */
/* Unit conversion ratios are calculated by inserting a sibling node next to the target node, copying over its position property,
setting values with the target unit type then comparing the returned pixel value. */
/* Note: Even if only one of these unit types is being animated, all unit ratios are calculated at once since the overhead
of batching the SETs and GETs together upfront outweights the potential overhead
of layout thrashing caused by re-querying for uncalculated ratios for subsequently-processed properties. */
/* Todo: Shift this logic into the calls' first tick instance so that it's synced with RAF. */
function calculateUnitRatios() {
/**************************************************************
parsePropertyValue(), calculateUnitRatios(), Same Ratio Checks
**************************************************************/
/* The properties below are used to determine whether the element differs sufficiently from this call's
previously iterated element to also differ in its unit conversion ratios. If the properties match up with those
of the prior element, the prior element's conversion ratios are used. Like most optimizations in Collide,
this is done to minimize DOM querying. */
var sameRatioIndicators = {
myParent: element.parentNode || document.body, /* GET */
position: CSS.getPropertyValue(element, 'position'), /* GET */
fontSize: CSS.getPropertyValue(element, 'fontSize') /* GET */
};
/* Determine if the same % ratio can be used. % is based on the element's position value and its parent's width and height dimensions. */
var samePercentRatio = ((sameRatioIndicators.position === callUnitConversionData.lastPosition) && (sameRatioIndicators.myParent === callUnitConversionData.lastParent));
/* Determine if the same em ratio can be used. em is relative to the element's fontSize. */
var sameEmRatio = (sameRatioIndicators.fontSize === callUnitConversionData.lastFontSize);
/* Store these ratio indicators call-wide for the next element to compare against. */
callUnitConversionData.lastParent = sameRatioIndicators.myParent;
callUnitConversionData.lastPosition = sameRatioIndicators.position;
callUnitConversionData.lastFontSize = sameRatioIndicators.fontSize;
/**********************************************************************
parsePropertyValue(), calculateUnitRatios(), Element-Specific Units
**********************************************************************/
/* Note: IE8 rounds to the nearest pixel when returning CSS values, thus we perform conversions using a measurement
of 100 (instead of 1) to give our ratios a precision of at least 2 decimal values. */
var measurement = 100,
unitRatios = {};
if (!sameEmRatio || !samePercentRatio) {
var dummy = data(element).isSVG ? document.createElementNS('http://www.w3.org/2000/svg', 'rect') : document.createElement('div');
Collide.init(dummy);
sameRatioIndicators.myParent.appendChild(dummy);
/* To accurately and consistently calculate conversion ratios, the element's cascaded overflow and box-sizing are stripped.
Similarly, since width/height can be artificially constrained by their min-/max- equivalents, these are controlled for as well. */
/* Note: Overflow must be also be controlled for per-axis since the overflow property overwrites its per-axis values. */
var cssPropNames = [ 'overflow', 'overflowX', 'overflowY' ];
for (var x = 0; x < overflows.length; x++) {
Collide.CSS.setPropertyValue(dummy, cssPropNames[x], 'hidden');
}
Collide.CSS.setPropertyValue(dummy, 'position', sameRatioIndicators.position);
Collide.CSS.setPropertyValue(dummy, 'fontSize', sameRatioIndicators.fontSize);
Collide.CSS.setPropertyValue(dummy, 'boxSizing', 'content-box');
/* width and height act as our proxy properties for measuring the horizontal and vertical % ratios. */
cssPropNames = [ 'minWidth', 'maxWidth', 'width', 'minHeight', 'maxHeight', 'height' ];
for (var x = 0; x < overflows.length; x++) {
Collide.CSS.setPropertyValue(dummy, cssPropNames[x], measurement + '%');
}
/* paddingLeft arbitrarily acts as our proxy property for the em ratio. */
Collide.CSS.setPropertyValue(dummy, 'paddingLeft', measurement + 'em');
/* Divide the returned value by the measurement to get the ratio between 1% and 1px. Default to 1 since working with 0 can produce Infinite. */
unitRatios.percentToPxWidth = callUnitConversionData.lastPercentToPxWidth = (parseFloat(CSS.getPropertyValue(dummy, 'width', null, true)) || 1) / measurement; /* GET */
unitRatios.percentToPxHeight = callUnitConversionData.lastPercentToPxHeight = (parseFloat(CSS.getPropertyValue(dummy, 'height', null, true)) || 1) / measurement; /* GET */
unitRatios.emToPx = callUnitConversionData.lastEmToPx = (parseFloat(CSS.getPropertyValue(dummy, 'paddingLeft')) || 1) / measurement; /* GET */
sameRatioIndicators.myParent.removeChild(dummy);
} else {
unitRatios.emToPx = callUnitConversionData.lastEmToPx;
unitRatios.percentToPxWidth = callUnitConversionData.lastPercentToPxWidth;
unitRatios.percentToPxHeight = callUnitConversionData.lastPercentToPxHeight;
}
/**********************************************************************
parsePropertyValue(), calculateUnitRatios(), Element-Agnostic Units
***********************************************************************/
/* Whereas % and em ratios are determined on a per-element basis, the rem unit only needs to be checked
once per call since it's exclusively dependant upon document.body's fontSize. If this is the first time
that calculateUnitRatios() is being run during this call, remToPx will still be set to its default value of null,
so we calculate it now. */
if (callUnitConversionData.remToPx === null) {
/* Default to browsers' default fontSize of 16px in the case of 0. */
callUnitConversionData.remToPx = parseFloat(CSS.getPropertyValue(document.body, 'fontSize')) || 16; /* GET */
}
/* Similarly, viewport units are %-relative to the window's inner dimensions. */
if (callUnitConversionData.vwToPx === null) {
callUnitConversionData.vwToPx = parseFloat(window.innerWidth) / 100; /* GET */
callUnitConversionData.vhToPx = parseFloat(window.innerHeight) / 100; /* GET */
}
unitRatios.remToPx = callUnitConversionData.remToPx;
unitRatios.vwToPx = callUnitConversionData.vwToPx;
unitRatios.vhToPx = callUnitConversionData.vhToPx;
//if (Collide.debug >= 1) console.log('Unit ratios: ' + JSON.stringify(unitRatios), element);
return unitRatios;
} // END: calculateUnitRatios()
/****************************************
parsePropertyValue(), Unit Conversion
*****************************************/
/* The * and / operators, which are not passed in with an associated unit, inherently use startValue's unit. Skip value and unit conversion. */
if (/[\/*]/.test(operator)) {
endValueUnitType = startValueUnitType;
/* If startValue and endValue differ in unit type, convert startValue into the same unit type as endValue so that if endValueUnitType
is a relative unit (%, em, rem), the values set during tweening will continue to be accurately relative even if the metrics they depend
on are dynamically changing during the course of the animation. Conversely, if we always normalized into px and used px for setting values, the px ratio
would become stale if the original unit being animated toward was relative and the underlying metrics change during the animation. */
/* Since 0 is 0 in any unit type, no conversion is necessary when startValue is 0 -- we just start at 0 with endValueUnitutil. */
} else if ((startValueUnitType !== endValueUnitType) && startValue !== 0) {
/* Unit conversion is also skipped when endValue is 0, but *startValueUnitType* must be used for tween values to remain accurate. */
/* Note: Skipping unit conversion here means that if endValueUnitType was originally a relative unit, the animation won't relatively
match the underlying metrics if they change, but this is acceptable since we're animating toward invisibility instead of toward visibility,
which remains past the point of the animation's completion. */
if (endValue === 0) {
endValueUnitType = startValueUnitType;
} else {
/* By this point, we cannot avoid unit conversion (it's undesirable since it causes layout thrashing).
If we haven't already, we trigger calculateUnitRatios(), which runs once per element per call. */
elementUnitConversionData = elementUnitConversionData || calculateUnitRatios();
/* The following RegEx matches CSS properties that have their % values measured relative to the x-axis. */
/* Note: W3C spec mandates that all of margin and padding's properties (even top and bottom) are %-relative to the *width* of the parent element. */
var axis = (/margin|padding|left|right|width|text|word|letter/i.test(property) || /X$/.test(property) || property === 'x') ? 'x' : 'y';
/* In order to avoid generating n^2 bespoke conversion functions, unit conversion is a two-step process:
1) Convert startValue into pixels. 2) Convert this new pixel value into endValue's unit util. */
switch (startValueUnitType) {
case '%':
/* Note: translateX and translateY are the only properties that are %-relative to an element's own dimensions -- not its parent's dimensions.
Collide does not include a special conversion process to account for this behavior. Therefore, animating translateX/Y from a % value
to a non-% value will produce an incorrect start value. Fortunately, this sort of cross-unit conversion is rarely done by users in practice. */
startValue *= (axis === 'x' ? elementUnitConversionData.percentToPxWidth : elementUnitConversionData.percentToPxHeight);
break;
case 'px':
/* px acts as our midpoint in the unit conversion process; do nothing. */
break;
default:
startValue *= elementUnitConversionData[startValueUnitType + 'ToPx'];
}
/* Invert the px ratios to convert into to the target unit. */
switch (endValueUnitType) {
case '%':
startValue *= 1 / (axis === 'x' ? elementUnitConversionData.percentToPxWidth : elementUnitConversionData.percentToPxHeight);
break;
case 'px':
/* startValue is already in px, do nothing; we're done. */
break;
default:
startValue *= 1 / elementUnitConversionData[endValueUnitType + 'ToPx'];
}
}
}
/****************************************
parsePropertyValue(), Relative Values
****************************************/
/* Operator logic must be performed last since it requires unit-normalized start and end values. */
/* Note: Relative *percent values* do not behave how most people think; while one would expect '+=50%'
to increase the property 1.5x its current value, it in fact increases the percent units in absolute terms:
50 points is added on top of the current % value. */
switch (operator) {
case '+':
endValue = startValue + endValue;
break;
case '-':
endValue = startValue - endValue;
break;
case '*':
endValue = startValue * endValue;
break;
case '/':
endValue = startValue / endValue;
break;
}
/*********************************************
parsePropertyValue(), tweensContainer Push
*********************************************/
/* Construct the per-property tween object, and push it to the element's tweensContainer. */
tweensContainer[property] = {
rootPropertyValue: rootPropertyValue,
startValue: startValue,
currentValue: startValue,
endValue: endValue,
unitType: endValueUnitType,
easing: easing
};
//if (Collide.debug) console.log('tweensContainer (' + property + '): ' + JSON.stringify(tweensContainer[property]), element);
}
/* Along with its property data, store a reference to the element itself onto tweensContainer. */
tweensContainer.element = element;
} // END: parsePropertyValue()
/*****************
Call Push
*****************/
/* Note: tweensContainer can be empty if all of the properties in this call's property map were skipped due to not
being supported by the browser. The element property is used for checking that the tweensContainer has been appended to. */
if (tweensContainer.element) {
/* The call array houses the tweensContainers for each element being animated in the current call. */
call.push(tweensContainer);
/* Store the tweensContainer and options if we're working on the default effects queue, so that they can be used by the reverse command. */
if (opts.queue === '') {
data(element).tweensContainer = tweensContainer;
data(element).opts = opts;
}
/* Switch on the element's animating flag. */
data(element).isAnimating = true;
/* Once the final element in this call's element set has been processed, push the call array onto
Collide.State.calls for the animation tick to immediately begin processing. */
if (elementsIndex === elementsLength - 1) {
/* Add the current call plus its associated metadata (the element set and the call's options) onto the global call container.
Anything on this call container is subjected to tick() processing. */
Collide.State.calls.push([ call, elements, opts, null, promiseData.resolver ]);
/* If the animation tick isn't running, start it. (Collide shuts it off when there are no active calls to process.) */
if (Collide.State.isTicking === false) {
Collide.State.isTicking = true;
/* Start the tick loop. */
tick();
}
} else {
elementsIndex++;
}
}
} // END: for (var elementsIndex = 0; elementsIndex < transition.elements.length; x++) {
/* When the queue option is set to false, the call skips the element's queue and fires immediately. */
if (opts.queue === false) {
/* Since this buildQueue call doesn't respect the element's existing queue (which is where a delay option would have been appended),
we manually inject the delay property here with an explicit setTimeout. */
if (opts.delay) {
setTimeout(buildQueue, opts.delay);
} else {
buildQueue();
}
/* Otherwise, the call undergoes element queueing as normal. */
} else {
Collide.queue(element, opts.queue, function(next, clearQueue) {
/* If the clearQueue flag was passed in by the stop command, resolve this call's promise. (Promises can only be resolved once,
so it's fine if this is repeatedly triggered for each element in the associated call.) */
if (clearQueue === true) {
if (promiseData.promise) {
promiseData.resolver(elements);
}
/* Do not continue with animation queueing. */
return true;
}
/* This flag indicates to the upcoming completeCall() function that this queue entry was initiated by Collide.
See completeCall() for further details. */
Collide.CollideQueueEntryFlag = true;
buildQueue(next);
});
}
/*********************
Auto-Dequeuing
*********************/
/* To fire the first non-custom-queue entry on an element, the element
must be dequeued if its queue stack consists *solely* of the current call. (This can be determined by checking
for the 'inprogress' item that jQuery prepends to active queue stack arrays.) Regardless, whenever the element's
queue is further appended with additional items -- including $.delay()'s or even $.animate() calls, the queue's
first entry is automatically fired. This behavior contrasts that of custom queues, which never auto-fire. */
/* Note: When an element set is being subjected to a non-parallel Collide call, the animation will not begin until
each one of the elements in the set has reached the end of its individually pre-existing queue chain. */
/* Note: Unfortunately, most people don't fully grasp jQuery's powerful, yet quirky, Collide.queue() function.
Lean more here: http://stackoverflow.com/questions/1058158/can-somebody-explain-jquery-queue-to-me */
if ((opts.queue === '' || opts.queue === 'fx') && Collide.queue(element)[0] !== 'inprogress') {
Collide.dequeue(element);
}
}
}

265
src/collide/tick.js Normal file
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@@ -0,0 +1,265 @@
/* Ported from Velocity.js, MIT License. Julian Shapiro http://twitter.com/shapiro */
import {Collide} from 'ionic2/collide/collide'
import {CSS} from 'ionic2/collide/css'
import {completeCall} from 'ionic2/collide/complete-call'
import {dom} from 'ionic2/util'
/************
Tick
************/
/* Note: All calls to Collide are pushed to the Collide.State.calls array, which is fully iterated through upon each tick. */
export function tick(timestamp) {
/* An empty timestamp argument indicates that this is the first tick occurence since ticking was turned on.
We leverage this metadata to fully ignore the first tick pass since RAF's initial pass is fired whenever
the browser's next tick sync time occurs, which results in the first elements subjected to Collide
calls being animated out of sync with any elements animated immediately thereafter. In short, we ignore
the first RAF tick pass so that elements being immediately consecutively animated -- instead of simultaneously animated
by the same Collide call -- are properly batched into the same initial RAF tick and consequently remain in sync thereafter. */
if (timestamp) {
/* We ignore RAF's high resolution timestamp since it can be significantly offset when the browser is
under high stress; we opt for choppiness over allowing the browser to drop huge chunks of frames. */
var timeCurrent = (new Date).getTime();
/********************
Call Iteration
********************/
var callsLength = Collide.State.calls.length;
/* To speed up iterating over this array, it is compacted (falsey items -- calls that have completed -- are removed)
when its length has ballooned to a point that can impact tick performance. This only becomes necessary when animation
has been continuous with many elements over a long period of time; whenever all active calls are completed, completeCall() clears Collide.State.calls. */
if (callsLength > 10000) {
Collide.State.calls = compactSparseArray(Collide.State.calls);
}
/* Iterate through each active call. */
for (var i = 0; i < callsLength; i++) {
/* When a Collide call is completed, its Collide.State.calls entry is set to false. Continue on to the next call. */
if (!Collide.State.calls[i]) {
continue;
}
/************************
Call-Wide Variables
************************/
var callContainer = Collide.State.calls[i],
call = callContainer[0],
opts = callContainer[2],
timeStart = callContainer[3],
firstTick = !!timeStart,
tweenDummyValue = null;
/* If timeStart is undefined, then this is the first time that this call has been processed by tick().
We assign timeStart now so that its value is as close to the real animation start time as possible.
(Conversely, had timeStart been defined when this call was added to Collide.State.calls, the delay
between that time and now would cause the first few frames of the tween to be skipped since
percentComplete is calculated relative to timeStart.) */
/* Further, subtract 16ms (the approximate resolution of RAF) from the current time value so that the
first tick iteration isn't wasted by animating at 0% tween completion, which would produce the
same style value as the element's current value. */
if (!timeStart) {
timeStart = Collide.State.calls[i][3] = timeCurrent - 16;
}
/* The tween's completion percentage is relative to the tween's start time, not the tween's start value
(which would result in unpredictable tween durations since JavaScript's timers are not particularly accurate).
Accordingly, we ensure that percentComplete does not exceed 1. */
var percentComplete = Math.min((timeCurrent - timeStart) / opts.duration, 1);
/**********************
Element Iteration
**********************/
/* For every call, iterate through each of the elements in its set. */
for (var j = 0, callLength = call.length; j < callLength; j++) {
var tweensContainer = call[j],
element = tweensContainer.element;
/* Check to see if this element has been deleted midway through the animation by checking for the
continued existence of its data cache. If it's gone, skip animating this element. */
if (!Collide.data(element)) {
continue;
}
var transformPropertyExists = false;
/**********************************
Display & Visibility Toggling
**********************************/
/* If the display option is set to non-'none', set it upfront so that the element can become visible before tweening begins.
(Otherwise, display's 'none' value is set in completeCall() once the animation has completed.) */
if (opts.display !== undefined && opts.display !== null && opts.display !== 'none') {
if (opts.display === 'flex') {
var flexValues = [ '-webkit-box', '-moz-box', '-ms-flexbox', '-webkit-flex' ];
for (var f = 0; f < flexValues.length; f++) {
CSS.setPropertyValue(element, 'display', flexValues[f]);
}
}
CSS.setPropertyValue(element, 'display', opts.display);
}
/* Same goes with the visibility option, but its 'none' equivalent is 'hidden'. */
if (opts.visibility !== undefined && opts.visibility !== 'hidden') {
CSS.setPropertyValue(element, 'visibility', opts.visibility);
}
/************************
Property Iteration
************************/
/* For every element, iterate through each property. */
for (var property in tweensContainer) {
/* Note: In addition to property tween data, tweensContainer contains a reference to its associated element. */
if (property !== 'element') {
var tween = tweensContainer[property],
currentValue,
/* Easing can either be a pre-genereated function or a string that references a pre-registered easing
on the Collide.Easings object. In either case, return the appropriate easing *function*. */
easing = typeof tween.easing === 'string' ? Collide.Easings[tween.easing] : tween.easing;
/******************************
Current Value Calculation
******************************/
/* If this is the last tick pass (if we've reached 100% completion for this tween),
ensure that currentValue is explicitly set to its target endValue so that it's not subjected to any rounding. */
if (percentComplete === 1) {
currentValue = tween.endValue;
/* Otherwise, calculate currentValue based on the current delta from startValue. */
} else {
var tweenDelta = tween.endValue - tween.startValue;
currentValue = tween.startValue + (tweenDelta * easing(percentComplete, opts, tweenDelta));
/* If no value change is occurring, don't proceed with DOM updating. */
if (!firstTick && (currentValue === tween.currentValue)) {
continue;
}
}
tween.currentValue = currentValue;
/* If we're tweening a fake 'tween' property in order to log transition values, update the one-per-call variable so that
it can be passed into the progress callback. */
if (property === 'tween') {
tweenDummyValue = currentValue;
} else {
/******************
Hooks: Part I
******************/
/* For hooked properties, the newly-updated rootPropertyValueCache is cached onto the element so that it can be used
for subsequent hooks in this call that are associated with the same root property. If we didn't cache the updated
rootPropertyValue, each subsequent update to the root property in this tick pass would reset the previous hook's
updates to rootPropertyValue prior to injection. A nice performance byproduct of rootPropertyValue caching is that
subsequently chained animations using the same hookRoot but a different hook can use this cached rootPropertyValue. */
if (CSS.Hooks.registered[property]) {
var hookRoot = CSS.Hooks.getRoot(property),
rootPropertyValueCache = Collide.data(element).rootPropertyValueCache[hookRoot];
if (rootPropertyValueCache) {
tween.rootPropertyValue = rootPropertyValueCache;
}
}
/*****************
DOM Update
*****************/
/* setPropertyValue() returns an array of the property name and property value post any normalization that may have been performed. */
/* Note: To solve an IE<=8 positioning bug, the unit type is dropped when setting a property value of 0. */
var adjustedSetData = CSS.setPropertyValue(element, /* SET */
property,
tween.currentValue + (parseFloat(currentValue) === 0 ? '' : tween.unitType),
tween.rootPropertyValue,
tween.scrollData);
/*******************
Hooks: Part II
*******************/
/* Now that we have the hook's updated rootPropertyValue (the post-processed value provided by adjustedSetData), cache it onto the element. */
if (CSS.Hooks.registered[property]) {
/* Since adjustedSetData contains normalized data ready for DOM updating, the rootPropertyValue needs to be re-extracted from its normalized form. ?? */
if (CSS.Normalizations.registered[hookRoot]) {
Collide.data(element).rootPropertyValueCache[hookRoot] = CSS.Normalizations.registered[hookRoot]('extract', null, adjustedSetData[1]);
} else {
Collide.data(element).rootPropertyValueCache[hookRoot] = adjustedSetData[1];
}
}
/***************
Transforms
***************/
/* Flag whether a transform property is being animated so that flushTransformCache() can be triggered once this tick pass is complete. */
if (adjustedSetData[0] === 'transform') {
transformPropertyExists = true;
}
}
} // END: if (property !== 'element')
} // END: for (var property in tweensContainer)
if (transformPropertyExists) {
CSS.flushTransformCache(element);
}
} // END: for (var j = 0, callLength = call.length; j < callLength; j++)
/* The non-'none' display value is only applied to an element once -- when its associated call is first ticked through.
Accordingly, it's set to false so that it isn't re-processed by this call in the next tick. */
if (opts.display !== undefined && opts.display !== 'none') {
Collide.State.calls[i][2].display = false;
}
if (opts.visibility !== undefined && opts.visibility !== 'hidden') {
Collide.State.calls[i][2].visibility = false;
}
/* Pass the elements and the timing data (percentComplete, msRemaining, timeStart, tweenDummyValue) into the progress callback. */
if (opts.progress) {
opts.progress.call(callContainer[1],
callContainer[1],
percentComplete,
Math.max(0, (timeStart + opts.duration) - timeCurrent),
timeStart,
tweenDummyValue);
}
/* If this call has finished tweening, pass its index to completeCall() to handle call cleanup. */
if (percentComplete === 1) {
completeCall(i);
}
} // END: for (var i = 0; i < callsLength; i++)
} // END: if (timestamp)
/* Note: completeCall() sets the isTicking flag to false when the last call on Collide.State.calls has completed. */
if (Collide.State.isTicking) {
dom.raf(tick);
}
};

View File

@@ -0,0 +1,155 @@
/* Ported from Collide.js, MIT License. Julian Shapiro http://twitter.com/shapiro */
import {Collide} from 'ionic2/collide/collide'
import {elementProcess} from 'ionic2/collide/element-process'
export function transitionAction(action, elements, options, propertiesMap) {
elements = elements && !elements.length ? [elements] : elements
if (!elements) {
return Promise.reject();
}
/* The length of the element set (in the form of a nodeList or an array of elements) is defaulted to 1 in case a
single raw DOM element is passed in (which doesn't contain a length property). */
var elementsLength = elements.length;
var elementsIndex = 0;
var eleData;
if (action === 'stop') {
/******************
Action: Stop
*******************/
/* Clear the currently-active delay on each targeted element. */
for (var x = 0; x < elements.length; x++) {
eleData = Collide.data(elements[x]);
if (eleData && eleData.delayTimer) {
/* Stop the timer from triggering its cached next() function. */
clearTimeout(eleData.delayTimer.setTimeout);
/* Manually call the next() function so that the subsequent queue items can progress. */
if (eleData.delayTimer.next) {
eleData.delayTimer.next();
}
delete eleData.delayTimer;
}
}
var callsToStop = [];
var activeCall;
/* When the stop action is triggered, the elements' currently active call is immediately stopped. The active call might have
been applied to multiple elements, in which case all of the call's elements will be stopped. When an element
is stopped, the next item in its animation queue is immediately triggered. */
/* An additional argument may be passed in to clear an element's remaining queued calls. Either true (which defaults to the 'fx' queue)
or a custom queue string can be passed in. */
/* Note: The stop command runs prior to Collide's Queueing phase since its behavior is intended to take effect *immediately*,
regardless of the element's current queue state. */
/* Iterate through every active call. */
for (var x = 0, callsLength = Collide.State.calls.length; x < callsLength; x++) {
/* Inactive calls are set to false by the logic inside completeCall(). Skip them. */
activeCall = Collide.State.calls[x];
if (activeCall) {
/* Iterate through the active call's targeted elements. */
$.each(activeCall[1], function(k, activeElement) {
/* If true was passed in as a secondary argument, clear absolutely all calls on this element. Otherwise, only
clear calls associated with the relevant queue. */
/* Call stopping logic works as follows:
- options === true --> stop current default queue calls (and queue:false calls), including remaining queued ones.
- options === undefined --> stop current queue:'' call and all queue:false calls.
- options === false --> stop only queue:false calls.
- options === 'custom' --> stop current queue:'custom' call, including remaining queued ones (there is no functionality to only clear the currently-running queue:'custom' call). */
var queueName = (options === undefined) ? '' : options;
if (queueName !== true && (activeCall[2].queue !== queueName) && !(options === undefined && activeCall[2].queue === false)) {
return true;
}
/* Iterate through the calls targeted by the stop command. */
$.each(elements, function(l, element) {
/* Check that this call was applied to the target element. */
if (element === activeElement) {
/* Optionally clear the remaining queued calls. */
if (options === true || Type.isString(options)) {
/* Iterate through the items in the element's queue. */
$.each($.queue(element, Type.isString(options) ? options : ''), function(_, item) {
/* The queue array can contain an 'inprogress' string, which we skip. */
if (Type.isFunction(item)) {
/* Pass the item's callback a flag indicating that we want to abort from the queue call.
(Specifically, the queue will resolve the call's associated promise then abort.) */
item(null, true);
}
});
/* Clearing the $.queue() array is achieved by resetting it to []. */
$.queue(element, Type.isString(options) ? options : '', []);
}
if (propertiesMap === 'stop') {
/* Since 'reverse' uses cached start values (the previous call's endValues), these values must be
changed to reflect the final value that the elements were actually tweened to. */
/* Note: If only queue:false animations are currently running on an element, it won't have a tweensContainer
object. Also, queue:false animations can't be reversed. */
if (Data(element) && Data(element).tweensContainer && queueName !== false) {
$.each(Data(element).tweensContainer, function(m, activeTween) {
activeTween.endValue = activeTween.currentValue;
});
}
callsToStop.push(i);
} else if (propertiesMap === 'finish') {
/* To get active tweens to finish immediately, we forcefully shorten their durations to 1ms so that
they finish upon the next rAf tick then proceed with normal call completion logic. */
activeCall[2].duration = 1;
}
}
});
});
}
} // END: for (var x = 0, l = Collide.State.calls.length; x < l; x++) {
/* Prematurely call completeCall() on each matched active call. Pass an additional flag for 'stop' to indicate
that the complete callback and display:none setting should be skipped since we're completing prematurely. */
if (propertiesMap === 'stop') {
$.each(callsToStop, function(i, j) {
completeCall(j, true);
});
return Promise.reject();
}
}
/**************************
Element Set Iteration
**************************/
var promises = [];
if (elements && elements.length) {
for (var i = 0, l = elements.length; i < l; i++) {
if (elements[i] && elements[i].parentElement) {
promises.push(
elementProcess(action, elements, i, options, propertiesMap)
);
}
}
}
return Promise.all(promises);
};

View File

@@ -1,6 +1,4 @@
import {initTransition} from 'ionic2/collide/init-transition'
import {processTransition} from 'ionic2/collide/process-transition'
import {transitionAction} from 'ionic2/collide/transition-action'
export class Transition {
@@ -25,12 +23,17 @@ export class Transition {
}
start() {
console.log('start')
initTransition('start', this.elements, this.options, this.propertiesMap)
var p = transitionAction('start', this.elements, this.options, this.propertiesMap)
p.then(() => {
console.log('start success done')
}).catch(() => {
console.log('start error done')
})
}
stop() {
console.log('stop')
transitionAction('stop', this.elements, this.options, this.propertiesMap)
}
properties(val) {

View File

@@ -1,8 +1,9 @@
<div animation>
<div class="square" style="position:absolute; width:100px; height:100px; background:blue; top: 100px; left: 100px;"></div>
<div class="square" style="position:absolute; width:100px; height:100px; background:red; top: 100px; left: 200px;"></div>
<div class="square" style="position:absolute; width:100px; height:100px; background:red; top: 100px; left: 100px;"></div>
<div class="square" style="position:absolute; width:100px; height:100px; background:green; top: 100px; left: 200px;"></div>
<div class="square" style="position:absolute; width:100px; height:100px; background:blue; top: 100px; left: 300px;"></div>
<button class="button button-primary" (click)="start($event)">Start</button>
<button class="button button-primary" (click)="stop($event)">Stop</button>