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Unified Diff: polymer_0.5.0/bower_components/paper-ripple/paper-ripple.html

Issue 786953007: npm_modules: Fork bower_components into Polymer 0.4.0 and 0.5.0 versions (Closed) Base URL: https://chromium.googlesource.com/infra/third_party/npm_modules.git@master
Patch Set: Created 5 years, 12 months ago
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Index: polymer_0.5.0/bower_components/paper-ripple/paper-ripple.html
diff --git a/bower_components/paper-ripple/paper-ripple.html b/polymer_0.5.0/bower_components/paper-ripple/paper-ripple.html
similarity index 97%
rename from bower_components/paper-ripple/paper-ripple.html
rename to polymer_0.5.0/bower_components/paper-ripple/paper-ripple.html
index dc0c894846bc7ecbff9745edcea1bd7ec91471ea..85d86c234b2b3e8936ca13463a67246232f68f69 100644
--- a/bower_components/paper-ripple/paper-ripple.html
+++ b/polymer_0.5.0/bower_components/paper-ripple/paper-ripple.html
@@ -44,7 +44,8 @@ Styling ripple effect:
Note that CSS color property is inherited so it is not required to set it on
the `paper-ripple` element directly.
-Apply `recenteringTouch` class to make the recentering rippling effect.
+By default, the ripple is centered on the point of contact. Apply `recenteringTouch`
+class to have the ripple grow toward the center of its container.
<paper-ripple class="recenteringTouch"></paper-ripple>
@@ -57,6 +58,15 @@ Apply `circle` class to make the rippling effect within a circle.
@homepage github.io
-->
+<!--
+Fired when the animation finishes. This is useful if you want to wait until the ripple
+animation finishes to perform some action.
+
+@event core-transitionend
+@param {Object} detail
+@param {Object} detail.node The animated node
+-->
+
<link rel="import" href="../polymer/polymer.html" >
<polymer-element name="paper-ripple" attributes="initialOpacity opacityDecayVelocity">
@@ -121,7 +131,7 @@ Apply `circle` class to make the rippling effect within a circle.
// INK EQUATIONS
//
function waveRadiusFn(touchDownMs, touchUpMs, anim) {
- // Convert from ms to s.
+ // Convert from ms to s
var touchDown = touchDownMs / 1000;
var touchUp = touchUpMs / 1000;
var totalElapsed = touchDown + touchUp;
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