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Version 0.6.214, bug fixes X.KB.
[pettanr/clientJs.git] / 0.6.x / js / 02_dom / 10_XNodeAnime.js
index 3913195..2c877f2 100644 (file)
 \r
-var\r
-       ease = {\r
-               'quadratic' : {\r
-                       style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)',\r
-                       fn: function (k) {\r
-                               return k * ( 2 - k );\r
-                       }\r
-               },\r
-               'circular' : {\r
-                       style: 'cubic-bezier(0.1, 0.57, 0.1, 1)',       // Not properly "circular" but this looks better, it should be (0.075, 0.82, 0.165, 1)\r
-                       fn: function (k) {\r
-                               return Math.sqrt( 1 - ( --k * k ) );\r
-                       }\r
-               },\r
-               'back' : {\r
-                       style: 'cubic-bezier(0.175, 0.885, 0.32, 1.275)',\r
-                       fn: function (k) {\r
-                               var b = 4;\r
-                               return ( k = k - 1 ) * k * ( ( b + 1 ) * k + b ) + 1;\r
-                       }\r
-               },\r
-               'bounce' : {\r
-                       style: '',\r
-                       fn: function (k) {\r
-                               if ( ( k /= 1 ) < ( 1 / 2.75 ) ) {\r
-                                       return 7.5625 * k * k;\r
-                               } else if ( k < ( 2 / 2.75 ) ) {\r
-                                       return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;\r
-                               } else if ( k < ( 2.5 / 2.75 ) ) {\r
-                                       return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;\r
-                               } else {\r
-                                       return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;\r
-                               }\r
-                       }\r
-               },\r
-               'elastic' : {\r
-                       style: '',\r
-                       fn: function (k) {\r
-                               var f = 0.22,\r
-                                       e = 0.4;\r
-\r
-                               if ( k === 0 ) { return 0; }\r
-                               if ( k == 1 ) { return 1; }\r
-\r
-                               return ( e * Math.pow( 2, - 10 * k ) * Math.sin( ( k - f / 4 ) * ( 2 * Math.PI ) / f ) + 1 );\r
-                       }\r
-               }\r
-       };\r
-               \r
-// 新規アニメーションが追加された場合、\r
-// tree が dirty なら AFTER_COMMIT を待つ\r
-// 1) xnode の既存アニメーションとの親子関係の調査\r
-// 親なら -> 既存アニメーションの GPU レイヤー解除\r
-// 子なら -> GPU レイヤーを設定しない\r
-// 2) 目標座標のセット\r
-// 3) アニメーション完了後も GPU レイヤーはしばらく解除しない スクロール等の連続アニメーション時に GPU 転送時間で画面ががたつくから\r
-// アニメ中の remove\r
-\r
-var X_Node_ANIMATIONS            = [],\r
-       X_Node_Anime_reserved        = false,\r
-       X_Node_Anime_updateTimerID   = 0,\r
-       X_Node_Anime_needsDetection  = false,\r
-       X_Node_Anime_onTransition    = false,\r
+var X_NodeAnime_QUEUE           = [],\r
+       X_NodeAnime_uid             = 0,\r
+       X_NodeAnime_reserved        = false,\r
+       X_NodeAnime_updateTimerID   = 0,\r
+       X_NodeAnime_needsDetection  = false,\r
+       \r
+       X_NodeAnime_hasTransform    = !!X_Node_CSS_VENDER_PREFIX[ 'transform' ],\r
+       \r
+       X_NodeAnime_hasDXTransform  = 5.5 <= X_UA[ 'IE' ] && X_UA[ 'IE' ] < 9 && X_UA[ 'ActiveX' ], // IEHost が 11 の場合不可\r
        \r
-       X_Node_Anime_hasTransform    = !!X_Node_CSS_VENDER_PREFIX[ 'transform' ],\r
        /* Opera mobile で  translateZ(0) が有効だと XY が 0 0 になる */\r
-       /* GPUレイヤーにいる間に要素のコンテンツを変更をすると transitionend が動かなくなるっぽい Mac safari と firefox, 手当てが済むまでここは常に false */\r
-       X_Node_Anime_translateZ      = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] && !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] ? ' translateZ(0)' : '',\r
-       /* Opera12(XP,8.1) 切った方がスムース, win Safari3 で、たまに動作が止まってしまう、、、 */\r
-       X_Node_Anime_hasTransition   = !!X_Node_CSS_VENDER_PREFIX[ 'transitionDelay' ] && !X_UA[ 'Opera' ], // && !( X_UA[ 'Webkit' ]  <= 528.16 ),\r
-       X_Node_Anime_transitionProps = X_Node_Anime_hasTransform ? X_Node_CSS_VENDER_PREFIX[ 'transform' ] : 'left,top',\r
-       // transitionEnd イベント中に要素の更新( X_Node_startUpdate() )ができるか?\r
-       // iOS3+4 では可能、iOS6.1.5 で不可。TODO iOS5 及び他の環境で調査。ダメな場合、anime.html が正しく描画されない。\r
-       X_Node_updateOnTransitionEnd = false; //X_UA[ 'iOS' ] < 6;\r
-\r
-// gpu化だけ transformX , willChange\r
-// 終了位置の変更\r
-// 中断\r
+       /* GPUレイヤーにいる間に要素のコンテンツを変更をすると transitionend が動かなくなるっぽい Mac safari と firefox */\r
+       X_NodeAnime_translateZ      = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] &&\r
+                                                                       !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] &&\r
+                                                                       !( X_UA[ 'IE' ] === 11 ) && !( X_UA[ 'IEHost' ] === 11 ) ? ' translateZ(0)' : '',\r
 \r
 /*\r
- * TODO : DX Anime\r
- * TODO : scale,  ActiveX transform, zoom, fontSizeScale\r
- * TODO : rotate, ActiveX transform -> 位置補正のために size 情報が必要なので、commitUpdate 後に計算して適用\r
- * TODO : matrix\r
- * TODO : skew\r
- * TODO : filter\r
- * TODO 前回位置からの継続\r
- * TODO scrollLeft, scrollTop\r
+ * phase:\r
+ *  0: アニメーション無\r
+ *  1: 登録されたばかり\r
+ *  2: 準待機\r
+ *  3: 後続待機\r
+ *  4: 強制停止(GPU転送予約)\r
+ *  5: GPU解除待ち\r
+ *  6: 開始可能\r
+ *  7: アニメーション中\r
  */\r
-Node.prototype[ 'animate' ] = function( start, dest, duration, easing, wait ){\r
-       var isNew = !this[ '_anime' ],\r
-               obj   = this[ '_anime' ] || ( this[ '_anime' ] = {} );\r
-       \r
-       obj.duration  = 0 <= duration && X_Type_isFinite( duration ) ? duration : 500;\r
-       obj.easing    = ease[ easing ] || ease[ 'circular' ];\r
-       // 現在 GPUレイヤーのtop になっているか?将来については phase で判定\r
-       obj.gpuParent = obj.gpuParent || false;\r
-       obj.phase     = duration === 0 ? 9 : obj.phase === 9 ? 9 : 0; //\r
-       obj.wait      = X_Type_isFinite( wait ) ? wait : 1000;\r
-               \r
-       obj.startTime = X_Timer_now();\r
-       obj.startX    = ( start.x || start.x === 0 ) ? start.x : obj.x || NaN;\r
-       obj.startY    = ( start.y || start.y === 0 ) ? start.y : obj.y || NaN;\r
-       obj.startA    = 0 <= start.opacity && start.opacity <= 1 ? start.opacity : obj.a || 1;\r
-       \r
-       obj.destTime  = obj.startTime + obj.duration;\r
-       obj.destX     = ( dest.x || dest.x === 0 ) ? dest.x : obj.destX || NaN;\r
-       obj.destY     = ( dest.y || dest.y === 0 ) ? dest.y : obj.destY || NaN;\r
-       obj.destA     = 0 <= dest.opacity && dest.opacity <= 1 ? dest.opacity : obj.destA || 1;\r
-\r
-       X_Node_ANIMATIONS.indexOf( this ) === -1 &&\r
-               ( X_Node_ANIMATIONS[ X_Node_ANIMATIONS.length ] = this );\r
 \r
+       X_NODE_ANIME_RESET = 1,\r
+       X_NODE_ANIME_STAY_GPU = 2,\r
        \r
-       if( X_Node_Anime_onTransition ) return this;\r
+       X_NodeAnime_DEFAULT = {\r
+               x        : NaN,\r
+               y        : NaN,\r
+               toX      : NaN,\r
+               toY      : NaN,\r
+               fromX    : NaN,\r
+               fromY    : NaN,\r
+               rotate   : NaN, fromRotate   : NaN, toRotate   : NaN,\r
+               skewX    : NaN, fromSkewX    : NaN, toSkewX    : NaN,\r
+               skewY    : NaN, fromSkewY    : NaN, toSkewY    : NaN,\r
+               scaleX   : 1,   fromScaleX   : 1,   toScaleX   : 1,\r
+               scaleY   : 1,   fromScaleY   : 1,   toScaleY   : 1,\r
+               alpha    : NaN,\r
+               scrollX  : NaN, fromScrollX  : NaN, toScrollX  : NaN,\r
+               scrollY  : NaN, fromScrollY  : NaN, toScrollY  : NaN //,\r
+               //doScroll : false//,\r
+               //duration : 0\r
+               //phase, lazyRelease, easing, follower, releaseNow, inited, progress, fallback\r
+               // fromTime, toTime\r
+       };\r
 \r
-       if( X_Node_Anime_hasTransition ){\r
-               \r
-               if( obj.gpuTimerID ){\r
-                       X_Timer_remove( obj.gpuTimerID );\r
-                       delete obj.gpuTimerID;\r
-               };              \r
-               \r
-               X_Node_Anime_needsDetection = true;\r
-               \r
-               X_Node_Anime_reserveUpdate( true );\r
-       } else {\r
-               if( !X_Node_Anime_reserved ){\r
-                       X_Node_Anime_reserved = true;\r
-                       if( X_Node_updateTimerID ){\r
-                               X_System[ 'listen' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-                               X_Node_Anime_updateTimerID && X_Timer_cancelFrame( X_Node_Anime_updateTimerID );\r
-                               X_Node_Anime_updateTimerID = 0;\r
-                       } else {\r
-                               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-                               X_Node_Anime_updateTimerID = X_Timer_requestFrame( X_Node_Anime_updateAnimationsNoTransition );\r
-                       };\r
-               };\r
+/**\r
+ * GPU サポートの効いたアニメーションの設定\r
+ * <a href="https://outcloud.blogspot.jp/2015/12/pettanR-Node-Anime.html">ぺったんRフレームワークのアニメーションメソッド</a>\r
+ * @alias Node.prototype.animate\r
+ * @param {object} obj\r
+ * @return {Node} メソッドチェーン\r
+ * @example\r
+ * xnode.animate{\r
+ *      from       : {\r
+ *         x       : num,\r
+ *      y       : num,\r
+ *      opacity : 0.0, //~1.0\r
+ *      rotate  : deg,\r
+ *      skew    : deg,\r
+ *      skewX   : deg,\r
+ *      skewY   : deg,\r
+ *      scale   : num,\r
+ *      scaleX  : num,\r
+ *      scaleY  : num,\r
+ *      scrollX : num,\r
+ *      scrollY : num\r
+ *    },\r
+ *   to          : {}, // from と同じ\r
+ *   duration    : ms,\r
+ *   lazyRelease : ms,\r
+ *   easing      : 'quadratic', // function, 'circular', 'back', 'bounce', 'elastic'\r
+ *   fallback    : bitFlag // 16:DXTransform, 8:css-p, 4:zoom(s) > 2:fontSize(s) > 1:width&height(vh,s)\r
+ *   ** tree にいなくてもアニメーションを行いイベントを発生\r
+ *   ** SVG transfrom\r
+ *   fallbackWidth, fallbackHeight, transformOrigin( 0.5, 0.5 )\r
+ * }\r
+ */\r
+function X_Node_animate( obj ){\r
+       var list        = X_NodeAnime_QUEUE,\r
+               from        = obj[ 'from' ] || {},\r
+               dest        = obj[ 'to' ]   || {},\r
+               duration    = obj[ 'duration' ],\r
+               lazyRelease = obj[ 'lazyRelease' ],\r
+               easing      = obj[ 'easing' ],\r
+               fallback    = obj[ 'fallback' ],\r
+               a, sameRate;\r
                \r
-               isNew && this[ 'dispatch' ]( { type : X_EVENT_ANIME_START, 'gpu' : false } );\r
-       };\r
+       obj = this[ '_anime' ];\r
        \r
-       // console.log( 'animate() ' + this[ '_id' ] + ' y:' + obj.startY + ' > ' + obj.destY + ' d:' + obj.duration );\r
+       if( !( this[ '_flags' ] & X_NodeFlags_IN_TREE ) ){\r
+               alert( '@animate 要素はツリーに追加されていません!' );\r
+               // それでもアニメーションしてタイマー代わりにするとか、、、?\r
+               return this;\r
+       };\r
        \r
-       return this;\r
-};\r
+       if( !obj ){\r
+               this[ '_anime' ] = obj = X_Object_copy( X_NodeAnime_DEFAULT );\r
+               a = this[ '_css' ] && parseFloat( this[ '_css' ].opacity );\r
+               if( 0 <= a ) obj.alpha = a;\r
+       };\r
+               \r
+// form :\r
+       obj.fromX       = obj.x       = X_NodeAnime_getFinite( from[ 'x' ],       obj.x );\r
+       obj.fromY       = obj.y       = X_NodeAnime_getFinite( from[ 'y' ],       obj.y );\r
+       obj.fromRotate  = obj.rotate  = X_NodeAnime_getFinite( from[ 'rotate' ],  obj.rotate );\r
+       obj.fromSkewX   = obj.skewX   = X_NodeAnime_getFinite( from[ 'skewX' ],   from[ 'skew' ],  obj.skewX );\r
+       obj.fromSkewY   = obj.skewY   = X_NodeAnime_getFinite( from[ 'skewY' ],   from[ 'skew' ],  obj.skewY );\r
+       obj.fromScaleX  = obj.scaleX  = X_NodeAnime_getFinite( from[ 'scaleX' ],  from[ 'scale' ], obj.scaleX );\r
+       obj.fromScaleY  = obj.scaleY  = X_NodeAnime_getFinite( from[ 'scaleY' ],  from[ 'scale' ], obj.scaleY );\r
+       obj.fromAlpha   = obj.alpha   = X_NodeAnime_getFinite( from[ 'opacity' ], obj.alpha );\r
+       obj.fromScrollX = obj.scrollX = X_NodeAnime_getFinite( from[ 'scrollX' ], obj.scrollX );\r
+       obj.fromScrollY = obj.scrollY = X_NodeAnime_getFinite( from[ 'scrollY' ], obj.scrollY );\r
+ // to :\r
+       obj.toX                       = X_NodeAnime_getFinite( dest[ 'x' ],       obj.x );\r
+       obj.toY                       = X_NodeAnime_getFinite( dest[ 'y' ],       obj.y );\r
+       obj.toRotate                  = X_NodeAnime_getFinite( dest[ 'rotate' ],  obj.rotate );\r
+       obj.toSkewX                   = X_NodeAnime_getFinite( dest[ 'skewX' ],   dest[ 'skew'  ], obj.skewX );\r
+       obj.toSkewY                   = X_NodeAnime_getFinite( dest[ 'skewY' ],   dest[ 'skew'  ], obj.skewY );\r
+       obj.toScaleX                  = X_NodeAnime_getFinite( dest[ 'scaleX' ],  dest[ 'scale' ], obj.scaleX );\r
+       obj.toScaleY                  = X_NodeAnime_getFinite( dest[ 'scaleY' ],  dest[ 'scale' ], obj.scaleY );\r
+       obj.toAlpha                   = X_NodeAnime_getFinite( dest[ 'opacity' ], obj.alpha );\r
+       obj.toScrollX                 = X_NodeAnime_getFinite( dest[ 'scrollX' ], obj.scrollX );\r
+       obj.toScrollY                 = X_NodeAnime_getFinite( dest[ 'scrollY' ], obj.scrollY );\r
 \r
-Node.prototype[ 'stop' ] = function(){\r
-       var obj = this[ '_anime' ];\r
-       \r
-       if( !obj ) return this;\r
+       if( X_Type_isFinite( obj.toX ) && X_Type_isNaN( obj.x ) ) obj.x = obj.fromX = 0;\r
+       if( X_Type_isFinite( obj.toY ) && X_Type_isNaN( obj.y ) ) obj.y = obj.fromY = 0;\r
        \r
-       if( X_Node_Anime_hasTransition ){\r
-               obj.phase = 100;\r
-               X_Node_Anime_needsDetection = true;\r
-               X_Node_Anime_reserveUpdate();\r
-       } else {\r
-               X_Node_ANIMATIONS.splice( X_Node_ANIMATIONS.indexOf( this ), 1 );\r
-               //obj.gpuTimerID && X_Timer_remove( obj.gpuTimerID );\r
-               delete this[ '_anime' ];\r
-       };\r
-       return this;\r
-};\r
+       if( obj.toRotate && X_Type_isNaN( obj.rotate ) ) obj.rotate = obj.fromRotate = 0;\r
+       if( obj.toSkewX  && X_Type_isNaN( obj.skewX  ) ) obj.skewX  = obj.fromSkewX  = 0;\r
+       if( obj.toSkewY  && X_Type_isNaN( obj.skewY  ) ) obj.skewY  = obj.fromSkewY  = 0;\r
 \r
-function X_Node_Anime_reserveUpdate( before ){\r
-       if( !X_Node_Anime_reserved ){\r
-               X_Node_Anime_reserved = true;\r
+       obj.duration    = 0 <= duration    && X_Type_isFinite( duration    ) ? duration    : 0;\r
+       obj.lazyRelease = 0 <= lazyRelease && X_Type_isFinite( lazyRelease ) ? lazyRelease : 0;\r
+       obj.easing      = X_Type_isFunction( easing ) ? easing : X_NodeAnime_ease[ easing ] || X_NodeAnime_ease[ 'circular' ];\r
+       obj.inited      = false;\r
+       obj.transform   = ( X_Type_isFinite( obj.x ) || X_Type_isFinite( obj.y ) || obj.lazyRelease ) && X_NodeAnime_hasTransform;\r
+       obj.doScroll    = 0 <= obj.toScrollX || 0 <= obj.toScrollY;\r
+       obj.fallback    = 0;\r
+       obj.altX        = fallback & 8  ? 'right'  : 'left'; \r
+       obj.altY        = fallback & 16 ? 'bottom' : 'top';\r
+       \r
+       // scale\r
+       if( obj.toScaleX !== 1 || obj.fromScaleX !== 1 || obj.toScaleY !== 1 || obj.fromScaleY !== 1 ){\r
+               sameRate = obj.fromScaleX === obj.fromScaleY && obj.toScaleX === obj.toScaleY;\r
                \r
-               if( X_Node_updateTimerID ){\r
-                       //console.log( before ? '> BEFORE_UPDATE' : '> UPDATED' );\r
-                       before = false;\r
-                       X_System[ 'listenOnce' ]( before ? X_EVENT_BEFORE_UPDATE : X_EVENT_UPDATED, X_Node_Anime_updateAnimations );\r
-               } else {\r
-                       //console.log( '> Timer' );\r
-                       // Opera12 requestAnimationFrame では transition が動かない、、、\r
-                       X_Node_Anime_updateTimerID =\r
-                               X_UA[ 'Opera' ] ?\r
-                                       X_Timer_once( 0, X_Node_Anime_updateAnimations ) :\r
-                                       X_Timer_requestFrame( X_Node_Anime_updateAnimations );\r
+               if( X_NodeAnime_hasTransform ){\r
+                       obj.transform = true;\r
+               } else\r
+               if( X_NodeAnime_hasDXTransform && ( fallback & 32 ) ){ // DX Transform\r
+                       obj.fallback = 32;\r
+               } else\r
+               if( ( fallback & 4 ) && sameRate ){ // zoom\r
+                       obj.fallback = 4;\r
+               } else\r
+               if( ( fallback & 2 ) && sameRate ){ // fontSize\r
+                       obj.fallback = 2;\r
+               } else\r
+               if( fallback & 1 ){ // width & height\r
+                       obj.fallback = 1;\r
                };\r
-       } else {\r
-               // console.log( ' X_Node_Anime_reserved 済、予約なし' );\r
        };\r
-};\r
 \r
-function X_Node_Anime_updateAnimations( v, updateNow ){\r
-       var i = X_Node_ANIMATIONS.length, c = false, ret, xnode;\r
-       \r
-       // console.log( v.type || v );\r
-       \r
-       //console.log( 'updateAnimations len:' + i + ' time:' + v + ' det:' + X_Node_Anime_needsDetection );\r
-       \r
-       if( X_Node_Anime_needsDetection ) X_Node_Anime_detectAnimationLayers();\r
-       \r
-       for( ; i; ){\r
-               xnode = X_Node_ANIMATIONS[ --i ];\r
-               //console.log( 'phase : ' + xnode[ '_id' ] + ' ' + xnode[ '_anime' ].phase + ' ' + xnode[ '_anime' ].duration );\r
-               ret = X_Node_Anime_updateAnimation( xnode );\r
-               if( ret === true ){\r
-                       X_Node_ANIMATIONS.splice( i, 1 );\r
-                       xnode[ '_anime' ].gpuTimerID && X_Timer_remove( xnode[ '_anime' ].gpuTimerID );\r
-                       delete xnode[ '_anime' ];\r
+       // rotate, skew\r
+       if( X_Type_isFinite( obj.rotate ) || X_Type_isFinite( obj.skewX ) || X_Type_isFinite( obj.skewY ) ){\r
+               if( X_NodeAnime_hasTransform ){\r
+                       obj.transform = true;\r
                } else\r
-               if( ret !== false ){\r
-                       c = true;\r
+               if( X_NodeAnime_hasDXTransform && ( fallback & 32 ) ){ // DX Transform\r
+                       obj.fallback = 32;\r
                };\r
        };\r
-       \r
-       if( ( X_Node_Anime_updateTimerID || updateNow ) && X_Node_updateTimerID ) X_Node_startUpdate();\r
-       \r
-       X_Node_Anime_updateTimerID = 0;\r
-       X_Node_Anime_reserved = false;\r
-       if( c ){\r
-               X_Node_Anime_reserveUpdate();\r
-       };\r
-};\r
 \r
-// TODO X_Timer_requestFrame 経由の BEFORE_UPDATE で更新を行う\r
-function X_Node_Anime_detectAnimationLayers(){\r
-       var i = X_Node_ANIMATIONS.length,\r
-               l = i,\r
-               j, xnode, parent, hasGPUChild, remove;\r
-\r
-       for( ; i; ){\r
-               xnode = X_Node_ANIMATIONS[ --i ];\r
-               parent = hasGPUChild = false;\r
-               for( j = l; j; ){\r
-                       _xnode = X_Node_ANIMATIONS[ --j ];\r
-                       \r
-                       if( xnode.parent === _xnode.parent ){\r
-                               continue;\r
-                       } else\r
-                       if( _xnode[ 'contains' ]( xnode ) ){\r
-                               if( ( _xnode[ '_anime' ].phase === 3 && _xnode[ '_anime' ].gpuParent ) || _xnode[ '_anime' ].phase === 10 ){\r
-                                       _xnode[ '_anime' ].phase = 15;\r
-                               } else\r
-                               if( xnode[ '_anime' ].gpuParent ){\r
-                                       parent = true;\r
-                                       xnode[ '_anime' ].phase = xnode[ '_anime' ].phase === 2 ? 6 : 15;// GPU レイヤーの解除 > アニメーションは継続, すでに終了フェイズなら破棄\r
-                               } else\r
-                               if( [ 7, 8, 9, 13, 14 ].indexOf( xnode[ '_anime' ].phase ) !== -1 ){// GPU レイヤーの中止\r
-                                       parent = true;\r
-                                       xnode[ '_anime' ].phase -= 8;\r
-                               };\r
-                               break;\r
-                       } else\r
-                       if( xnode[ 'contains' ]( _xnode ) ){\r
-                               if( ( xnode[ '_anime' ].phase === 3 && xnode[ '_anime' ].gpuParent ) || xnode[ '_anime' ].phase === 10 ){\r
-                                       xnode[ '_anime' ].phase = 15;\r
-                               } else\r
-                               if( _xnode[ '_anime' ].gpuParent ){\r
-                                       hasGPUChild = true;\r
-                                       _xnode[ '_anime' ].phase = _xnode[ '_anime' ].phase === 2 ? 6 : 15;// GPU レイヤーの解除 > アニメーションは継続, すでに終了フェイズなら破棄\r
-                               } else\r
-                               if( [ 7, 8, 9, 13, 14 ].indexOf( _xnode[ '_anime' ].phase ) !== -1 ){// GPU レイヤーの中止\r
-                                       hasGPUChild = true;\r
-                                       _xnode[ '_anime' ].phase -= 8;\r
-                               };\r
-                               break;\r
-                       };\r
+       if( !obj.duration && 6 <= obj.phase ){\r
+               this[ 'stop' ](); // 現在値で停止\r
+       } else {\r
+               if( !obj.phase ){\r
+                       list[ list.length ] = this;\r
+                       obj.phase = 1;\r
+                       obj.uid   = ++X_NodeAnime_uid;\r
+                       X_NodeAnime_needsDetection = true;\r
+               } else\r
+               if( obj.phase < 4 ){\r
+                       list.splice( list.indexOf( this ), 1 );\r
+                       list[ list.length ] = this;\r
+                       obj.uid   = ++X_NodeAnime_uid;\r
+                       X_NodeAnime_needsDetection = true;\r
+               } else\r
+               if( obj.duration ){\r
+                       // リストの先頭にいるため検査不要でアニメーション開始可能 4, 5, 6, 7\r
+                       obj.phase = 6;\r
+               } else\r
+               // GPU 転送予約、または transform や opacity の値のみ設定\r
+               if( obj.phase !== 5 ){ // GPU解除待ち ではない -> 4. 6, 7\r
+                       obj.phase      = 4; // 強制停止(GPU転送予約)または値のみ更新\r
+                       obj.releaseNow = false; // TODO folower がいるため GPU 転送できないケースあり\r
+                       X_NodeAnime_needsDetection = true;\r
                };\r
                \r
-               if( !parent && xnode[ '_anime' ].phase !== 15 ){\r
-                       if( xnode[ '_anime' ].phase === 0 ){\r
-                               // 新規\r
-                               xnode[ '_anime' ].phase = hasGPUChild ? 7 : 8;// 非GPU -> GPU 子に GPU アニメをもつなら、タイミングをずらす。\r
-                       } else\r
-                       if( [ 3, 4, 10, 100 ].indexOf( xnode[ '_anime' ].phase ) === -1 ){\r
-                               // 非GPU -> GPU\r
-                               xnode[ '_anime' ].phase = hasGPUChild ? 13 : 14;// 非GPU -> GPU 子に GPU アニメをもつなら、タイミングをずらす。\r
+               if( !X_NodeAnime_reserved ){\r
+                       X_NodeAnime_reserved = true;\r
+                       \r
+                       if( X_Node_updateTimerID ){\r
+                               if( X_NodeAnime_updateTimerID ) X_NodeAnime_updateTimerID = X_Timer_cancelFrame( X_NodeAnime_updateTimerID );\r
+\r
+                               X_System[ 'listen' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
+                       } else {\r
+                               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
+                               X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations );\r
                        };\r
-               };\r
+               };      \r
        };\r
-       \r
-       X_Node_Anime_needsDetection = false;\r
+\r
+       return this;\r
 };\r
 \r
-/* TODO\r
- * 0:無, 1:子のGPU解除待 2:GPU予約, 3:GPU now!, 4:GPU解除予約\r
+function X_NodeAnime_getFinite( a, b, c ){\r
+       if( a || a === 0 ) return a;\r
+       if( b || b === 0 ) return b;\r
+       if( c || c === 0 ) return c;\r
+       return NaN;\r
+};\r
+\r
+/*\r
+ * 1.アニメーション中の要素の停止 ->後続アニメーションの開始\r
+ * 2.アニメーション待機中の要素の停止 -> 後続アニメーションの再調査\r
  */\r
-function X_Node_Anime_updateAnimation( xnode ){\r
-       var obj   = xnode[ '_anime' ],\r
-               phase = obj.phase,\r
-               current, time;\r
-       switch( phase ){\r
-               case 2 :\r
-                       // アニメーション中\r
-                       return false;\r
-               \r
-               case -1 :// 子の GPU レイヤー解除待ち\r
-               case  7 :\r
-                       ++obj.phase;\r
-                       break;\r
-               case  0 : // 開始位置+アニメーションの設定 \r
-               case  8 :\r
-                       X_ViewPort[ 'unlisten' ]( X_EVENT_AFTER_UPDATE, xnode, X_Node_Anime_gpuReleased );\r
-                       \r
-                       xnode[ 'css' ]({\r
-                               //willChange               : X_Node_Anime_transitionProps + ',opacity,width,height',\r
-                               backfaceVisibility       : 'hidden',\r
-                               transitionTimingFunction : obj.easing.style,\r
-                               transitionDelay          : '0s' // 0.001 にすると transitionend のタイミングが狂う、、、\r
-                       });\r
-                       \r
-                       //console.log( '開始位置 ' + phase );\r
-                       X_Node_Anime_updatePosition( xnode, obj.startX, obj.startY, obj.startA, phase === 8 );\r
-                       \r
-                       xnode[ 'dispatch' ]( { type : X_EVENT_ANIME_START, 'gpu' : phase === 8 } );\r
-                       ++obj.phase;\r
-                       break;\r
-               case  1 :\r
-               case  9 : // 終了位置の設定\r
-                       obj.gpuParent = phase === 9;\r
-                       if( obj.duration ){\r
-                               xnode[ 'listenOnce' ]( 'transitionend', X_Node_Anime_onTransitionEnd );\r
-                       \r
-                               xnode[ 'css' ]({\r
-                                       transitionProperty : X_Node_Anime_transitionProps + ',opacity,width,height',\r
-                                       transitionDuration : obj.duration + 'ms'\r
-                               });\r
-                               \r
-                               //console.log( '修了位置 ' + phase );\r
-                               X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, obj.gpuParent );\r
-                               obj.phase = 2;\r
-                               break;\r
-                       };\r
-                       //console.log( 'duration = 0 の場合、アニメーションの解除' );\r
-                       // duration = 0 の場合、アニメーションの解除\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( option ){\r
+       var obj    = this[ '_anime' ],\r
+               list   = X_NodeAnime_QUEUE,\r
+               rm;\r
+       \r
+       if( !obj || !obj.phase ) return this;\r
+\r
+       switch( obj.phase ){\r
+               case 6 : // アニメーション開始可能 ??\r
+               case 2 : // 準待機\r
+               case 3 : // アニメーション待機中\r
+                       X_NodeAnime_needsDetection = true;\r
+               case 1 :\r
+                       rm = true;\r
+\r
+               case 4 : // 強制停止(GPU転送予約)\r
+               case 7 : // アニメーション中\r
+                       if( option & X_NODE_ANIME_RESET ){\r
+                               X_Object_override( obj, X_NodeAnime_DEFAULT );\r
+                       }; // TODO 終了値で停止も,,,\r
                        \r
-               case 3 : // アニメーションの解除\r
-                       obj.phase = obj.gpuParent ? 10 : 4;\r
+                       // obj.canceled = true;\r
                        \r
-                       console.log( '#### アニメーションの解除 ' + obj.phase );\r
+                       if( rm ) break; // 1,2,3,6 の場合ここまで\r
+               \r
+                       obj.toX       = obj.x;\r
+                       obj.toY       = obj.y;\r
+                       obj.toRotate  = obj.rotate;\r
+                       obj.toSkewX   = obj.skewX;\r
+                       obj.toSkewY   = obj.skewY;\r
+                       obj.toScaleX  = obj.scaleX;\r
+                       obj.toScaleY  = obj.scaleY;\r
+                       obj.toAlpha   = obj.alpha;\r
+                       obj.toScrollX = obj.scrollX;\r
+                       obj.toScrollY = obj.scrollY;\r
+\r
+                       obj.phase     = 4; // 強制解除\r
+                       X_NodeAnime_needsDetection = true;\r
                        \r
-                       // このタイミングで animation 関連の css を削除したところ(X_Node_Anime_clearTransition)、iOS3、4 で再描画忘れが度々起きるように、、、\r
-                       if( !obj.gpuParent ) X_Node_Anime_clearTransition( xnode );\r
-                       //xnode[ 'dispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : obj.gpuParent } );\r
+               case 5 : // GPU解除待ち\r
+                       obj.releaseNow = !( option & X_NODE_ANIME_STAY_GPU );\r
                        break;\r
+       };\r
 \r
-               case 4 :\r
-                       // アニメーションは停止・GPU=false -> リストから削除\r
-                       obj.gpuParent = false;\r
-                       return true;\r
-\r
-               case 10 :\r
-                       // アニメーションは停止・GPUレイヤーは解除していない(再アニメーションに備えて待機)\r
-                       //X_Node_Anime_clearTransition( xnode ); // TODO X_Node_Anime_releaseGPULayer に移動?\r
-                       if( !obj.gpuTimerID ){\r
-                               console.log( '#### アニメーションは停止 ' + obj.wait );\r
-                               if( obj.wait ){\r
-                                       obj.gpuTimerID = X_Timer_once( obj.wait, xnode, X_Node_Anime_releaseGPULayer );\r
-                               } else {\r
-                                       X_Node_Anime_releaseGPULayer.call( xnode );\r
-                               };\r
-                       };\r
-                       return false;\r
-               \r
-               case  5 :\r
-               case 13 :\r
-                       // 子のGPU解除待ち\r
-                       ++obj.phase;\r
-                       break;\r
-               \r
-               // GPU レイヤーの変更> アニメーションは継続,但し残り時間が短ければ停止\r
-               case  6 :               \r
-               case 14 :\r
-                       now  = X_Timer_now();\r
-                       time = obj.duration - now + obj.startTime;\r
-                       if( time < 16 ){\r
-                               X_Node_Anime_clearTransition( xnode );\r
-                               X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, phase === 14 );\r
-                               obj.phase = phase === 14 ? 10 : 4;\r
-                               xnode[ 'asyncDispatch' ]( time, { type : X_EVENT_ANIME_END, 'gpu' : obj.gpuParent } );\r
-                       } else {\r
-                               current = X_Node_Anime_getComputedPosition( xnode );\r
-                               obj.startX    = current.x;\r
-                               obj.startY    = current.y;\r
-                               obj.startA    = current.a;\r
-                               obj.duration  = time;\r
-                               obj.startTime = now;\r
-                               X_Node_Anime_updatePosition( xnode, current.x, current.y, current.a, phase === 14 );\r
-                               obj.phase = phase === 14 ? 9 : 1;\r
-                       };\r
-                       break;\r
-               \r
-               case 15 :\r
-                       // GPU有効で停止(待機)している xnode の解除\r
-                       //console.log( 'GPU有効で停止(待機)している xnode の解除' + xnode[ '_tag' ] + xnode[ 'getOrder' ]() );\r
-                       // console.log( 'GPU有効で停止(待機)している xnode のGPU解除' );\r
-                       X_Node_Anime_clearTransition( xnode );\r
-                       X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false );\r
-                       //obj.gpuTimerID && X_Timer_remove( obj.gpuTimerID );\r
-                       //delete obj.gpuTimerID;\r
-                       X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, xnode, X_Node_Anime_gpuReleased );\r
-                       return true;\r
-               \r
-               case 100 : // stop() : アニメーションを中断して削除\r
-                       //console.log( 'stop() gpu:' + obj.gpuParent );\r
-                       // console.log( 'アニメーションを中断して削除' );\r
-                       current = X_Node_Anime_getComputedPosition( xnode );\r
-                                               \r
-                       X_Node_Anime_clearTransition( xnode );\r
-                       X_Node_Anime_updatePosition( xnode, current.x, current.y, current.a, obj.gpuParent );\r
-                       obj.phase = obj.gpuParent ? 10 : 4;\r
-                       break;\r
-               \r
+       if( rm ){\r
+               list.splice( list.indexOf( this ), 1 );\r
+               obj.phase = 0;  \r
        };\r
+\r
+       return this;\r
 };\r
+/*\r
+ * remove(append swap 等でない部的に呼ばれている場合も), kill 時に\r
+ */\r
+function X_NodeAnime_stopNow( xnode ){\r
+       var obj   = xnode[ '_anime' ],\r
+               flags = xnode[ '_flags' ],\r
+               list  = X_NodeAnime_QUEUE,\r
+               skipUpdate;\r
+       \r
+       // if( !obj || !obj.phase ) return; 呼び出し側で検証済\r
 \r
-function X_Node_Anime_getComputedPosition( that ) {\r
-       var matrix = X_Node_CSS_getComputedStyle( that[ '_rawObject' ], null ),\r
-               x, y;\r
+       X_NodeAnime_needsDetection = true;\r
+       list.splice( list.indexOf( xnode ), 1 );\r
+       obj.phase = 0;\r
 \r
-       if ( X_Node_Anime_hasTransform ) {\r
-               matrix = matrix[ X_Node_CSS_VENDER_PREFIX[ 'transform' ] ].split( ')' )[ 0 ].split( ', ' );\r
-               x = + ( matrix[ 12 ] || matrix[ 4 ] );\r
-               y = + ( matrix[ 13 ] || matrix[ 5 ] );\r
-       } else {\r
-               x = + parseInt( matrix.left );\r
-               y = + parseInt( matrix.top );\r
+       // この部分 startUpdate へ?\r
+       if( flags & ~X_Node_BitMask_RESET_GPU ){\r
+               skipUpdate = flags & X_NodeFlags_GPU_RESERVED;\r
+               ( flags & X_NodeFlags_GPU_RELEASE_RESERVED ) || X_NodeAnime_updatePosition( xnode, obj, 0.5, false );\r
+               skipUpdate || ( xnode[ '_rawObject' ].style.cssText = X_Node_CSS_objToCssText( xnode ) );\r
+               xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
        };\r
-       \r
-       return { x : x, y : y, a : matrix[ X_Node_CSS_Support[ 'opacity' ] ] };\r
 };\r
 \r
-function X_Node_Anime_onTransitionEnd( e ){\r
-       console.log( '[TransitionEnd] ' + ( this[ '_anime' ] && this[ '_anime' ].phase ) );\r
+/*\r
+ * 1. 新規アニメーションが現在アニメーション中の要素の親か子であればアニメーションを待機\r
+ */\r
+function X_NodeAnime_detectWaitAnimation( xnode, duration, isTest ){\r
+       var list = X_NodeAnime_QUEUE,\r
+               i    = 0, _xnode, obj;\r
        \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
+       for( ; _xnode = list[ i ]; ++i ){\r
+               if( _xnode === xnode ) break;\r
+               \r
+               // アニメーションの優先度はリストにいる順\r
+               // まず先行する後続待機要素の中に、親子関係のものがいないか?探す\r
+               if( _xnode[ '_anime' ].phase <= 3 ){\r
+                       if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){ // 祖先か?見た方が早そう\r
+                               // -> いる、このような要素が複数いる場合、誰に後続すればいいか?判然としないため、準待機フラグを立てる\r
+                               return 2;\r
+                       };\r
+               };\r
        };\r
-       \r
-       this[ '_anime' ].phase = 3;\r
-       \r
-       X_Node_Anime_clearTransition( this ); // X_EVENT_ANIME_END より前で呼んでおく\r
-       \r
-       X_Node_Anime_onTransition = true;\r
-       this[ 'dispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : this[ '_anime' ].gpuParent } );\r
-       X_Node_Anime_onTransition = false;\r
-       \r
-       X_Node_Anime_needsDetection = true;\r
-       // iOS は transitionend 内の 更新でアニメーション可能 iOS3, iOS4 で確認 \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
-};\r
 \r
-function X_Node_Anime_releaseGPULayer(){\r
-       var obj = this[ '_anime' ], tmp;\r
-       if( !obj ){\r
-               // console.log( '_anime無' );\r
-               return;\r
+       // -> いない、アニメーション中(開始可能も)の要素の中に、親子関係のものがいないか?探す\r
+       //           -> いる、待機状態へ\r
+       //           -> いない、アニメーションが可能\r
+       for( i = 0; _xnode = list[ i ]; ++i ){\r
+               if( _xnode === xnode ) break;\r
+               obj = _xnode[ '_anime' ];\r
+               if( 6 <= obj.phase ){\r
+                       if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){\r
+                               return isTest ? 3 : _xnode;\r
+                       };\r
+               };\r
        };\r
-       X_Node_Anime_clearTransition( this );\r
-       X_Node_Anime_updatePosition( this, obj.destX, obj.destY, obj.destA, false );\r
-       X_Node_ANIMATIONS.splice( X_Node_ANIMATIONS.indexOf( this ), 1 );\r
-       delete obj.gpuTimerID;\r
-       delete this[ '_anime' ];\r
-       console.log( 'GPUレイヤーの破棄を指示' );\r
-       \r
-       X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, this, X_Node_Anime_gpuReleased );\r
-};\r
-\r
-function X_Node_Anime_gpuReleased(){\r
-       //console.log( 'GPU レイヤーが解放されました' );\r
-       this[ 'dispatch' ]( { type : X_EVENT_GPU_RELEASED, 'gpu' : true } );\r
-};\r
-\r
-function X_Node_Anime_clearTransition( xnode ){\r
-       // 開始座標のセット(新規のみ)\r
-       // アニメーション指定のセット(または解除)(対象のみ)\r
-       // 目標座標のセット\r
-       xnode[ 'unlisten' ]( 'transitionend', X_Node_Anime_onTransitionEnd );\r
-\r
-       xnode[ 'css' ]({\r
-               //willChange               : '',\r
-               backfaceVisibility       : '',\r
-               transitionTimingFunction : '',\r
-               transitionDelay          : '',\r
-               transitionDuration       : ''\r
-       });\r
+       // アニメーション可能\r
+       return duration ? 6 : 4; // duration がない場合は、アニメーション強制停止へ進みそこから GPU 解除待ちへ\r
 };\r
 \r
-function X_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){\r
-       console.log( 'updatePosition x:' + x + ' gpu:' + !!useGPU );\r
-       if( X_Node_Anime_hasTransform ){\r
-               xnode[ 'css' ]({\r
-                       transform : 'translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)' + ( useGPU ? X_Node_Anime_translateZ : '' ),\r
-                       opacity   : opacity === 1 ? '' : opacity\r
-               });\r
-       } else {\r
-               x === x && xnode[ 'css' ]({\r
-                       left    : ( x | 0 ) + 'px',\r
-                       opacity : opacity === 1 ? '' : opacity });\r
-               y === y && xnode[ 'css' ]({\r
-                       top     : ( y | 0 ) + 'px',\r
-                       opacity : opacity === 1 ? '' : opacity });\r
-       };\r
-\r
-       if( X_Node_Anime_translateZ ){\r
-               if( useGPU ){\r
-                       if( xnode[ '_flags' ] & X_Node_State.GPU_RELEASE_RESERVED ){\r
-                               xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
-                               xnode[ '_flags' ] |= X_Node_State.GPU_NOW;\r
-                       } else\r
-                       if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){\r
+function X_NodeAnime_updateAnimations( e ){\r
+       var list = X_NodeAnime_QUEUE,\r
+               now  = X_Timer_now(),\r
+               c    = false,\r
+               i, xnode, obj, _xnode,\r
+               rm, progress, easing, lazy;\r
+       \r
+       if( X_NodeAnime_needsDetection ){\r
+               X_NodeAnime_needsDetection = false;\r
+               \r
+               //\r
+               list.sort( X_NodeAnime_sortAnimationNode );\r
+               \r
+               for( i = 0; xnode = list[ i ]; ++i ){\r
+                       obj = xnode[ '_anime' ];\r
+                       \r
+                       if( obj.phase <= 3 ){\r
+                               if( !X_Type_isNumber( obj.phase = _xnode = X_NodeAnime_detectWaitAnimation( xnode, obj.duration ) ) ){\r
+                                       _xnode[ '_anime' ].follower = true;\r
+                                       obj.phase = 3; // 後続待機\r
+                               };\r
                        } else {\r
-                               xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
-                               xnode[ '_flags' ] |= X_Node_State.GPU_RESERVED;\r
+                               obj.follower = false;\r
                        };\r
-               } else {\r
-                       if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){\r
-                               xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
-                               xnode[ '_flags' ] |= X_Node_State.GPU_RELEASE_RESERVED;                 \r
-                       } else\r
-                       if( xnode[ '_flags' ] & X_Node_State.GPU_RESERVED ){\r
-                               xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
-                       };\r
-               };              \r
+               };\r
        };\r
-};\r
-\r
-function X_Node_Anime_updateAnimationsNoTransition( e ){\r
-       var i = X_Node_ANIMATIONS.length,\r
-               now = X_Timer_now(),\r
-               obj,\r
-               newX, newY, newA, easing,\r
-               c = false;\r
        \r
-       for( ; i; ){\r
-               xnode = X_Node_ANIMATIONS[ --i ];\r
+       for( i = list.length; i; ){\r
+               rm    = false;\r
+               xnode = list[ --i ];\r
                obj   = xnode[ '_anime' ];\r
 \r
-               if( obj.destTime <= now ){\r
-                       X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false );\r
+               switch( obj.phase ){\r
+                       case 7 : // アニメーション中\r
+                               if( now < obj.toTime ){\r
+                                       obj.progress = progress = ( now - obj.fromTime ) / obj.duration;\r
+                                       easing      = obj.easing( progress );\r
+                                       obj.x       = ( obj.toX       - obj.fromX       ) * easing + obj.fromX;\r
+                                       obj.y       = ( obj.toY       - obj.fromY       ) * easing + obj.fromY;\r
+                                       obj.rotate  = ( obj.toRotate  - obj.fromRotate  ) * easing + obj.fromRotate;\r
+                                       obj.skewX   = ( obj.toSkewX   - obj.fromSkewX   ) * easing + obj.fromSkewX;\r
+                                       obj.skewY   = ( obj.toSkewY   - obj.fromSkewY   ) * easing + obj.fromSkewY;\r
+                                       obj.scaleX  = ( obj.toScaleX  - obj.fromScaleX  ) * easing + obj.fromScaleX;\r
+                                       obj.scaleY  = ( obj.toScaleY  - obj.fromScaleY  ) * easing + obj.fromScaleY;\r
+                                       obj.alpha   = ( obj.toAlpha   - obj.fromAlpha   ) * easing + obj.fromAlpha;\r
+                                       obj.scrollX = ( obj.toScrollX - obj.fromScrollX ) * easing + obj.fromScrollX;\r
+                                       obj.scrollY = ( obj.toScrollY - obj.fromScrollY ) * easing + obj.fromScrollY;\r
+                                       X_NodeAnime_updatePosition( xnode, obj, progress, true );\r
+                                       c = true;\r
+                                       break;\r
+                               };\r
+                               // アニメーション終了\r
+                               xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_END );\r
+                               \r
+                       case 4 : // 強制停止(GPU転送予約)または transform や opacity の値のみ設定\r
+                               lazy = !obj.follower && !obj.releaseNow && obj.lazyRelease;\r
+                               X_NodeAnime_updatePosition( xnode, obj, 1, !!lazy );\r
 \r
-                       delete xnode[ '_anime' ];\r
-                       X_Node_ANIMATIONS.splice( i, 1 );\r
+                               //if( obj.canceled ){\r
+                               //      xnode[ 'asyncDispatch' ]( X_EVENT_CANCELED );\r
+                               //} else {\r
+                                       \r
+                               //};\r
+                               \r
+                               if( lazy ){\r
+                                       console.log( 'アニメーション終了(' + obj.phase + ') -> GPU 解除待機 ' + lazy );\r
+                                       obj.toTime = now + lazy;\r
+                                       obj.phase = 5; // GPU解除待ち\r
+                                       c = true;\r
+                               } else {\r
+                                       console.log( 'アニメーション終了(' + obj.phase + ') -> ' );\r
+                                       rm = true;\r
+                               };\r
+                               break;\r
+\r
+                       case 6 : // アニメーション開始可能\r
+                               obj.fromTime = now;\r
+                               obj.toTime   = now + obj.duration;\r
+                               obj.phase    = 7; // アニメーション中\r
+                               obj.progress = 0;                       \r
+                               xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_START );\r
+                               c = true;\r
+                               //obj.canceled  = false;\r
+                               ( !obj.inited || X_NodeAnime_translateZ ) && X_NodeAnime_updatePosition( xnode, obj, 0, true );\r
+                               break;\r
                        \r
-                       // filter な 親が解除されないと子要素への filter が反映されない\r
-                       xnode[ 'asyncDispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : false } );\r
-               } else {\r
-                       easing = obj.easing.fn( ( now - obj.startTime ) / obj.duration );\r
-                       newX   = ( obj.destX - obj.startX ) * easing + obj.startX;\r
-                       newY   = ( obj.destY - obj.startY ) * easing + obj.startY;\r
-                       newA   = ( obj.destA - obj.startA ) * easing + obj.startA;\r
-                       X_Node_Anime_updatePosition( xnode, newX, newY, newA, false );\r
-                       obj.x = newX;\r
-                       obj.y = newY;\r
-                       obj.a = newA;\r
-                       c = true;       \r
+                       case 5 : // GPU解除待ち\r
+                               if( obj.toTime <= now || obj.follower || obj.releaseNow ){\r
+                                       X_NodeAnime_translateZ && X_NodeAnime_updatePosition( xnode, obj, 1, false );\r
+                                       rm = true;\r
+                               } else {\r
+                                       c = true;\r
+                               };\r
+                               break;\r
+                       \r
+                       default : // 2 or 3\r
+                               // 待機状態でも親要素が GPU 化していなければ、開始値をセットすることは可能\r
+                               obj.inited || X_NodeAnime_updatePosition( xnode, obj, 0, false );\r
+                               obj.inited = true;\r
+                               break;\r
+               };\r
+               \r
+               obj.releaseNow = false;\r
+               \r
+               if( rm ){\r
+                       X_NodeAnime_translateZ && xnode[ 'asyncDispatch' ]( X_EVENT_GPU_RELEASED );\r
+                       // 後続のアニメーションがある場合\r
+                       if( obj.follower ) X_NodeAnime_needsDetection = c = true;\r
+                       list.splice( i, 1 );\r
+                       obj.phase = 0;\r
                };\r
        };\r
        \r
-       c && console.log( 'anime... ' + X_Node_updateTimerID );\r
+       //c && console.log( 'anime... ' + X_Node_updateTimerID );\r
        \r
-       if( X_Node_Anime_reserved = c ){\r
+       if( X_NodeAnime_reserved = c ){\r
                if( X_Node_updateTimerID ){\r
                        // scrollbox では X_System X_EVENT_UPDATED は不可。。。\r
                        !e || e.type !== X_EVENT_UPDATED ?\r
-                               X_System[ 'listen' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition ) :\r
-                               X_Node_Anime_updateTimerID && X_Timer_cancelFrame( X_Node_Anime_updateTimerID );\r
-                       X_Node_Anime_updateTimerID = 0;\r
+                               X_System[ 'listen' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations ) :\r
+                               X_NodeAnime_updateTimerID && X_Timer_cancelFrame( X_NodeAnime_updateTimerID );\r
+                       X_NodeAnime_updateTimerID = 0;\r
                } else {\r
-                       X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-                       X_Node_Anime_updateTimerID = X_Timer_requestFrame( X_Node_Anime_updateAnimationsNoTransition );\r
+                       X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
+                       X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations );\r
                };\r
        } else {\r
-               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-               X_Node_Anime_updateTimerID = 0;\r
+               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
+               X_NodeAnime_updateTimerID = 0;\r
+       };\r
+};\r
+\r
+/*\r
+ * アニメーション開始、アニメーション中、強制停止(GPU転送予約)、GPU解除待ち の要素をリストの先頭に\r
+ */\r
+function X_NodeAnime_sortAnimationNode( xnode1, xnode2 ){\r
+       var a = 4 <= xnode1[ '_anime' ].phase,\r
+               b = 4 <= xnode2[ '_anime' ].phase;\r
+       \r
+    if( ( a && b ) && ( !a && !b ) ){ // Chrome のみ\r
+        return xnode1[ '_anime' ].uid - xnode2[ '_anime' ].uid;\r
+    };\r
+    return a ? -1 : 1;\r
+};\r
+\r
+function X_NodeAnime_updatePosition( xnode, obj, ratio, useGPU ){\r
+       var str = '',\r
+               x, y, rotate, skewX, skewY, scaleX, scaleY, alpha,\r
+               scrollX, scrollY;\r
+       \r
+       if( ratio === 1 ){\r
+               x      = obj.x = obj.toX;\r
+               y      = obj.y = obj.toY;\r
+               rotate = X_Node_CSS_ieMathRangeFix( obj.rotate = obj.toRotate );\r
+               skewX  = X_Node_CSS_ieMathRangeFix( obj.skewX  = obj.toSkewX );\r
+               skewY  = X_Node_CSS_ieMathRangeFix( obj.skewY  = obj.toSkewY );\r
+               scaleX = obj.scaleX = obj.toScaleX;\r
+               scaleY = obj.scaleY = obj.toScaleY;\r
+               alpha  = obj.alpha  = obj.toAlpha;\r
+               obj.scrollX = obj.toScrollX;\r
+               obj.scrollY = obj.toScrollY;\r
+       } else {\r
+               x      = obj.x;\r
+               y      = obj.y;\r
+               rotate = X_Node_CSS_ieMathRangeFix( obj.rotate );\r
+               skewX  = X_Node_CSS_ieMathRangeFix( obj.skewX );\r
+               skewY  = X_Node_CSS_ieMathRangeFix( obj.skewY );\r
+               scaleX = obj.scaleX;\r
+               scaleY = obj.scaleY;\r
+               alpha  = obj.alpha;\r
+       };\r
+       \r
+       //console.log( 'updatePosition x:' + x + ' gpu:' + !!useGPU );\r
+       if( obj.transform ){\r
+               if( ( x === x || y === y ) && ( x !== 0 && y !== 0 ) ) str += ' translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)';\r
+               if( rotate < 0 || 0 < rotate ) str += ' rotate(' + rotate + 'deg)'; // opera は rad?\r
+               if( skewX  < 0 || 0 < skewX  ) str += ' skewX('  + skewX  + 'deg)';\r
+               if( skewY  < 0 || 0 < skewY  ) str += ' skewY('  + skewY  + 'deg)';\r
+               if( scaleX < 1 || 1 < scaleX ) str += ' scaleX(' + scaleX + ')';\r
+               if( scaleY < 1 || 1 < scaleY ) str += ' scaleY(' + scaleY + ')';\r
+               xnode[ 'css' ]( 'transform', ( str ? str.substr( 1 ) : '' ) + ( useGPU ? X_NodeAnime_translateZ : '' ) );\r
+               \r
+               if( X_NodeAnime_translateZ ){\r
+                       if( useGPU ){\r
+                               if( xnode[ '_flags' ] & X_NodeFlags_GPU_RELEASE_RESERVED ){\r
+                                       xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
+                                       xnode[ '_flags' ] |= X_NodeFlags_GPU_NOW;\r
+                               } else\r
+                               if( !( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ) ){\r
+                                       xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
+                                       xnode[ '_flags' ] |= X_NodeFlags_GPU_RESERVED;\r
+                               };\r
+                       } else {\r
+                               if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){\r
+                                       xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
+                                       xnode[ '_flags' ] |= X_NodeFlags_GPU_RELEASE_RESERVED;\r
+                               } else\r
+                               if( xnode[ '_flags' ] & X_NodeFlags_GPU_RESERVED ){\r
+                                       xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;\r
+                               };\r
+                       };              \r
+               };              \r
+       } else\r
+       if( obj.fallback === 32 ){\r
+               xnode[ 'css' ]( 'dxtransform', [ x | 0, y | 0, rotate || 0, skewX || 0, skewY || 0, scaleX, scaleY, obj.altX, obj.altY ] );\r
+       } else {\r
+               x === x && xnode[ 'css' ]( obj.altX, ( x | 0 ) + 'px' );\r
+               y === y && xnode[ 'css' ]( obj.altY, ( y | 0 ) + 'px' );\r
+               \r
+               switch( obj.fallback ){\r
+                       case 4 :\r
+                               xnode[ 'css' ]( 'zoom', scaleX );\r
+                               break;\r
+                       case 2 :\r
+                               xnode[ 'css' ]( 'fontSize', scaleX + 'em' );\r
+                               break;\r
+                       case 1 :\r
+                               \r
+                               break;\r
+               };\r
+       };\r
+       \r
+       if( obj.doScroll && xnode[ '_rawObject' ] ){\r
+               console.log( 'ok ' + ratio );\r
+               xnode[ '_rawObject' ].scrollLeft = obj.scrollX | 0;\r
+               xnode[ '_rawObject' ].scrollTop  = obj.scrollY | 0;\r
+               //X_Node_reserveUpdate();\r
        };\r
+       \r
+       alpha === alpha && xnode[ 'css' ]( 'opacity', alpha );\r
 };\r
 \r
+\r
+var\r
+       X_NodeAnime_ease = {\r
+               'quadratic' : function (k) {\r
+                               return k * ( 2 - k );\r
+                               /*{\r
+                       style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)',\r
+                       fn: function (k) {\r
+                               return k * ( 2 - k );\r
+                       }*/\r
+               },\r
+               'circular' : function (k) {\r
+                               return Math.sqrt( 1 - ( --k * k ) );\r
+                       /*style: 'cubic-bezier(0.1, 0.57, 0.1, 1)',     // Not properly "circular" but this looks better, it should be (0.075, 0.82, 0.165, 1)\r
+                       fn: function (k) {\r
+                               return Math.sqrt( 1 - ( --k * k ) );\r
+                       }*/\r
+               },\r
+               'back' : function (k) {\r
+                               return --k * k * ( 5 * k + 4 ) + 1;\r
+                       /*style: 'cubic-bezier(0.175, 0.885, 0.32, 1.275)',\r
+                       fn: function (k) {\r
+                               var b = 4;\r
+                               return ( k = k - 1 ) * k * ( ( b + 1 ) * k + b ) + 1;\r
+                       }*/\r
+               },\r
+               'bounce' : function (k, X) {\r
+                               X = 7.5625;\r
+                               if ( k < ( 1 / 2.75 ) ) {\r
+                                       return X * k * k;\r
+                               } else\r
+                               if ( k < ( 2 / 2.75 ) ) {\r
+                                       return X * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;\r
+                               } else\r
+                               if ( k < ( 2.5 / 2.75 ) ) {\r
+                                       return X * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;\r
+                               } else {\r
+                                       return X * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;\r
+                               }\r
+                       /*style: '',\r
+                       fn: function (k) {\r
+                               if ( ( k /= 1 ) < ( 1 / 2.75 ) ) {\r
+                                       return 7.5625 * k * k;\r
+                               } else if ( k < ( 2 / 2.75 ) ) {\r
+                                       return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;\r
+                               } else if ( k < ( 2.5 / 2.75 ) ) {\r
+                                       return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;\r
+                               } else {\r
+                                       return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;\r
+                               }\r
+                       }*/\r
+               },\r
+               'elastic' : function (k) {\r
+                               return k === 0 ? 0 : k === 1 ? 1 : ( 0.4 * Math.pow( 2, - 10 * k ) * Math.sin( ( k - 0.055 ) * 28.56 ) + 1 );\r
+                       /*style: '',\r
+                       fn: function (k) {\r
+                               var f = 0.22,\r
+                                       e = 0.4;\r
+\r
+                               if ( k === 0 ) { return 0; }\r
+                               if ( k == 1 ) { return 1; }\r
+\r
+                               return ( e * Math.pow( 2, - 10 * k ) * Math.sin( ( k - f / 4 ) * ( 2 * Math.PI ) / f ) + 1 );\r
+                       } */\r
+               }\r
+       };\r