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Unified Diff: third_party/google_input_tools/third_party/closure_library/closure/goog/fx/animation.js

Issue 1257313003: Update Google Input Tools (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Free up grd resources. Created 5 years, 5 months ago
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Index: third_party/google_input_tools/third_party/closure_library/closure/goog/fx/animation.js
diff --git a/third_party/google_input_tools/third_party/closure_library/closure/goog/fx/animation.js b/third_party/google_input_tools/third_party/closure_library/closure/goog/fx/animation.js
new file mode 100644
index 0000000000000000000000000000000000000000..0b6c8d0dbe08ecc67be471f89c00b84c08fc794e
--- /dev/null
+++ b/third_party/google_input_tools/third_party/closure_library/closure/goog/fx/animation.js
@@ -0,0 +1,526 @@
+// 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)
+ * @author arv@google.com (Erik Arvidsson)
+ */
+
+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.array');
+goog.require('goog.events.Event');
+goog.require('goog.fx.Transition'); // Unreferenced: interface
+goog.require('goog.fx.TransitionBase');
+goog.require('goog.fx.anim');
+goog.require('goog.fx.anim.Animated'); // Unreferenced: interface
+
+
+
+/**
+ * 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
+ * @struct
+ * @implements {goog.fx.anim.Animated}
+ * @implements {goog.fx.Transition}
+ * @extends {goog.fx.TransitionBase}
+ */
+goog.fx.Animation = function(start, end, duration, opt_acc) {
+ goog.fx.Animation.base(this, 'constructor');
+
+ 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 = [];
+
+ /**
+ * Whether the animation should use "right" rather than "left" to position
+ * elements in RTL. This is a temporary flag to allow clients to transition
+ * to the new behavior at their convenience. At some point it will be the
+ * default.
+ * @type {boolean}
+ * @private
+ */
+ this.useRightPositioningForRtl_ = false;
+
+ /**
+ * Current frame rate.
+ * @private {number}
+ */
+ this.fps_ = 0;
+
+ /**
+ * Percent of the way through the animation.
+ * @protected {number}
+ */
+ this.progress = 0;
+
+ /**
+ * Timestamp for when last frame was run.
+ * @protected {?number}
+ */
+ this.lastFrame = null;
+};
+goog.inherits(goog.fx.Animation, goog.fx.TransitionBase);
+
+
+/**
+ * Sets whether the animation should use "right" rather than "left" to position
+ * elements. This is a temporary flag to allow clients to transition
+ * to the new component at their convenience. At some point "right" will be
+ * used for RTL elements by default.
+ * @param {boolean} useRightPositioningForRtl True if "right" should be used for
+ * positioning, false if "left" should be used for positioning.
+ */
+goog.fx.Animation.prototype.enableRightPositioningForRtl =
+ function(useRightPositioningForRtl) {
+ this.useRightPositioningForRtl_ = useRightPositioningForRtl;
+};
+
+
+/**
+ * Whether the animation should use "right" rather than "left" to position
+ * elements. This is a temporary flag to allow clients to transition
+ * to the new component at their convenience. At some point "right" will be
+ * used for RTL elements by default.
+ * @return {boolean} True if "right" should be used for positioning, false if
+ * "left" should be used for positioning.
+ */
+goog.fx.Animation.prototype.isRightPositioningForRtlEnabled = function() {
+ return this.useRightPositioningForRtl_;
+};
+
+
+/**
+ * Events fired by the animation.
+ * @enum {string}
+ */
+goog.fx.Animation.EventType = {
+ /**
+ * Dispatched when played for the first time OR when it is resumed.
+ * @deprecated Use goog.fx.Transition.EventType.PLAY.
+ */
+ PLAY: goog.fx.Transition.EventType.PLAY,
+
+ /**
+ * Dispatched only when the animation starts from the beginning.
+ * @deprecated Use goog.fx.Transition.EventType.BEGIN.
+ */
+ BEGIN: goog.fx.Transition.EventType.BEGIN,
+
+ /**
+ * Dispatched only when animation is restarted after a pause.
+ * @deprecated Use goog.fx.Transition.EventType.RESUME.
+ */
+ RESUME: goog.fx.Transition.EventType.RESUME,
+
+ /**
+ * Dispatched when animation comes to the end of its duration OR stop
+ * is called.
+ * @deprecated Use goog.fx.Transition.EventType.END.
+ */
+ END: goog.fx.Transition.EventType.END,
+
+ /**
+ * Dispatched only when stop is called.
+ * @deprecated Use goog.fx.Transition.EventType.STOP.
+ */
+ STOP: goog.fx.Transition.EventType.STOP,
+
+ /**
+ * Dispatched only when animation comes to its end naturally.
+ * @deprecated Use goog.fx.Transition.EventType.FINISH.
+ */
+ FINISH: goog.fx.Transition.EventType.FINISH,
+
+ /**
+ * Dispatched when an animation is paused.
+ * @deprecated Use goog.fx.Transition.EventType.PAUSE.
+ */
+ PAUSE: goog.fx.Transition.EventType.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'
+};
+
+
+/**
+ * @deprecated Use goog.fx.anim.TIMEOUT.
+ */
+goog.fx.Animation.TIMEOUT = goog.fx.anim.TIMEOUT;
+
+
+/**
+ * Enum for the possible states of an animation.
+ * @deprecated Use goog.fx.Transition.State instead.
+ * @enum {number}
+ */
+goog.fx.Animation.State = goog.fx.TransitionBase.State;
+
+
+/**
+ * @deprecated Use goog.fx.anim.setAnimationWindow.
+ * @param {Window} animationWindow The window in which to animate elements.
+ */
+goog.fx.Animation.setAnimationWindow = function(animationWindow) {
+ goog.fx.anim.setAnimationWindow(animationWindow);
+};
+
+
+/**
+ * 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.
+ * @override
+ */
+goog.fx.Animation.prototype.play = function(opt_restart) {
+ if (opt_restart || this.isStopped()) {
+ this.progress = 0;
+ this.coords = this.startPoint;
+ } else if (this.isPlaying()) {
+ return false;
+ }
+
+ goog.fx.anim.unregisterAnimation(this);
+
+ var now = /** @type {number} */ (goog.now());
+
+ this.startTime = now;
+ if (this.isPaused()) {
+ 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.isPaused()) {
+ this.onResume();
+ }
+
+ this.setStatePlaying();
+
+ goog.fx.anim.registerAnimation(this);
+ this.cycle(now);
+
+ return true;
+};
+
+
+/**
+ * Stops the animation.
+ * @param {boolean=} opt_gotoEnd If true the animation will move to the
+ * end coords.
+ * @override
+ */
+goog.fx.Animation.prototype.stop = function(opt_gotoEnd) {
+ goog.fx.anim.unregisterAnimation(this);
+ this.setStateStopped();
+
+ if (!!opt_gotoEnd) {
+ this.progress = 1;
+ }
+
+ this.updateCoords_(this.progress);
+
+ this.onStop();
+ this.onEnd();
+};
+
+
+/**
+ * Pauses the animation (iff it's playing).
+ * @override
+ */
+goog.fx.Animation.prototype.pause = function() {
+ if (this.isPlaying()) {
+ goog.fx.anim.unregisterAnimation(this);
+ this.setStatePaused();
+ this.onPause();
+ }
+};
+
+
+/**
+ * @return {number} The current progress of the animation, the number
+ * is between 0 and 1 inclusive.
+ */
+goog.fx.Animation.prototype.getProgress = function() {
+ return this.progress;
+};
+
+
+/**
+ * Sets the progress of the animation.
+ * @param {number} progress The new progress of the animation.
+ */
+goog.fx.Animation.prototype.setProgress = function(progress) {
+ this.progress = progress;
+ if (this.isPlaying()) {
+ var now = goog.now();
+ // If the animation is already playing, we recompute startTime and endTime
+ // such that the animation plays consistently, that is:
+ // now = startTime + progress * duration.
+ this.startTime = now - this.duration * this.progress;
+ this.endTime = this.startTime + this.duration;
+ }
+};
+
+
+/**
+ * Disposes of the animation. Stops an animation, fires a 'destroy' event and
+ * then removes all the event handlers to clean up memory.
+ * @override
+ * @protected
+ */
+goog.fx.Animation.prototype.disposeInternal = function() {
+ if (!this.isStopped()) {
+ this.stop(false);
+ }
+ this.onDestroy();
+ goog.fx.Animation.base(this, 'disposeInternal');
+};
+
+
+/**
+ * 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();
+};
+
+
+/** @override */
+goog.fx.Animation.prototype.onAnimationFrame = function(now) {
+ this.cycle(now);
+};
+
+
+/**
+ * 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;
+
+ this.updateCoords_(this.progress);
+
+ // Animation has finished.
+ if (this.progress == 1) {
+ this.setStateStopped();
+ goog.fx.anim.unregisterAnimation(this);
+
+ this.onFinish();
+ this.onEnd();
+
+ // Animation is still under way.
+ } else if (this.isPlaying()) {
+ this.onAnimate();
+ }
+};
+
+
+/**
+ * Calculates current coordinates, based on the current state. Applies
+ * the accelleration function if it exists.
+ * @param {number} t Percentage of the way through the animation as a decimal.
+ * @private
+ */
+goog.fx.Animation.prototype.updateCoords_ = function(t) {
+ if (goog.isFunction(this.accel_)) {
+ t = this.accel_(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 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);
+};
+
+
+/** @override */
+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
+ * @struct
+ * @extends {goog.events.Event}
+ */
+goog.fx.AnimationEvent = function(type, anim) {
+ goog.fx.AnimationEvent.base(this, 'constructor', 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.getProgress();
+
+ /**
+ * Frames per second so far.
+ */
+ this.fps = anim.fps_;
+
+ /**
+ * The state of the animation.
+ * @type {number}
+ */
+ this.state = anim.getStateInternal();
+
+ /**
+ * The animation object.
+ * @type {goog.fx.Animation}
+ */
+ // TODO(arv): 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);
+};

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