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1 <!-- | |
2 Copyright (c) 2014 The Polymer Project Authors. All rights reserved. | |
3 This code may only be used under the BSD style license found at http://polymer.g
ithub.io/LICENSE.txt | |
4 The complete set of authors may be found at http://polymer.github.io/AUTHORS.txt | |
5 The complete set of contributors may be found at http://polymer.github.io/CONTRI
BUTORS.txt | |
6 Code distributed by Google as part of the polymer project is also | |
7 subject to an additional IP rights grant found at http://polymer.github.io/PATEN
TS.txt | |
8 --> | |
9 | |
10 <!-- | |
11 `paper-ripple` provides a visual effect that other paper elements can | |
12 use to simulate a rippling effect emanating from the point of contact. The | |
13 effect can be visualized as a concentric circle with motion. | |
14 | |
15 Example: | |
16 | |
17 <paper-ripple></paper-ripple> | |
18 | |
19 `paper-ripple` listens to "down" and "up" events so it would display ripple | |
20 effect when touches on it. You can also defeat the default behavior and | |
21 manually route the down and up actions to the ripple element. Note that it is | |
22 important if you call downAction() you will have to make sure to call upAction() | |
23 so that `paper-ripple` would end the animation loop. | |
24 | |
25 Example: | |
26 | |
27 <paper-ripple id="ripple" style="pointer-events: none;"></paper-ripple> | |
28 ... | |
29 downAction: function(e) { | |
30 this.$.ripple.downAction({x: e.x, y: e.y}); | |
31 }, | |
32 upAction: function(e) { | |
33 this.$.ripple.upAction(); | |
34 } | |
35 | |
36 Styling ripple effect: | |
37 | |
38 Use CSS color property to style the ripple: | |
39 | |
40 paper-ripple { | |
41 color: #4285f4; | |
42 } | |
43 | |
44 Note that CSS color property is inherited so it is not required to set it on | |
45 the `paper-ripple` element directly. | |
46 | |
47 By default, the ripple is centered on the point of contact. Apply `recenteringT
ouch` | |
48 class to have the ripple grow toward the center of its container. | |
49 | |
50 <paper-ripple class="recenteringTouch"></paper-ripple> | |
51 | |
52 Apply `circle` class to make the rippling effect within a circle. | |
53 | |
54 <paper-ripple class="circle"></paper-ripple> | |
55 | |
56 @group Paper Elements | |
57 @element paper-ripple | |
58 @homepage github.io | |
59 --> | |
60 | |
61 <!-- | |
62 Fired when the animation finishes. This is useful if you want to wait until the
ripple | |
63 animation finishes to perform some action. | |
64 | |
65 @event core-transitionend | |
66 @param {Object} detail | |
67 @param {Object} detail.node The animated node | |
68 --> | |
69 | |
70 <link rel="import" href="../polymer/polymer.html" > | |
71 | |
72 <polymer-element name="paper-ripple" attributes="initialOpacity opacityDecayVelo
city"> | |
73 <template> | |
74 | |
75 <style> | |
76 | |
77 :host { | |
78 display: block; | |
79 position: relative; | |
80 border-radius: inherit; | |
81 overflow: hidden; | |
82 } | |
83 | |
84 :host-context([noink]) { | |
85 pointer-events: none; | |
86 } | |
87 | |
88 #bg, #waves, .wave-container, .wave { | |
89 pointer-events: none; | |
90 position: absolute; | |
91 top: 0; | |
92 left: 0; | |
93 width: 100%; | |
94 height: 100%; | |
95 } | |
96 | |
97 #bg, .wave { | |
98 opacity: 0; | |
99 } | |
100 | |
101 #waves, .wave { | |
102 overflow: hidden; | |
103 } | |
104 | |
105 .wave-container, .wave { | |
106 border-radius: 50%; | |
107 } | |
108 | |
109 :host(.circle) #bg, | |
110 :host(.circle) #waves { | |
111 border-radius: 50%; | |
112 } | |
113 | |
114 :host(.circle) .wave-container { | |
115 overflow: hidden; | |
116 } | |
117 | |
118 </style> | |
119 | |
120 <div id="bg"></div> | |
121 <div id="waves"> | |
122 </div> | |
123 | |
124 </template> | |
125 <script> | |
126 | |
127 (function() { | |
128 | |
129 var waveMaxRadius = 150; | |
130 // | |
131 // INK EQUATIONS | |
132 // | |
133 function waveRadiusFn(touchDownMs, touchUpMs, anim) { | |
134 // Convert from ms to s | |
135 var touchDown = touchDownMs / 1000; | |
136 var touchUp = touchUpMs / 1000; | |
137 var totalElapsed = touchDown + touchUp; | |
138 var ww = anim.width, hh = anim.height; | |
139 // use diagonal size of container to avoid floating point math sadness | |
140 var waveRadius = Math.min(Math.sqrt(ww * ww + hh * hh), waveMaxRadius) * 1
.1 + 5; | |
141 var duration = 1.1 - .2 * (waveRadius / waveMaxRadius); | |
142 var tt = (totalElapsed / duration); | |
143 | |
144 var size = waveRadius * (1 - Math.pow(80, -tt)); | |
145 return Math.abs(size); | |
146 } | |
147 | |
148 function waveOpacityFn(td, tu, anim) { | |
149 // Convert from ms to s. | |
150 var touchDown = td / 1000; | |
151 var touchUp = tu / 1000; | |
152 var totalElapsed = touchDown + touchUp; | |
153 | |
154 if (tu <= 0) { // before touch up | |
155 return anim.initialOpacity; | |
156 } | |
157 return Math.max(0, anim.initialOpacity - touchUp * anim.opacityDecayVeloci
ty); | |
158 } | |
159 | |
160 function waveOuterOpacityFn(td, tu, anim) { | |
161 // Convert from ms to s. | |
162 var touchDown = td / 1000; | |
163 var touchUp = tu / 1000; | |
164 | |
165 // Linear increase in background opacity, capped at the opacity | |
166 // of the wavefront (waveOpacity). | |
167 var outerOpacity = touchDown * 0.3; | |
168 var waveOpacity = waveOpacityFn(td, tu, anim); | |
169 return Math.max(0, Math.min(outerOpacity, waveOpacity)); | |
170 } | |
171 | |
172 // Determines whether the wave should be completely removed. | |
173 function waveDidFinish(wave, radius, anim) { | |
174 var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim); | |
175 | |
176 // If the wave opacity is 0 and the radius exceeds the bounds | |
177 // of the element, then this is finished. | |
178 return waveOpacity < 0.01 && radius >= Math.min(wave.maxRadius, waveMaxRad
ius); | |
179 }; | |
180 | |
181 function waveAtMaximum(wave, radius, anim) { | |
182 var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim); | |
183 | |
184 return waveOpacity >= anim.initialOpacity && radius >= Math.min(wave.maxRa
dius, waveMaxRadius); | |
185 } | |
186 | |
187 // | |
188 // DRAWING | |
189 // | |
190 function drawRipple(ctx, x, y, radius, innerAlpha, outerAlpha) { | |
191 // Only animate opacity and transform | |
192 if (outerAlpha !== undefined) { | |
193 ctx.bg.style.opacity = outerAlpha; | |
194 } | |
195 ctx.wave.style.opacity = innerAlpha; | |
196 | |
197 var s = radius / (ctx.containerSize / 2); | |
198 var dx = x - (ctx.containerWidth / 2); | |
199 var dy = y - (ctx.containerHeight / 2); | |
200 | |
201 ctx.wc.style.webkitTransform = 'translate3d(' + dx + 'px,' + dy + 'px,0)'; | |
202 ctx.wc.style.transform = 'translate3d(' + dx + 'px,' + dy + 'px,0)'; | |
203 | |
204 // 2d transform for safari because of border-radius and overflow:hidden cl
ipping bug. | |
205 // https://bugs.webkit.org/show_bug.cgi?id=98538 | |
206 ctx.wave.style.webkitTransform = 'scale(' + s + ',' + s + ')'; | |
207 ctx.wave.style.transform = 'scale3d(' + s + ',' + s + ',1)'; | |
208 } | |
209 | |
210 // | |
211 // SETUP | |
212 // | |
213 function createWave(elem) { | |
214 var elementStyle = window.getComputedStyle(elem); | |
215 var fgColor = elementStyle.color; | |
216 | |
217 var inner = document.createElement('div'); | |
218 inner.style.backgroundColor = fgColor; | |
219 inner.classList.add('wave'); | |
220 | |
221 var outer = document.createElement('div'); | |
222 outer.classList.add('wave-container'); | |
223 outer.appendChild(inner); | |
224 | |
225 var container = elem.$.waves; | |
226 container.appendChild(outer); | |
227 | |
228 elem.$.bg.style.backgroundColor = fgColor; | |
229 | |
230 var wave = { | |
231 bg: elem.$.bg, | |
232 wc: outer, | |
233 wave: inner, | |
234 waveColor: fgColor, | |
235 maxRadius: 0, | |
236 isMouseDown: false, | |
237 mouseDownStart: 0.0, | |
238 mouseUpStart: 0.0, | |
239 tDown: 0, | |
240 tUp: 0 | |
241 }; | |
242 return wave; | |
243 } | |
244 | |
245 function removeWaveFromScope(scope, wave) { | |
246 if (scope.waves) { | |
247 var pos = scope.waves.indexOf(wave); | |
248 scope.waves.splice(pos, 1); | |
249 // FIXME cache nodes | |
250 wave.wc.remove(); | |
251 } | |
252 }; | |
253 | |
254 // Shortcuts. | |
255 var pow = Math.pow; | |
256 var now = Date.now; | |
257 if (window.performance && performance.now) { | |
258 now = performance.now.bind(performance); | |
259 } | |
260 | |
261 function cssColorWithAlpha(cssColor, alpha) { | |
262 var parts = cssColor.match(/^rgb\((\d+),\s*(\d+),\s*(\d+)\)$/); | |
263 if (typeof alpha == 'undefined') { | |
264 alpha = 1; | |
265 } | |
266 if (!parts) { | |
267 return 'rgba(255, 255, 255, ' + alpha + ')'; | |
268 } | |
269 return 'rgba(' + parts[1] + ', ' + parts[2] + ', ' + parts[3] + ', ' + a
lpha + ')'; | |
270 } | |
271 | |
272 function dist(p1, p2) { | |
273 return Math.sqrt(pow(p1.x - p2.x, 2) + pow(p1.y - p2.y, 2)); | |
274 } | |
275 | |
276 function distanceFromPointToFurthestCorner(point, size) { | |
277 var tl_d = dist(point, {x: 0, y: 0}); | |
278 var tr_d = dist(point, {x: size.w, y: 0}); | |
279 var bl_d = dist(point, {x: 0, y: size.h}); | |
280 var br_d = dist(point, {x: size.w, y: size.h}); | |
281 return Math.max(tl_d, tr_d, bl_d, br_d); | |
282 } | |
283 | |
284 Polymer('paper-ripple', { | |
285 | |
286 /** | |
287 * The initial opacity set on the wave. | |
288 * | |
289 * @attribute initialOpacity | |
290 * @type number | |
291 * @default 0.25 | |
292 */ | |
293 initialOpacity: 0.25, | |
294 | |
295 /** | |
296 * How fast (opacity per second) the wave fades out. | |
297 * | |
298 * @attribute opacityDecayVelocity | |
299 * @type number | |
300 * @default 0.8 | |
301 */ | |
302 opacityDecayVelocity: 0.8, | |
303 | |
304 backgroundFill: true, | |
305 pixelDensity: 2, | |
306 | |
307 eventDelegates: { | |
308 down: 'downAction', | |
309 up: 'upAction' | |
310 }, | |
311 | |
312 ready: function() { | |
313 this.waves = []; | |
314 }, | |
315 | |
316 downAction: function(e) { | |
317 var wave = createWave(this); | |
318 | |
319 this.cancelled = false; | |
320 wave.isMouseDown = true; | |
321 wave.tDown = 0.0; | |
322 wave.tUp = 0.0; | |
323 wave.mouseUpStart = 0.0; | |
324 wave.mouseDownStart = now(); | |
325 | |
326 var rect = this.getBoundingClientRect(); | |
327 var width = rect.width; | |
328 var height = rect.height; | |
329 var touchX = e.x - rect.left; | |
330 var touchY = e.y - rect.top; | |
331 | |
332 wave.startPosition = {x:touchX, y:touchY}; | |
333 | |
334 if (this.classList.contains("recenteringTouch")) { | |
335 wave.endPosition = {x: width / 2, y: height / 2}; | |
336 wave.slideDistance = dist(wave.startPosition, wave.endPosition); | |
337 } | |
338 wave.containerSize = Math.max(width, height); | |
339 wave.containerWidth = width; | |
340 wave.containerHeight = height; | |
341 wave.maxRadius = distanceFromPointToFurthestCorner(wave.startPosition, {
w: width, h: height}); | |
342 | |
343 // The wave is circular so constrain its container to 1:1 | |
344 wave.wc.style.top = (wave.containerHeight - wave.containerSize) / 2 + 'p
x'; | |
345 wave.wc.style.left = (wave.containerWidth - wave.containerSize) / 2 + 'p
x'; | |
346 wave.wc.style.width = wave.containerSize + 'px'; | |
347 wave.wc.style.height = wave.containerSize + 'px'; | |
348 | |
349 this.waves.push(wave); | |
350 | |
351 if (!this._loop) { | |
352 this._loop = this.animate.bind(this, { | |
353 width: width, | |
354 height: height | |
355 }); | |
356 requestAnimationFrame(this._loop); | |
357 } | |
358 // else there is already a rAF | |
359 }, | |
360 | |
361 upAction: function() { | |
362 for (var i = 0; i < this.waves.length; i++) { | |
363 // Declare the next wave that has mouse down to be mouse'ed up. | |
364 var wave = this.waves[i]; | |
365 if (wave.isMouseDown) { | |
366 wave.isMouseDown = false | |
367 wave.mouseUpStart = now(); | |
368 wave.mouseDownStart = 0; | |
369 wave.tUp = 0.0; | |
370 break; | |
371 } | |
372 } | |
373 this._loop && requestAnimationFrame(this._loop); | |
374 }, | |
375 | |
376 cancel: function() { | |
377 this.cancelled = true; | |
378 }, | |
379 | |
380 animate: function(ctx) { | |
381 var shouldRenderNextFrame = false; | |
382 | |
383 var deleteTheseWaves = []; | |
384 // The oldest wave's touch down duration | |
385 var longestTouchDownDuration = 0; | |
386 var longestTouchUpDuration = 0; | |
387 // Save the last known wave color | |
388 var lastWaveColor = null; | |
389 // wave animation values | |
390 var anim = { | |
391 initialOpacity: this.initialOpacity, | |
392 opacityDecayVelocity: this.opacityDecayVelocity, | |
393 height: ctx.height, | |
394 width: ctx.width | |
395 } | |
396 | |
397 for (var i = 0; i < this.waves.length; i++) { | |
398 var wave = this.waves[i]; | |
399 | |
400 if (wave.mouseDownStart > 0) { | |
401 wave.tDown = now() - wave.mouseDownStart; | |
402 } | |
403 if (wave.mouseUpStart > 0) { | |
404 wave.tUp = now() - wave.mouseUpStart; | |
405 } | |
406 | |
407 // Determine how long the touch has been up or down. | |
408 var tUp = wave.tUp; | |
409 var tDown = wave.tDown; | |
410 longestTouchDownDuration = Math.max(longestTouchDownDuration, tDown); | |
411 longestTouchUpDuration = Math.max(longestTouchUpDuration, tUp); | |
412 | |
413 // Obtain the instantenous size and alpha of the ripple. | |
414 var radius = waveRadiusFn(tDown, tUp, anim); | |
415 var waveAlpha = waveOpacityFn(tDown, tUp, anim); | |
416 var waveColor = cssColorWithAlpha(wave.waveColor, waveAlpha); | |
417 lastWaveColor = wave.waveColor; | |
418 | |
419 // Position of the ripple. | |
420 var x = wave.startPosition.x; | |
421 var y = wave.startPosition.y; | |
422 | |
423 // Ripple gravitational pull to the center of the canvas. | |
424 if (wave.endPosition) { | |
425 | |
426 // This translates from the origin to the center of the view based
on the max dimension of | |
427 var translateFraction = Math.min(1, radius / wave.containerSize * 2
/ Math.sqrt(2) ); | |
428 | |
429 x += translateFraction * (wave.endPosition.x - wave.startPosition.x)
; | |
430 y += translateFraction * (wave.endPosition.y - wave.startPosition.y)
; | |
431 } | |
432 | |
433 // If we do a background fill fade too, work out the correct color. | |
434 var bgFillColor = null; | |
435 if (this.backgroundFill) { | |
436 var bgFillAlpha = waveOuterOpacityFn(tDown, tUp, anim); | |
437 bgFillColor = cssColorWithAlpha(wave.waveColor, bgFillAlpha); | |
438 } | |
439 | |
440 // Draw the ripple. | |
441 drawRipple(wave, x, y, radius, waveAlpha, bgFillAlpha); | |
442 | |
443 // Determine whether there is any more rendering to be done. | |
444 var maximumWave = waveAtMaximum(wave, radius, anim); | |
445 var waveDissipated = waveDidFinish(wave, radius, anim); | |
446 var shouldKeepWave = !waveDissipated || maximumWave; | |
447 // keep rendering dissipating wave when at maximum radius on upAction | |
448 var shouldRenderWaveAgain = wave.mouseUpStart ? !waveDissipated : !max
imumWave; | |
449 shouldRenderNextFrame = shouldRenderNextFrame || shouldRenderWaveAgain
; | |
450 if (!shouldKeepWave || this.cancelled) { | |
451 deleteTheseWaves.push(wave); | |
452 } | |
453 } | |
454 | |
455 if (shouldRenderNextFrame) { | |
456 requestAnimationFrame(this._loop); | |
457 } | |
458 | |
459 for (var i = 0; i < deleteTheseWaves.length; ++i) { | |
460 var wave = deleteTheseWaves[i]; | |
461 removeWaveFromScope(this, wave); | |
462 } | |
463 | |
464 if (!this.waves.length && this._loop) { | |
465 // clear the background color | |
466 this.$.bg.style.backgroundColor = null; | |
467 this._loop = null; | |
468 this.fire('core-transitionend'); | |
469 } | |
470 } | |
471 | |
472 }); | |
473 | |
474 })(); | |
475 | |
476 </script> | |
477 </polymer-element> | |
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