X-Git-Url: http://git.osdn.jp/view?a=blobdiff_plain;f=0.6.x%2Fjs%2F02_dom%2F10_XNodeAnime.js;h=9de186d1412953b97d1af20ee38c75924c55126e;hb=HEAD;hp=56c8adf9401b8c7cf1082e89801a767ec230590d;hpb=5d1a420699bfb2a488fb7a33cb1f9d6ed3164ee4;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 56c8adf..9de186d 100644 --- a/0.6.x/js/02_dom/10_XNodeAnime.js +++ b/0.6.x/js/02_dom/10_XNodeAnime.js @@ -1,567 +1,660 @@ -var - ease = { - quadratic: { - style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)', - fn: function (k) { - return k * ( 2 - k ); - } - }, - 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: { - 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: { - style: '', - fn: function (k) { - if ( ( k /= 1 ) < ( 1 / 2.75 ) ) { - return 7.5625 * k * k; - } else if ( k < ( 2 / 2.75 ) ) { - return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75; - } else if ( k < ( 2.5 / 2.75 ) ) { - return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375; - } else { - return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375; - } - } - }, - elastic: { - style: '', - fn: function (k) { - var f = 0.22, - e = 0.4; - - if ( k === 0 ) { return 0; } - if ( k == 1 ) { return 1; } - - return ( e * Math.pow( 2, - 10 * k ) * Math.sin( ( k - f / 4 ) * ( 2 * Math.PI ) / f ) + 1 ); - } - } - }; - -// 新規アニメーションが追加された場合、 -// tree が dirty なら AFTER_COMMIT を待つ -// 1) xnode の既存アニメーションとの親子関係の調査 -// 親なら -> 既存アニメーションの GPU レイヤー解除 -// 子なら -> GPU レイヤーを設定しない -// 2) 目標座標のセット -// 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 -// アニメ中の remove - -var X_Node_ANIMATIONS = [], - X_Node_Anime_reserved = false, - X_Node_Anime_updateTimerID = 0, - X_Node_Anime_needsDetection = false, - X_Node_Anime_onTransition = false, +var X_NodeAnime_QUEUE = [], + X_NodeAnime_uid = 0, + X_NodeAnime_reserved = false, + X_NodeAnime_updateTimerID = 0, + X_NodeAnime_needsDetection = false, + + X_NodeAnime_hasTransform = !!X_Node_CSS_VENDER_PREFIX[ 'transform' ], + + X_NodeAnime_hasDXTransform = 5.5 <= X_UA[ 'IE' ] && X_UA[ 'IE' ] < 9 && X_UA[ 'ActiveX' ], // IEHost が 11 の場合不可 - X_Node_Anime_hasTransform = !!X_Node_CSS_VENDER_PREFIX[ 'transform' ], /* Opera mobile で translateZ(0) が有効だと XY が 0 0 になる */ - /* 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 */ - X_Node_Anime_translateZ = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] && !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] ? ' translateZ(0)' : '', - /* 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、、、 */ - X_Node_Anime_hasTransition = !!X_Node_CSS_VENDER_PREFIX[ 'transitionDelay' ] && !X_UA[ 'Opera' ] && !( X_UA[ 'Webkit' ] <= 528.16 ), - X_Node_Anime_transitionProps = X_Node_Anime_hasTransform ? X_Node_CSS_VENDER_PREFIX[ 'transform' ] : 'left,top', - // transitionEnd イベント中に要素の更新( X_Node_startUpdate() )ができるか? - // 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。 - X_Node_updateOnTransitionEnd = X_UA[ 'iOS' ] < 6; - -// gpu化だけ transformX , willChange -// 終了位置の変更 -// 中断 + /* 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 */ + X_NodeAnime_translateZ = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] && + !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] && + !( X_UA[ 'IE' ] === 11 ) && !( X_UA[ 'IEHost' ] === 11 ) ? ' translateZ(0)' : '', /* - * 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 - * TODO : skew - * TODO : filter - * TODO 前回位置からの継続 + * phase: + * 0: アニメーション無 + * 1: 登録されたばかり + * 2: 準待機 + * 3: 後続待機 + * 4: 強制停止(GPU転送予約) + * 5: GPU解除待ち + * 6: 開始可能 + * 7: アニメーション中 */ -Node.prototype[ 'animate' ] = function( 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; - // 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.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.destA = 0 <= dest.opacity && dest.opacity <= 1 ? dest.opacity : obj.destA || 1; - - X_Node_ANIMATIONS.indexOf( this ) === -1 && - ( X_Node_ANIMATIONS[ X_Node_ANIMATIONS.length ] = this ); + X_NODE_ANIME_RESET = 1, + X_NODE_ANIME_STAY_GPU = 2, - if( X_Node_Anime_onTransition ) return this; + X_NodeAnime_DEFAULT = { + x : NaN, + y : NaN, + toX : NaN, + toY : NaN, + fromX : NaN, + fromY : NaN, + rotate : NaN, fromRotate : NaN, toRotate : NaN, + skewX : NaN, fromSkewX : NaN, toSkewX : NaN, + skewY : NaN, fromSkewY : NaN, toSkewY : NaN, + scaleX : 1, fromScaleX : 1, toScaleX : 1, + scaleY : 1, fromScaleY : 1, toScaleY : 1, + alpha : NaN, + scrollX : NaN, fromScrollX : NaN, toScrollX : NaN, + scrollY : NaN, fromScrollY : NaN, toScrollY : NaN //, + //doScroll : false//, + //duration : 0 + //phase, lazyRelease, easing, follower, releaseNow, inited, progress, fallback + // fromTime, toTime + }; - if( X_Node_Anime_hasTransition ){ - - if( obj.gpuTimerID ){ - X_Timer_remove( obj.gpuTimerID ); - delete obj.gpuTimerID; - }; - - X_Node_Anime_needsDetection = true; - - X_Node_Anime_reserveUpdate( true ); - } else { - if( !X_Node_Anime_reserved ){ - X_Node_Anime_reserved = true; - if( X_Node_updateTimerID ){ - X_System[ 'listen' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition ); - X_Node_Anime_updateTimerID && X_Timer_cancelFrame( X_Node_Anime_updateTimerID ); - X_Node_Anime_updateTimerID = 0; - } else { - X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition ); - X_Node_Anime_updateTimerID = X_Timer_requestFrame( X_Node_Anime_updateAnimationsNoTransition ); - }; - }; +/** + * GPU サポートの効いたアニメーションの設定 + * ぺったんRフレームワークのアニメーションメソッド + * @alias Node.prototype.animate + * @param {object} obj + * @return {Node} メソッドチェーン + * @example + * xnode.animate{ + * from : { + * x : num, + * y : num, + * opacity : 0.0, //~1.0 + * rotate : deg, + * skew : deg, + * skewX : deg, + * skewY : deg, + * scale : num, + * scaleX : num, + * scaleY : num, + * scrollX : num, + * scrollY : num + * }, + * to : {}, // from と同じ + * duration : ms, + * lazyRelease : ms, + * easing : 'quadratic', // function, 'circular', 'back', 'bounce', 'elastic' + * fallback : bitFlag // 16:DXTransform, 8:css-p, 4:zoom(s) > 2:fontSize(s) > 1:width&height(vh,s) + * ** tree にいなくてもアニメーションを行いイベントを発生 + * ** SVG transfrom + * fallbackWidth, fallbackHeight, transformOrigin( 0.5, 0.5 ) + * } + */ +function X_Node_animate( obj ){ + var list = X_NodeAnime_QUEUE, + from = obj[ 'from' ] || {}, + dest = obj[ 'to' ] || {}, + duration = obj[ 'duration' ], + lazyRelease = obj[ 'lazyRelease' ], + easing = obj[ 'easing' ], + fallback = obj[ 'fallback' ], + a, sameRate; - isNew && this[ 'dispatch' ]( { type : X_EVENT_ANIME_START, 'gpu' : false } ); - }; + obj = this[ '_anime' ]; - // console.log( 'animate() ' + this[ '_id' ] + ' y:' + obj.startY + ' > ' + obj.destY + ' d:' + obj.duration ); + if( !( this[ '_flags' ] & X_NodeFlags_IN_TREE ) ){ + alert( '@animate 要素はツリーに追加されていません!' ); + // 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、、、? + return this; + }; - return this; -}; + if( !obj ){ + this[ '_anime' ] = obj = X_Object_copy( X_NodeAnime_DEFAULT ); + a = this[ '_css' ] && parseFloat( this[ '_css' ].opacity ); + if( 0 <= a ) obj.alpha = a; + }; + +// form : + obj.fromX = obj.x = X_NodeAnime_getFinite( from[ 'x' ], obj.x ); + obj.fromY = obj.y = X_NodeAnime_getFinite( from[ 'y' ], obj.y ); + obj.fromRotate = obj.rotate = X_NodeAnime_getFinite( from[ 'rotate' ], obj.rotate ); + obj.fromSkewX = obj.skewX = X_NodeAnime_getFinite( from[ 'skewX' ], from[ 'skew' ], obj.skewX ); + obj.fromSkewY = obj.skewY = X_NodeAnime_getFinite( from[ 'skewY' ], from[ 'skew' ], obj.skewY ); + obj.fromScaleX = obj.scaleX = X_NodeAnime_getFinite( from[ 'scaleX' ], from[ 'scale' ], obj.scaleX ); + obj.fromScaleY = obj.scaleY = X_NodeAnime_getFinite( from[ 'scaleY' ], from[ 'scale' ], obj.scaleY ); + obj.fromAlpha = obj.alpha = X_NodeAnime_getFinite( from[ 'opacity' ], obj.alpha ); + obj.fromScrollX = obj.scrollX = X_NodeAnime_getFinite( from[ 'scrollX' ], obj.scrollX ); + obj.fromScrollY = obj.scrollY = X_NodeAnime_getFinite( from[ 'scrollY' ], obj.scrollY ); + // to : + obj.toX = X_NodeAnime_getFinite( dest[ 'x' ], obj.x ); + obj.toY = X_NodeAnime_getFinite( dest[ 'y' ], obj.y ); + obj.toRotate = X_NodeAnime_getFinite( dest[ 'rotate' ], obj.rotate ); + obj.toSkewX = X_NodeAnime_getFinite( dest[ 'skewX' ], dest[ 'skew' ], obj.skewX ); + obj.toSkewY = X_NodeAnime_getFinite( dest[ 'skewY' ], dest[ 'skew' ], obj.skewY ); + obj.toScaleX = X_NodeAnime_getFinite( dest[ 'scaleX' ], dest[ 'scale' ], obj.scaleX ); + obj.toScaleY = X_NodeAnime_getFinite( dest[ 'scaleY' ], dest[ 'scale' ], obj.scaleY ); + obj.toAlpha = X_NodeAnime_getFinite( dest[ 'opacity' ], obj.alpha ); + obj.toScrollX = X_NodeAnime_getFinite( dest[ 'scrollX' ], obj.scrollX ); + obj.toScrollY = X_NodeAnime_getFinite( dest[ 'scrollY' ], obj.scrollY ); -Node.prototype[ 'stop' ] = function(){ - var obj = this[ '_anime' ]; - - if( !obj ) return this; + if( X_Type_isFinite( obj.toX ) && X_Type_isNaN( obj.x ) ) obj.x = obj.fromX = 0; + if( X_Type_isFinite( obj.toY ) && X_Type_isNaN( obj.y ) ) obj.y = obj.fromY = 0; - if( X_Node_Anime_hasTransition ){ - obj.phase = 100; - X_Node_Anime_needsDetection = true; - X_Node_Anime_reserveUpdate(); - } else { - X_Node_ANIMATIONS.splice( X_Node_ANIMATIONS.indexOf( this ), 1 ); - //obj.gpuTimerID && X_Timer_remove( obj.gpuTimerID ); - delete this[ '_anime' ]; - }; - return this; -}; + if( obj.toRotate && X_Type_isNaN( obj.rotate ) ) obj.rotate = obj.fromRotate = 0; + if( obj.toSkewX && X_Type_isNaN( obj.skewX ) ) obj.skewX = obj.fromSkewX = 0; + if( obj.toSkewY && X_Type_isNaN( obj.skewY ) ) obj.skewY = obj.fromSkewY = 0; -function X_Node_Anime_reserveUpdate( before ){ - if( !X_Node_Anime_reserved ){ - X_Node_Anime_reserved = true; + obj.duration = 0 <= duration && X_Type_isFinite( duration ) ? duration : 0; + obj.lazyRelease = 0 <= lazyRelease && X_Type_isFinite( lazyRelease ) ? lazyRelease : 0; + obj.easing = X_Type_isFunction( easing ) ? easing : X_NodeAnime_ease[ easing ] || X_NodeAnime_ease[ 'circular' ]; + obj.inited = false; + obj.transform = ( X_Type_isFinite( obj.x ) || X_Type_isFinite( obj.y ) || obj.lazyRelease ) && X_NodeAnime_hasTransform; + obj.doScroll = 0 <= obj.toScrollX || 0 <= obj.toScrollY; + obj.fallback = 0; + obj.altX = fallback & 8 ? 'right' : 'left'; + obj.altY = fallback & 16 ? 'bottom' : 'top'; + + // scale + if( obj.toScaleX !== 1 || obj.fromScaleX !== 1 || obj.toScaleY !== 1 || obj.fromScaleY !== 1 ){ + sameRate = obj.fromScaleX === obj.fromScaleY && obj.toScaleX === obj.toScaleY; - if( X_Node_updateTimerID ){ - //console.log( before ? '> BEFORE_UPDATE' : '> UPDATED' ); - before = false; - X_System[ 'listenOnce' ]( before ? X_EVENT_BEFORE_UPDATE : X_EVENT_UPDATED, X_Node_Anime_updateAnimations ); - } else { - //console.log( '> Timer' ); - // Opera12 requestAnimationFrame では transition が動かない、、、 - X_Node_Anime_updateTimerID = - X_UA[ 'Opera' ] ? - X_Timer_once( 0, X_Node_Anime_updateAnimations ) : - X_Timer_requestFrame( X_Node_Anime_updateAnimations ); + if( X_NodeAnime_hasTransform ){ + obj.transform = true; + } else + if( X_NodeAnime_hasDXTransform && ( fallback & 32 ) ){ // DX Transform + obj.fallback = 32; + } else + if( ( fallback & 4 ) && sameRate ){ // zoom + obj.fallback = 4; + } else + if( ( fallback & 2 ) && sameRate ){ // fontSize + obj.fallback = 2; + } else + if( fallback & 1 ){ // width & height + obj.fallback = 1; }; - } else { - // console.log( ' X_Node_Anime_reserved 済、予約なし' ); }; -}; -function X_Node_Anime_updateAnimations( v, updateNow ){ - var i = X_Node_ANIMATIONS.length, ret, c = false; - - // console.log( v.type || v ); - - //console.log( 'updateAnimations len:' + i + ' time:' + v + ' det:' + X_Node_Anime_needsDetection ); - - if( X_Node_Anime_needsDetection ) X_Node_Anime_detectAnimationLayers(); - - for( ; i; ){ - xnode = X_Node_ANIMATIONS[ --i ]; - //console.log( 'phase : ' + xnode[ '_id' ] + ' ' + xnode[ '_anime' ].phase + ' ' + xnode[ '_anime' ].duration ); - ret = X_Node_Anime_updateAnimation( xnode ); - if( ret === true ){ - X_Node_ANIMATIONS.splice( i, 1 ); - xnode[ '_anime' ].gpuTimerID && X_Timer_remove( xnode[ '_anime' ].gpuTimerID ); - delete xnode[ '_anime' ]; + // rotate, skew + if( X_Type_isFinite( obj.rotate ) || X_Type_isFinite( obj.skewX ) || X_Type_isFinite( obj.skewY ) ){ + if( X_NodeAnime_hasTransform ){ + obj.transform = true; } else - if( ret !== false ){ - c = true; + if( X_NodeAnime_hasDXTransform && ( fallback & 32 ) ){ // DX Transform + obj.fallback = 32; }; }; - - if( ( X_Node_Anime_updateTimerID || updateNow ) && X_Node_updateTimerID ) X_Node_startUpdate(); - - X_Node_Anime_updateTimerID = 0; - X_Node_Anime_reserved = false; - if( c ){ - X_Node_Anime_reserveUpdate(); - }; -}; -// TODO X_Timer_requestFrame 経由の BEFORE_UPDATE で更新を行う -function X_Node_Anime_detectAnimationLayers(){ - var i = X_Node_ANIMATIONS.length, - l = i, - j, xnode, parent, hasGPUChild, remove; - - for( ; i; ){ - xnode = X_Node_ANIMATIONS[ --i ]; - parent = hasGPUChild = false; - for( j = l; j; ){ - _xnode = X_Node_ANIMATIONS[ --j ]; - - if( xnode.parent === _xnode.parent ){ - continue; - } else - if( _xnode[ 'contains' ]( xnode ) ){ - if( ( _xnode[ '_anime' ].phase === 3 && _xnode[ '_anime' ].gpuParent ) || _xnode[ '_anime' ].phase === 10 ){ - _xnode[ '_anime' ].phase = 15; - } else - if( xnode[ '_anime' ].gpuParent ){ - parent = true; - 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 - } else - if( [ 7, 8, 9, 13, 14 ].indexOf( xnode[ '_anime' ].phase ) !== -1 ){// GPU レイヤーの中止 - parent = true; - xnode[ '_anime' ].phase -= 8; - }; - break; - } else - if( xnode[ 'contains' ]( _xnode ) ){ - if( ( xnode[ '_anime' ].phase === 3 && xnode[ '_anime' ].gpuParent ) || xnode[ '_anime' ].phase === 10 ){ - xnode[ '_anime' ].phase = 15; - } else - if( _xnode[ '_anime' ].gpuParent ){ - hasGPUChild = true; - _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 - } else - if( [ 7, 8, 9, 13, 14 ].indexOf( _xnode[ '_anime' ].phase ) !== -1 ){// GPU レイヤーの中止 - hasGPUChild = true; - _xnode[ '_anime' ].phase -= 8; - }; - break; - }; + if( !obj.duration && 6 <= obj.phase ){ + this[ 'stop' ](); // 現在値で停止 + } else { + if( !obj.phase ){ + list[ list.length ] = this; + obj.phase = 1; + obj.uid = ++X_NodeAnime_uid; + X_NodeAnime_needsDetection = true; + } else + if( obj.phase < 4 ){ + list.splice( list.indexOf( this ), 1 ); + list[ list.length ] = this; + obj.uid = ++X_NodeAnime_uid; + X_NodeAnime_needsDetection = true; + } else + if( obj.duration ){ + // 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 + obj.phase = 6; + } else + // GPU 転送予約、または transform や opacity の値のみ設定 + if( obj.phase !== 5 ){ // GPU解除待ち ではない -> 4. 6, 7 + obj.phase = 4; // 強制停止(GPU転送予約)または値のみ更新 + obj.releaseNow = false; // TODO folower がいるため GPU 転送できないケースあり + X_NodeAnime_needsDetection = true; + } else { + obj.phase = 1; + X_NodeAnime_needsDetection = true; }; - if( !parent && xnode[ '_anime' ].phase !== 15 ){ - if( xnode[ '_anime' ].phase === 0 ){ - // 新規 - 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。 - } else - if( [ 3, 4, 10, 100 ].indexOf( xnode[ '_anime' ].phase ) === -1 ){ - // 非GPU -> GPU - 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。 + if( !X_NodeAnime_reserved ){ + X_NodeAnime_reserved = true; + + if( X_Node_updateTimerID ){ + if( X_NodeAnime_updateTimerID ) X_NodeAnime_updateTimerID = X_Timer_cancelFrame( X_NodeAnime_updateTimerID ); + + X_System[ 'listen' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations ); + } else { + X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations ); + X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations ); }; - }; + }; }; - - X_Node_Anime_needsDetection = false; + + return this; +}; + +function X_NodeAnime_getFinite( a, b, c ){ + if( a || a === 0 ) return a; + if( b || b === 0 ) return b; + if( c || c === 0 ) return c; + return NaN; }; -/* TODO - * 0:無, 1:子のGPU解除待 2:GPU予約, 3:GPU now!, 4:GPU解除予約 +/* + * 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 + * 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 */ -function X_Node_Anime_updateAnimation( xnode ){ - var obj = xnode[ '_anime' ], - phase = obj.phase, - current, time; - switch( phase ){ - case 2 : - // アニメーション中 - return false; - - case -1 :// 子の GPU レイヤー解除待ち - case 7 : - ++obj.phase; - break; - case 0 : // 開始位置+アニメーションの設定 - case 8 : - X_ViewPort[ 'unlisten' ]( X_EVENT_AFTER_UPDATE, xnode, X_Node_Anime_gpuReleased ); - - xnode[ 'css' ]({ - //willChange : X_Node_Anime_transitionProps + ',opacity,width,height', - backfaceVisibility : 'hidden', - transitionTimingFunction : obj.easing.style, - transitionDelay : '0s' // 0.001 にすると transitionend のタイミングが狂う、、、 - }); - - //console.log( '開始位置 ' + phase ); - X_Node_Anime_updatePosition( xnode, obj.startX, obj.startY, obj.startA, phase === 8 ); +/** + * 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( option ){ + var obj = this[ '_anime' ], + list = X_NodeAnime_QUEUE, + rm; + + if( !obj || !obj.phase ) return this; + + switch( obj.phase ){ + case 6 : // アニメーション開始可能 ?? + case 2 : // 準待機 + case 3 : // アニメーション待機中 + X_NodeAnime_needsDetection = true; + case 1 : + rm = true; + + case 4 : // 強制停止(GPU転送予約) + case 7 : // アニメーション中 + if( option & X_NODE_ANIME_RESET ){ + X_Object_override( obj, X_NodeAnime_DEFAULT ); + }; // TODO 終了値で停止も,,, - xnode[ 'dispatch' ]( { type : X_EVENT_ANIME_START, 'gpu' : phase === 8 } ); - ++obj.phase; - break; - case 1 : - case 9 : // 終了位置の設定 - obj.gpuParent = phase === 9; - if( obj.duration ){ - xnode[ 'listenOnce' ]( 'transitionend', X_Node_Anime_onTransitionEnd ); + // obj.canceled = true; - xnode[ 'css' ]({ - transitionProperty : X_Node_Anime_transitionProps + ',opacity,width,height', - transitionDuration : obj.duration + 'ms' - }); - - //console.log( '修了位置 ' + phase ); - X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, obj.gpuParent ); - obj.phase = 2; - break; - }; - //console.log( 'duration = 0 の場合、アニメーションの解除' ); - // duration = 0 の場合、アニメーションの解除 + if( rm ) break; // 1,2,3,6 の場合ここまで + + obj.toX = obj.x; + obj.toY = obj.y; + obj.toRotate = obj.rotate; + obj.toSkewX = obj.skewX; + obj.toSkewY = obj.skewY; + obj.toScaleX = obj.scaleX; + obj.toScaleY = obj.scaleY; + obj.toAlpha = obj.alpha; + obj.toScrollX = obj.scrollX; + obj.toScrollY = obj.scrollY; + + obj.phase = 4; // 強制解除 + X_NodeAnime_needsDetection = true; - case 3 : // アニメーションの解除 - obj.phase = obj.gpuParent ? 10 : 4; - // 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 } ); + case 5 : // GPU解除待ち + obj.releaseNow = !( option & X_NODE_ANIME_STAY_GPU ); break; + }; - case 4 : - // アニメーションは停止・GPU=false -> リストから削除 - obj.gpuParent = false; - return true; - - case 10 : - // 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 ){ - if( obj.wait ){ - obj.gpuTimerID = X_Timer_once( obj.wait, xnode, X_Node_Anime_releaseGPULayer ); - } else { - X_Node_Anime_releaseGPULayer.call( xnode ); - }; - }; - return false; - - case 5 : - case 13 : - // 子のGPU解除待ち - ++obj.phase; - break; - - // 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 - case 6 : - case 14 : - now = X_Timer_now(); - time = obj.duration - now + obj.startTime; - if( time < 16 ){ - X_Node_Anime_clearTransition( xnode ); - X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, phase === 14 ); - obj.phase = phase === 14 ? 10 : 4; - xnode[ 'dispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : obj.gpuParent } ); - } else { - current = X_Node_Anime_getComputedPosition( xnode ); - obj.startX = current.x; - obj.startY = current.y; - obj.startA = current.a; - obj.duration = time; - obj.startTime = now; - X_Node_Anime_updatePosition( xnode, current.x, current.y, current.a, phase === 14 ); - obj.phase = phase === 14 ? 9 : 1; - }; - break; - - case 15 : - // GPU有効で停止(待機)している xnode の解除 - //console.log( 'GPU有効で停止(待機)している xnode の解除' + xnode[ '_tag' ] + xnode[ 'getOrder' ]() ); - // console.log( 'GPU有効で停止(待機)している xnode のGPU解除' ); - X_Node_Anime_clearTransition( xnode ); - X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false ); - obj.gpuTimerID && X_Timer_remove( obj.gpuTimerID ); - X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, xnode, X_Node_Anime_gpuReleased ); - return true; - - case 100 : // stop() : アニメーションを中断して削除 - //console.log( 'stop() gpu:' + obj.gpuParent ); - // console.log( 'アニメーションを中断して削除' ); - current = X_Node_Anime_getComputedPosition( xnode ); - - X_Node_Anime_clearTransition( xnode ); - X_Node_Anime_updatePosition( xnode, current.x, current.y, current.a, obj.gpuParent ); - obj.phase = obj.gpuParent ? 10 : 4; - break; - + if( rm ){ + list.splice( list.indexOf( this ), 1 ); + obj.phase = 0; }; + + return this; }; +/* + * remove(append swap 等でない部的に呼ばれている場合も), kill 時に + */ +function X_NodeAnime_stopNow( xnode ){ + var obj = xnode[ '_anime' ], + flags = xnode[ '_flags' ], + list = X_NodeAnime_QUEUE, + skipUpdate; + + // if( !obj || !obj.phase ) return; 呼び出し側で検証済 -function X_Node_Anime_getComputedPosition( that ) { - var matrix = X_Node_CSS_getComputedStyle( that[ '_rawObject' ], null ), - x, y; + X_NodeAnime_needsDetection = true; + list.splice( list.indexOf( xnode ), 1 ); + obj.phase = 0; - if ( X_Node_Anime_hasTransform ) { - matrix = matrix[ X_Node_CSS_VENDER_PREFIX[ 'transform' ] ].split( ')' )[ 0 ].split( ', ' ); - x = + ( matrix[ 12 ] || matrix[ 4 ] ); - y = + ( matrix[ 13 ] || matrix[ 5 ] ); - } else { - x = + parseInt( matrix.left ); - y = + parseInt( matrix.top ); + // この部分 startUpdate へ? + if( flags & ~X_Node_BitMask_RESET_GPU ){ + skipUpdate = flags & X_NodeFlags_GPU_RESERVED; + ( flags & X_NodeFlags_GPU_RELEASE_RESERVED ) || X_NodeAnime_updatePosition( xnode, obj, 0.5, false ); + skipUpdate || ( xnode[ '_rawObject' ].style.cssText = X_Node_CSS_objToCssText( xnode ) ); + xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; }; - - return { x : x, y : y, a : matrix[ X_Node_CSS_Support[ 'opacity' ] ] }; }; -function X_Node_Anime_onTransitionEnd( e ){ - // console.log( 'アニメ終了[onTransitionEnd] ' + ( this[ '_anime' ] && this[ '_anime' ].phase ) ); +/* + * 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 + */ +function X_NodeAnime_detectWaitAnimation( xnode, duration, isTest ){ + var list = X_NodeAnime_QUEUE, + i = 0, _xnode, obj; - if( !this[ '_anime' ] || this[ '_anime' ].phase !== 2 ){ - // 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 - X_Node_Anime_reserved && !X_Node_Anime_updateTimerID && !X_Node_updateTimerID && X_Node_Anime_reserveUpdate( X_Node_Anime_reserved = false ); - return X_Callback_PREVENT_DEFAULT | X_Callback_STOP_PROPAGATION; + for( ; _xnode = list[ i ]; ++i ){ + if( _xnode === xnode ) break; + + // アニメーションの優先度はリストにいる順 + // 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 + if( _xnode[ '_anime' ].phase <= 3 ){ + if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){ // 祖先か?見た方が早そう + // -> 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 + return 2; + }; + }; }; - - this[ '_anime' ].phase = 3; - - X_Node_Anime_onTransition = true; - this[ 'dispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : this[ '_anime' ].gpuParent } ); - X_Node_Anime_onTransition = false; - - 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 - X_Node_Anime_updateAnimations( 0, X_Node_updateOnTransitionEnd ); - - return X_Callback_PREVENT_DEFAULT | X_Callback_STOP_PROPAGATION; -}; -function X_Node_Anime_releaseGPULayer(){ - var obj = this[ '_anime' ], tmp; - if( !obj ){ - // console.log( '_anime無' ); - return; + // -> 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 + // -> いる、待機状態へ + // -> いない、アニメーションが可能 + for( i = 0; _xnode = list[ i ]; ++i ){ + if( _xnode === xnode ) break; + obj = _xnode[ '_anime' ]; + if( 6 <= obj.phase ){ + if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){ + return isTest ? 3 : _xnode; + }; + }; }; - X_Node_Anime_clearTransition( this ); - X_Node_Anime_updatePosition( this, obj.destX, obj.destY, obj.destA, false ); - 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' ); - - X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, this, X_Node_Anime_gpuReleased ); -}; - -function X_Node_Anime_gpuReleased(){ - //console.log( 'GPU レイヤーが解放されました' ); - this[ 'dispatch' ]( { type : X_EVENT_GPU_RELEASED, 'gpu' : true } ); -}; - -function X_Node_Anime_clearTransition( xnode ){ - // 開始座標のセット(新規のみ) - // アニメーション指定のセット(または解除)(対象のみ) - // 目標座標のセット - xnode[ 'unlisten' ]( 'transitionend', X_Node_Anime_onTransitionEnd ); - - xnode[ 'css' ]({ - //willChange : '', - backfaceVisibility : '', - transitionTimingFunction : '', - transitionDelay : '', - transitionDuration : '' - }); + // アニメーション可能 + 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 }; -function X_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){ - // console.log( 'updatePosition y:' + y + ' gpu:' + !!useGPU ); - if( X_Node_Anime_hasTransform ){ - xnode[ 'css' ]({ - transform : 'translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)' + ( useGPU ? X_Node_Anime_translateZ : '' ), - opacity : opacity - }); - } else { - xnode[ 'css' ]({ - left : ( x | 0 ) + 'px', - top : ( y | 0 ) + 'px', - opacity : opacity - }); - }; - - if( X_Node_Anime_translateZ ){ - if( useGPU ){ - if( xnode[ '_flags' ] & X_Node_State.GPU_RELEASE_RESERVED ){ - xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; - xnode[ '_flags' ] |= X_Node_State.GPU_NOW; - } else - if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){ +function X_NodeAnime_updateAnimations( e ){ + var list = X_NodeAnime_QUEUE, + now = X_Timer_now(), + c = false, + i, xnode, obj, _xnode, + rm, progress, easing, lazy; + + if( X_NodeAnime_needsDetection ){ + X_NodeAnime_needsDetection = false; + + // + list.sort( X_NodeAnime_sortAnimationNode ); + + for( i = 0; xnode = list[ i ]; ++i ){ + obj = xnode[ '_anime' ]; + + if( obj.phase <= 3 ){ + if( !X_Type_isNumber( obj.phase = _xnode = X_NodeAnime_detectWaitAnimation( xnode, obj.duration ) ) ){ + _xnode[ '_anime' ].follower = true; + obj.phase = 3; // 後続待機 + }; } else { - xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; - xnode[ '_flags' ] |= X_Node_State.GPU_RESERVED; - }; - } else { - if( xnode[ '_flags' ] & X_Node_State.GPU_NOW ){ - xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; - xnode[ '_flags' ] |= X_Node_State.GPU_RELEASE_RESERVED; - } else - if( xnode[ '_flags' ] & X_Node_State.GPU_RESERVED ){ - xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; + obj.follower = false; }; - }; + }; }; -}; - -function X_Node_Anime_updateAnimationsNoTransition( e ){ - var i = X_Node_ANIMATIONS.length, - now = X_Timer_now(), - obj, - newX, newY, newA, easing, - c = false; - for( ; i; ){ - xnode = X_Node_ANIMATIONS[ --i ]; + for( i = list.length; i; ){ + rm = false; + xnode = list[ --i ]; obj = xnode[ '_anime' ]; - if( obj.destTime <= now ){ - X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false ); + switch( obj.phase ){ + case 7 : // アニメーション中 + if( now < obj.toTime ){ + obj.progress = progress = ( now - obj.fromTime ) / obj.duration; + easing = obj.easing( progress ); + obj.x = ( obj.toX - obj.fromX ) * easing + obj.fromX; + obj.y = ( obj.toY - obj.fromY ) * easing + obj.fromY; + obj.rotate = ( obj.toRotate - obj.fromRotate ) * easing + obj.fromRotate; + obj.skewX = ( obj.toSkewX - obj.fromSkewX ) * easing + obj.fromSkewX; + obj.skewY = ( obj.toSkewY - obj.fromSkewY ) * easing + obj.fromSkewY; + obj.scaleX = ( obj.toScaleX - obj.fromScaleX ) * easing + obj.fromScaleX; + obj.scaleY = ( obj.toScaleY - obj.fromScaleY ) * easing + obj.fromScaleY; + obj.alpha = ( obj.toAlpha - obj.fromAlpha ) * easing + obj.fromAlpha; + obj.scrollX = ( obj.toScrollX - obj.fromScrollX ) * easing + obj.fromScrollX; + obj.scrollY = ( obj.toScrollY - obj.fromScrollY ) * easing + obj.fromScrollY; + X_NodeAnime_updatePosition( xnode, obj, progress, true ); + c = true; + break; + }; + // アニメーション終了 + xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_END ); + + case 4 : // 強制停止(GPU転送予約)または transform や opacity の値のみ設定 + lazy = !obj.follower && !obj.releaseNow && obj.lazyRelease; + X_NodeAnime_updatePosition( xnode, obj, 1, !!lazy ); + + //if( obj.canceled ){ + // xnode[ 'asyncDispatch' ]( X_EVENT_CANCELED ); + //} else { + + //}; + + if( lazy ){ + console.log( 'アニメーション終了(' + obj.phase + ') -> GPU 解除待機 ' + lazy ); + obj.toTime = now + lazy; + obj.phase = 5; // GPU解除待ち + c = true; + } else { + console.log( 'アニメーション終了(' + obj.phase + ') -> ' ); + rm = true; + }; + break; - delete xnode[ '_anime' ]; - X_Node_ANIMATIONS.splice( i, 1 ); + case 6 : // アニメーション開始可能 + obj.fromTime = now; + obj.toTime = now + obj.duration; + obj.phase = 7; // アニメーション中 + obj.progress = 0; + xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_START ); + c = true; + //obj.canceled = false; + ( !obj.inited || X_NodeAnime_translateZ ) && X_NodeAnime_updatePosition( xnode, obj, 0, true ); + break; - // filter な 親が解除されないと子要素への filter が反映されない - xnode[ 'asyncDispatch' ]( { type : X_EVENT_ANIME_END, 'gpu' : false } ); - } else { - easing = obj.easing.fn( ( now - obj.startTime ) / obj.duration ); - newX = ( obj.destX - obj.startX ) * easing + obj.startX; - newY = ( obj.destY - obj.startY ) * easing + obj.startY; - newA = ( obj.destA - obj.startA ) * easing + obj.startA; - X_Node_Anime_updatePosition( xnode, newX, newY, newA, false ); - obj.x = newX; - obj.y = newY; - obj.a = newA; - c = true; + case 5 : // GPU解除待ち + if( obj.toTime <= now || obj.follower || obj.releaseNow ){ + X_NodeAnime_translateZ && X_NodeAnime_updatePosition( xnode, obj, 1, false ); + rm = true; + } else { + c = true; + }; + break; + + default : // 2 or 3 + // 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 + obj.inited || X_NodeAnime_updatePosition( xnode, obj, 0, false ); + obj.inited = true; + break; + }; + + obj.releaseNow = false; + + if( rm ){ + X_NodeAnime_translateZ && xnode[ 'asyncDispatch' ]( X_EVENT_GPU_RELEASED ); + // 後続のアニメーションがある場合 + if( obj.follower ) X_NodeAnime_needsDetection = c = true; + list.splice( i, 1 ); + obj.phase = 0; }; }; - c && console.log( 'anime... ' + X_Node_updateTimerID ); + //c && console.log( 'anime... ' + X_Node_updateTimerID ); - if( X_Node_Anime_reserved = c ){ + if( X_NodeAnime_reserved = c ){ if( X_Node_updateTimerID ){ // scrollbox では X_System X_EVENT_UPDATED は不可。。。 !e || e.type !== X_EVENT_UPDATED ? - X_System[ 'listen' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition ) : - X_Node_Anime_updateTimerID && X_Timer_cancelFrame( X_Node_Anime_updateTimerID ); - X_Node_Anime_updateTimerID = 0; + X_System[ 'listen' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations ) : + X_NodeAnime_updateTimerID && X_Timer_cancelFrame( X_NodeAnime_updateTimerID ); + X_NodeAnime_updateTimerID = 0; } else { - X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition ); - X_Node_Anime_updateTimerID = X_Timer_requestFrame( X_Node_Anime_updateAnimationsNoTransition ); + X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations ); + X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations ); + }; + } else { + X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations ); + X_NodeAnime_updateTimerID = 0; + }; +}; + +/* + * 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 + */ +function X_NodeAnime_sortAnimationNode( xnode1, xnode2 ){ + var a = 4 <= xnode1[ '_anime' ].phase, + b = 4 <= xnode2[ '_anime' ].phase; + + if( ( a && b ) && ( !a && !b ) ){ // Chrome のみ + return xnode1[ '_anime' ].uid - xnode2[ '_anime' ].uid; + }; + return a ? -1 : 1; +}; + +function X_NodeAnime_updatePosition( xnode, obj, ratio, useGPU ){ + var str = '', + x, y, rotate, skewX, skewY, scaleX, scaleY, alpha, + scrollX, scrollY; + + if( ratio === 1 ){ + x = obj.x = obj.toX; + y = obj.y = obj.toY; + rotate = X_Node_CSS_ieMathRangeFix( obj.rotate = obj.toRotate ); + skewX = X_Node_CSS_ieMathRangeFix( obj.skewX = obj.toSkewX ); + skewY = X_Node_CSS_ieMathRangeFix( obj.skewY = obj.toSkewY ); + scaleX = obj.scaleX = obj.toScaleX; + scaleY = obj.scaleY = obj.toScaleY; + alpha = obj.alpha = obj.toAlpha; + obj.scrollX = obj.toScrollX; + obj.scrollY = obj.toScrollY; + } else { + x = obj.x; + y = obj.y; + rotate = X_Node_CSS_ieMathRangeFix( obj.rotate ); + skewX = X_Node_CSS_ieMathRangeFix( obj.skewX ); + skewY = X_Node_CSS_ieMathRangeFix( obj.skewY ); + scaleX = obj.scaleX; + scaleY = obj.scaleY; + alpha = obj.alpha; + }; + + //console.log( 'updatePosition x:' + x + ' gpu:' + !!useGPU ); + if( obj.transform ){ + if( ( x === x || y === y ) && ( x !== 0 || y !== 0 ) ){ + if( X_UA[ 'Safari' ] && X_UA[ 'Windows' ] ){ + // http://shinimae.hatenablog.com/entry/2016/01/13/151748 + str = ' -webkit-translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)'; + } else { + str = ' translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)'; + }; }; + if( rotate < 0 || 0 < rotate ) str += ' rotate(' + rotate + 'deg)'; // opera は rad? + if( skewX < 0 || 0 < skewX ) str += ' skewX(' + skewX + 'deg)'; + if( skewY < 0 || 0 < skewY ) str += ' skewY(' + skewY + 'deg)'; + if( scaleX < 1 || 1 < scaleX ) str += ' scaleX(' + scaleX + ')'; + if( scaleY < 1 || 1 < scaleY ) str += ' scaleY(' + scaleY + ')'; + + xnode[ 'css' ]( 'transform', ( str ? str.substr( 1 ) : '' ) + ( useGPU ? X_NodeAnime_translateZ : '' ) ); + console.log( xnode.className() + ' ' + str + ' ' + (xnode[ '_flags' ] & X_NodeFlags_DIRTY_CSS) ); + + if( X_NodeAnime_translateZ ){ + if( useGPU ){ + if( xnode[ '_flags' ] & X_NodeFlags_GPU_RELEASE_RESERVED ){ + xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; + xnode[ '_flags' ] |= X_NodeFlags_GPU_NOW; + } else + if( !( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ) ){ + xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; + xnode[ '_flags' ] |= X_NodeFlags_GPU_RESERVED; + }; + } else { + if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){ + xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; + xnode[ '_flags' ] |= X_NodeFlags_GPU_RELEASE_RESERVED; + } else + if( xnode[ '_flags' ] & X_NodeFlags_GPU_RESERVED ){ + xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU; + }; + }; + }; + } else + if( obj.fallback === 32 ){ + xnode[ 'css' ]( 'dxtransform', [ x | 0, y | 0, rotate || 0, skewX || 0, skewY || 0, scaleX, scaleY, obj.altX, obj.altY ] ); } else { - X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition ); - X_Node_Anime_updateTimerID = 0; + x === x && xnode[ 'css' ]( obj.altX, ( x | 0 ) + 'px' ); + y === y && xnode[ 'css' ]( obj.altY, ( y | 0 ) + 'px' ); + + switch( obj.fallback ){ + case 4 : + xnode[ 'css' ]( 'zoom', scaleX ); + break; + case 2 : + xnode[ 'css' ]( 'fontSize', scaleX + 'em' ); + break; + case 1 : + + break; + }; + }; + + if( obj.doScroll && xnode[ '_rawObject' ] ){ + console.log( 'ok ' + ratio ); + xnode[ '_rawObject' ].scrollLeft = obj.scrollX | 0; + xnode[ '_rawObject' ].scrollTop = obj.scrollY | 0; + //X_Node_reserveUpdate(); }; + + alpha === alpha && xnode[ 'css' ]( 'opacity', alpha ); }; + +var + X_NodeAnime_ease = { + 'quadratic' : function (k) { + return k * ( 2 - k ); + /*{ + style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)', + fn: function (k) { + return k * ( 2 - k ); + }*/ + }, + 'circular' : function (k) { + return Math.sqrt( 1 - ( --k * k ) ); + /*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' : function (k) { + return --k * k * ( 5 * k + 4 ) + 1; + /*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' : function (k, X) { + X = 7.5625; + if ( k < ( 1 / 2.75 ) ) { + return X * k * k; + } else + if ( k < ( 2 / 2.75 ) ) { + return X * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75; + } else + if ( k < ( 2.5 / 2.75 ) ) { + return X * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375; + } else { + return X * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375; + } + /*style: '', + fn: function (k) { + if ( ( k /= 1 ) < ( 1 / 2.75 ) ) { + return 7.5625 * k * k; + } else if ( k < ( 2 / 2.75 ) ) { + return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75; + } else if ( k < ( 2.5 / 2.75 ) ) { + return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375; + } else { + return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375; + } + }*/ + }, + 'elastic' : function (k) { + return k === 0 ? 0 : k === 1 ? 1 : ( 0.4 * Math.pow( 2, - 10 * k ) * Math.sin( ( k - 0.055 ) * 28.56 ) + 1 ); + /*style: '', + fn: function (k) { + var f = 0.22, + e = 0.4; + + if ( k === 0 ) { return 0; } + if ( k == 1 ) { return 1; } + + return ( e * Math.pow( 2, - 10 * k ) * Math.sin( ( k - f / 4 ) * ( 2 * Math.PI ) / f ) + 1 ); + } */ + } + };