146 lines
4.6 KiB
JavaScript
146 lines
4.6 KiB
JavaScript
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if(!dojo._hasResource["dojox.timing.Sequence"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
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dojo._hasResource["dojox.timing.Sequence"] = true;
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dojo.provide("dojox.timing.Sequence");
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dojo.experimental("dojox.timing.Sequence"); // in case it gets moved/renamed somewhere soon
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dojo.declare("dojox.timing.Sequence",null,{
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// summary:
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// This class provides functionality to really sequentialize
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// function calls. You need to provide a list of functions and
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// some parameters for each (like: pauseBefore) and they will
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// be run one after another. This can be very useful for slideshows
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// or alike things.
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//
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// description:
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// This array will contain the sequence defines resolved, so that
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// ie. repeat:10 will result in 10 elements in the sequence, so
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// the repeat handling is easier and we don't need to handle that
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// many extra cases. Also the doneFunction, if given is added at the
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// end of the resolved-sequences.
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// _defsResolved: Array
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// The resolved sequence, for easier handling.
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_defsResolved: [],
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// This is the time to wait before goOn() calls _go(), which
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// mostly results from a pauseAfter for a function that returned
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// false and is later continued by the external goOn() call.
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// The time to wait needs to be waited in goOn() where the
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// sequence is continued.
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// _goOnPause: Integer
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// The pause to wait before really going on.
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_goOnPause: 0,
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_running: false,
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go: function(/* Array */defs, /* function|Array? */doneFunction){
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// summary:
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//
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// defs: Array
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// the sequence of actions
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// doneFunction: Function|Array?
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// The function to call when done
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this._running = true;
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var self = this;
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dojo.forEach(defs, function(cur){
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if(cur.repeat > 1){
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var repeat = cur.repeat;
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for(var j=0; j<repeat ;j++){
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cur.repeat = 1;
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self._defsResolved.push(cur);
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}
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}else{
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self._defsResolved.push(cur);
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}
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});
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var last = defs[defs.length-1];
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if (doneFunction) {
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self._defsResolved.push({func: doneFunction});
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}
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// stop the sequence, this actually just sets this._running to false
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self._defsResolved.push({func: [this.stop, this]});
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this._curId = 0;
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this._go();
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},
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_go: function(){
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// summary: Execute one task of this._defsResolved.
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//
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// if _running was set to false stop the sequence, this is the
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// case when i.e. stop() was called.
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if(!this._running){
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return;
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}
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var cur = this._defsResolved[this._curId];
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this._curId += 1;
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// create the function to call, the func property might be an array, which means
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// [function, context, parameter1, parameter2, ...]
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function resolveAndCallFunc(func) {
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var ret = null;
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if(dojo.isArray(func)){
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// Two elements might only be given when the function+context
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// is given, this is nice for using this, ie: [this.func, this]
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if(func.length>2){
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ret = func[0].apply(func[1], func.slice(2));
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}else{
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ret = func[0].apply(func[1]);
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}
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}else{
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ret = func();
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}
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return ret;
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}
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if(this._curId >= this._defsResolved.length){
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resolveAndCallFunc(cur.func); // call the last function, since it is the doneFunction we dont need to handle pause stuff
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// don't go on and call this._go() again, we are done
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return;
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}
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var self = this;
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if(cur.pauseAfter){
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if(resolveAndCallFunc(cur.func)!==false){
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window.setTimeout(function() {self._go()}, cur.pauseAfter);
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}else{
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this._goOnPause = cur.pauseAfter;
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}
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}else if(cur.pauseBefore){
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var x = function(){
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if(resolveAndCallFunc(cur.func)!==false){
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self._go()
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}
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};
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window.setTimeout(x, cur.pauseBefore);
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}else{
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if(resolveAndCallFunc(cur.func)!==false){
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this._go();
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}
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}
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},
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goOn: function(){
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// summary: This method just provides a hook from the outside, so that
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// an interrupted sequence can be continued.
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if(this._goOnPause){
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var self = this;
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setTimeout(function(){ self._go() }, this._goOnPause);
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this._goOnPause = 0; // reset it, so if the next one doesnt set it we dont use the old pause
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}else{ this._go(); }
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},
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stop: function(){
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// summary: Stop the currently running sequence.
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// description:
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// This can only interrupt the sequence not the last function that
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// had been started. If the last function was i.e. a slideshow
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// that is handled inside a function that you have given as
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// one sequence item it cant be stopped, since it is not controlled
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// by this object here. In this case it would be smarter to
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// run the slideshow using a sequence object so you can also stop
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// it using this method.
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this._running = false;
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}
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});
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}
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