| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211 | // Copyright 2006 The Closure Library Authors. All Rights Reserved.//// Licensed under the Apache License, Version 2.0 (the "License");// you may not use this file except in compliance with the License.// You may obtain a copy of the License at////      http://www.apache.org/licenses/LICENSE-2.0//// Unless required by applicable law or agreed to in writing, software// distributed under the License is distributed on an "AS-IS" BASIS,// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.// See the License for the specific language governing permissions and// limitations under the License./** * @fileoverview Basic animation controls. * * @author arv@google.com (Erik Arvidsson) */goog.provide('goog.fx.anim');goog.provide('goog.fx.anim.Animated');goog.require('goog.async.AnimationDelay');goog.require('goog.async.Delay');goog.require('goog.object');/** * An interface for programatically animated objects. I.e. rendered in * javascript frame by frame. * * @interface */goog.fx.anim.Animated = function() {};/** * Function called when a frame is requested for the animation. * * @param {number} now Current time in milliseconds. */goog.fx.anim.Animated.prototype.onAnimationFrame;/** * Default wait timeout for animations (in milliseconds).  Only used for timed * animation, which uses a timer (setTimeout) to schedule animation. * * @type {number} * @const */goog.fx.anim.TIMEOUT = goog.async.AnimationDelay.TIMEOUT;/** * A map of animations which should be cycled on the global timer. * * @type {!Object<number, goog.fx.anim.Animated>} * @private */goog.fx.anim.activeAnimations_ = {};/** * An optional animation window. * @type {Window} * @private */goog.fx.anim.animationWindow_ = null;/** * An interval ID for the global timer or event handler uid. * @type {goog.async.Delay|goog.async.AnimationDelay} * @private */goog.fx.anim.animationDelay_ = null;/** * Registers an animation to be cycled on the global timer. * @param {goog.fx.anim.Animated} animation The animation to register. */goog.fx.anim.registerAnimation = function(animation) {  var uid = goog.getUid(animation);  if (!(uid in goog.fx.anim.activeAnimations_)) {    goog.fx.anim.activeAnimations_[uid] = animation;  }  // If the timer is not already started, start it now.  goog.fx.anim.requestAnimationFrame_();};/** * Removes an animation from the list of animations which are cycled on the * global timer. * @param {goog.fx.anim.Animated} animation The animation to unregister. */goog.fx.anim.unregisterAnimation = function(animation) {  var uid = goog.getUid(animation);  delete goog.fx.anim.activeAnimations_[uid];  // If a timer is running and we no longer have any active timers we stop the  // timers.  if (goog.object.isEmpty(goog.fx.anim.activeAnimations_)) {    goog.fx.anim.cancelAnimationFrame_();  }};/** * Tears down this module. Useful for testing. */// TODO(nicksantos): Wow, this api is pretty broken. This should be fixed.goog.fx.anim.tearDown = function() {  goog.fx.anim.animationWindow_ = null;  goog.dispose(goog.fx.anim.animationDelay_);  goog.fx.anim.animationDelay_ = null;  goog.fx.anim.activeAnimations_ = {};};/** * Registers an animation window. This allows usage of the timing control API * for animations. Note that this window must be visible, as non-visible * windows can potentially stop animating. This window does not necessarily * need to be the window inside which animation occurs, but must remain visible. * See: https://developer.mozilla.org/en/DOM/window.mozRequestAnimationFrame. * * @param {Window} animationWindow The window in which to animate elements. */goog.fx.anim.setAnimationWindow = function(animationWindow) {  // If a timer is currently running, reset it and restart with new functions  // after a timeout. This is to avoid mismatching timer UIDs if we change the  // animation window during a running animation.  //  // In practice this cannot happen before some animation window and timer  // control functions has already been set.  var hasTimer =      goog.fx.anim.animationDelay_ && goog.fx.anim.animationDelay_.isActive();  goog.dispose(goog.fx.anim.animationDelay_);  goog.fx.anim.animationDelay_ = null;  goog.fx.anim.animationWindow_ = animationWindow;  // If the timer was running, start it again.  if (hasTimer) {    goog.fx.anim.requestAnimationFrame_();  }};/** * Requests an animation frame based on the requestAnimationFrame and * cancelRequestAnimationFrame function pair. * @private */goog.fx.anim.requestAnimationFrame_ = function() {  if (!goog.fx.anim.animationDelay_) {    // We cannot guarantee that the global window will be one that fires    // requestAnimationFrame events (consider off-screen chrome extension    // windows). Default to use goog.async.Delay, unless    // the client has explicitly set an animation window.    if (goog.fx.anim.animationWindow_) {      // requestAnimationFrame will call cycleAnimations_ with the current      // time in ms, as returned from goog.now().      goog.fx.anim.animationDelay_ =          new goog.async.AnimationDelay(function(now) {            goog.fx.anim.cycleAnimations_(now);          }, goog.fx.anim.animationWindow_);    } else {      goog.fx.anim.animationDelay_ = new goog.async.Delay(function() {        goog.fx.anim.cycleAnimations_(goog.now());      }, goog.fx.anim.TIMEOUT);    }  }  var delay = goog.fx.anim.animationDelay_;  if (!delay.isActive()) {    delay.start();  }};/** * Cancels an animation frame created by requestAnimationFrame_(). * @private */goog.fx.anim.cancelAnimationFrame_ = function() {  if (goog.fx.anim.animationDelay_) {    goog.fx.anim.animationDelay_.stop();  }};/** * Cycles through all registered animations. * @param {number} now Current time in milliseconds. * @private */goog.fx.anim.cycleAnimations_ = function(now) {  goog.object.forEach(goog.fx.anim.activeAnimations_, function(anim) {    anim.onAnimationFrame(now);  });  if (!goog.object.isEmpty(goog.fx.anim.activeAnimations_)) {    goog.fx.anim.requestAnimationFrame_();  }};
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