e44a7e37b6
git-svn-id: https://semanticscuttle.svn.sourceforge.net/svnroot/semanticscuttle/trunk@151 b3834d28-1941-0410-a4f8-b48e95affb8f
223 lines
5.4 KiB
JavaScript
223 lines
5.4 KiB
JavaScript
if(!dojo._hasResource["dojox.fx.easing"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
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dojo._hasResource["dojox.fx.easing"] = true;
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dojo.provide("dojox.fx.easing");
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/*
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dojox.fx.easing is in this little file so you don't need dojox.fx to utilize this.
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dojox.fx has a lot of fun animations, but this module is optimized for size ...
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*/
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dojox.fx.easing = {
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// summary: Collection of easing functions to use beyond the default dojo._defaultEasing
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//
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// description:
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// Easing functions are used to manipulate the iteration through
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// an _Animation's _Line. _Line being the properties of an Animation,
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// and the easing function progresses through that Line determing
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// how quickly (or slowly) it should go. Or more accurately: modify
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// the value of the _Line based on the percentage of animation completed.
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//
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// example:
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// | dojo.require("dojox.fx.easing");
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// | var anim = dojo.fadeOut({
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// | node: 'node',
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// | duration: 2000,
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// | easing: dojox.fx.easing.quadIn
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// | }).play();
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//
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linear: function(/* Decimal? */n){
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// summary: A linear easing function
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return n;
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},
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quadIn: function(/* Decimal? */n){
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return Math.pow(n, 2);
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},
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quadOut: function(/* Decimal? */n){
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return n * (n-2) * -1;
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},
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quadInOut: function(/* Decimal? */n){
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n=n*2;
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if(n<1){ return Math.pow(n, 2) / 2; }
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return -1 * ((--n)*(n-2) - 1) / 2;
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},
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cubicIn: function(/* Decimal? */n){
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return Math.pow(n, 3);
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},
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cubicOut: function(/* Decimal? */n){
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return Math.pow(n-1, 3) + 1;
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},
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cubicInOut: function(/* Decimal? */n){
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n=n*2;
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if(n<1){ return Math.pow(n, 3) / 2; }
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n-=2;
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return (Math.pow(n, 3) + 2) / 2;
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},
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quartIn: function(/* Decimal? */n){
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return Math.pow(n, 4);
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},
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quartOut: function(/* Decimal? */n){
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return -1 * (Math.pow(n-1, 4) - 1);
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},
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quartInOut: function(/* Decimal? */n){
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n=n*2;
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if(n<1){ return Math.pow(n, 4) / 2; }
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n-=2;
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return -1/2 * (Math.pow(n, 4) - 2);
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},
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quintIn: function(/* Decimal? */n){
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return Math.pow(n, 5);
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},
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quintOut: function(/* Decimal? */n){
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return Math.pow(n-1, 5) + 1;
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},
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quintInOut: function(/* Decimal? */n){
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n=n*2;
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if(n<1){ return Math.pow(n, 5) / 2; };
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n-=2;
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return (Math.pow(n, 5) + 2) / 2;
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},
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sineIn: function(/* Decimal? */n){
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return -1 * Math.cos(n * (Math.PI/2)) + 1;
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},
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sineOut: function(/* Decimal? */n){
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return Math.sin(n * (Math.PI/2));
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},
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sineInOut: function(/* Decimal? */n){
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return -1 * (Math.cos(Math.PI*n) - 1) / 2;
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},
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expoIn: function(/* Decimal? */n){
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return (n==0) ? 0 : Math.pow(2, 10 * (n - 1));
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},
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expoOut: function(/* Decimal? */n){
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return (n==1) ? 1 : (-1 * Math.pow(2, -10 * n) + 1);
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},
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expoInOut: function(/* Decimal? */n){
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if(n==0){ return 0; }
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if(n==1){ return 1; }
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n = n*2;
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if(n<1){ return Math.pow(2, 10 * (n-1)) / 2; }
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--n;
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return (-1 * Math.pow(2, -10 * n) + 2) / 2;
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},
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circIn: function(/* Decimal? */n){
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return -1 * (Math.sqrt(1 - Math.pow(n, 2)) - 1);
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},
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circOut: function(/* Decimal? */n){
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n = n-1;
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return Math.sqrt(1 - Math.pow(n, 2));
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},
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circInOut: function(/* Decimal? */n){
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n = n*2;
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if(n<1){ return -1/2 * (Math.sqrt(1 - Math.pow(n, 2)) - 1); }
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n-=2;
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return 1/2 * (Math.sqrt(1 - Math.pow(n, 2)) + 1);
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},
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backIn: function(/* Decimal? */n){
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var s = 1.70158;
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return Math.pow(n, 2) * ((s+1)*n - s);
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},
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backOut: function(/* Decimal? */n){
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// summary: an easing function that pops past the range briefly, and
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// slowly comes back.
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n = n - 1;
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var s = 1.70158;
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return Math.pow(n, 2) * ((s + 1) * n + s) + 1;
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},
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backInOut: function(/* Decimal? */n){
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var s = 1.70158 * 1.525;
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n = n*2;
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if(n < 1){ return (Math.pow(n, 2)*((s+1)*n - s))/2; }
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n-=2;
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return (Math.pow(n, 2)*((s+1)*n + s) + 2)/2;
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},
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elasticIn: function(/* Decimal? */n){
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if(n==0){ return 0; }
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if(n==1){ return 1; }
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var p = .3;
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var s = p/4;
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n = n - 1;
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return -1 * Math.pow(2,10*n) * Math.sin((n-s)*(2*Math.PI)/p);
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},
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elasticOut: function(/* Decimal? */n){
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// summary: An easing function that elasticly snaps around the target value, near the end of the Animation
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if(n==0) return 0;
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if(n==1) return 1;
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var p = .3;
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var s = p/4;
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return Math.pow(2,-10*n) * Math.sin((n-s)*(2*Math.PI)/p) + 1;
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},
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elasticInOut: function(/* Decimal? */n){
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// summary: An easing function that elasticly snaps around the value, near the beginning and end of the Animation
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if(n==0) return 0;
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n = n*2;
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if(n==2) return 1;
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var p = .3*1.5;
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var s = p/4;
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if(n<1){
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n-=1;
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return -.5*(Math.pow(2,10*n) * Math.sin((n-s)*(2*Math.PI)/p));
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}
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n-=1;
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return .5*(Math.pow(2,-10*n) * Math.sin((n-s)*(2*Math.PI)/p)) + 1;
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},
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bounceIn: function(/* Decimal? */n){
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// summary: An easing function that "bounces" near the beginning of an Animation
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return (1 - dojox.fx.easing.bounceOut(1-n)); // Decimal
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},
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bounceOut: function(/* Decimal? */n){
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// summary: An easing function that "bounces" near the end of an Animation
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var s=7.5625;
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var p=2.75;
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var l;
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if(n < (1 / p)){
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l = s*Math.pow(n, 2);
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}else if(n < (2 / p)){
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n -= (1.5 / p);
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l = s * Math.pow(n, 2) + .75;
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}else if(n < (2.5 / p)){
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n -= (2.25 / p);
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l = s * Math.pow(n, 2) + .9375;
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}else{
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n -= (2.625 / p);
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l = s * Math.pow(n, 2) + .984375;
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}
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return l;
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},
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bounceInOut: function(/* Decimal? */n){
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// summary: An easing function that "bounces" at the beginning and end of the Animation
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if(n<0.5){ return dojox.fx.easing.bounceIn(n*2) / 2; }
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return (dojox.fx.easing.bounceOut(n*2-1) / 2) + 0.5; // Decimal
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}
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};
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}
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