csfieldguide/static/interactives/pixel-viewer/js/third-party/Animate.js
/*
* Scroller
* http://github.com/zynga/scroller
*
* Copyright 2011, Zynga Inc.
* Licensed under the MIT License.
* https://raw.github.com/zynga/scroller/master/MIT-LICENSE.txt
*
* Based on the work of: Unify Project (unify-project.org)
* http://unify-project.org
* Copyright 2011, Deutsche Telekom AG
* License: MIT + Apache (V2)
*/
/**
* Generic animation class with support for dropped frames both optional easing and duration.
*
* Optional duration is useful when the lifetime is defined by another condition than time
* e.g. speed of an animating object, etc.
*
* Dropped frame logic allows to keep using the same updater logic independent from the actual
* rendering. This eases a lot of cases where it might be pretty complex to break down a state
* based on the pure time difference.
*/
(function(global) {
var time = Date.now || function() {
return +new Date();
};
var desiredFrames = 60;
var millisecondsPerSecond = 1000;
var running = {};
var counter = 1;
// Create namespaces
if (!global.core) {
global.core = { effect : {} };
} else if (!core.effect) {
core.effect = {};
}
core.effect.Animate = {
/**
* A requestAnimationFrame wrapper / polyfill.
*
* @param callback {Function} The callback to be invoked before the next repaint.
* @param root {HTMLElement} The root element for the repaint
*/
requestAnimationFrame: (function() {
// Check for request animation Frame support
var requestFrame = global.requestAnimationFrame || global.webkitRequestAnimationFrame || global.mozRequestAnimationFrame || global.oRequestAnimationFrame;
var isNative = !!requestFrame;
if (requestFrame && !/requestAnimationFrame\(\)\s*\{\s*\[native code\]\s*\}/i.test(requestFrame.toString())) {
isNative = false;
}
if (isNative) {
return function(callback, root) {
requestFrame(callback, root)
};
}
var TARGET_FPS = 60;
var requests = {};
var requestCount = 0;
var rafHandle = 1;
var intervalHandle = null;
var lastActive = +new Date();
return function(callback, root) {
var callbackHandle = rafHandle++;
// Store callback
requests[callbackHandle] = callback;
requestCount++;
// Create timeout at first request
if (intervalHandle === null) {
intervalHandle = setInterval(function() {
var time = +new Date();
var currentRequests = requests;
// Reset data structure before executing callbacks
requests = {};
requestCount = 0;
for(var key in currentRequests) {
if (currentRequests.hasOwnProperty(key)) {
currentRequests[key](time);
lastActive = time;
}
}
// Disable the timeout when nothing happens for a certain
// period of time
if (time - lastActive > 2500) {
clearInterval(intervalHandle);
intervalHandle = null;
}
}, 1000 / TARGET_FPS);
}
return callbackHandle;
};
})(),
/**
* Stops the given animation.
*
* @param id {Integer} Unique animation ID
* @return {Boolean} Whether the animation was stopped (aka, was running before)
*/
stop: function(id) {
var cleared = running[id] != null;
if (cleared) {
running[id] = null;
}
return cleared;
},
/**
* Whether the given animation is still running.
*
* @param id {Integer} Unique animation ID
* @return {Boolean} Whether the animation is still running
*/
isRunning: function(id) {
return running[id] != null;
},
/**
* Start the animation.
*
* @param stepCallback {Function} Pointer to function which is executed on every step.
* Signature of the method should be `function(percent, now, virtual) { return continueWithAnimation; }`
* @param verifyCallback {Function} Executed before every animation step.
* Signature of the method should be `function() { return continueWithAnimation; }`
* @param completedCallback {Function}
* Signature of the method should be `function(droppedFrames, finishedAnimation) {}`
* @param duration {Integer} Milliseconds to run the animation
* @param easingMethod {Function} Pointer to easing function
* Signature of the method should be `function(percent) { return modifiedValue; }`
* @param root {Element ? document.body} Render root, when available. Used for internal
* usage of requestAnimationFrame.
* @return {Integer} Identifier of animation. Can be used to stop it any time.
*/
start: function(stepCallback, verifyCallback, completedCallback, duration, easingMethod, root) {
var start = time();
var lastFrame = start;
var percent = 0;
var dropCounter = 0;
var id = counter++;
if (!root) {
root = document.body;
}
// Compacting running db automatically every few new animations
if (id % 20 === 0) {
var newRunning = {};
for (var usedId in running) {
newRunning[usedId] = true;
}
running = newRunning;
}
// This is the internal step method which is called every few milliseconds
var step = function(virtual) {
// Normalize virtual value
var render = virtual !== true;
// Get current time
var now = time();
// Verification is executed before next animation step
if (!running[id] || (verifyCallback && !verifyCallback(id))) {
running[id] = null;
completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), id, false);
return;
}
// For the current rendering to apply let's update omitted steps in memory.
// This is important to bring internal state variables up-to-date with progress in time.
if (render) {
var droppedFrames = Math.round((now - lastFrame) / (millisecondsPerSecond / desiredFrames)) - 1;
for (var j = 0; j < Math.min(droppedFrames, 4); j++) {
step(true);
dropCounter++;
}
}
// Compute percent value
if (duration) {
percent = (now - start) / duration;
if (percent > 1) {
percent = 1;
}
}
// Execute step callback, then...
var value = easingMethod ? easingMethod(percent) : percent;
if ((stepCallback(value, now, render) === false || percent === 1) && render) {
running[id] = null;
completedCallback && completedCallback(desiredFrames - (dropCounter / ((now - start) / millisecondsPerSecond)), id, percent === 1 || duration == null);
} else if (render) {
lastFrame = now;
core.effect.Animate.requestAnimationFrame(step, root);
}
};
// Mark as running
running[id] = true;
// Init first step
core.effect.Animate.requestAnimationFrame(step, root);
// Return unique animation ID
return id;
}
};
})(this);