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Skulpt is a Javascript implementation of Python 2.x. Python that runs in your browser!

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// 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 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.Timer'); goog.require('goog.array'); goog.require('goog.events.Event'); goog.require('goog.events.EventTarget'); goog.require('goog.object'); /** * 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 * @extends {goog.events.EventTarget} */ goog.fx.Animation = function(start, end, duration, opt_acc) { goog.events.EventTarget.call(this); if (!goog.isArray(start) || !goog.isArray(end)) { throw Error('Start and end parameters must be arrays'); } if (start.length != end.length) { throw 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 = []; }; goog.inherits(goog.fx.Animation, goog.events.EventTarget); /** * Events fired by the animation. * @enum {string} */ goog.fx.Animation.EventType = { /** * Dispatched when played for the first time OR when it is resumed. */ PLAY: 'play', /** * Dispatched only when the animation starts from the beginning. */ BEGIN: 'begin', /** * Dispatched only when animation is restarted after a pause. */ RESUME: 'resume', /** * Dispatched when animation comes to the end of its duration OR stop * is called. */ END: 'end', /** * Dispatched only when stop is called. */ STOP: 'stop', /** * Dispatched only when animation comes to its end naturally. */ FINISH: 'finish', /** * Dispatched when an animation is paused. */ PAUSE: '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' }; /** * Enum for the possible states of an animation. * @enum {number} */ goog.fx.Animation.State = { STOPPED: 0, PAUSED: -1, PLAYING: 1 }; /** * Default timeout for animations (in milliseconds). * @type {number} */ goog.fx.Animation.TIMEOUT = 20; /** * A map of animations which should be cycled on the global timer. * @type {Object} * @private */ goog.fx.Animation.activeAnimations_ = {}; /** * An interval ID for the global timer. * @type {?number} * @private */ goog.fx.Animation.globalTimer_ = null; /** * Cycle all registered animations. * @private */ goog.fx.Animation.cycleAnimations_ = function() { goog.Timer.defaultTimerObject.clearTimeout(goog.fx.Animation.globalTimer_); // Cycle all animations at the "same time". var now = goog.now(); for (var uid in goog.fx.Animation.activeAnimations_) { goog.fx.Animation.activeAnimations_[uid].cycle(now); } goog.fx.Animation.globalTimer_ = goog.object.isEmpty(goog.fx.Animation.activeAnimations_) ? null : goog.Timer.defaultTimerObject.setTimeout( goog.fx.Animation.cycleAnimations_, goog.fx.Animation.TIMEOUT); }; /** * Register an animation to be cycled on the global timer. * @param {Object} animation The animation to register. */ goog.fx.Animation.registerAnimation = function(animation) { var uid = goog.getUid(animation); if (!(uid in goog.fx.Animation.activeAnimations_)) { goog.fx.Animation.activeAnimations_[uid] = animation; } // If the timer is not already started, start it now. if (!goog.fx.Animation.globalTimer_) { goog.fx.Animation.globalTimer_ = goog.Timer.defaultTimerObject.setTimeout( goog.fx.Animation.cycleAnimations_, goog.fx.Animation.TIMEOUT); } }; /** * Remove an animation from the list of animations which are cycled on the * global timer. * @param {Object} animation The animation to unregister. */ goog.fx.Animation.unregisterAnimation = function(animation) { var uid = goog.getUid(animation); delete goog.fx.Animation.activeAnimations_[uid]; // If a timer is running and we no longer have any active timers we stop the // timers. if (goog.fx.Animation.globalTimer_ && goog.object.isEmpty(goog.fx.Animation.activeAnimations_)) { goog.Timer.defaultTimerObject.clearTimeout(goog.fx.Animation.globalTimer_); goog.fx.Animation.globalTimer_ = null; } }; /** * Current state of the animation. * @type {goog.fx.Animation.State} * @private */ goog.fx.Animation.prototype.state_ = goog.fx.Animation.State.STOPPED; /** * Current frame rate. * @type {number} * @private */ goog.fx.Animation.prototype.fps_ = 0; /** * Percent of the way through the animation. * @type {number} * @protected */ goog.fx.Animation.prototype.progress = 0; /** * Timestamp for when animation was started. * @type {?number} * @protected */ goog.fx.Animation.prototype.startTime = null; /** * Timestamp for when animation was started. * @type {?number} * @protected */ goog.fx.Animation.prototype.endTime = null; /** * Timestamp for when last frame was run. * @type {?number} * @protected */ goog.fx.Animation.prototype.lastFrame = null; /** * Gets the animation state. * @return {goog.fx.Animation.State} The current state. * @protected */ goog.fx.Animation.prototype.getStateInternal = function() { return this.state_; }; /** * 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. */ goog.fx.Animation.prototype.play = function(opt_restart) { if (opt_restart || this.state_ == goog.fx.Animation.State.STOPPED) { this.progress = 0; this.coords = this.startPoint; } else if (this.state_ == goog.fx.Animation.State.PLAYING) { return false; } goog.fx.Animation.unregisterAnimation(this); this.startTime = /** @type {number} */ (goog.now()); if (this.state_ == goog.fx.Animation.State.PAUSED) { 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.state_ == goog.fx.Animation.State.PAUSED) { this.onResume(); } this.state_ = goog.fx.Animation.State.PLAYING; goog.fx.Animation.registerAnimation(this); this.cycle(this.startTime); return true; }; /** * Stops the animation. * @param {boolean} gotoEnd If true the animation will move to the end coords. */ goog.fx.Animation.prototype.stop = function(gotoEnd) { goog.fx.Animation.unregisterAnimation(this); this.state_ = goog.fx.Animation.State.STOPPED; if (gotoEnd) { this.progress = 1; } this.updateCoords_(this.progress); this.onStop(); this.onEnd(); }; /** * Pauses the animation (iff it's playing). */ goog.fx.Animation.prototype.pause = function() { if (this.state_ == goog.fx.Animation.State.PLAYING) { goog.fx.Animation.unregisterAnimation(this); this.state_ = goog.fx.Animation.State.PAUSED; this.onPause(); } }; /** * Disposes of the animation. Stops an animation, fires a 'destroy' event and * then removes all the event handlers to clean up memory. */ goog.fx.Animation.prototype.disposeInternal = function() { if (this.state_ != goog.fx.Animation.State.STOPPED) { this.stop(false); } this.onDestroy(); goog.fx.Animation.superClass_.disposeInternal.call(this); }; /** * 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() { this.dispose(); }; /** * Handles the actual iteration of the animation in a timeout * @param {number} now The current time. */ goog.fx.Animation.prototype.cycle = function(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; if (goog.isFunction(this.accel_)) { this.updateCoords_(this.accel_(this.progress)); } else { this.updateCoords_(this.progress); } // Animation has finished. if (this.progress == 1) { this.state_ = goog.fx.Animation.State.STOPPED; goog.fx.Animation.unregisterAnimation(this); this.onFinish(); this.onEnd(); // Animation is still under way. } else if (this.state_ == goog.fx.Animation.State.PLAYING) { this.onAnimate(); } }; /** * Calculates current coordinates, based on the current state. * @param {number} t Percentage of the way through the animation as a decimal. * @private */ goog.fx.Animation.prototype.updateCoords_ = function(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() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.ANIMATE); }; /** * Dispatches the BEGIN event. Sub classes should override this instead * of listening to the event. * @protected */ goog.fx.Animation.prototype.onBegin = function() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.BEGIN); }; /** * Dispatches the DESTROY event. Sub classes should override this instead * of listening to the event. * @protected */ goog.fx.Animation.prototype.onDestroy = function() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.DESTROY); }; /** * Dispatches the END event. Sub classes should override this instead * of listening to the event. * @protected */ goog.fx.Animation.prototype.onEnd = function() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.END); }; /** * Dispatches the FINISH event. Sub classes should override this instead * of listening to the event. * @protected */ goog.fx.Animation.prototype.onFinish = function() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.FINISH); }; /** * Dispatches the PAUSE event. Sub classes should override this instead * of listening to the event. * @protected */ goog.fx.Animation.prototype.onPause = function() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.PAUSE); }; /** * Dispatches the PLAY event. Sub classes should override this instead * of listening to the event. * @protected */ goog.fx.Animation.prototype.onPlay = function() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.PLAY); }; /** * Dispatches the RESUME event. Sub classes should override this instead * of listening to the event. * @protected */ goog.fx.Animation.prototype.onResume = function() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.RESUME); }; /** * Dispatches the STOP event. Sub classes should override this instead * of listening to the event. * @protected */ goog.fx.Animation.prototype.onStop = function() { this.dispatchAnimationEvent_(goog.fx.Animation.EventType.STOP); }; /** * Returns an event object for the current animation. * @param {string} type Event type that will be dispatched. * @private */ goog.fx.Animation.prototype.dispatchAnimationEvent_ = function(type) { 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 * @extends {goog.events.Event} */ goog.fx.AnimationEvent = function(type, anim) { goog.events.Event.call(this, 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.progress; /** * Frames per second so far. */ this.fps = anim.fps_; /** * The state of the animation. * @type {number} */ this.state = anim.state_; /** * The animation object. * @type {goog.fx.Animation} */ // TODO(user): 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() { return goog.array.map(this.coords, Math.round); };