/**
* @license
* Copyright The Closure Library Authors.
* SPDX-License-Identifier: Apache-2.0
*/
/**
* @fileoverview Classes for doing animations and visual effects.
*
* (Based loosly on my animation code for 13thparallel.org, with extra
* inspiration from the DojoToolkit's modifications to my code)
*/
goog.provide('goog.fx.Animation');
goog.provide('goog.fx.Animation.EventType');
goog.provide('goog.fx.Animation.State');
goog.provide('goog.fx.AnimationEvent');
goog.require('goog.asserts');
goog.require('goog.events.Event');
goog.require('goog.fx.Transition');
goog.require('goog.fx.TransitionBase');
goog.require('goog.fx.anim');
goog.require('goog.fx.anim.Animated');
/**
* Constructor for an animation object.
* @param {Array<number>} start Array for start coordinates.
* @param {Array<number>} end Array for end coordinates.
* @param {number} duration Length of animation in milliseconds.
* @param {Function=} opt_acc Acceleration function, returns 0-1 for inputs 0-1.
* @constructor
* @struct
* @implements {goog.fx.anim.Animated}
* @implements {goog.fx.Transition}
* @extends {goog.fx.TransitionBase}
*/
goog.fx.Animation = function(start, end, duration, opt_acc) {
'use strict';
goog.fx.Animation.base(this, 'constructor');
if (!Array.isArray(start) || !Array.isArray(end)) {
throw new Error('Start and end parameters must be arrays');
}
if (start.length != end.length) {
throw new Error('Start and end points must be the same length');
}
/**
* Start point.
* @type {Array<number>}
* @protected
*/
this.startPoint = start;
/**
* End point.
* @type {Array<number>}
* @protected
*/
this.endPoint = end;
/**
* Duration of animation in milliseconds.
* @type {number}
* @protected
*/
this.duration = duration;
/**
* Acceleration function, which must return a number between 0 and 1 for
* inputs between 0 and 1.
* @type {Function|undefined}
* @private
*/
this.accel_ = opt_acc;
/**
* Current coordinate for animation.
* @type {Array<number>}
* @protected
*/
this.coords = [];
/**
* Whether the animation should use "right" rather than "left" to position
* elements in RTL. This is a temporary flag to allow clients to transition
* to the new behavior at their convenience. At some point it will be the
* default.
* @type {boolean}
* @private
*/
this.useRightPositioningForRtl_ = false;
/**
* Current frame rate.
* @private {number}
*/
this.fps_ = 0;
/**
* Percent of the way through the animation.
* @protected {number}
*/
this.progress = 0;
/**
* Timestamp for when last frame was run.
* @protected {?number}
*/
this.lastFrame = null;
};
goog.inherits(goog.fx.Animation, goog.fx.TransitionBase);
/**
* @return {number} The duration of this animation in milliseconds.
*/
goog.fx.Animation.prototype.getDuration = function() {
'use strict';
return this.duration;
};
/**
* Sets whether the animation should use "right" rather than "left" to position
* elements. This is a temporary flag to allow clients to transition
* to the new component at their convenience. At some point "right" will be
* used for RTL elements by default.
* @param {boolean} useRightPositioningForRtl True if "right" should be used for
* positioning, false if "left" should be used for positioning.
*/
goog.fx.Animation.prototype.enableRightPositioningForRtl = function(
useRightPositioningForRtl) {
'use strict';
this.useRightPositioningForRtl_ = useRightPositioningForRtl;
};
/**
* Whether the animation should use "right" rather than "left" to position
* elements. This is a temporary flag to allow clients to transition
* to the new component at their convenience. At some point "right" will be
* used for RTL elements by default.
* @return {boolean} True if "right" should be used for positioning, false if
* "left" should be used for positioning.
*/
goog.fx.Animation.prototype.isRightPositioningForRtlEnabled = function() {
'use strict';
return this.useRightPositioningForRtl_;
};
/**
* Events fired by the animation.
* @enum {string}
*/
goog.fx.Animation.EventType = {
/**
* Dispatched when played for the first time OR when it is resumed.
* @deprecated Use goog.fx.Transition.EventType.PLAY.
*/
PLAY: goog.fx.Transition.EventType.PLAY,
/**
* Dispatched only when the animation starts from the beginning.
* @deprecated Use goog.fx.Transition.EventType.BEGIN.
*/
BEGIN: goog.fx.Transition.EventType.BEGIN,
/**
* Dispatched only when animation is restarted after a pause.
* @deprecated Use goog.fx.Transition.EventType.RESUME.
*/
RESUME: goog.fx.Transition.EventType.RESUME,
/**
* Dispatched when animation comes to the end of its duration OR stop
* is called.
* @deprecated Use goog.fx.Transition.EventType.END.
*/
END: goog.fx.Transition.EventType.END,
/**
* Dispatched only when stop is called.
* @deprecated Use goog.fx.Transition.EventType.STOP.
*/
STOP: goog.fx.Transition.EventType.STOP,
/**
* Dispatched only when animation comes to its end naturally.
* @deprecated Use goog.fx.Transition.EventType.FINISH.
*/
FINISH: goog.fx.Transition.EventType.FINISH,
/**
* Dispatched when an animation is paused.
* @deprecated Use goog.fx.Transition.EventType.PAUSE.
*/
PAUSE: goog.fx.Transition.EventType.PAUSE,
/**
* Dispatched each frame of the animation. This is where the actual animator
* will listen.
*/
ANIMATE: 'animate',
/**
* Dispatched when the animation is destroyed.
*/
DESTROY: 'destroy'
};
/**
* @deprecated Use goog.fx.anim.TIMEOUT.
*/
goog.fx.Animation.TIMEOUT = goog.fx.anim.TIMEOUT;
/**
* Enum for the possible states of an animation.
* @deprecated Use goog.fx.Transition.State instead.
* @enum {number}
*/
goog.fx.Animation.State = goog.fx.TransitionBase.State;
/**
* @deprecated Use goog.fx.anim.setAnimationWindow.
* @param {Window} animationWindow The window in which to animate elements.
*/
goog.fx.Animation.setAnimationWindow = function(animationWindow) {
'use strict';
goog.fx.anim.setAnimationWindow(animationWindow);
};
/**
* Starts or resumes an animation.
* @param {boolean=} opt_restart Whether to restart the
* animation from the beginning if it has been paused.
* @return {boolean} Whether animation was started.
* @override
*/
goog.fx.Animation.prototype.play = function(opt_restart) {
'use strict';
if (opt_restart || this.isStopped()) {
this.progress = 0;
this.coords = this.startPoint;
} else if (this.isPlaying()) {
return false;
}
goog.fx.anim.unregisterAnimation(this);
var now = /** @type {number} */ (goog.now());
this.startTime = now;
if (this.isPaused()) {
this.startTime -= this.duration * this.progress;
}
this.endTime = this.startTime + this.duration;
this.lastFrame = this.startTime;
if (!this.progress) {
this.onBegin();
}
this.onPlay();
if (this.isPaused()) {
this.onResume();
}
this.setStatePlaying();
goog.fx.anim.registerAnimation(this);
this.cycle(now);
return true;
};
/**
* Stops the animation.
* @param {boolean=} opt_gotoEnd If true the animation will move to the
* end coords.
* @override
*/
goog.fx.Animation.prototype.stop = function(opt_gotoEnd) {
'use strict';
goog.fx.anim.unregisterAnimation(this);
this.setStateStopped();
if (opt_gotoEnd) {
this.progress = 1;
}
this.updateCoords_(this.progress);
this.onStop();
this.onEnd();
};
/**
* Pauses the animation (iff it's playing).
* @override
*/
goog.fx.Animation.prototype.pause = function() {
'use strict';
if (this.isPlaying()) {
goog.fx.anim.unregisterAnimation(this);
this.setStatePaused();
this.onPause();
}
};
/**
* @return {number} The current progress of the animation, the number
* is between 0 and 1 inclusive.
*/
goog.fx.Animation.prototype.getProgress = function() {
'use strict';
return this.progress;
};
/**
* Sets the progress of the animation.
* @param {number} progress The new progress of the animation.
*/
goog.fx.Animation.prototype.setProgress = function(progress) {
'use strict';
this.progress = progress;
if (this.isPlaying()) {
var now = goog.now();
// If the animation is already playing, we recompute startTime and endTime
// such that the animation plays consistently, that is:
// now = startTime + progress * duration.
this.startTime = now - this.duration * this.progress;
this.endTime = this.startTime + this.duration;
}
};
/**
* Disposes of the animation. Stops an animation, fires a 'destroy' event and
* then removes all the event handlers to clean up memory.
* @override
* @protected
*/
goog.fx.Animation.prototype.disposeInternal = function() {
'use strict';
if (!this.isStopped()) {
this.stop(false);
}
this.onDestroy();
goog.fx.Animation.base(this, 'disposeInternal');
};
/**
* Stops an animation, fires a 'destroy' event and then removes all the event
* handlers to clean up memory.
* @deprecated Use dispose() instead.
*/
goog.fx.Animation.prototype.destroy = function() {
'use strict';
this.dispose();
};
/** @override */
goog.fx.Animation.prototype.onAnimationFrame = function(now) {
'use strict';
this.cycle(now);
};
/**
* Handles the actual iteration of the animation in a timeout
* @param {number} now The current time.
*/
goog.fx.Animation.prototype.cycle = function(now) {
'use strict';
goog.asserts.assertNumber(this.startTime);
goog.asserts.assertNumber(this.endTime);
goog.asserts.assertNumber(this.lastFrame);
// Happens in rare system clock reset.
if (now < this.startTime) {
this.endTime = now + this.endTime - this.startTime;
this.startTime = now;
}
this.progress = (now - this.startTime) / (this.endTime - this.startTime);
if (this.progress > 1) {
this.progress = 1;
}
this.fps_ = 1000 / (now - this.lastFrame);
this.lastFrame = now;
this.updateCoords_(this.progress);
// Animation has finished.
if (this.progress == 1) {
this.setStateStopped();
goog.fx.anim.unregisterAnimation(this);
this.onFinish();
this.onEnd();
// Animation is still under way.
} else if (this.isPlaying()) {
this.onAnimate();
}
};
/**
* Calculates current coordinates, based on the current state. Applies
* the acceleration function if it exists.
* @param {number} t Percentage of the way through the animation as a decimal.
* @private
*/
goog.fx.Animation.prototype.updateCoords_ = function(t) {
'use strict';
if (typeof this.accel_ === 'function') {
t = this.accel_(t);
}
this.coords = new Array(this.startPoint.length);
for (var i = 0; i < this.startPoint.length; i++) {
this.coords[i] =
(this.endPoint[i] - this.startPoint[i]) * t + this.startPoint[i];
}
};
/**
* Dispatches the ANIMATE event. Sub classes should override this instead
* of listening to the event.
* @protected
*/
goog.fx.Animation.prototype.onAnimate = function() {
'use strict';
this.dispatchAnimationEvent(goog.fx.Animation.EventType.ANIMATE);
};
/**
* Dispatches the DESTROY event. Sub classes should override this instead
* of listening to the event.
* @protected
*/
goog.fx.Animation.prototype.onDestroy = function() {
'use strict';
this.dispatchAnimationEvent(goog.fx.Animation.EventType.DESTROY);
};
/** @override */
goog.fx.Animation.prototype.dispatchAnimationEvent = function(type) {
'use strict';
this.dispatchEvent(new goog.fx.AnimationEvent(type, this));
};
/**
* Class for an animation event object.
* @param {string} type Event type.
* @param {goog.fx.Animation} anim An animation object.
* @constructor
* @struct
* @extends {goog.events.Event}
*/
goog.fx.AnimationEvent = function(type, anim) {
'use strict';
goog.fx.AnimationEvent.base(this, 'constructor', type);
/**
* The current coordinates.
* @type {Array<number>}
*/
this.coords = anim.coords;
/**
* The x coordinate.
* @type {number}
*/
this.x = anim.coords[0];
/**
* The y coordinate.
* @type {number}
*/
this.y = anim.coords[1];
/**
* The z coordinate.
* @type {number}
*/
this.z = anim.coords[2];
/**
* The current duration.
* @type {number}
*/
this.duration = anim.duration;
/**
* The current progress.
* @type {number}
*/
this.progress = anim.getProgress();
/**
* Frames per second so far.
*/
this.fps = anim.fps_;
/**
* The state of the animation.
* @type {number}
*/
this.state = anim.getStateInternal();
/**
* The animation object.
* @type {goog.fx.Animation}
*/
// TODO(arv): This can be removed as this is the same as the target
this.anim = anim;
};
goog.inherits(goog.fx.AnimationEvent, goog.events.Event);
/**
* Returns the coordinates as integers (rounded to nearest integer).
* @return {!Array<number>} An array of the coordinates rounded to
* the nearest integer.
*/
goog.fx.AnimationEvent.prototype.coordsAsInts = function() {
'use strict';
return this.coords.map(Math.round);
};