zettapi_client
Version:
Client side CRUD operations in angular to use with zettapi_server rest api to get started quickly in any CMS project
132 lines (108 loc) • 4.07 kB
JavaScript
/* global window: false */
;
module.exports = function(Chart) {
var helpers = Chart.helpers;
Chart.defaults.global.animation = {
duration: 1000,
easing: 'easeOutQuart',
onProgress: helpers.noop,
onComplete: helpers.noop
};
Chart.Animation = Chart.Element.extend({
currentStep: null, // the current animation step
numSteps: 60, // default number of steps
easing: '', // the easing to use for this animation
render: null, // render function used by the animation service
onAnimationProgress: null, // user specified callback to fire on each step of the animation
onAnimationComplete: null // user specified callback to fire when the animation finishes
});
Chart.animationService = {
frameDuration: 17,
animations: [],
dropFrames: 0,
request: null,
addAnimation: function(chartInstance, animationObject, duration, lazy) {
var me = this;
if (!lazy) {
chartInstance.animating = true;
}
for (var index = 0; index < me.animations.length; ++index) {
if (me.animations[index].chartInstance === chartInstance) {
// replacing an in progress animation
me.animations[index].animationObject = animationObject;
return;
}
}
me.animations.push({
chartInstance: chartInstance,
animationObject: animationObject
});
// If there are no animations queued, manually kickstart a digest, for lack of a better word
if (me.animations.length === 1) {
me.requestAnimationFrame();
}
},
// Cancel the animation for a given chart instance
cancelAnimation: function(chartInstance) {
var index = helpers.findIndex(this.animations, function(animationWrapper) {
return animationWrapper.chartInstance === chartInstance;
});
if (index !== -1) {
this.animations.splice(index, 1);
chartInstance.animating = false;
}
},
requestAnimationFrame: function() {
var me = this;
if (me.request === null) {
// Skip animation frame requests until the active one is executed.
// This can happen when processing mouse events, e.g. 'mousemove'
// and 'mouseout' events will trigger multiple renders.
me.request = helpers.requestAnimFrame.call(window, function() {
me.request = null;
me.startDigest();
});
}
},
startDigest: function() {
var me = this;
var startTime = Date.now();
var framesToDrop = 0;
if (me.dropFrames > 1) {
framesToDrop = Math.floor(me.dropFrames);
me.dropFrames = me.dropFrames % 1;
}
var i = 0;
while (i < me.animations.length) {
if (me.animations[i].animationObject.currentStep === null) {
me.animations[i].animationObject.currentStep = 0;
}
me.animations[i].animationObject.currentStep += 1 + framesToDrop;
if (me.animations[i].animationObject.currentStep > me.animations[i].animationObject.numSteps) {
me.animations[i].animationObject.currentStep = me.animations[i].animationObject.numSteps;
}
me.animations[i].animationObject.render(me.animations[i].chartInstance, me.animations[i].animationObject);
if (me.animations[i].animationObject.onAnimationProgress && me.animations[i].animationObject.onAnimationProgress.call) {
me.animations[i].animationObject.onAnimationProgress.call(me.animations[i].chartInstance, me.animations[i]);
}
if (me.animations[i].animationObject.currentStep === me.animations[i].animationObject.numSteps) {
if (me.animations[i].animationObject.onAnimationComplete && me.animations[i].animationObject.onAnimationComplete.call) {
me.animations[i].animationObject.onAnimationComplete.call(me.animations[i].chartInstance, me.animations[i]);
}
// executed the last frame. Remove the animation.
me.animations[i].chartInstance.animating = false;
me.animations.splice(i, 1);
} else {
++i;
}
}
var endTime = Date.now();
var dropFrames = (endTime - startTime) / me.frameDuration;
me.dropFrames += dropFrames;
// Do we have more stuff to animate?
if (me.animations.length > 0) {
me.requestAnimationFrame();
}
}
};
};