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