* TODO 前回位置からの継続\r
* TODO scrollLeft, scrollTop\r
*/\r
-Node.prototype[ 'animate' ] = function( start, dest, duration, easing, wait ){\r
+/**\r
+ * GPU サポートの効いたアニメーションの設定 X.Event.ANIME_START, X.Event.ANIME_END, X.Event.GPU_RELEASED\r
+ * \r
+ * @alias Node.prototype.animate\r
+ * @param {object} start { x : 0, y : 0, opacity : 1 }\r
+ * @param {object} dest { x : 100, y : 100, opacity : 0 }\r
+ * @param {number=} duartion アニメーション時間 ms\r
+ * @param {string=} easing 'quadratic', 'circular', 'back', 'bounce', 'elastic'\r
+ * @param {number=} wait GPU レイヤーの遅延解除 ms\r
+ * @return {Node} メソッドチェーン\r
+ */\r
+function X_Node_animate( start, dest, duration, easing, wait ){\r
var isNew = !this[ '_anime' ],\r
obj = this[ '_anime' ] || ( this[ '_anime' ] = {} );\r
\r
return this;\r
};\r
\r
-Node.prototype[ 'stop' ] = function(){\r
+/**\r
+ * アニメーションの停止。\r
+ * @alias Node.prototype.stop\r
+ * @return {Node} メソッドチェーン\r
+ */\r
+function X_Node_stop(){\r
var obj = this[ '_anime' ];\r
\r
if( !obj ) return this;\r
function X_Node_Anime_detectAnimationLayers(){\r
var i = X_Node_ANIMATIONS.length,\r
l = i,\r
- j, xnode, parent, hasGPUChild, remove;\r
+ j, xnode, parent, _xnode, hasGPUChild, remove;\r
\r
for( ; i; ){\r
xnode = X_Node_ANIMATIONS[ --i ];\r
if( !this[ '_anime' ] || this[ '_anime' ].phase !== 2 ){\r
// ここで return してしまうと、view の更新イベント待ちの場合、アニメが止まる\r
X_Node_Anime_reserved && !X_Node_Anime_updateTimerID && !X_Node_updateTimerID && X_Node_Anime_reserveUpdate( X_Node_Anime_reserved = false );\r
- return X_Callback_PREVENT_DEFAULT | X_Callback_STOP_PROPAGATION;\r
+ return X_CALLBACK_PREVENT_DEFAULT | X_CALLBACK_STOP_PROPAGATION;\r
};\r
\r
this[ '_anime' ].phase = 3;\r
// win+Gecko は不可\r
X_Node_Anime_updateAnimations( 0, X_Node_updateOnTransitionEnd );\r
\r
- return X_Callback_PREVENT_DEFAULT | X_Callback_STOP_PROPAGATION;\r
+ return X_CALLBACK_PREVENT_DEFAULT | X_CALLBACK_STOP_PROPAGATION;\r
};\r
\r
function X_Node_Anime_releaseGPULayer(){\r
\r
if( X_Node_Anime_translateZ ){\r
if( useGPU ){\r
- if( xnode[ '_flags' ] & X_Node_State.GPU_RELEASE_RESERVED ){\r
+ if( xnode[ '_flags' ] & X_NodeFlags_GPU_RELEASE_RESERVED ){\r
xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
- xnode[ '_flags' ] |= X_Node_State.GPU_NOW;\r
+ xnode[ '_flags' ] |= X_NodeFlags_GPU_NOW;\r
} else\r
- if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){\r
+ if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){\r
} else {\r
xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
- xnode[ '_flags' ] |= X_Node_State.GPU_RESERVED;\r
+ xnode[ '_flags' ] |= X_NodeFlags_GPU_RESERVED;\r
};\r
} else {\r
- if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){\r
+ if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){\r
xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
- xnode[ '_flags' ] |= X_Node_State.GPU_RELEASE_RESERVED; \r
+ xnode[ '_flags' ] |= X_NodeFlags_GPU_RELEASE_RESERVED; \r
} else\r
- if( xnode[ '_flags' ] & X_Node_State.GPU_RESERVED ){\r
+ if( xnode[ '_flags' ] & X_NodeFlags_GPU_RESERVED ){\r
xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
};\r
}; \r