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zettapi_client

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Client side CRUD operations in angular to use with zettapi_server rest api to get started quickly in any CMS project

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/* global window: false */ 'use strict'; 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(); } } }; };