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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 Apply `recenteringTouch` class to make the recentering rippling effect. | |
| 48 | |
| 49 <paper-ripple class="recenteringTouch"></paper-ripple> | |
| 50 | |
| 51 Apply `circle` class to make the rippling effect within a circle. | |
| 52 | |
| 53 <paper-ripple class="circle"></paper-ripple> | |
| 54 | |
| 55 @group Paper Elements | |
| 56 @element paper-ripple | |
| 57 @homepage github.io | |
| 58 --> | |
| 59 | |
| 60 <link rel="import" href="../polymer/polymer.html" > | |
| 61 | |
| 62 <polymer-element name="paper-ripple" attributes="initialOpacity opacityDecayVelo
city"> | |
| 63 <template> | |
| 64 | |
| 65 <style> | |
| 66 | |
| 67 :host { | |
| 68 display: block; | |
| 69 position: relative; | |
| 70 } | |
| 71 | |
| 72 #canvas { | |
| 73 pointer-events: none; | |
| 74 position: absolute; | |
| 75 top: 0; | |
| 76 left: 0; | |
| 77 width: 100%; | |
| 78 height: 100%; | |
| 79 } | |
| 80 | |
| 81 :host(.circle) #canvas { | |
| 82 border-radius: 50%; | |
| 83 } | |
| 84 | |
| 85 </style> | |
| 86 | |
| 87 </template> | |
| 88 <script> | |
| 89 | |
| 90 (function() { | |
| 91 | |
| 92 var waveMaxRadius = 150; | |
| 93 // | |
| 94 // INK EQUATIONS | |
| 95 // | |
| 96 function waveRadiusFn(touchDownMs, touchUpMs, anim) { | |
| 97 // Convert from ms to s. | |
| 98 var touchDown = touchDownMs / 1000; | |
| 99 var touchUp = touchUpMs / 1000; | |
| 100 var totalElapsed = touchDown + touchUp; | |
| 101 var ww = anim.width, hh = anim.height; | |
| 102 // use diagonal size of container to avoid floating point math sadness | |
| 103 var waveRadius = Math.min(Math.sqrt(ww * ww + hh * hh), waveMaxRadius) * 1
.1 + 5; | |
| 104 var duration = 1.1 - .2 * (waveRadius / waveMaxRadius); | |
| 105 var tt = (totalElapsed / duration); | |
| 106 | |
| 107 var size = waveRadius * (1 - Math.pow(80, -tt)); | |
| 108 return Math.abs(size); | |
| 109 } | |
| 110 | |
| 111 function waveOpacityFn(td, tu, anim) { | |
| 112 // Convert from ms to s. | |
| 113 var touchDown = td / 1000; | |
| 114 var touchUp = tu / 1000; | |
| 115 var totalElapsed = touchDown + touchUp; | |
| 116 | |
| 117 if (tu <= 0) { // before touch up | |
| 118 return anim.initialOpacity; | |
| 119 } | |
| 120 return Math.max(0, anim.initialOpacity - touchUp * anim.opacityDecayVeloci
ty); | |
| 121 } | |
| 122 | |
| 123 function waveOuterOpacityFn(td, tu, anim) { | |
| 124 // Convert from ms to s. | |
| 125 var touchDown = td / 1000; | |
| 126 var touchUp = tu / 1000; | |
| 127 | |
| 128 // Linear increase in background opacity, capped at the opacity | |
| 129 // of the wavefront (waveOpacity). | |
| 130 var outerOpacity = touchDown * 0.3; | |
| 131 var waveOpacity = waveOpacityFn(td, tu, anim); | |
| 132 return Math.max(0, Math.min(outerOpacity, waveOpacity)); | |
| 133 } | |
| 134 | |
| 135 // Determines whether the wave should be completely removed. | |
| 136 function waveDidFinish(wave, radius, anim) { | |
| 137 var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim); | |
| 138 // If the wave opacity is 0 and the radius exceeds the bounds | |
| 139 // of the element, then this is finished. | |
| 140 if (waveOpacity < 0.01 && radius >= Math.min(wave.maxRadius, waveMaxRadius
)) { | |
| 141 return true; | |
| 142 } | |
| 143 return false; | |
| 144 }; | |
| 145 | |
| 146 function waveAtMaximum(wave, radius, anim) { | |
| 147 var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim); | |
| 148 if (waveOpacity >= anim.initialOpacity && radius >= Math.min(wave.maxRadiu
s, waveMaxRadius)) { | |
| 149 return true; | |
| 150 } | |
| 151 return false; | |
| 152 } | |
| 153 | |
| 154 // | |
| 155 // DRAWING | |
| 156 // | |
| 157 function drawRipple(ctx, x, y, radius, innerColor, outerColor) { | |
| 158 if (outerColor) { | |
| 159 ctx.fillStyle = outerColor; | |
| 160 ctx.fillRect(0,0,ctx.canvas.width, ctx.canvas.height); | |
| 161 } | |
| 162 ctx.beginPath(); | |
| 163 ctx.arc(x, y, radius, 0, 2 * Math.PI, false); | |
| 164 ctx.fillStyle = innerColor; | |
| 165 ctx.fill(); | |
| 166 } | |
| 167 | |
| 168 // | |
| 169 // SETUP | |
| 170 // | |
| 171 function createWave(elem) { | |
| 172 var elementStyle = window.getComputedStyle(elem); | |
| 173 var fgColor = elementStyle.color; | |
| 174 | |
| 175 var wave = { | |
| 176 waveColor: fgColor, | |
| 177 maxRadius: 0, | |
| 178 isMouseDown: false, | |
| 179 mouseDownStart: 0.0, | |
| 180 mouseUpStart: 0.0, | |
| 181 tDown: 0, | |
| 182 tUp: 0 | |
| 183 }; | |
| 184 return wave; | |
| 185 } | |
| 186 | |
| 187 function removeWaveFromScope(scope, wave) { | |
| 188 if (scope.waves) { | |
| 189 var pos = scope.waves.indexOf(wave); | |
| 190 scope.waves.splice(pos, 1); | |
| 191 } | |
| 192 }; | |
| 193 | |
| 194 // Shortcuts. | |
| 195 var pow = Math.pow; | |
| 196 var now = Date.now; | |
| 197 if (window.performance && performance.now) { | |
| 198 now = performance.now.bind(performance); | |
| 199 } | |
| 200 | |
| 201 function cssColorWithAlpha(cssColor, alpha) { | |
| 202 var parts = cssColor.match(/^rgb\((\d+),\s*(\d+),\s*(\d+)\)$/); | |
| 203 if (typeof alpha == 'undefined') { | |
| 204 alpha = 1; | |
| 205 } | |
| 206 if (!parts) { | |
| 207 return 'rgba(255, 255, 255, ' + alpha + ')'; | |
| 208 } | |
| 209 return 'rgba(' + parts[1] + ', ' + parts[2] + ', ' + parts[3] + ', ' + a
lpha + ')'; | |
| 210 } | |
| 211 | |
| 212 function dist(p1, p2) { | |
| 213 return Math.sqrt(pow(p1.x - p2.x, 2) + pow(p1.y - p2.y, 2)); | |
| 214 } | |
| 215 | |
| 216 function distanceFromPointToFurthestCorner(point, size) { | |
| 217 var tl_d = dist(point, {x: 0, y: 0}); | |
| 218 var tr_d = dist(point, {x: size.w, y: 0}); | |
| 219 var bl_d = dist(point, {x: 0, y: size.h}); | |
| 220 var br_d = dist(point, {x: size.w, y: size.h}); | |
| 221 return Math.max(tl_d, tr_d, bl_d, br_d); | |
| 222 } | |
| 223 | |
| 224 Polymer('paper-ripple', { | |
| 225 | |
| 226 /** | |
| 227 * The initial opacity set on the wave. | |
| 228 * | |
| 229 * @attribute initialOpacity | |
| 230 * @type number | |
| 231 * @default 0.25 | |
| 232 */ | |
| 233 initialOpacity: 0.25, | |
| 234 | |
| 235 /** | |
| 236 * How fast (opacity per second) the wave fades out. | |
| 237 * | |
| 238 * @attribute opacityDecayVelocity | |
| 239 * @type number | |
| 240 * @default 0.8 | |
| 241 */ | |
| 242 opacityDecayVelocity: 0.8, | |
| 243 | |
| 244 backgroundFill: true, | |
| 245 pixelDensity: 2, | |
| 246 | |
| 247 eventDelegates: { | |
| 248 down: 'downAction', | |
| 249 up: 'upAction' | |
| 250 }, | |
| 251 | |
| 252 attached: function() { | |
| 253 // create the canvas element manually becase ios | |
| 254 // does not render the canvas element if it is not created in the | |
| 255 // main document (component templates are created in a | |
| 256 // different document). See: | |
| 257 // https://bugs.webkit.org/show_bug.cgi?id=109073. | |
| 258 if (!this.$.canvas) { | |
| 259 var canvas = document.createElement('canvas'); | |
| 260 canvas.id = 'canvas'; | |
| 261 this.shadowRoot.appendChild(canvas); | |
| 262 this.$.canvas = canvas; | |
| 263 } | |
| 264 }, | |
| 265 | |
| 266 ready: function() { | |
| 267 this.waves = []; | |
| 268 }, | |
| 269 | |
| 270 setupCanvas: function() { | |
| 271 this.$.canvas.setAttribute('width', this.$.canvas.clientWidth * this.pix
elDensity + "px"); | |
| 272 this.$.canvas.setAttribute('height', this.$.canvas.clientHeight * this.p
ixelDensity + "px"); | |
| 273 var ctx = this.$.canvas.getContext('2d'); | |
| 274 ctx.scale(this.pixelDensity, this.pixelDensity); | |
| 275 if (!this._loop) { | |
| 276 this._loop = this.animate.bind(this, ctx); | |
| 277 } | |
| 278 }, | |
| 279 | |
| 280 downAction: function(e) { | |
| 281 this.setupCanvas(); | |
| 282 var wave = createWave(this.$.canvas); | |
| 283 | |
| 284 this.cancelled = false; | |
| 285 wave.isMouseDown = true; | |
| 286 wave.tDown = 0.0; | |
| 287 wave.tUp = 0.0; | |
| 288 wave.mouseUpStart = 0.0; | |
| 289 wave.mouseDownStart = now(); | |
| 290 | |
| 291 var width = this.$.canvas.width / 2; // Retina canvas | |
| 292 var height = this.$.canvas.height / 2; | |
| 293 var rect = this.getBoundingClientRect(); | |
| 294 var touchX = e.x - rect.left; | |
| 295 var touchY = e.y - rect.top; | |
| 296 | |
| 297 wave.startPosition = {x:touchX, y:touchY}; | |
| 298 | |
| 299 if (this.classList.contains("recenteringTouch")) { | |
| 300 wave.endPosition = {x: width / 2, y: height / 2}; | |
| 301 wave.slideDistance = dist(wave.startPosition, wave.endPosition); | |
| 302 } | |
| 303 wave.containerSize = Math.max(width, height); | |
| 304 wave.maxRadius = distanceFromPointToFurthestCorner(wave.startPosition, {
w: width, h: height}); | |
| 305 this.waves.push(wave); | |
| 306 requestAnimationFrame(this._loop); | |
| 307 }, | |
| 308 | |
| 309 upAction: function() { | |
| 310 for (var i = 0; i < this.waves.length; i++) { | |
| 311 // Declare the next wave that has mouse down to be mouse'ed up. | |
| 312 var wave = this.waves[i]; | |
| 313 if (wave.isMouseDown) { | |
| 314 wave.isMouseDown = false | |
| 315 wave.mouseUpStart = now(); | |
| 316 wave.mouseDownStart = 0; | |
| 317 wave.tUp = 0.0; | |
| 318 break; | |
| 319 } | |
| 320 } | |
| 321 this._loop && requestAnimationFrame(this._loop); | |
| 322 }, | |
| 323 | |
| 324 cancel: function() { | |
| 325 this.cancelled = true; | |
| 326 }, | |
| 327 | |
| 328 animate: function(ctx) { | |
| 329 var shouldRenderNextFrame = false; | |
| 330 | |
| 331 // Clear the canvas | |
| 332 ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); | |
| 333 | |
| 334 var deleteTheseWaves = []; | |
| 335 // The oldest wave's touch down duration | |
| 336 var longestTouchDownDuration = 0; | |
| 337 var longestTouchUpDuration = 0; | |
| 338 // Save the last known wave color | |
| 339 var lastWaveColor = null; | |
| 340 // wave animation values | |
| 341 var anim = { | |
| 342 initialOpacity: this.initialOpacity, | |
| 343 opacityDecayVelocity: this.opacityDecayVelocity, | |
| 344 height: ctx.canvas.height, | |
| 345 width: ctx.canvas.width | |
| 346 } | |
| 347 | |
| 348 for (var i = 0; i < this.waves.length; i++) { | |
| 349 var wave = this.waves[i]; | |
| 350 | |
| 351 if (wave.mouseDownStart > 0) { | |
| 352 wave.tDown = now() - wave.mouseDownStart; | |
| 353 } | |
| 354 if (wave.mouseUpStart > 0) { | |
| 355 wave.tUp = now() - wave.mouseUpStart; | |
| 356 } | |
| 357 | |
| 358 // Determine how long the touch has been up or down. | |
| 359 var tUp = wave.tUp; | |
| 360 var tDown = wave.tDown; | |
| 361 longestTouchDownDuration = Math.max(longestTouchDownDuration, tDown); | |
| 362 longestTouchUpDuration = Math.max(longestTouchUpDuration, tUp); | |
| 363 | |
| 364 // Obtain the instantenous size and alpha of the ripple. | |
| 365 var radius = waveRadiusFn(tDown, tUp, anim); | |
| 366 var waveAlpha = waveOpacityFn(tDown, tUp, anim); | |
| 367 var waveColor = cssColorWithAlpha(wave.waveColor, waveAlpha); | |
| 368 lastWaveColor = wave.waveColor; | |
| 369 | |
| 370 // Position of the ripple. | |
| 371 var x = wave.startPosition.x; | |
| 372 var y = wave.startPosition.y; | |
| 373 | |
| 374 // Ripple gravitational pull to the center of the canvas. | |
| 375 if (wave.endPosition) { | |
| 376 | |
| 377 // This translates from the origin to the center of the view based
on the max dimension of | |
| 378 var translateFraction = Math.min(1, radius / wave.containerSize * 2
/ Math.sqrt(2) ); | |
| 379 | |
| 380 x += translateFraction * (wave.endPosition.x - wave.startPosition.x)
; | |
| 381 y += translateFraction * (wave.endPosition.y - wave.startPosition.y)
; | |
| 382 } | |
| 383 | |
| 384 // If we do a background fill fade too, work out the correct color. | |
| 385 var bgFillColor = null; | |
| 386 if (this.backgroundFill) { | |
| 387 var bgFillAlpha = waveOuterOpacityFn(tDown, tUp, anim); | |
| 388 bgFillColor = cssColorWithAlpha(wave.waveColor, bgFillAlpha); | |
| 389 } | |
| 390 | |
| 391 // Draw the ripple. | |
| 392 drawRipple(ctx, x, y, radius, waveColor, bgFillColor); | |
| 393 | |
| 394 // Determine whether there is any more rendering to be done. | |
| 395 var maximumWave = waveAtMaximum(wave, radius, anim); | |
| 396 var waveDissipated = waveDidFinish(wave, radius, anim); | |
| 397 var shouldKeepWave = !waveDissipated || maximumWave; | |
| 398 var shouldRenderWaveAgain = !waveDissipated && !maximumWave; | |
| 399 shouldRenderNextFrame = shouldRenderNextFrame || shouldRenderWaveAgain
; | |
| 400 if (!shouldKeepWave || this.cancelled) { | |
| 401 deleteTheseWaves.push(wave); | |
| 402 } | |
| 403 } | |
| 404 | |
| 405 if (shouldRenderNextFrame) { | |
| 406 requestAnimationFrame(this._loop); | |
| 407 } | |
| 408 | |
| 409 for (var i = 0; i < deleteTheseWaves.length; ++i) { | |
| 410 var wave = deleteTheseWaves[i]; | |
| 411 removeWaveFromScope(this, wave); | |
| 412 } | |
| 413 | |
| 414 if (!this.waves.length) { | |
| 415 // If there is nothing to draw, clear any drawn waves now because | |
| 416 // we're not going to get another requestAnimationFrame any more. | |
| 417 ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height); | |
| 418 this._loop = null; | |
| 419 } | |
| 420 } | |
| 421 | |
| 422 }); | |
| 423 | |
| 424 })(); | |
| 425 | |
| 426 </script> | |
| 427 </polymer-element> | |
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