// Name: Animation.Animations.debug.js // Assembly: AjaxControlToolkit // Version: 4.5.7.1213 // FileVersion: 4.5.7.1213 // (c) 2010 CodePlex Foundation /// <reference name="MicrosoftAjax.debug.js" /> /// <reference name="MicrosoftAjaxTimer.debug.js" /> /// <reference name="MicrosoftAjaxWebForms.debug.js" /> /// <reference path="../Compat/Timer/Timer.js" /> /// <reference path="../Common/Common.js" /> (function() { var scriptName = "ExtendedAnimations"; function execute() { Type.registerNamespace('Sys.Extended.UI.Animation'); $AA = Sys.Extended.UI.Animation; $AA.registerAnimation = function(name, type) { /// <summary> /// Register an animation with the AJAX Control Toolkit animation framework. This serves a dual purpose: /// 1) to add standard utility methods to the animation type (such as a <code>play</code> method that creates /// an animation, plays it, and disposes it when the animation is over), and 2) to associate a name with the /// type that will be used when creating animations from a JSON description. This method can also be called /// by other animation libraries to seamlessly interoperate with the AJAX Control Toolkit's animation /// framework. /// </summary> /// <param name="name" type="String"> /// Name of the animation that will be used as the XML tag name in the XML animation description. It /// should be a valid XML tag (i.e. an alpha-numeric sequence with no spaces, special characters, etc.). /// </param> /// <param name="type" type="Type"> /// The type of the new animation must inherit from <see cref="Sys.Extended.UI.Animation.Animation" />. /// </param> /// <returns /> if (type && ((type === $AA.Animation) || (type.inheritsFrom && type.inheritsFrom($AA.Animation)))) { if (!$AA.__animations) { $AA.__animations = { }; } $AA.__animations[name.toLowerCase()] = type; type.play = function() { /// <summary> /// Create an animation, play it immediately, and dispose it when finished. /// </summary> /// <param parameterArray="true" elementType="Object"> /// The play function takes the same parameters as the type's constructor /// </param> /// <returns /> var animation = new type(); type.apply(animation, arguments); animation.initialize(); var handler = Function.createDelegate(animation, function() { /// <summary> /// Dispose the animation after playing /// </summary> /// <returns /> animation.remove_ended(handler); handler = null; animation.dispose(); }); animation.add_ended(handler); animation.play(); } } else { throw Error.argumentType('type', type, $AA.Animation, Sys.Extended.UI.Resources.Animation_InvalidBaseType); } } $AA.buildAnimation = function(json, defaultTarget) { /// <summary> /// The <code>buildAnimation</code> function is used to turn a JSON animation description /// into an actual animation object that can be played. /// </summary> /// <param name="json" type="String" mayBeNull="true"> /// JSON description of the animation in the format expected by createAnimation /// </param> /// <param name="defaultTarget" type="Sys.UI.DomElement" mayBeNull="true" domElement="true"> /// Target of the animation if none is specified in the JSON description. The semantics of /// target assignment are provided in more detail in createAnimation. /// </param> /// <returns type="Sys.Extended.UI.Animation.Animation" mayBeNull="true"> /// Animation created from the JSON description /// </returns> if (!json || json === '') { return null; } var obj; json = '(' + json + ')'; if (! Sys.Debug.isDebug) { try { obj = Sys.Serialization.JavaScriptSerializer.deserialize(json); } catch (ex) { } } else { obj = Sys.Serialization.JavaScriptSerializer.deserialize(json); } return $AA.createAnimation(obj, defaultTarget); } $AA.createAnimation = function(obj, defaultTarget) { /// <summary> /// The <code>createAnimation</code> function builds a new /// <see cref="Sys.Extended.UI.Animation.Animation" /> instance from an object /// that describes it. /// </summary> /// <param name="obj" type="Object"> /// The object provides a description of the animation to be be generated in /// a very specific format. It has two special properties: <code>AnimationName</code> /// and <code>AnimationChildren</code>. The <code>AnimationName</code> is required /// and used to find the type of animation to create (this name should map to /// one of the animation names supplied to <code>registerAnimation</code>). The /// <code>AnimationChildren</code> property supplies an optional array for /// animations that use child animations (such as /// <see cref="Sys.Extended.UI.Animation.ParallelAnimation" /> and /// <see cref="Sys.Extended.UI.Animation.SequenceAnimation" />). The elements of /// the <code>AnimationChildren</code> array are valid /// <see cref="Sys.Extended.UI.Animation.Animation" /> objects that meet these same /// requirements. In order for an animation to support child animations, it must /// derive from the <see cref="Sys.Extended.UI.Animation.ParentAnimation" /> class /// which provides common methods like <code>add</code>, <code>clear</code>, etc. The /// remaining properties of the object are used to set parameters specific to the type /// of animation being created (e.g. <code>duration</code>, <code>minimumOpacity</code>, /// <code>startValue</code>, etc.) and should have a corresponding property on the /// animation. You can also assign an arbitrary JavaScript expression to any property /// by adding 'Script' to the end of its name (i.e., Height="70" can be replaced by /// HeightScript="$get('myElement').offsetHeight") and have the property set to the /// result of evaluating the expression before the animation is played each time. /// </param> /// <param name="defaultTarget" type="Sys.UI.DomElement" mayBeNull="true" domElement="true"> /// The function also takes a <code>defaultTarget</code> parameter that is used as the /// target of the animation if the object does not specify one. This parameter should be /// an instance of <see cref="Sys.UI.DomElement" /> and not just the name of an element. /// </param> /// <returns type="Sys.Extended.UI.Animation.Animation"> /// <see cref="Sys.Extended.UI.Animation.Animation" /> created from the description /// </returns> /// <remarks> /// Exceptions are thrown when the <code>AnimationName</code> cannot be found. Also, /// any exceptions raised by setting properties or providing properties with invalid /// names will only be raised when debugging. /// </remarks> if (!obj || !obj.AnimationName) { throw Error.argument('obj', Sys.Extended.UI.Resources.Animation_MissingAnimationName); } var type = $AA.__animations[obj.AnimationName.toLowerCase()]; if (!type) { throw Error.argument('type', String.format(Sys.Extended.UI.Resources.Animation_UknownAnimationName, obj.AnimationName)); } var animation = new type(); if (defaultTarget) { animation.set_target(defaultTarget); } if (obj.AnimationChildren && obj.AnimationChildren.length) { if ($AA.ParentAnimation.isInstanceOfType(animation)) { for (var i = 0; i < obj.AnimationChildren.length; i++) { var child = $AA.createAnimation(obj.AnimationChildren[i]); if (child) { animation.add(child); } } } else { throw Error.argument('obj', String.format(Sys.Extended.UI.Resources.Animation_ChildrenNotAllowed, type.getName())); } } var properties = type.__animationProperties; if (!properties) { type.__animationProperties = { }; type.resolveInheritance(); for (var name in type.prototype) { if (name.startsWith('set_')) { type.__animationProperties[name.substr(4).toLowerCase()] = name; } } delete type.__animationProperties['id']; properties = type.__animationProperties; } for (var property in obj) { var prop = property.toLowerCase(); if (prop == 'animationname' || prop == 'animationchildren') { continue; } var value = obj[property]; var setter = properties[prop]; if (setter && String.isInstanceOfType(setter) && animation[setter]) { if (! Sys.Debug.isDebug) { try { animation[setter](value); } catch (ex) { } } else { animation[setter](value); } } else { if (prop.endsWith('script')) { setter = properties[prop.substr(0, property.length - 6)]; if (setter && String.isInstanceOfType(setter) && animation[setter]) { animation.DynamicProperties[setter] = value; } else if ( Sys.Debug.isDebug) { throw Error.argument('obj', String.format(Sys.Extended.UI.Resources.Animation_NoDynamicPropertyFound, property, property.substr(0, property.length - 5))); } } else if ( Sys.Debug.isDebug) { throw Error.argument('obj', String.format(Sys.Extended.UI.Resources.Animation_NoPropertyFound, property)); } } } return animation; } $AA.Animation = function(target, duration, fps) { /// <summary> /// <code>Animation</code> is an abstract base class used as a starting point for all the other animations. /// It provides the basic mechanics for the animation (playing, pausing, stopping, timing, etc.) /// and leaves the actual animation to be done in the abstract methods <code>getAnimatedValue</code> /// and <code>setValue</code>. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <field name="DynamicProperties" type="Object"> /// The DynamicProperties collection is used to associate JavaScript expressions with /// properties. The expressions are evaluated just before the animation is played /// everytime (in the base onStart method). The object itself maps strings with the /// names of property setters (like "set_verticalOffset") to JavaScript expressions /// (like "$find('MyBehavior').get_element().offsetHeight"). Note specifically that /// the dynamic properties are JavaScript expressions and not abitrary statements (i.e. /// you can't include things like "return foo;"), although you can include anything /// inside an anonymous function definition that you immediately invoke (i.e., /// "(function() { return foo; })()"). A dynamic property can be set in the generic /// XML animation description by appending Script onto any legitimate property name /// (for example, instead of Height="70" we could use /// HeightScript="$find('MyBehavior').get_element().offsetHeight"). Any exceptions /// raised when setting dynamic properties (including both JavaScript evaluation errors /// and other exceptions raised by property setters) will only be propogated when /// debugging. /// </field> /// <remarks> /// Animations need to be as fast as possible - even in debug mode. Don't add validation code to /// methods involved in every step of the animation. /// </remarks> /// <animation>Animation</animation> $AA.Animation.initializeBase(this); this._duration = 1; this._fps = 25; this._target = null; this._tickHandler = null; this._timer = null; this._percentComplete = 0; this._percentDelta = null; this._owner = null; this._parentAnimation = null; this.DynamicProperties = { }; if (target) { this.set_target(target); } if (duration) { this.set_duration(duration); } if (fps) { this.set_fps(fps); } } $AA.Animation.prototype = { dispose: function() { /// <summary> /// Dispose the animation /// </summary> /// <returns /> if (this._timer) { this._timer.dispose(); this._timer = null; } this._tickHandler = null; this._target = null; $AA.Animation.callBaseMethod(this, 'dispose'); }, play: function() { /// <summary> /// Play the animation from the beginning or where it was left off when paused. /// </summary> /// <returns /> /// <remarks> /// If this animation is the child of another, you must call <code>play</code> on its parent instead. /// </remarks> if (!this._owner) { var resume = true; if (!this._timer) { resume = false; if (!this._tickHandler) { this._tickHandler = Function.createDelegate(this, this._onTimerTick); } this._timer = new Sys.Timer(); this._timer.add_tick(this._tickHandler); this.onStart(); this._timer.set_interval(1000 / this._fps); this._percentDelta = 100 / (this._duration * this._fps); this._updatePercentComplete(0, true); } this._timer.set_enabled(true); this.raisePropertyChanged('isPlaying'); if (!resume) { this.raisePropertyChanged('isActive'); } } }, pause: function() { /// <summary> /// Pause the animation if it is playing. Calling <code>play</code> will resume where /// the animation left off. /// </summary> /// <returns /> /// <remarks> /// If this animation is the child of another, you must call <code>pause</code> on its parent instead. /// </remarks> if (!this._owner) { if (this._timer) { this._timer.set_enabled(false); this.raisePropertyChanged('isPlaying'); } } }, stop: function(finish) { /// <summary> /// Stop playing the animation. /// </summary> /// <param name="finish" type="Boolean" mayBeNull="true" optional="true"> /// Whether or not stopping the animation should leave the target element in a state /// consistent with the animation playing completely by performing the last step. /// The default value is true. /// </param> /// <returns /> /// <remarks> /// If this animation is the child of another, you must call <code>stop</code> on /// its parent instead. /// </remarks> if (!this._owner) { var t = this._timer; this._timer = null; if (t) { t.dispose(); if (this._percentComplete !== 100) { this._percentComplete = 100; this.raisePropertyChanged('percentComplete'); if (finish || finish === undefined) { this.onStep(100); } } this.onEnd(); this.raisePropertyChanged('isPlaying'); this.raisePropertyChanged('isActive'); } } }, onStart: function() { /// <summary> /// The <code>onStart</code> method is called just before the animation is played each time. /// </summary> /// <returns /> this.raiseStarted(); for (var property in this.DynamicProperties) { try { this[property](eval(this.DynamicProperties[property])); } catch (ex) { if (Sys.Debug.isDebug) { throw ex; } } } }, onStep: function(percentage) { /// <summary> /// The <code>onStep</code> method is called repeatedly to progress the animation through each frame /// </summary> /// <param name="percentage" type="Number">Percentage of the animation already complete</param> /// <returns /> this.setValue(this.getAnimatedValue(percentage)); this.raiseStep(); }, onEnd: function() { /// <summary> /// The <code>onEnd</code> method is called just after the animation is played each time. /// </summary> /// <returns /> this.raiseEnded(); }, getAnimatedValue: function(percentage) { /// <summary> /// Determine the state of the animation after the given percentage of its duration has elapsed /// </summary> /// <param name="percentage" type="Number">Percentage of the animation already complete</param> /// <returns type="Object"> /// State of the animation after the given percentage of its duration has elapsed that will /// be passed to <code>setValue</code> /// </returns> throw Error.notImplemented(); }, setValue: function(value) { /// <summary> /// Set the current state of the animation /// </summary> /// <param name="value" type="Object">Current state of the animation (as retreived from <code>getAnimatedValue</code>)</param> /// <returns /> throw Error.notImplemented(); }, interpolate: function(start, end, percentage) { /// <summary> /// The <code>interpolate</code> function is used to find the appropriate value between starting and /// ending values given the current percentage. /// </summary> /// <param name="start" type="Number"> /// Start of the range to interpolate /// </param> /// <param name="end" type="Number"> /// End of the range to interpolate /// </param> /// <param name="percentage" type="Number"> /// Percentage completed in the range to interpolate /// </param> /// <returns type="Number"> /// Value the desired percentage between the start and end values /// </returns> /// <remarks> /// In the future, we hope to make several implementations of this available so we can dynamically /// change the apparent speed of the animations, although it may make more sense to modify the /// <code>_updatePercentComplete</code> function instead. /// </remarks> return start + (end - start) * (percentage / 100); }, _onTimerTick: function() { /// <summary> /// Handler for the tick event to move the animation along through its duration /// </summary> /// <returns /> this._updatePercentComplete(this._percentComplete + this._percentDelta, true); }, _updatePercentComplete: function(percentComplete, animate) { /// <summary> /// Update the animation and its target given the current percentage of its duration that /// has already elapsed /// </summary> /// <param name="percentComplete" type="Number"> /// Percentage of the animation duration that has already elapsed /// </param> /// <param name="animate" type="Boolean" mayBeNull="true" optional="true"> /// Whether or not updating the animation should visually modify the animation's target /// </param> /// <returns /> if (percentComplete > 100) { percentComplete = 100; } this._percentComplete = percentComplete; this.raisePropertyChanged('percentComplete'); if (animate) { this.onStep(percentComplete); } if (percentComplete === 100) { this.stop(false); } }, setOwner: function(owner) { /// <summary> /// Make this animation the child of another animation /// </summary> /// <param name="owner" type="Sys.Extended.UI.Animation.Animation"> /// Parent animation /// </param> /// <returns /> this._owner = owner; }, raiseStarted: function() { /// <summary> /// Raise the <code>started</code> event /// </summary> /// <returns /> var handlers = this.get_events().getHandler('started'); if (handlers) { handlers(this, Sys.EventArgs.Empty); } }, add_started: function(handler) { /// <summary> /// Adds an event handler for the <code>started</code> event. /// </summary> /// <param name="handler" type="Function"> /// The handler to add to the event. /// </param> /// <returns /> this.get_events().addHandler("started", handler); }, remove_started: function(handler) { /// <summary> /// Removes an event handler for the <code>started</code> event. /// </summary> /// <param name="handler" type="Function"> /// The handler to remove from the event. /// </param> /// <returns /> this.get_events().removeHandler("started", handler); }, raiseEnded: function() { /// <summary> /// Raise the <code>ended</code> event /// </summary> /// <returns /> var handlers = this.get_events().getHandler('ended'); if (handlers) { handlers(this, Sys.EventArgs.Empty); } }, add_ended: function(handler) { /// <summary> /// Adds an event handler for the <code>ended</code> event. /// </summary> /// <param name="handler" type="Function"> /// The handler to add to the event. /// </param> /// <returns /> this.get_events().addHandler("ended", handler); }, remove_ended: function(handler) { /// <summary> /// Removes an event handler for the <code>ended</code> event. /// </summary> /// <param name="handler" type="Function"> /// The handler to remove from the event. /// </param> /// <returns /> this.get_events().removeHandler("ended", handler); }, raiseStep: function() { /// <summary> /// Raise the <code>step</code> event /// </summary> /// <returns /> var handlers = this.get_events().getHandler('step'); if (handlers) { handlers(this, Sys.EventArgs.Empty); } }, add_step: function(handler) { /// <summary> /// Adds an event handler for the <code>step</code> event. /// </summary> /// <param name="handler" type="Function"> /// The handler to add to the event. /// </param> /// <returns /> this.get_events().addHandler("step", handler); }, remove_step: function(handler) { /// <summary> /// Removes an event handler for the <code>step</code> event. /// </summary> /// <param name="handler" type="Function"> /// The handler to remove from the event. /// </param> /// <returns /> this.get_events().removeHandler("step", handler); }, get_target: function() { /// <value type="Sys.UI.DomElement" domElement="true" mayBeNull="true"> /// Target of the animation. If the target of this animation is null and /// the animation has a parent, then it will recursively use the target of /// the parent animation instead. /// </value> /// <remarks> /// Do not set this property in a generic Xml animation description. It should be set /// using either the extender's TargetControlID or the AnimationTarget property (the latter /// maps to Sys.Extended.UI.Animation.set_animationTarget). The only valid way to /// set this property in the generic Xml animation description is to use the dynamic /// property TargetScript="$get('myElement')". /// <remarks> if (!this._target && this._parentAnimation) { return this._parentAnimation.get_target(); } return this._target; }, set_target: function(value) { if (this._target != value) { this._target = value; this.raisePropertyChanged('target'); } }, set_animationTarget: function(id) { /// <value type="string" mayBeNull="false"> /// ID of a Sys.UI.DomElement or Sys.UI.Control to use as the target of the animation /// </value> /// <remarks> /// If no Sys.UI.DomElement or Sys.UI.Control can be found for the given ID, an /// argument exception will be thrown. /// <remarks> var target = null; var element = $get(id); if (element) { target = element; } else { var ctrl = $find(id); if (ctrl) { element = ctrl.get_element(); if (element) { target = element; } } } if (target) { this.set_target(target); } else { throw Error.argument('id', String.format(Sys.Extended.UI.Resources.Animation_TargetNotFound, id)); } }, get_duration: function() { /// <value type="Number"> /// Length of the animation in seconds. The default is 1. /// </value> return this._duration; }, set_duration: function(value) { value = this._getFloat(value); if (this._duration != value) { this._duration = value; this.raisePropertyChanged('duration'); } }, get_fps: function() { /// <value type="Number" integer="true"> /// Number of steps per second. The default is 25. /// </value> return this._fps; }, set_fps: function(value) { value = this._getInteger(value); if (this.fps != value) { this._fps = value; this.raisePropertyChanged('fps'); } }, get_isActive: function() { /// <value type="Boolean"> /// <code>true</code> if animation is active, <code>false</code> if not. /// </value> return (this._timer !== null); }, get_isPlaying: function() { /// <value type="Boolean"> /// <code>true</code> if animation is playing, <code>false</code> if not. /// </value> return (this._timer !== null) && this._timer.get_enabled(); }, get_percentComplete: function() { /// <value type="Number"> /// Percentage of the animation already played. /// </value> return this._percentComplete; }, _getBoolean: function(value) { /// <summary> /// Helper to convert strings to booleans for property setters /// </summary> /// <param name="value" type="Object"> /// Value to convert if it's a string /// </param> /// <returns type="Object"> /// Value that has been converted if it was a string /// </returns> if (String.isInstanceOfType(value)) { return Boolean.parse(value); } return value; }, _getInteger: function(value) { /// <summary> /// Helper to convert strings to integers for property setters /// </summary> /// <param name="value" type="Object">Value to convert if it's a string</param> /// <returns type="Object">Value that has been converted if it was a string</returns> if (String.isInstanceOfType(value)) { return parseInt(value); } return value; }, _getFloat: function(value) { /// <summary> /// Helper to convert strings to floats for property setters /// </summary> /// <param name="value" type="Object">Value to convert if it's a string</param> /// <returns type="Object">Value that has been converted if it was a string</returns> if (String.isInstanceOfType(value)) { return parseFloat(value); } return value; }, _getEnum: function(value, type) { /// <summary> /// Helper to convert strings to enum values for property setters /// </summary> /// <param name="value" type="Object">Value to convert if it's a string</param> /// <param name="type" type="Type">Type of the enum to convert to</param> /// <returns type="Object">Value that has been converted if it was a string</returns> if (String.isInstanceOfType(value) && type && type.parse) { return type.parse(value); } return value; } } $AA.Animation.registerClass('Sys.Extended.UI.Animation.Animation', Sys.Component); $AA.registerAnimation('animation', $AA.Animation); $AA.ParentAnimation = function(target, duration, fps, animations) { /// <summary> /// The <code>ParentAnimation</code> serves as a base class for all animations that contain children (such as /// <see cref="Sys.Extended.UI.Animation.ParallelAnimation" />, <see cref="Sys.Extended.UI.SequenceAnimation" />, /// etc.). It does not actually play the animations, so any classes that inherit from it must do so. Any animation /// that requires nested child animations must inherit from this class, although it will likely want to inherit off of /// <see cref="Sys.Extended.UI.Animation.ParallelAnimation" /> or <see cref="Sys.Extended.UI.SequenceAnimation" /> /// which will actually play their child animations. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="Sys.Extended.UI.Animation.Animation"> /// Array of child animations to be played /// </param> /// <animation>Parent</animation> $AA.ParentAnimation.initializeBase(this, [target, duration, fps]); this._animations = []; if (animations && animations.length) { for (var i = 0; i < animations.length; i++) { this.add(animations[i]); } } } $AA.ParentAnimation.prototype = { initialize : function() { /// <summary> /// Initialize the parent along with any child animations that have not yet been initialized themselves /// </summary> /// <returns /> $AA.ParentAnimation.callBaseMethod(this, 'initialize'); if (this._animations) { for (var i = 0; i < this._animations.length; i++) { var animation = this._animations[i]; if (animation && !animation.get_isInitialized) { animation.initialize(); } } } }, dispose : function() { /// <summary> /// Dispose of the child animations /// </summary> /// <returns /> this.clear(); this._animations = null; $AA.ParentAnimation.callBaseMethod(this, 'dispose'); }, get_animations : function() { /// <value elementType="Sys.Extended.UI.Animation.Animation"> /// Array of child animations to be played (there are no assumptions placed on order because it will matter for some /// derived animations like <see cref="Sys.Extended.UI.Animation.SequenceAnimation" />, but not for /// others like <see cref="Sys.Extended.UI.Animation.ParallelAnimation" />). To manipulate the child /// animations, use the functions <code>add</code>, <code>clear</code>, <code>remove</code>, and <code>removeAt</code>. /// </value> return this._animations; }, add : function(animation) { /// <summary> /// Add an animation as a child of this animation. /// </summary> /// <param name="animation" type="Sys.Extended.UI.Animation.Animation">Child animation to add</param> /// <returns /> if (this._animations) { if (animation) { animation._parentAnimation = this; } Array.add(this._animations, animation); this.raisePropertyChanged('animations'); } }, remove : function(animation) { /// <summary> /// Remove the animation from the array of child animations. /// </summary> /// <param name="animation" type="Sys.Extended.UI.Animation.Animation"> /// Child animation to remove /// </param> /// <returns /> /// <remarks> /// This will dispose the removed animation. /// </remarks> if (this._animations) { if (animation) { animation.dispose(); } Array.remove(this._animations, animation); this.raisePropertyChanged('animations'); } }, removeAt : function(index) { /// <summary> /// Remove the animation at a given index from the array of child animations. /// </summary> /// <param name="index" type="Number" integer="true"> /// Index of the child animation to remove /// </param> /// <returns /> if (this._animations) { var animation = this._animations[index]; if (animation) { animation.dispose(); } Array.removeAt(this._animations, index); this.raisePropertyChanged('animations'); } }, clear : function() { /// <summary> /// Clear the array of child animations. /// </summary> /// <remarks> /// This will dispose the cleared child animations. /// </remarks> /// <returns /> if (this._animations) { for (var i = this._animations.length - 1; i >= 0; i--) { this._animations[i].dispose(); this._animations[i] = null; } Array.clear(this._animations); this._animations = []; this.raisePropertyChanged('animations'); } } } $AA.ParentAnimation.registerClass('Sys.Extended.UI.Animation.ParentAnimation', $AA.Animation); $AA.registerAnimation('parent', $AA.ParentAnimation); $AA.ParallelAnimation = function(target, duration, fps, animations) { /// <summary> /// The <code>ParallelAnimation</code> plays several animations simultaneously. It inherits from /// <see cref="Sys.Extended.UI.Animation.ParentAnimation" />, but makes itself the owner of all /// its child animations to allow the use a single timer and syncrhonization mechanisms shared with /// all the children (in other words, the <code>duration</code> properties of any child animations /// are ignored in favor of the parent's <code>duration</code>). It is very useful in creating /// sophisticated effects through combination of simpler animations. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="Sys.Extended.UI.Animation.Animation"> /// Array of child animations /// </param> /// <animation>Parallel</animation> $AA.ParallelAnimation.initializeBase(this, [target, duration, fps, animations]); } $AA.ParallelAnimation.prototype = { add : function(animation) { /// <summary> /// Add an animation as a child of this animation and make ourselves its owner. /// </summary> /// <param name="animation" type="Sys.Extended.UI.Animation.Animation">Child animation to add</param> /// <returns /> $AA.ParallelAnimation.callBaseMethod(this, 'add', [animation]); animation.setOwner(this); }, onStart : function() { /// <summary> /// Get the child animations ready to play /// </summary> /// <returns /> $AA.ParallelAnimation.callBaseMethod(this, 'onStart'); var animations = this.get_animations(); for (var i = 0; i < animations.length; i++) { animations[i].onStart(); } }, onStep : function(percentage) { /// <summary> /// Progress the child animations through each frame /// </summary> /// <param name="percentage" type="Number"> /// Percentage of the animation already complete /// </param> /// <returns /> var animations = this.get_animations(); for (var i = 0; i < animations.length; i++) { animations[i].onStep(percentage); } }, onEnd : function() { /// <summary> /// Finish playing all of the child animations /// </summary> /// <returns /> var animations = this.get_animations(); for (var i = 0; i < animations.length; i++) { animations[i].onEnd(); } $AA.ParallelAnimation.callBaseMethod(this, 'onEnd'); } } $AA.ParallelAnimation.registerClass('Sys.Extended.UI.Animation.ParallelAnimation', $AA.ParentAnimation); $AA.registerAnimation('parallel', $AA.ParallelAnimation); $AA.SequenceAnimation = function(target, duration, fps, animations, iterations) { /// <summary> /// The <code>SequenceAnimation</code> runs several animations one after the other. It can also /// repeat the sequence of animations for a specified number of iterations (which defaults to a /// single iteration, but will repeat forever if you specify zero or less iterations). Also, the /// <code>SequenceAnimation</code> cannot be a child of a <see cref="Sys.Extended.UI.Animation.ParallelAnimation" /> /// (or any animation inheriting from it). /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="Sys.Extended.UI.Animation.Animation"> /// Array of child animations /// </param> /// <param name="iterations" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of times to repeatedly play the sequence. If zero or less iterations are specified, the sequence /// will repeat forever. The default value is 1 iteration. /// </param> /// <remarks> /// The <code>SequenceAnimation</code> ignores the <code>duration</code> and <code>fps</code> /// properties, and will let each of its child animations use any settings they please. /// </remarks> /// <animation>Sequence</animation> $AA.SequenceAnimation.initializeBase(this, [target, duration, fps, animations]); this._handler = null; this._paused = false; this._playing = false; this._index = 0; this._remainingIterations = 0; this._iterations = (iterations !== undefined) ? iterations : 1; } $AA.SequenceAnimation.prototype = { dispose : function() { /// <summary> /// Dispose the animation /// </summary> /// <returns /> this._handler = null; $AA.SequenceAnimation.callBaseMethod(this, 'dispose'); }, stop : function() { /// <summary> /// Stop playing the entire sequence of animations /// </summary> /// <returns /> /// <remarks> /// Stopping this animation will perform the last step of each child animation, thereby leaving their /// target elements in a state consistent with the animation playing completely. If this animation is /// the child of another, you must call <code>stop</code> on its parent instead. /// </remarks> if (this._playing) { var animations = this.get_animations(); if (this._index < animations.length) { animations[this._index].remove_ended(this._handler); for (var i = this._index; i < animations.length; i++) { animations[i].stop(); } } this._playing = false; this._paused = false; this.raisePropertyChanged('isPlaying'); this.onEnd(); } }, pause : function() { /// <summary> /// Pause the animation if it is playing. Calling <code>play</code> will resume where /// the animation left off. /// </summary> /// <returns /> /// <remarks> /// If this animation is the child of another, you must call <code>pause</code> on its parent instead. /// </remarks> if (this.get_isPlaying()) { var current = this.get_animations()[this._index]; if (current != null) { current.pause(); } this._paused = true; this.raisePropertyChanged('isPlaying'); } }, play : function() { /// <summary> /// Play the sequence of animations from the beginning or where it was left off when paused /// </summary> /// <returns /> /// <remarks> /// If this animation is the child of another, you must call <code>play</code> on its parent instead /// </remarks> var animations = this.get_animations(); if (!this._playing) { this._playing = true; if (this._paused) { this._paused = false; var current = animations[this._index]; if (current != null) { current.play(); this.raisePropertyChanged('isPlaying'); } } else { this.onStart(); this._index = 0; var first = animations[this._index]; if (first) { first.add_ended(this._handler); first.play(); this.raisePropertyChanged('isPlaying'); } else { this.stop(); } } } }, onStart : function() { /// <summary> /// The <code>onStart</code> method is called just before the animation is played each time /// </summary> /// <returns /> $AA.SequenceAnimation.callBaseMethod(this, 'onStart'); this._remainingIterations = this._iterations - 1; if (!this._handler) { this._handler = Function.createDelegate(this, this._onEndAnimation); } }, _onEndAnimation : function() { /// <summary> /// Wait for the end of each animation, and then continue by playing the other animations remaining /// in the sequence. Stop when it reaches the last animation and there are no remaining iterations. /// </summary> /// <returns /> var animations = this.get_animations(); var current = animations[this._index++]; if (current) { current.remove_ended(this._handler); } if (this._index < animations.length) { var next = animations[this._index]; next.add_ended(this._handler); next.play(); } else if (this._remainingIterations >= 1 || this._iterations <= 0) { this._remainingIterations--; this._index = 0; var first = animations[0]; first.add_ended(this._handler); first.play(); } else { this.stop(); } }, onStep : function(percentage) { /// <summary> /// Raises an invalid operation exception because this will only be called if a <code>SequenceAnimation</code> /// has been nested inside an <see cref="Sys.Extended.UI.Animation.ParallelAnimation" /> (or a derived type). /// </summary> /// <param name="percentage" type="Number">Percentage of the animation already complete</param> /// <returns /> throw Error.invalidOperation(Sys.Extended.UI.Resources.Animation_CannotNestSequence); }, onEnd : function() { /// <summary> /// The <code>onEnd</code> method is called just after the animation is played each time. /// </summary> /// <returns /> this._remainingIterations = 0; $AA.SequenceAnimation.callBaseMethod(this, 'onEnd'); }, get_isActive : function() { /// <value type="Boolean"> /// <code>true</code> if animation is active, <code>false</code> if not. /// </value> return true; }, get_isPlaying : function() { /// <value type="Boolean"> /// <code>true</code> if animation is playing, <code>false</code> if not. /// </value> return this._playing && !this._paused; }, get_iterations : function() { /// <value type="Number" integer="true"> /// Number of times to repeatedly play the sequence. If zero or less iterations are specified, the sequence /// will repeat forever. The default value is 1 iteration. /// </value> return this._iterations; }, set_iterations : function(value) { value = this._getInteger(value); if (this._iterations != value) { this._iterations = value; this.raisePropertyChanged('iterations'); } }, get_isInfinite : function() { /// <value type="Boolean"> /// <code>true</code> if this animation will repeat forever, <code>false</code> otherwise. /// </value> return this._iterations <= 0; } } $AA.SequenceAnimation.registerClass('Sys.Extended.UI.Animation.SequenceAnimation', $AA.ParentAnimation); $AA.registerAnimation('sequence', $AA.SequenceAnimation); $AA.SelectionAnimation = function(target, duration, fps, animations) { /// <summary> /// The <code>SelectionAnimation</code> will run a single animation chosen from of its child animations. It is /// important to note that the <code>SelectionAnimation</code> ignores the <code>duration</code> and <code>fps</code> /// properties, and will let each of its child animations use any settings they please. This is a base class with no /// functional implementation, so consider using <see cref="Sys.Extended.UI.Animation.ConditionAnimation" /> or /// <see cref="Sys.Extended.UI.Animation.CaseAnimation" /> instead. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="Sys.Extended.UI.Animation.Animation"> /// Array of child animations /// </param> /// <animation>Selection</animation> $AA.SelectionAnimation.initializeBase(this, [target, duration, fps, animations]); this._selectedIndex = -1; this._selected = null; } $AA.SelectionAnimation.prototype = { getSelectedIndex : function() { /// <summary> /// Get the index of the animation that is selected to be played. If this returns an index outside the bounds of /// the child animations array, then nothing is played. /// </summary> /// <returns type="Number" integer="true"> /// Index of the selected child animation to play /// </returns> throw Error.notImplemented(); }, onStart : function() { /// <summary> /// The <code>onStart</code> method is called just before the animation is played each time. /// </summary> /// <returns /> $AA.SelectionAnimation.callBaseMethod(this, 'onStart'); var animations = this.get_animations(); this._selectedIndex = this.getSelectedIndex(); if (this._selectedIndex >= 0 && this._selectedIndex < animations.length) { this._selected = animations[this._selectedIndex]; if (this._selected) { this._selected.setOwner(this); this._selected.onStart(); } } }, onStep : function(percentage) { /// <summary> /// The <code>onStep</code> method is called repeatedly to progress the animation through each frame /// </summary> /// <param name="percentage" type="Number">Percentage of the animation already complete</param> /// <returns /> if (this._selected) { this._selected.onStep(percentage); } }, onEnd : function() { /// <summary> /// The <code>onEnd</code> method is called just after the animation is played each time. /// </summary> /// <returns /> if (this._selected) { this._selected.onEnd(); this._selected.setOwner(null); } this._selected = null; this._selectedIndex = null; $AA.SelectionAnimation.callBaseMethod(this, 'onEnd'); } } $AA.SelectionAnimation.registerClass('Sys.Extended.UI.Animation.SelectionAnimation', $AA.ParentAnimation); $AA.registerAnimation('selection', $AA.SelectionAnimation); $AA.ConditionAnimation = function(target, duration, fps, animations, conditionScript) { /// <summary> /// The <code>ConditionAnimation</code> is used as a control structure to play a specific child animation /// depending on the result of executing the <code>conditionScript</code>. If the <code>conditionScript</code> /// evaluates to <code>true</code>, the first child animation is played. If it evaluates to <code>false</code>, /// the second child animation is played (although nothing is played if a second animation is not present). /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="Sys.Extended.UI.Animation.Animation"> /// Array of child animations /// </param> /// <param name="conditionScript" type="String" mayBeNull="true" optional="true"> /// JavaScript that should evaluate to <code>true</code> or <code>false</code> to determine which child /// animation to play. /// </param> /// <animation>Condition</animation> $AA.ConditionAnimation.initializeBase(this, [target, duration, fps, animations]); this._conditionScript = conditionScript; } $AA.ConditionAnimation.prototype = { getSelectedIndex : function() { /// <summary> /// Get the index of the animation that is selected to be played. If this returns an index outside the bounds of /// the child animations array, then nothing is played. /// </summary> /// <returns type="Number" integer="true"> /// Index of the selected child animation to play /// </returns> var selected = -1; if (this._conditionScript && this._conditionScript.length > 0) { try { selected = eval(this._conditionScript) ? 0 : 1; } catch(ex) { } } return selected; }, get_conditionScript : function() { /// <value type="String"> /// JavaScript that should evaluate to <code>true</code> or <code>false</code> to determine which /// child animation to play. /// </value> return this._conditionScript; }, set_conditionScript : function(value) { if (this._conditionScript != value) { this._conditionScript = value; this.raisePropertyChanged('conditionScript'); } } } $AA.ConditionAnimation.registerClass('Sys.Extended.UI.Animation.ConditionAnimation', $AA.SelectionAnimation); $AA.registerAnimation('condition', $AA.ConditionAnimation); $AA.CaseAnimation = function(target, duration, fps, animations, selectScript) { /// <summary> /// The <code>CaseAnimation</code> is used as a control structure to play a specific child animation depending on /// the result of executing the <code>selectScript</code>, which should return the index of the child animation to /// play (this is similar to the <code>case</code> or <code>select</code> statements in C#/VB, etc.). If the provided /// index is outside the bounds of the child animations array (or if nothing was returned) then we will not play anything. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="Sys.Extended.UI.Animation.Animation"> /// Array of child animations /// </param> /// <param name="selectScript" type="String" mayBeNull="true" optional="true"> /// JavaScript that should evaluate to the index of the appropriate child animation to play. If this returns an index outside the bounds of the child animations array, then nothing is played. /// </param> /// <animation>Case</animation> $AA.CaseAnimation.initializeBase(this, [target, duration, fps, animations]); this._selectScript = selectScript; } $AA.CaseAnimation.prototype = { getSelectedIndex : function() { /// <summary> /// Get the index of the animation that is selected to be played. If this returns an index outside the bounds of /// the child animations array, then nothing is played. /// </summary> /// <returns type="Number" integer="true"> /// Index of the selected child animation to play /// </returns> var selected = -1; if (this._selectScript && this._selectScript.length > 0) { try { var result = eval(this._selectScript) if (result !== undefined) selected = result; } catch (ex) { } } return selected; }, get_selectScript : function() { /// <value type="String"> /// JavaScript that should evaluate to the index of the appropriate child animation to play. If this returns an index outside the bounds of the child animations array, then nothing is played. /// </value> return this._selectScript; }, set_selectScript : function(value) { if (this._selectScript != value) { this._selectScript = value; this.raisePropertyChanged('selectScript'); } } } $AA.CaseAnimation.registerClass('Sys.Extended.UI.Animation.CaseAnimation', $AA.SelectionAnimation); $AA.registerAnimation('case', $AA.CaseAnimation); $AA.FadeEffect = function() { /// <summary> /// The FadeEffect enumeration determines whether a fade animation is used to fade in or fade out. /// </summary> /// <field name="FadeIn" type="Number" integer="true" /> /// <field name="FadeOut" type="Number" integer="true" /> throw Error.invalidOperation(); } $AA.FadeEffect.prototype = { FadeIn : 0, FadeOut : 1 } $AA.FadeEffect.registerEnum("Sys.Extended.UI.Animation.FadeEffect", false); $AA.FadeAnimation = function(target, duration, fps, effect, minimumOpacity, maximumOpacity, forceLayoutInIE) { /// <summary> /// The <code>FadeAnimation</code> is used to fade an element in or out of view, depending on the /// provided <see cref="Sys.Extended.UI.Animation.FadeEffect" />, by settings its opacity. /// The minimum and maximum opacity values can be specified to precisely control the fade. /// You may also consider using <see cref="Sys.Extended.UI.Animation.FadeInAnimation" /> or /// <see cref="Sys.Extended.UI.Animation.FadeOutAnimation" /> if you know the only direction you /// are fading. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="effect" type="Sys.Extended.UI.Animation.FadeEffect" mayBeNull="true" optional="true"> /// Determine whether to fade the element in or fade the element out. The possible values are <code>FadeIn</code> /// and <code>FadeOut</code>. The default value is <code>FadeOut</code>. /// </param> /// <param name="minimumOpacity" type="Number" mayBeNull="true" optional="true"> /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0. /// </param> /// <param name="maximumOpacity" type="Number" mayBeNull="true" optional="true"> /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1. /// </param> /// <param name="forceLayoutInIE" type="Boolean" mayBeNull="true" optional="true"> /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>. /// This is obviously ignored when working in other browsers. /// </param> /// <animation>Fade</animation> $AA.FadeAnimation.initializeBase(this, [target, duration, fps]); this._effect = (effect !== undefined) ? effect : $AA.FadeEffect.FadeIn; this._max = (maximumOpacity !== undefined) ? maximumOpacity : 1; this._min = (minimumOpacity !== undefined) ? minimumOpacity : 0; this._start = this._min; this._end = this._max; this._layoutCreated = false; this._forceLayoutInIE = (forceLayoutInIE === undefined || forceLayoutInIE === null) ? true : forceLayoutInIE; this._currentTarget = null; this._resetOpacities(); } $AA.FadeAnimation.prototype = { _resetOpacities : function() { /// <summary> /// Set the starting and ending opacity values based on the effect (i.e. when we're fading /// in we go from <code>_min</code> to <code>_max</code>, but we go <code>_max</code> to /// <code>_min</code> when fading out) /// </summary> /// <returns /> if (this._effect == $AA.FadeEffect.FadeIn) { this._start = this._min; this._end = this._max; } else { this._start = this._max; this._end = this._min; } }, _createLayout : function() { /// <summary> /// Create a layout when using Internet Explorer (which entails setting a width and also /// a background color if it currently has neither) /// </summary> /// <returns /> var element = this._currentTarget; if (element) { this._originalWidth = $common.getCurrentStyle(element, 'width'); var originalHeight = $common.getCurrentStyle(element, 'height'); this._originalBackColor = $common.getCurrentStyle(element, 'backgroundColor'); if ((!this._originalWidth || this._originalWidth == '' || this._originalWidth == 'auto') && (!originalHeight || originalHeight == '' || originalHeight == 'auto')) { element.style.width = element.offsetWidth + 'px'; } if (!this._originalBackColor || this._originalBackColor == '' || this._originalBackColor == 'transparent' || this._originalBackColor == 'rgba(0, 0, 0, 0)') { element.style.backgroundColor = $common.getInheritedBackgroundColor(element); } this._layoutCreated = true; } }, onStart : function() { /// <summary> /// The <code>onStart</code> method is called just before the animation is played each time. /// </summary> /// <returns /> $AA.FadeAnimation.callBaseMethod(this, 'onStart'); this._currentTarget = this.get_target(); this.setValue(this._start); if (this._forceLayoutInIE && !this._layoutCreated && Sys.Browser.agent == Sys.Browser.InternetExplorer) { this._createLayout(); } }, getAnimatedValue : function(percentage) { /// <summary> /// Determine the current opacity after the given percentage of its duration has elapsed /// </summary> /// <param name="percentage" type="Number">Percentage of the animation already complete</param> /// <returns type="Number"> /// Current opacity after the given percentage of its duration has elapsed that will /// be passed to <code>setValue</code> /// </returns> return this.interpolate(this._start, this._end, percentage); }, setValue : function(value) { /// <summary> /// Set the current opacity of the element. /// </summary> /// <param name="value" type="Number"> /// Current opacity (as retreived from <code>getAnimatedValue</code>) /// </param> /// <returns /> /// <remarks> /// This method will be replaced by a dynamically generated function that requires no logic /// to determine whether it should use filters or the style's opacity. /// </remarks> if (this._currentTarget) { $common.setElementOpacity(this._currentTarget, value); } }, get_effect : function() { /// <value type="Sys.Extended.UI.Animation.FadeEffect"> /// Determine whether to fade the element in or fade the element out. The possible values are /// <code>FadeIn</code> and <code>FadeOut</code>. The default value is <code>FadeOut</code>. /// </value> return this._effect; }, set_effect : function(value) { value = this._getEnum(value, $AA.FadeEffect); if (this._effect != value) { this._effect = value; this._resetOpacities(); this.raisePropertyChanged('effect'); } }, get_minimumOpacity : function() { /// <value type="Number"> /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. /// The default value is 0. /// </value> return this._min; }, set_minimumOpacity : function(value) { value = this._getFloat(value); if (this._min != value) { this._min = value; this._resetOpacities(); this.raisePropertyChanged('minimumOpacity'); } }, get_maximumOpacity : function() { /// <value type="Number"> /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. /// The default value is 1. /// </value> return this._max; }, set_maximumOpacity : function(value) { value = this._getFloat(value); if (this._max != value) { this._max = value; this._resetOpacities(); this.raisePropertyChanged('maximumOpacity'); } }, get_forceLayoutInIE : function() { /// <value type="Boolean"> /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>. /// This is obviously ignored when working in other browsers. /// </value> return this._forceLayoutInIE; }, set_forceLayoutInIE : function(value) { value = this._getBoolean(value); if (this._forceLayoutInIE != value) { this._forceLayoutInIE = value; this.raisePropertyChanged('forceLayoutInIE'); } }, set_startValue : function(value) { /// <value type="Number"> /// Set the start value (so that child animations can set the current opacity as the start value when fading in or out) /// </value> value = this._getFloat(value); this._start = value; } } $AA.FadeAnimation.registerClass('Sys.Extended.UI.Animation.FadeAnimation', $AA.Animation); $AA.registerAnimation('fade', $AA.FadeAnimation); $AA.FadeInAnimation = function(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE) { /// <summary> /// The <code>FadeInAnimation</code> will fade the target in by moving from hidden to visible. /// It starts the animation the target's current opacity. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="minimumOpacity" type="Number" mayBeNull="true" optional="true"> /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0. /// </param> /// <param name="maximumOpacity" type="Number" mayBeNull="true" optional="true"> /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1. /// </param> /// <param name="forceLayoutInIE" type="Boolean" mayBeNull="true" optional="true"> /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>. /// This is obviously ignored when working in other browsers. /// </param> /// <animation>FadeIn</animation> $AA.FadeInAnimation.initializeBase(this, [target, duration, fps, $AA.FadeEffect.FadeIn, minimumOpacity, maximumOpacity, forceLayoutInIE]); } $AA.FadeInAnimation.prototype = { onStart : function() { /// <summary> /// The <code>onStart</code> method is called just before the animation is played each time. /// </summary> /// <returns /> $AA.FadeInAnimation.callBaseMethod(this, 'onStart'); if (this._currentTarget) { this.set_startValue($common.getElementOpacity(this._currentTarget)); } } } $AA.FadeInAnimation.registerClass('Sys.Extended.UI.Animation.FadeInAnimation', $AA.FadeAnimation); $AA.registerAnimation('fadeIn', $AA.FadeInAnimation); $AA.FadeOutAnimation = function(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE) { /// <summary> /// The FadeInAnimation will fade the element out by moving from visible to hidden. It starts the animation /// at the element's current opacity. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="minimumOpacity" type="Number" mayBeNull="true" optional="true"> /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0. /// </param> /// <param name="maximumOpacity" type="Number" mayBeNull="true" optional="true"> /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1. /// </param> /// <param name="forceLayoutInIE" type="Boolean" mayBeNull="true" optional="true"> /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>. /// This is obviously ignored when working in other browsers. /// </param> /// <animation>FadeOut</animation> $AA.FadeOutAnimation.initializeBase(this, [target, duration, fps, $AA.FadeEffect.FadeOut, minimumOpacity, maximumOpacity, forceLayoutInIE]); } $AA.FadeOutAnimation.prototype = { onStart : function() { /// <summary> /// The <code>onStart</code> method is called just before the animation is played each time. /// </summary> /// <returns /> $AA.FadeOutAnimation.callBaseMethod(this, 'onStart'); if (this._currentTarget) { this.set_startValue($common.getElementOpacity(this._currentTarget)); } } } $AA.FadeOutAnimation.registerClass('Sys.Extended.UI.Animation.FadeOutAnimation', $AA.FadeAnimation); $AA.registerAnimation('fadeOut', $AA.FadeOutAnimation); $AA.PulseAnimation = function(target, duration, fps, iterations, minimumOpacity, maximumOpacity, forceLayoutInIE) { /// <summary> /// The PulseAnimation fades an element in and our repeatedly to create a pulsating /// effect. The iterations determines how many pulses there will be (which defaults /// to three, but it will repeat infinitely if given zero or less). The duration /// property defines the duration of each fade in or fade out, not the duration of /// the animation as a whole. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="iterations" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of times to repeatedly play the sequence. If zero or less iterations are specified, the sequence /// will repeat forever. The default value is 1 iteration. /// </param> /// <param name="minimumOpacity" type="Number" mayBeNull="true" optional="true"> /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0. /// </param> /// <param name="maximumOpacity" type="Number" mayBeNull="true" optional="true"> /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1. /// </param> /// <param name="forceLayoutInIE" type="Boolean" mayBeNull="true" optional="true"> /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>. /// This is obviously ignored when working in other browsers. /// </param> /// <animation>Pulse</animation> $AA.PulseAnimation.initializeBase(this, [target, duration, fps, null, ((iterations !== undefined) ? iterations : 3)]); this._out = new $AA.FadeOutAnimation(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE); this.add(this._out); this._in = new $AA.FadeInAnimation(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE); this.add(this._in); } $AA.PulseAnimation.prototype = { get_minimumOpacity : function() { /// <value type="Number"> /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0. /// </value> return this._out.get_minimumOpacity(); }, set_minimumOpacity : function(value) { value = this._getFloat(value); this._out.set_minimumOpacity(value); this._in.set_minimumOpacity(value); this.raisePropertyChanged('minimumOpacity'); }, get_maximumOpacity : function() { /// <value type="Number"> /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1. /// </value> return this._out.get_maximumOpacity(); }, set_maximumOpacity : function(value) { value = this._getFloat(value); this._out.set_maximumOpacity(value); this._in.set_maximumOpacity(value); this.raisePropertyChanged('maximumOpacity'); }, get_forceLayoutInIE : function() { /// <value type="Boolean"> /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>. /// This is obviously ignored when working in other browsers. /// </value> return this._out.get_forceLayoutInIE(); }, set_forceLayoutInIE : function(value) { value = this._getBoolean(value); this._out.set_forceLayoutInIE(value); this._in.set_forceLayoutInIE(value); this.raisePropertyChanged('forceLayoutInIE'); }, set_duration : function(value) { /// <value type="Number"> /// Override the <code>duration</code> property /// </value> value = this._getFloat(value); $AA.PulseAnimation.callBaseMethod(this, 'set_duration', [value]); this._in.set_duration(value); this._out.set_duration(value); }, set_fps : function(value) { /// <value type="Number" integer="true"> /// Override the <code>fps</code> property /// </value> value = this._getInteger(value); $AA.PulseAnimation.callBaseMethod(this, 'set_fps', [value]); this._in.set_fps(value); this._out.set_fps(value); } } $AA.PulseAnimation.registerClass('Sys.Extended.UI.Animation.PulseAnimation', $AA.SequenceAnimation); $AA.registerAnimation('pulse', $AA.PulseAnimation); $AA.PropertyAnimation = function(target, duration, fps, property, propertyKey) { /// <summary> /// The <code>PropertyAnimation</code> is a useful base animation that will assign the value from /// <code>getAnimatedValue</code> to a specified <code>property</code>. You can provide the name of /// a <code>property</code> alongside an optional <code>propertyKey</code> (which indicates the value /// <code>property[propertyKey]</code>, like <code>style['backgroundColor']</code>). /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="property" type="String" mayBeNull="true" optional="true"> /// Property of the <code>target</code> element to set when animating /// </param> /// <param name="propertyKey" type="String" mayBeNull="true" optional="true"> /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color). /// </param> /// <animation>Property</animation> $AA.PropertyAnimation.initializeBase(this, [target, duration, fps]); this._property = property; this._propertyKey = propertyKey; this._currentTarget = null; } $AA.PropertyAnimation.prototype = { onStart : function() { /// <summary> /// The <code>onStart</code> method is called just before the animation is played each time. /// </summary> /// <returns /> $AA.PropertyAnimation.callBaseMethod(this, 'onStart'); this._currentTarget = this.get_target(); }, setValue : function(value) { /// <summary> /// Set the current value of the property /// </summary> /// <param name="value" type="Object" mayBeNull="true"> /// Value to assign /// </param> /// <returns /> var element = this._currentTarget; if (element && this._property && this._property.length > 0) { if (this._propertyKey && this._propertyKey.length > 0 && element[this._property]) { element[this._property][this._propertyKey] = value; } else { element[this._property] = value; } } }, getValue : function() { /// <summary> /// Get the current value from the property /// </summary> /// <returns type="Object" mayBeNull="true"> /// Current value of the property /// </returns> var element = this.get_target(); if (element && this._property && this._property.length > 0) { var property = element[this._property]; if (property) { if (this._propertyKey && this._propertyKey.length > 0) { return property[this._propertyKey]; } return property; } } return null; }, get_property : function() { /// <value type="String"> /// Property of the <code>target</code> element to set when animating /// </value> return this._property; }, set_property : function(value) { if (this._property != value) { this._property = value; this.raisePropertyChanged('property'); } }, get_propertyKey : function() { /// <value type="String" mayBeNull="true" optional="true"> /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color). /// </value> return this._propertyKey; }, set_propertyKey : function(value) { if (this._propertyKey != value) { this._propertyKey = value; this.raisePropertyChanged('propertyKey'); } } } $AA.PropertyAnimation.registerClass('Sys.Extended.UI.Animation.PropertyAnimation', $AA.Animation); $AA.registerAnimation('property', $AA.PropertyAnimation); $AA.DiscreteAnimation = function(target, duration, fps, property, propertyKey, values) { /// <summary> /// The <code>DiscreteAnimation</code> inherits from <see cref="Sys.Extended.UI.Animation.PropertyAnimation" /> /// and sets the value of the <code>property</code> to the elements in a provided array of <code>values</code>. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="property" type="String" mayBeNull="true" optional="true"> /// Property of the <code>target</code> element to set when animating /// </param> /// <param name="propertyKey" type="String" mayBeNull="true" optional="true"> /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color). /// </param> /// <param name="values" mayBeNull="true" optional="true" parameterArray="true" elementType="Object"> /// Array of possible values of the property that will be iterated over as the animation is played /// </param> /// <animation>Discrete</animation> $AA.DiscreteAnimation.initializeBase(this, [target, duration, fps, property, propertyKey]); this._values = (values && values.length) ? values : []; } $AA.DiscreteAnimation.prototype = { getAnimatedValue : function(percentage) { /// <summary> /// Assign the value whose index corresponds to the current percentage /// </summary> /// <param name="percentage" type="Number"> /// Percentage of the animation already complete /// </param> /// <returns type="Object"> /// State of the animation after the given percentage of its duration has elapsed that will /// be passed to <code>setValue</code> /// </returns> var index = Math.floor(this.interpolate(0, this._values.length - 1, percentage)); return this._values[index]; }, get_values : function() { /// <value parameterArray="true" elementType="Object"> /// Array of possible values of the property that will be iterated over as the animation is played /// </value> return this._values; }, set_values : function(value) { if (this._values != value) { this._values = value; this.raisePropertyChanged('values'); } } } $AA.DiscreteAnimation.registerClass('Sys.Extended.UI.Animation.DiscreteAnimation', $AA.PropertyAnimation); $AA.registerAnimation('discrete', $AA.DiscreteAnimation); $AA.InterpolatedAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue) { /// <summary> /// The <code>InterpolatedAnimation</code> assigns a range of values between <code>startValue</code> /// and <code>endValue</code> to the designated property. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="property" type="String" mayBeNull="true" optional="true"> /// Property of the <code>target</code> element to set when animating. The default value is 'style'. /// </param> /// <param name="propertyKey" type="String" mayBeNull="true" optional="true"> /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color). /// </param> /// <param name="startValue" type="Number" mayBeNull="true" optional="true"> /// Start of the range of values /// </param> /// <param name="endValue" type="Number" mayBeNull="true" optional="true"> /// End of the range of values /// </param> /// <animation>Interpolated</animation> $AA.InterpolatedAnimation.initializeBase(this, [target, duration, fps, ((property !== undefined) ? property : 'style'), propertyKey]); this._startValue = startValue; this._endValue = endValue; } $AA.InterpolatedAnimation.prototype = { get_startValue : function() { /// <value type="Number"> /// Start of the range of values /// </value> return this._startValue; }, set_startValue : function(value) { value = this._getFloat(value); if (this._startValue != value) { this._startValue = value; this.raisePropertyChanged('startValue'); } }, get_endValue : function() { /// <value type="Number"> /// End of the range of values /// </value> return this._endValue; }, set_endValue : function(value) { value = this._getFloat(value); if (this._endValue != value) { this._endValue = value; this.raisePropertyChanged('endValue'); } } } $AA.InterpolatedAnimation.registerClass('Sys.Extended.UI.Animation.InterpolatedAnimation', $AA.PropertyAnimation); $AA.registerAnimation('interpolated', $AA.InterpolatedAnimation); $AA.ColorAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue) { /// <summary> /// The <code>ColorAnimation</code> transitions the value of the <code>property</code> between /// two colors (although it does ignore the alpha channel). The colors must be 7-character hex strings /// (like <code>#246ACF</code>). /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="property" type="String" mayBeNull="true" optional="true"> /// Property of the <code>target</code> element to set when animating. The default value is 'style'. /// </param> /// <param name="propertyKey" type="String" mayBeNull="true" optional="true"> /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color). /// </param> /// <param name="startValue" type="String" mayBeNull="true" optional="true"> /// Start of the range of colors /// </param> /// <param name="endValue" type="String" mayBeNull="true" optional="true"> /// End of the range of colors /// </param> /// <animation>Color</animation> $AA.ColorAnimation.initializeBase(this, [target, duration, fps, property, propertyKey, startValue, endValue]); this._start = null; this._end = null; this._interpolateRed = false; this._interpolateGreen = false; this._interpolateBlue = false; } $AA.ColorAnimation.prototype = { onStart : function() { /// <summary> /// Determine which dimensions of color will be animated /// </summary> /// <returns /> $AA.ColorAnimation.callBaseMethod(this, 'onStart'); this._start = $AA.ColorAnimation.getRGB(this.get_startValue()); this._end = $AA.ColorAnimation.getRGB(this.get_endValue()); this._interpolateRed = (this._start.Red != this._end.Red); this._interpolateGreen = (this._start.Green != this._end.Green); this._interpolateBlue = (this._start.Blue != this._end.Blue); }, getAnimatedValue : function(percentage) { /// <summary> /// Get the interpolated color values /// </summary> /// <param name="percentage" type="Number"> /// Percentage of the animation already complete /// </param> /// <returns type="String"> /// Current color formatted as a 7-character hex string (like <code>#246ACF</code>). /// </returns> var r = this._start.Red; var g = this._start.Green; var b = this._start.Blue; if (this._interpolateRed) r = Math.round(this.interpolate(r, this._end.Red, percentage)); if (this._interpolateGreen) g = Math.round(this.interpolate(g, this._end.Green, percentage)); if (this._interpolateBlue) b = Math.round(this.interpolate(b, this._end.Blue, percentage)); return $AA.ColorAnimation.toColor(r, g, b); }, set_startValue : function(value) { /// <value type="String"> /// Starting color of the transition formatted as a 7-character hex string (like <code>#246ACF</code>). /// </value> if (this._startValue != value) { this._startValue = value; this.raisePropertyChanged('startValue'); } }, set_endValue : function(value) { /// <value type="String"> /// Ending color of the transition formatted as a 7-character hex string (like <code>#246ACF</code>). /// </value> if (this._endValue != value) { this._endValue = value; this.raisePropertyChanged('endValue'); } } } $AA.ColorAnimation.getRGB = function(color) { /// <summary> /// Convert the color to an RGB triplet /// </summary> /// <param name="color" type="String"> /// Color formatted as a 7-character hex string (like <code>#246ACF</code>) /// </param> /// <returns type="Object"> /// Object representing the color with <code>Red</code>, <code>Green</code>, and <code>Blue</code> properties. /// </returns> if (!color || color.length != 7) { throw String.format(Sys.Extended.UI.Resources.Animation_InvalidColor, color); } return { 'Red': parseInt(color.substr(1,2), 16), 'Green': parseInt(color.substr(3,2), 16), 'Blue': parseInt(color.substr(5,2), 16) }; } $AA.ColorAnimation.toColor = function(red, green, blue) { /// <summary> /// Convert an RBG triplet into a 7-character hex string (like <code>#246ACF</code>) /// </summary> /// <param name="red" type="Number" integer="true"> /// Value of the color's red dimension /// </param> /// <param name="green" type="Number" integer="true"> /// Value of the color's green dimension /// </param> /// <param name="blue" type="Number" integer="true"> /// Value of the color's blue dimension /// </param> /// <returns type="String"> /// Color as a 7-character hex string (like <code>#246ACF</code>) /// </returns> var r = red.toString(16); var g = green.toString(16); var b = blue.toString(16); if (r.length == 1) r = '0' + r; if (g.length == 1) g = '0' + g; if (b.length == 1) b = '0' + b; return '#' + r + g + b; } $AA.ColorAnimation.registerClass('Sys.Extended.UI.Animation.ColorAnimation', $AA.InterpolatedAnimation); $AA.registerAnimation('color', $AA.ColorAnimation); $AA.LengthAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue, unit) { /// <summary> /// The <code>LengthAnimation</code> is identical to <see cref="Sys.Extended.UI.Animation.InterpolatedAnimation" /> /// except it adds a <code>unit</code> to the value before assigning it to the <code>property</code>. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="property" type="String" mayBeNull="true" optional="true"> /// Property of the <code>target</code> element to set when animating. The default value is 'style'. /// </param> /// <param name="propertyKey" type="String" mayBeNull="true" optional="true"> /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color). /// </param> /// <param name="startValue" type="Number" mayBeNull="true" optional="true"> /// Start of the range of values /// </param> /// <param name="endValue" type="Number" mayBeNull="true" optional="true"> /// End of the range of values /// </param> /// <param name="unit" type="String" mayBeNull="true" optional="true"> /// Unit of the interpolated values. The default value is <code>'px'</code>. /// </param> /// <animation>Length</animation> $AA.LengthAnimation.initializeBase(this, [target, duration, fps, property, propertyKey, startValue, endValue]); this._unit = (unit != null) ? unit : 'px'; } $AA.LengthAnimation.prototype = { getAnimatedValue : function(percentage) { /// <summary> /// Get the interpolated length value /// </summary> /// <param name="percentage" type="Number"> /// Percentage of the animation already complete /// </param> /// <returns type="String"> /// Interpolated length /// </returns> var value = this.interpolate(this.get_startValue(), this.get_endValue(), percentage); return Math.round(value) + this._unit; }, get_unit : function() { /// <value type="String"> /// Unit of the interpolated values. The default value is <code>'px'</code>. /// </value> return this._unit; }, set_unit : function(value) { if (this._unit != value) { this._unit = value; this.raisePropertyChanged('unit'); } } } $AA.LengthAnimation.registerClass('Sys.Extended.UI.Animation.LengthAnimation', $AA.InterpolatedAnimation); $AA.registerAnimation('length', $AA.LengthAnimation); $AA.MoveAnimation = function(target, duration, fps, horizontal, vertical, relative, unit) { /// <summary> /// The <code>MoveAnimation</code> is used to move the <code>target</code> element. If the /// <code>relative</code> flag is set to <code>true</code>, then it treats the <code>horizontal</code> /// and <code>vertical</code> properties as offsets to move the element. If the <code>relative</code> /// flag is <code>false</code>, then it will treat the <code>horizontal</code> and <code>vertical</code> /// properties as coordinates on the page where the <code>target</code> element should be moved. It is /// important to note that the <code>target</code> must be positioned (i.e. <code>absolutely</code>) so /// that settings its <code>top</code>/<code>left<code> style attributes will change its location. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="horizontal" type="Number" mayBeNull="true" optional="true"> /// If <code>relative</code> is <code>true</code>, this is the offset to move horizontally. Otherwise this is the x /// coordinate on the page where the <code>target</code> should be moved. /// </param> /// <param name="vertical" type="Number" mayBeNull="true" optional="true"> /// If <code>relative</code> is <code>true</code>, this is the offset to move vertically. Otherwise this is the y /// coordinate on the page where the <code>target</code> should be moved. /// </param> /// <param name="relative" type="Boolean" mayBeNull="true" optional="true"> /// <code>true</code> if we are moving relative to the current position, <code>false</code> if we are moving absolutely /// </param> /// <param name="unit" type="String" mayBeNull="true" optional="true"> /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>. /// </param> /// <animation>Move</animation> $AA.MoveAnimation.initializeBase(this, [target, duration, fps, null]); this._horizontal = horizontal ? horizontal : 0; this._vertical = vertical ? vertical : 0; this._relative = (relative === undefined) ? true : relative; this._horizontalAnimation = new $AA.LengthAnimation(target, duration, fps, 'style', 'left', null, null, unit); this._verticalAnimation = new $AA.LengthAnimation(target, duration, fps, 'style', 'top', null, null, unit); this.add(this._verticalAnimation); this.add(this._horizontalAnimation); } $AA.MoveAnimation.prototype = { onStart : function() { /// <summary> /// Use the <code>target</code>'s current position as the starting point for the animation /// </summary> /// <returns /> $AA.MoveAnimation.callBaseMethod(this, 'onStart'); var element = this.get_target(); this._horizontalAnimation.set_startValue(element.offsetLeft); this._horizontalAnimation.set_endValue(this._relative ? element.offsetLeft + this._horizontal : this._horizontal); this._verticalAnimation.set_startValue(element.offsetTop); this._verticalAnimation.set_endValue(this._relative ? element.offsetTop + this._vertical : this._vertical); }, get_horizontal : function() { /// <value type="Number"> /// If <code>relative</code> is <code>true</code>, this is the offset to move horizontally. Otherwise this is the x /// coordinate on the page where the <code>target</code> should be moved. /// </value> return this._horizontal; }, set_horizontal : function(value) { value = this._getFloat(value); if (this._horizontal != value) { this._horizontal = value; this.raisePropertyChanged('horizontal'); } }, get_vertical : function() { /// <value type="Number"> /// If <code>relative</code> is <code>true</code>, this is the offset to move vertically. Otherwise this is the y /// coordinate on the page where the <code>target</code> should be moved. /// </value> return this._vertical; }, set_vertical : function(value) { value = this._getFloat(value); if (this._vertical != value) { this._vertical = value; this.raisePropertyChanged('vertical'); } }, get_relative : function() { /// <value type="Boolean"> /// <code>true</code> if we are moving relative to the current position, <code>false</code> if we are moving absolutely /// </value> return this._relative; }, set_relative : function(value) { value = this._getBoolean(value); if (this._relative != value) { this._relative = value; this.raisePropertyChanged('relative'); } }, get_unit : function() { /// <value type="String" mayBeNull="true"> /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>. /// </value> this._horizontalAnimation.get_unit(); }, set_unit : function(value) { var unit = this._horizontalAnimation.get_unit(); if (unit != value) { this._horizontalAnimation.set_unit(value); this._verticalAnimation.set_unit(value); this.raisePropertyChanged('unit'); } } } $AA.MoveAnimation.registerClass('Sys.Extended.UI.Animation.MoveAnimation', $AA.ParallelAnimation); $AA.registerAnimation('move', $AA.MoveAnimation); $AA.ResizeAnimation = function(target, duration, fps, width, height, unit) { /// <summary> /// The <code>ResizeAnimation</code> changes the size of the <code>target</code> from its /// current value to the specified <code>width</code> and <code>height</code>. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="width" type="Number" mayBeNull="true" optional="true"> /// New width of the <code>target</code> /// </param> /// <param name="height" type="Number" mayBeNull="true" optional="true"> /// New height of the <code>target</code> /// </param> /// <param name="unit" type="String" mayBeNull="true" optional="true"> /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>. /// </param> /// <animation>Resize</animation> $AA.ResizeAnimation.initializeBase(this, [target, duration, fps, null]); this._width = width; this._height = height; this._horizontalAnimation = new $AA.LengthAnimation(target, duration, fps, 'style', 'width', null, null, unit); this._verticalAnimation = new $AA.LengthAnimation(target, duration, fps, 'style', 'height', null, null, unit); this.add(this._horizontalAnimation); this.add(this._verticalAnimation); } $AA.ResizeAnimation.prototype = { onStart : function() { /// <summary> /// Use the <code>target</code>'s current size as the starting point for the animation /// </summary> /// <returns /> $AA.ResizeAnimation.callBaseMethod(this, 'onStart'); var element = this.get_target(); this._horizontalAnimation.set_startValue(element.offsetWidth); this._verticalAnimation.set_startValue(element.offsetHeight); this._horizontalAnimation.set_endValue((this._width !== null && this._width !== undefined) ? this._width : element.offsetWidth); this._verticalAnimation.set_endValue((this._height !== null && this._height !== undefined) ? this._height : element.offsetHeight); }, get_width : function() { /// <value type="Number"> /// New width of the <code>target</code> /// </value> return this._width; }, set_width : function(value) { value = this._getFloat(value); if (this._width != value) { this._width = value; this.raisePropertyChanged('width'); } }, get_height : function() { /// <value type="Number"> /// New height of the <code>target</code> /// </value> return this._height; }, set_height : function(value) { value = this._getFloat(value); if (this._height != value) { this._height = value; this.raisePropertyChanged('height'); } }, get_unit : function() { /// <value type="String"> /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>. /// </value> this._horizontalAnimation.get_unit(); }, set_unit : function(value) { var unit = this._horizontalAnimation.get_unit(); if (unit != value) { this._horizontalAnimation.set_unit(value); this._verticalAnimation.set_unit(value); this.raisePropertyChanged('unit'); } } } $AA.ResizeAnimation.registerClass('Sys.Extended.UI.Animation.ResizeAnimation', $AA.ParallelAnimation); $AA.registerAnimation('resize', $AA.ResizeAnimation); $AA.ScaleAnimation = function(target, duration, fps, scaleFactor, unit, center, scaleFont, fontUnit) { /// <summary> /// The <code>ScaleAnimation</code> scales the size of the <code>target</code> element by the given <code>scaleFactor</code> /// (i.e. a <code>scaleFactor</code> of <code>.5</code> will shrink it in half and a <code>scaleFactor</code> of <code>2.0</code> /// will double it). If <code>scaleFont</code> is <code>true</code>, the size of the font will also scale with the element. If /// <code>center</code> is <code>true</code>, then the element's center will not move as it is scaled. It is important to note that /// the target must be positioned (i.e. absolutely) so that setting its <code>top</code>/<code>left</code> properties will change /// its location in order for <code>center</code> to have an effect. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 1. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="scaleFactor" type="Number" mayBeNull="true" optional="true"> /// The amount to scale the <code>target</code> (a <code>scaleFactor</code> of <code>.5</code> will /// shrink it in half and a <code>scaleFactor</code> of <code>2.0</code> will double it). The default value is /// <code>1</code>, which does no scaling. /// </param> /// <param name="unit" type="String" mayBeNull="true" optional="true"> /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>. /// </param> /// <param name="center" type="Boolean" mayBeNull="true" optional="true"> /// Whether the <code>target</code> should stay centered while scaling /// </param> /// <param name="scaleFont" type="Boolean" mayBeNull="true" optional="true"> /// Whether the font should be scaled along with the size /// </param> /// <param name="fontUnit" type="String" mayBeNull="true" optional="true"> /// Unit of the font, which is only used if <code>scaleFont</code> is <code>true</code>. /// The default value is <code>'pt'</code>. /// </param> /// <animation>Scale</animation> $AA.ScaleAnimation.initializeBase(this, [target, duration, fps]); this._scaleFactor = (scaleFactor !== undefined) ? scaleFactor : 1; this._unit = (unit !== undefined) ? unit : 'px'; this._center = center; this._scaleFont = scaleFont; this._fontUnit = (fontUnit !== undefined) ? fontUnit : 'pt'; this._element = null; this._initialHeight = null; this._initialWidth = null; this._initialTop = null; this._initialLeft = null; this._initialFontSize = null; } $AA.ScaleAnimation.prototype = { getAnimatedValue : function(percentage) { /// <summary> /// Get the amount to scale the <code>target</code> /// </summary> /// <param name="percentage" type="Number"> /// Percentage of the animation already complete /// </param> /// <returns type="Number"> /// Percentage to scale the <code>target</code> /// </returns> return this.interpolate(1.0, this._scaleFactor, percentage); }, onStart : function() { /// <summary> /// Cache the initial size because it will be used to determine how much to scale the element at each step of the animation /// </summary> /// <returns /> $AA.ScaleAnimation.callBaseMethod(this, 'onStart'); this._element = this.get_target(); if (this._element) { this._initialHeight = this._element.offsetHeight; this._initialWidth = this._element.offsetWidth; if (this._center) { this._initialTop = this._element.offsetTop; this._initialLeft = this._element.offsetLeft; } if (this._scaleFont) { this._initialFontSize = parseFloat( $common.getCurrentStyle(this._element, 'fontSize')); } } }, setValue : function(scale) { /// <summary> /// Scale the <code>target</code> by the given percentage /// </summary> /// <param name="scale" type="Number"> /// Percentage to scale the <code>target</code> /// </param> /// <returns /> if (this._element) { var width = Math.round(this._initialWidth * scale); var height = Math.round(this._initialHeight * scale); this._element.style.width = width + this._unit; this._element.style.height = height + this._unit; if (this._center) { this._element.style.top = (this._initialTop + Math.round((this._initialHeight - height) / 2)) + this._unit; this._element.style.left = (this._initialLeft + Math.round((this._initialWidth - width) / 2)) + this._unit; } if (this._scaleFont) { var size = this._initialFontSize * scale; if (this._fontUnit == 'px' || this._fontUnit == 'pt') { size = Math.round(size); } this._element.style.fontSize = size + this._fontUnit; } } }, onEnd : function() { /// <summary> /// Wipe the cached values after the animation completes /// </summary> /// <returns /> this._element = null; this._initialHeight = null; this._initialWidth = null; this._initialTop = null; this._initialLeft = null; this._initialFontSize = null; $AA.ScaleAnimation.callBaseMethod(this, 'onEnd'); }, get_scaleFactor : function() { /// <value type="Number"> /// The amount to scale the <code>target</code> (a <code>scaleFactor</code> of <code>.5</code> will /// shrink it in half and a <code>scaleFactor</code> of <code>2.0</code> will double it). The default value is /// <code>1</code>, which does no scaling. /// </value> return this._scaleFactor; }, set_scaleFactor : function(value) { value = this._getFloat(value); if (this._scaleFactor != value) { this._scaleFactor = value; this.raisePropertyChanged('scaleFactor'); } }, get_unit : function() { /// <value type="String"> /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>. /// </value> return this._unit; }, set_unit : function(value) { if (this._unit != value) { this._unit = value; this.raisePropertyChanged('unit'); } }, get_center : function() { /// <value type="Boolean"> /// Whether the <code>target</code> should stay centered while scaling /// </value> return this._center; }, set_center : function(value) { value = this._getBoolean(value); if (this._center != value) { this._center = value; this.raisePropertyChanged('center'); } }, get_scaleFont : function() { /// <value type="Boolean"> /// Whether the font should be scaled along with the size /// </value> return this._scaleFont; }, set_scaleFont : function(value) { value = this._getBoolean(value); if (this._scaleFont != value) { this._scaleFont = value; this.raisePropertyChanged('scaleFont'); } }, get_fontUnit : function() { /// <value type="String"> /// Unit of the font, which is only used if <code>scaleFont</code> is <code>true</code>. /// The default value is <code>'pt'</code>. /// </value> return this._fontUnit; }, set_fontUnit : function(value) { if (this._fontUnit != value) { this._fontUnit = value; this.raisePropertyChanged('fontUnit'); } } } $AA.ScaleAnimation.registerClass('Sys.Extended.UI.Animation.ScaleAnimation', $AA.Animation); $AA.registerAnimation('scale', $AA.ScaleAnimation); $AA.Action = function(target, duration, fps) { /// <summary> /// <code>Action</code> is a base class for all "non-animating" animations that provides empty implementations /// for abstract methods and adds a <code>doAction</code> method that will be called to perform the action's /// operation. While regular animations perform an operation in a sequence of small steps spread over an interval, /// the actions perform a single operation instantaneously. By default, all actions have a <code>duration</code> /// of zero. The actions are very useful for defining complex animations. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 0. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <animation>Action</animation> $AA.Action.initializeBase(this, [target, duration, fps]); if (duration === undefined) { this.set_duration(0); } } $AA.Action.prototype = { onEnd : function() { /// <summary> /// Call the <code>doAction</code> method when the animation completes /// </summary> /// <returns /> this.doAction(); $AA.Action.callBaseMethod(this, 'onEnd'); }, doAction : function() { /// <summary> /// The <code>doAction</code> method must be implemented by all actions /// </summary> /// <returns /> throw Error.notImplemented(); }, getAnimatedValue : function() { /// <summary> /// Empty implementation of required abstract method /// </summary> }, setValue : function() { /// <summary> /// Empty implementation of required abstract method /// </summary> } } $AA.Action.registerClass('Sys.Extended.UI.Animation.Action', $AA.Animation); $AA.registerAnimation('action', $AA.Action); $AA.EnableAction = function(target, duration, fps, enabled) { /// <summary> /// The <code>EnableAction</code> changes whether or not the <code>target</code> is disabled. /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 0. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="enabled" type="Boolean" mayBeNull="true" optional="true"> /// Whether or not the <code>target</code> is disabled. The default value is <code>true</code>. /// </param> /// <animation>EnableAction</animation> $AA.EnableAction.initializeBase(this, [target, duration, fps]); this._enabled = (enabled !== undefined) ? enabled : true; } $AA.EnableAction.prototype = { doAction : function() { /// <summary> /// Set the enabled property of the <code>target</code> /// </summary> /// <returns /> var element = this.get_target(); if (element) { element.disabled = !this._enabled; } }, get_enabled : function() { /// <value type="Boolean"> /// Whether or not the <code>target</code> is disabled. The default value is <code>true</code>. /// </value> return this._enabled; }, set_enabled : function(value) { value = this._getBoolean(value); if (this._enabled != value) { this._enabled = value; this.raisePropertyChanged('enabled'); } } } $AA.EnableAction.registerClass('Sys.Extended.UI.Animation.EnableAction', $AA.Action); $AA.registerAnimation('enableAction', $AA.EnableAction); $AA.HideAction = function(target, duration, fps, visible) { /// <summary> /// The <code>HideAction</code> simply hides the <code>target</code> from view /// (by setting its style's <code>display</code> attribute to <code>'none'</code>) /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 0. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="visible" type="Boolean" mayBeNull="False"> /// True to show the target, false to hide it. The default value is false. /// </param> /// <animation>HideAction</animation> $AA.HideAction.initializeBase(this, [target, duration, fps]); this._visible = visible; } $AA.HideAction.prototype = { doAction : function() { /// <summary> /// Hide the <code>target</code> /// </summary> /// <returns /> var element = this.get_target(); if (element) { $common.setVisible(element, this._visible); } }, get_visible : function() { /// <value type="Boolean" mayBeNull="False"> /// True to show the target, false to hide it. The default value is false. /// </value> return this._visible; }, set_visible : function(value) { if (this._visible != value) { this._visible = value; this.raisePropertyChanged('visible'); } } } $AA.HideAction.registerClass('Sys.Extended.UI.Animation.HideAction', $AA.Action); $AA.registerAnimation('hideAction', $AA.HideAction); $AA.StyleAction = function(target, duration, fps, attribute, value) { /// <summary> /// The <code>StyleAction<code> is used to set a particular <code>attribute</code> of the <code>target</code>'s style /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 0. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="attribute" type="String" mayBeNull="true" optional="true"> /// Style attribute to set (this must be in a JavaScript friendly format, i.e. <code>backgroundColor</code> /// instead of <code>background-color</code>) /// </param> /// <param name="value" type="String" mayBeNull="true" optional="true"> /// Value to set the <code>attribute</code> /// </param> /// <animation>StyleAction</animation> $AA.StyleAction.initializeBase(this, [target, duration, fps]); this._attribute = attribute; this._value = value; } $AA.StyleAction.prototype = { doAction : function() { /// <summary> /// Assign the <code>value</code> to the style's <code>attribute</code> /// </summary> /// <returns /> var element = this.get_target(); if (element) { element.style[this._attribute] = this._value; } }, get_attribute : function() { /// <value type="String"> /// Style attribute to set (this must be in a JavaScript friendly format, i.e. <code>backgroundColor</code> /// instead of <code>background-color</code>) /// </value> return this._attribute; }, set_attribute : function(value) { if (this._attribute != value) { this._attribute = value; this.raisePropertyChanged('attribute'); } }, get_value : function() { /// <value type="String"> /// Value to set the <code>attribute</code> /// </value> return this._value; }, set_value : function(value) { if (this._value != value) { this._value = value; this.raisePropertyChanged('value'); } } } $AA.StyleAction.registerClass('Sys.Extended.UI.Animation.StyleAction', $AA.Action); $AA.registerAnimation('styleAction', $AA.StyleAction); $AA.OpacityAction = function(target, duration, fps, opacity) { /// <summary> /// <code>OpacityAction</code> allows you to set the <code>opacity</code> of the <code>target</code> /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 0. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="opacity" type="Number" mayBeNull="true" optional="true"> /// Opacity to set the <code>target</code> /// </param> /// <animation>OpacityAction</animation> $AA.OpacityAction.initializeBase(this, [target, duration, fps]); this._opacity = opacity; } $AA.OpacityAction.prototype = { doAction : function() { /// <summary> /// Set the opacity /// </summary> /// <returns /> var element = this.get_target(); if (element) { $common.setElementOpacity(element, this._opacity); } }, get_opacity : function() { /// <value type="Number"> /// Opacity to set the <code>target</code> /// </value> return this._opacity; }, set_opacity : function(value) { value = this._getFloat(value); if (this._opacity != value) { this._opacity = value; this.raisePropertyChanged('opacity'); } } } $AA.OpacityAction.registerClass('Sys.Extended.UI.Animation.OpacityAction', $AA.Action); $AA.registerAnimation('opacityAction', $AA.OpacityAction); $AA.ScriptAction = function(target, duration, fps, script) { /// <summary> /// The <code>ScriptAction</code> is used to execute arbitrary JavaScript /// </summary> /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true"> /// Target of the animation /// </param> /// <param name="duration" type="Number" mayBeNull="true" optional="true"> /// Length of the animation in seconds. The default is 0. /// </param> /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true"> /// Number of steps per second. The default is 25. /// </param> /// <param name="script" type="String" mayBeNull="true" optional="true"> /// JavaScript to execute /// </param> /// <animation>ScriptAction</animation> $AA.ScriptAction.initializeBase(this, [target, duration, fps]); this._script = script; } $AA.ScriptAction.prototype = { doAction : function() { /// <summary> /// Execute the script /// </summary> /// <returns /> try { eval(this._script); } catch (ex) { } }, get_script : function() { /// <value type="String"> /// JavaScript to execute /// </value> return this._script; }, set_script : function(value) { if (this._script != value) { this._script = value; this.raisePropertyChanged('script'); } } } $AA.ScriptAction.registerClass('Sys.Extended.UI.Animation.ScriptAction', $AA.Action); $AA.registerAnimation('scriptAction', $AA.ScriptAction); } // execute if (window.Sys && Sys.loader) { Sys.loader.registerScript(scriptName, ["ExtendedCommon", "ExtendedTimer"], execute); } else { execute(); } })(); var $AA;