SemanticScuttle/includes/js/dojox/fx/easing.js

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if(!dojo._hasResource["dojox.fx.easing"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
dojo._hasResource["dojox.fx.easing"] = true;
dojo.provide("dojox.fx.easing");
/*
dojox.fx.easing is in this little file so you don't need dojox.fx to utilize this.
dojox.fx has a lot of fun animations, but this module is optimized for size ...
*/
dojox.fx.easing = {
// summary: Collection of easing functions to use beyond the default dojo._defaultEasing
//
// description:
// Easing functions are used to manipulate the iteration through
// an _Animation's _Line. _Line being the properties of an Animation,
// and the easing function progresses through that Line determing
// how quickly (or slowly) it should go. Or more accurately: modify
// the value of the _Line based on the percentage of animation completed.
//
// example:
// | dojo.require("dojox.fx.easing");
// | var anim = dojo.fadeOut({
// | node: 'node',
// | duration: 2000,
// | easing: dojox.fx.easing.quadIn
// | }).play();
//
linear: function(/* Decimal? */n){
// summary: A linear easing function
return n;
},
quadIn: function(/* Decimal? */n){
return Math.pow(n, 2);
},
quadOut: function(/* Decimal? */n){
return n * (n-2) * -1;
},
quadInOut: function(/* Decimal? */n){
n=n*2;
if(n<1){ return Math.pow(n, 2) / 2; }
return -1 * ((--n)*(n-2) - 1) / 2;
},
cubicIn: function(/* Decimal? */n){
return Math.pow(n, 3);
},
cubicOut: function(/* Decimal? */n){
return Math.pow(n-1, 3) + 1;
},
cubicInOut: function(/* Decimal? */n){
n=n*2;
if(n<1){ return Math.pow(n, 3) / 2; }
n-=2;
return (Math.pow(n, 3) + 2) / 2;
},
quartIn: function(/* Decimal? */n){
return Math.pow(n, 4);
},
quartOut: function(/* Decimal? */n){
return -1 * (Math.pow(n-1, 4) - 1);
},
quartInOut: function(/* Decimal? */n){
n=n*2;
if(n<1){ return Math.pow(n, 4) / 2; }
n-=2;
return -1/2 * (Math.pow(n, 4) - 2);
},
quintIn: function(/* Decimal? */n){
return Math.pow(n, 5);
},
quintOut: function(/* Decimal? */n){
return Math.pow(n-1, 5) + 1;
},
quintInOut: function(/* Decimal? */n){
n=n*2;
if(n<1){ return Math.pow(n, 5) / 2; };
n-=2;
return (Math.pow(n, 5) + 2) / 2;
},
sineIn: function(/* Decimal? */n){
return -1 * Math.cos(n * (Math.PI/2)) + 1;
},
sineOut: function(/* Decimal? */n){
return Math.sin(n * (Math.PI/2));
},
sineInOut: function(/* Decimal? */n){
return -1 * (Math.cos(Math.PI*n) - 1) / 2;
},
expoIn: function(/* Decimal? */n){
return (n==0) ? 0 : Math.pow(2, 10 * (n - 1));
},
expoOut: function(/* Decimal? */n){
return (n==1) ? 1 : (-1 * Math.pow(2, -10 * n) + 1);
},
expoInOut: function(/* Decimal? */n){
if(n==0){ return 0; }
if(n==1){ return 1; }
n = n*2;
if(n<1){ return Math.pow(2, 10 * (n-1)) / 2; }
--n;
return (-1 * Math.pow(2, -10 * n) + 2) / 2;
},
circIn: function(/* Decimal? */n){
return -1 * (Math.sqrt(1 - Math.pow(n, 2)) - 1);
},
circOut: function(/* Decimal? */n){
n = n-1;
return Math.sqrt(1 - Math.pow(n, 2));
},
circInOut: function(/* Decimal? */n){
n = n*2;
if(n<1){ return -1/2 * (Math.sqrt(1 - Math.pow(n, 2)) - 1); }
n-=2;
return 1/2 * (Math.sqrt(1 - Math.pow(n, 2)) + 1);
},
backIn: function(/* Decimal? */n){
var s = 1.70158;
return Math.pow(n, 2) * ((s+1)*n - s);
},
backOut: function(/* Decimal? */n){
// summary: an easing function that pops past the range briefly, and
// slowly comes back.
n = n - 1;
var s = 1.70158;
return Math.pow(n, 2) * ((s + 1) * n + s) + 1;
},
backInOut: function(/* Decimal? */n){
var s = 1.70158 * 1.525;
n = n*2;
if(n < 1){ return (Math.pow(n, 2)*((s+1)*n - s))/2; }
n-=2;
return (Math.pow(n, 2)*((s+1)*n + s) + 2)/2;
},
elasticIn: function(/* Decimal? */n){
if(n==0){ return 0; }
if(n==1){ return 1; }
var p = .3;
var s = p/4;
n = n - 1;
return -1 * Math.pow(2,10*n) * Math.sin((n-s)*(2*Math.PI)/p);
},
elasticOut: function(/* Decimal? */n){
// summary: An easing function that elasticly snaps around the target value, near the end of the Animation
if(n==0) return 0;
if(n==1) return 1;
var p = .3;
var s = p/4;
return Math.pow(2,-10*n) * Math.sin((n-s)*(2*Math.PI)/p) + 1;
},
elasticInOut: function(/* Decimal? */n){
// summary: An easing function that elasticly snaps around the value, near the beginning and end of the Animation
if(n==0) return 0;
n = n*2;
if(n==2) return 1;
var p = .3*1.5;
var s = p/4;
if(n<1){
n-=1;
return -.5*(Math.pow(2,10*n) * Math.sin((n-s)*(2*Math.PI)/p));
}
n-=1;
return .5*(Math.pow(2,-10*n) * Math.sin((n-s)*(2*Math.PI)/p)) + 1;
},
bounceIn: function(/* Decimal? */n){
// summary: An easing function that "bounces" near the beginning of an Animation
return (1 - dojox.fx.easing.bounceOut(1-n)); // Decimal
},
bounceOut: function(/* Decimal? */n){
// summary: An easing function that "bounces" near the end of an Animation
var s=7.5625;
var p=2.75;
var l;
if(n < (1 / p)){
l = s*Math.pow(n, 2);
}else if(n < (2 / p)){
n -= (1.5 / p);
l = s * Math.pow(n, 2) + .75;
}else if(n < (2.5 / p)){
n -= (2.25 / p);
l = s * Math.pow(n, 2) + .9375;
}else{
n -= (2.625 / p);
l = s * Math.pow(n, 2) + .984375;
}
return l;
},
bounceInOut: function(/* Decimal? */n){
// summary: An easing function that "bounces" at the beginning and end of the Animation
if(n<0.5){ return dojox.fx.easing.bounceIn(n*2) / 2; }
return (dojox.fx.easing.bounceOut(n*2-1) / 2) + 0.5; // Decimal
}
};
}