X-Git-Url: http://git.osdn.jp/view?a=blobdiff_plain;ds=inline;f=0.6.x%2Fjs%2F02_dom%2F10_XNodeAnime.js;h=c83aef56b8f01785c53bfa68262486d807562306;hb=8e74cf066ea48ec8cf34efb2b5e84725c10c813a;hp=839697a33babf148ce454852a335ee3097116f45;hpb=0660e56af40d5df36e49c7a2deb7ec7e6638df98;p=pettanr%2FclientJs.git diff --git a/0.6.x/js/02_dom/10_XNodeAnime.js b/0.6.x/js/02_dom/10_XNodeAnime.js index 839697a..c83aef5 100644 --- a/0.6.x/js/02_dom/10_XNodeAnime.js +++ b/0.6.x/js/02_dom/10_XNodeAnime.js @@ -1,26 +1,26 @@ var ease = { - quadratic: { + 'quadratic' : { style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)', fn: function (k) { return k * ( 2 - k ); } }, - circular: { + 'circular' : { 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) fn: function (k) { return Math.sqrt( 1 - ( --k * k ) ); } }, - back: { + 'back' : { style: 'cubic-bezier(0.175, 0.885, 0.32, 1.275)', fn: function (k) { var b = 4; return ( k = k - 1 ) * k * ( ( b + 1 ) * k + b ) + 1; } }, - bounce: { + 'bounce' : { style: '', fn: function (k) { if ( ( k /= 1 ) < ( 1 / 2.75 ) ) { @@ -34,7 +34,7 @@ var } } }, - elastic: { + 'elastic' : { style: '', fn: function (k) { var f = 0.22, @@ -79,6 +79,7 @@ var X_Node_ANIMATIONS = [], // 中断 /* + * TODO : DX Anime * TODO : scale, ActiveX transform, zoom, fontSizeScale * 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 * TODO : matrix @@ -87,25 +88,36 @@ var X_Node_ANIMATIONS = [], * TODO 前回位置からの継続 * TODO scrollLeft, scrollTop */ -Node.prototype[ 'animate' ] = function( start, dest, duration, easing, wait ){ +/** + * 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 + * + * @alias Node.prototype.animate + * @param {object} start { x : 0, y : 0, opacity : 1 } + * @param {object} dest { x : 100, y : 100, opacity : 0 } + * @param {number=} duartion アニメーション時間 ms + * @param {string=} easing 'quadratic', 'circular', 'back', 'bounce', 'elastic' + * @param {number=} wait GPU レイヤーの遅延解除 ms + * @return {Node} メソッドチェーン + */ +function X_Node_animate( start, dest, duration, easing, wait ){ var isNew = !this[ '_anime' ], obj = this[ '_anime' ] || ( this[ '_anime' ] = {} ); obj.duration = 0 <= duration && X_Type_isFinite( duration ) ? duration : 500; - obj.easing = ease[ easing ] || ease.circular; + obj.easing = ease[ easing ] || ease[ 'circular' ]; // 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 obj.gpuParent = obj.gpuParent || false; obj.phase = duration === 0 ? 9 : obj.phase === 9 ? 9 : 0; // obj.wait = X_Type_isFinite( wait ) ? wait : 1000; obj.startTime = X_Timer_now(); - obj.startX = ( start.x || start.x === 0 ) ? start.x : obj.x || 0; - obj.startY = ( start.y || start.y === 0 ) ? start.y : obj.y || 0; + obj.startX = ( start.x || start.x === 0 ) ? start.x : obj.x || NaN; + obj.startY = ( start.y || start.y === 0 ) ? start.y : obj.y || NaN; obj.startA = 0 <= start.opacity && start.opacity <= 1 ? start.opacity : obj.a || 1; obj.destTime = obj.startTime + obj.duration; - obj.destX = ( dest.x || dest.x === 0 ) ? dest.x : obj.destX || 0; - obj.destY = ( dest.y || dest.y === 0 ) ? dest.y : obj.destY || 0; + obj.destX = ( dest.x || dest.x === 0 ) ? dest.x : obj.destX || NaN; + obj.destY = ( dest.y || dest.y === 0 ) ? dest.y : obj.destY || NaN; obj.destA = 0 <= dest.opacity && dest.opacity <= 1 ? dest.opacity : obj.destA || 1; X_Node_ANIMATIONS.indexOf( this ) === -1 && @@ -145,7 +157,12 @@ Node.prototype[ 'animate' ] = function( start, dest, duration, easing, wait ){ return this; }; -Node.prototype[ 'stop' ] = function(){ +/** + * アニメーションの停止。 + * @alias Node.prototype.stop + * @return {Node} メソッドチェーン + */ +function X_Node_stop(){ var obj = this[ '_anime' ]; if( !obj ) return this; @@ -329,6 +346,9 @@ function X_Node_Anime_updateAnimation( xnode ){ case 3 : // アニメーションの解除 obj.phase = obj.gpuParent ? 10 : 4; + + console.log( '#### アニメーションの解除 ' + obj.phase ); + // 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、、、 if( !obj.gpuParent ) X_Node_Anime_clearTransition( xnode ); //xnode[ 'dispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : obj.gpuParent } ); @@ -343,6 +363,7 @@ function X_Node_Anime_updateAnimation( xnode ){ // 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) //X_Node_Anime_clearTransition( xnode ); // TODO X_Node_Anime_releaseGPULayer に移動? if( !obj.gpuTimerID ){ + console.log( '#### アニメーションは停止 ' + obj.wait ); if( obj.wait ){ obj.gpuTimerID = X_Timer_once( obj.wait, xnode, X_Node_Anime_releaseGPULayer ); } else { @@ -430,12 +451,12 @@ function X_Node_Anime_onTransitionEnd( e ){ this[ '_anime' ].phase = 3; + X_Node_Anime_clearTransition( this ); // X_EVENT_ANIME_END より前で呼んでおく + X_Node_Anime_onTransition = true; this[ 'dispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : this[ '_anime' ].gpuParent } ); X_Node_Anime_onTransition = false; - X_Node_Anime_clearTransition( this ); // iOS 大丈夫?? - X_Node_Anime_needsDetection = true; // iOS は transitionend 内の 更新でアニメーション可能 iOS3, iOS4 で確認 // win+Gecko は不可 @@ -455,7 +476,7 @@ function X_Node_Anime_releaseGPULayer(){ X_Node_ANIMATIONS.splice( X_Node_ANIMATIONS.indexOf( this ), 1 ); delete obj.gpuTimerID; delete this[ '_anime' ]; - //console.log( 'GPUレイヤーの破棄を指示' ); + console.log( 'GPUレイヤーの破棄を指示' ); X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, this, X_Node_Anime_gpuReleased ); }; @@ -485,33 +506,34 @@ function X_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){ if( X_Node_Anime_hasTransform ){ xnode[ 'css' ]({ transform : 'translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)' + ( useGPU ? X_Node_Anime_translateZ : '' ), - opacity : opacity + opacity : opacity === 1 ? '' : opacity }); } else { - xnode[ 'css' ]({ + x === x && xnode[ 'css' ]({ left : ( x | 0 ) + 'px', + opacity : opacity === 1 ? '' : opacity }); + y === y && xnode[ 'css' ]({ top : ( y | 0 ) + 'px', - opacity : opacity - }); + opacity : opacity === 1 ? '' : opacity }); }; if( X_Node_Anime_translateZ ){ if( useGPU ){ - if( xnode[ '_flags' ] & X_Node_State.GPU_RELEASE_RESERVED ){ + if( xnode[ '_flags' ] & X_NodeFlags_GPU_RELEASE_RESERVED ){ xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; - xnode[ '_flags' ] |= X_Node_State.GPU_NOW; + xnode[ '_flags' ] |= X_NodeFlags_GPU_NOW; } else - if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){ + if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){ } else { xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; - xnode[ '_flags' ] |= X_Node_State.GPU_RESERVED; + xnode[ '_flags' ] |= X_NodeFlags_GPU_RESERVED; }; } else { - if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){ + if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){ xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; - xnode[ '_flags' ] |= X_Node_State.GPU_RELEASE_RESERVED; + xnode[ '_flags' ] |= X_NodeFlags_GPU_RELEASE_RESERVED; } else - if( xnode[ '_flags' ] & X_Node_State.GPU_RESERVED ){ + if( xnode[ '_flags' ] & X_NodeFlags_GPU_RESERVED ){ xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; }; };