2 var X_NodeAnime_QUEUE = [],
\r
4 X_NodeAnime_reserved = false,
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5 X_NodeAnime_updateTimerID = 0,
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6 X_NodeAnime_needsDetection = false,
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8 X_NodeAnime_hasTransform = !!X_Node_CSS_VENDER_PREFIX[ 'transform' ],
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10 X_NodeAnime_hasDXTransform = 5.5 <= X_UA[ 'IE' ] && X_UA[ 'IE' ] < 9 && X_UA[ 'ActiveX' ], // IEHost が 11 の場合不可
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12 /* Opera mobile で translateZ(0) が有効だと XY が 0 0 になる */
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13 /* 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 */
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14 X_NodeAnime_translateZ = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] && !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] ? ' translateZ(0)' : '',
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28 X_NODE_ANIME_RESET = 1,
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29 X_NODE_ANIME_STAY_GPU = 2,
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31 X_NodeAnime_DEFAULT = {
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38 rotate : NaN, fromRotate : NaN, toRotate : NaN,
\r
39 skewX : NaN, fromSkewX : NaN, toSkewX : NaN,
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40 skewY : NaN, fromSkewY : NaN, toSkewY : NaN,
\r
41 scaleX : 1, fromScaleX : 1, toScaleX : 1,
\r
42 scaleY : 1, fromScaleY : 1, toScaleY : 1,
\r
44 scrollX : NaN, fromScrollX : NaN, toScrollX : NaN,
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45 scrollY : NaN, fromScrollY : NaN, toScrollY : NaN //,
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46 //doScroll : false//,
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48 //phase, lazyRelease, easing, follower, releaseNow, inited, progress, fallback
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53 * GPU サポートの効いたアニメーションの設定
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54 * <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>
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55 * @alias Node.prototype.animate
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56 * @param {object} obj
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57 * @return {Node} メソッドチェーン
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63 * opacity : 0.0, //~1.0
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74 * to : {}, // from と同じ
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77 * easing : 'quadratic', // function, 'circular', 'back', 'bounce', 'elastic'
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78 * fallback : bitFlag // 16:DXTransform, 8:css-p, 4:zoom(s) > 2:fontSize(s) > 1:width&height(vh,s)
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79 * ** tree にいなくてもアニメーションを行いイベントを発生
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81 * fallbackWidth, fallbackHeight, transformOrigin( 0.5, 0.5 )
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84 function X_Node_animate( obj ){
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85 var list = X_NodeAnime_QUEUE,
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86 from = obj[ 'from' ] || {},
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87 dest = obj[ 'to' ] || {},
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88 duration = obj[ 'duration' ],
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89 lazyRelease = obj[ 'lazyRelease' ],
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90 easing = obj[ 'easing' ],
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91 fallback = obj[ 'fallback' ],
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94 obj = this[ '_anime' ];
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96 if( !( this[ '_flags' ] & X_NodeFlags_IN_TREE ) ){
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97 alert( '@animate 要素はツリーに追加されていません!' );
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98 // 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、、、?
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103 this[ '_anime' ] = obj = X_Object_copy( X_NodeAnime_DEFAULT );
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104 a = this[ '_css' ] && parseFloat( this[ '_css' ].opacity );
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105 if( 0 <= a ) obj.alpha = a;
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109 obj.fromX = obj.x = X_NodeAnime_getFinite( from[ 'x' ], obj.x );
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110 obj.fromY = obj.y = X_NodeAnime_getFinite( from[ 'y' ], obj.y );
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111 obj.fromRotate = obj.rotate = X_NodeAnime_getFinite( from[ 'rotate' ], obj.rotate );
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112 obj.fromSkewX = obj.skewX = X_NodeAnime_getFinite( from[ 'skewX' ], from[ 'skew' ], obj.skewX );
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113 obj.fromSkewY = obj.skewY = X_NodeAnime_getFinite( from[ 'skewY' ], from[ 'skew' ], obj.skewY );
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114 obj.fromScaleX = obj.scaleX = X_NodeAnime_getFinite( from[ 'scaleX' ], from[ 'scale' ], obj.scaleX );
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115 obj.fromScaleY = obj.scaleY = X_NodeAnime_getFinite( from[ 'scaleY' ], from[ 'scale' ], obj.scaleY );
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116 obj.fromAlpha = obj.alpha = X_NodeAnime_getFinite( from[ 'opacity' ], obj.alpha );
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117 obj.fromScrollX = obj.scrollX = X_NodeAnime_getFinite( from[ 'scrollX' ], obj.scrollX );
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118 obj.fromScrollY = obj.scrollY = X_NodeAnime_getFinite( from[ 'scrollY' ], obj.scrollY );
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120 obj.toX = X_NodeAnime_getFinite( dest[ 'x' ], obj.x );
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121 obj.toY = X_NodeAnime_getFinite( dest[ 'y' ], obj.y );
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122 obj.toRotate = X_NodeAnime_getFinite( dest[ 'rotate' ], obj.rotate );
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123 obj.toSkewX = X_NodeAnime_getFinite( dest[ 'skewX' ], dest[ 'skew' ], obj.skewX );
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124 obj.toSkewY = X_NodeAnime_getFinite( dest[ 'skewY' ], dest[ 'skew' ], obj.skewY );
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125 obj.toScaleX = X_NodeAnime_getFinite( dest[ 'scaleX' ], dest[ 'scale' ], obj.scaleX );
\r
126 obj.toScaleY = X_NodeAnime_getFinite( dest[ 'scaleY' ], dest[ 'scale' ], obj.scaleY );
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127 obj.toAlpha = X_NodeAnime_getFinite( dest[ 'opacity' ], obj.alpha );
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128 obj.toScrollX = X_NodeAnime_getFinite( dest[ 'scrollX' ], obj.scrollX );
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129 obj.toScrollY = X_NodeAnime_getFinite( dest[ 'scrollY' ], obj.scrollY );
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131 if( X_Type_isFinite( obj.toX ) && X_Type_isNaN( obj.x ) ) obj.x = obj.fromX = 0;
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132 if( X_Type_isFinite( obj.toY ) && X_Type_isNaN( obj.y ) ) obj.y = obj.fromY = 0;
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134 if( obj.toRotate && X_Type_isNaN( obj.rotate ) ) obj.rotate = obj.fromRotate = 0;
\r
135 if( obj.toSkewX && X_Type_isNaN( obj.skewX ) ) obj.skewX = obj.fromSkewX = 0;
\r
136 if( obj.toSkewY && X_Type_isNaN( obj.skewY ) ) obj.skewY = obj.fromSkewY = 0;
\r
138 obj.duration = 0 <= duration && X_Type_isFinite( duration ) ? duration : 0;
\r
139 obj.lazyRelease = 0 <= lazyRelease && X_Type_isFinite( lazyRelease ) ? lazyRelease : 0;
\r
140 obj.easing = X_Type_isFunction( easing ) ? easing : X_NodeAnime_ease[ easing ] || X_NodeAnime_ease[ 'circular' ];
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141 obj.inited = false;
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142 obj.transform = ( X_Type_isFinite( obj.x ) || X_Type_isFinite( obj.y ) || obj.lazyRelease ) && X_NodeAnime_hasTransform;
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143 obj.doScroll = 0 <= obj.toScrollX || 0 <= obj.toScrollY;
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145 obj.altX = fallback & 8 ? 'right' : 'left';
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146 obj.altY = fallback & 16 ? 'bottom' : 'top';
\r
149 if( obj.toScaleX !== 1 && obj.fromScaleX !== 1 && obj.toScaleY !== 1 && obj.fromScaleY !== 1 ){
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150 sameRate = obj.fromScaleX === obj.fromScaleY && obj.toScaleX === obj.toScaleY;
\r
152 if( X_NodeAnime_hasTransform ){
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153 obj.transform = true;
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155 if( X_NodeAnime_hasDXTransform && ( fallback & 32 ) ){ // DX Transform
\r
158 if( ( fallback & 4 ) && sameRate ){ // zoom
\r
161 if( ( fallback & 2 ) && sameRate ){ // fontSize
\r
164 if( fallback & 1 ){ // width & height
\r
170 if( X_Type_isFinite( obj.rotate ) || X_Type_isFinite( obj.skewX ) || X_Type_isFinite( obj.skewY ) ){
\r
171 if( X_NodeAnime_hasTransform ){
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172 obj.transform = true;
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174 if( X_NodeAnime_hasDXTransform && ( fallback & 32 ) ){ // DX Transform
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179 if( !obj.duration && 6 <= obj.phase ){
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180 this[ 'stop' ](); // 現在値で停止
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183 list[ list.length ] = this;
\r
185 obj.uid = ++X_NodeAnime_uid;
\r
186 X_NodeAnime_needsDetection = true;
\r
188 if( obj.phase < 4 ){
\r
189 list.splice( list.indexOf( this ), 1 );
\r
190 list[ list.length ] = this;
\r
191 obj.uid = ++X_NodeAnime_uid;
\r
192 X_NodeAnime_needsDetection = true;
\r
194 if( obj.duration ){
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195 // 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
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198 // GPU 転送予約、または transform や opacity の値のみ設定
\r
199 if( obj.phase !== 5 ){ // GPU解除待ち ではない -> 4. 6, 7
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200 obj.phase = 4; // 強制停止(GPU転送予約)または値のみ更新
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201 obj.releaseNow = false; // TODO folower がいるため GPU 転送できないケースあり
\r
202 X_NodeAnime_needsDetection = true;
\r
205 if( !X_NodeAnime_reserved ){
\r
206 X_NodeAnime_reserved = true;
\r
208 if( X_Node_updateTimerID ){
\r
209 if( X_NodeAnime_updateTimerID ) X_NodeAnime_updateTimerID = X_Timer_cancelFrame( X_NodeAnime_updateTimerID );
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211 X_System[ 'listen' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );
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213 X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );
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214 X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations );
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222 function X_NodeAnime_getFinite( a, b, c ){
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223 if( a || a === 0 ) return a;
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224 if( b || b === 0 ) return b;
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225 if( c || c === 0 ) return c;
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230 * 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
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231 * 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
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235 * @alias Node.prototype.stop
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236 * @return {Node} メソッドチェーン
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238 function X_Node_stop( option ){
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239 var obj = this[ '_anime' ],
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240 list = X_NodeAnime_QUEUE,
\r
243 if( !obj || !obj.phase ) return this;
\r
245 switch( obj.phase ){
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246 case 6 : // アニメーション開始可能 ??
\r
248 case 3 : // アニメーション待機中
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249 X_NodeAnime_needsDetection = true;
\r
253 case 4 : // 強制停止(GPU転送予約)
\r
254 case 7 : // アニメーション中
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255 if( option & X_NODE_ANIME_RESET ){
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256 X_Object_override( obj, X_NodeAnime_DEFAULT );
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257 }; // TODO 終了値で停止も,,,
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259 // obj.canceled = true;
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261 if( rm ) break; // 1,2,3,6 の場合ここまで
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265 obj.toRotate = obj.rotate;
\r
266 obj.toSkewX = obj.skewX;
\r
267 obj.toSkewY = obj.skewY;
\r
268 obj.toScaleX = obj.scaleX;
\r
269 obj.toScaleY = obj.scaleY;
\r
270 obj.toAlpha = obj.alpha;
\r
271 obj.toScrollX = obj.scrollX;
\r
272 obj.toScrollY = obj.scrollY;
\r
274 obj.phase = 4; // 強制解除
\r
275 X_NodeAnime_needsDetection = true;
\r
277 case 5 : // GPU解除待ち
\r
278 obj.releaseNow = !( option & X_NODE_ANIME_STAY_GPU );
\r
283 list.splice( list.indexOf( this ), 1 );
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290 * remove(append swap 等でない部的に呼ばれている場合も), kill 時に
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292 function X_NodeAnime_stopNow( xnode ){
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293 var obj = xnode[ '_anime' ],
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294 flags = xnode[ '_flags' ],
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295 list = X_NodeAnime_QUEUE,
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298 // if( !obj || !obj.phase ) return; 呼び出し側で検証済
\r
300 X_NodeAnime_needsDetection = true;
\r
301 list.splice( list.indexOf( xnode ), 1 );
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304 // この部分 startUpdate へ?
\r
305 if( flags & ~X_Node_BitMask_RESET_GPU ){
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306 skipUpdate = flags & X_NodeFlags_GPU_RESERVED;
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307 ( flags & X_NodeFlags_GPU_RELEASE_RESERVED ) || X_NodeAnime_updatePosition( xnode, obj, 0.5, false );
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308 skipUpdate || ( xnode[ '_rawObject' ].style.cssText = X_Node_CSS_objToCssText( xnode ) );
\r
309 xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;
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314 * 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
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316 function X_NodeAnime_detectWaitAnimation( xnode, duration, isTest ){
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317 var list = X_NodeAnime_QUEUE,
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320 for( ; _xnode = list[ i ]; ++i ){
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321 if( _xnode === xnode ) break;
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323 // アニメーションの優先度はリストにいる順
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324 // 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
325 if( _xnode[ '_anime' ].phase <= 3 ){
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326 if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){ // 祖先か?見た方が早そう
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327 // -> 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
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333 // -> 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
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335 // -> いない、アニメーションが可能
\r
336 for( i = 0; _xnode = list[ i ]; ++i ){
\r
337 if( _xnode === xnode ) break;
\r
338 obj = _xnode[ '_anime' ];
\r
339 if( 6 <= obj.phase ){
\r
340 if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){
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341 return isTest ? 3 : _xnode;
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346 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
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349 function X_NodeAnime_updateAnimations( e ){
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350 var list = X_NodeAnime_QUEUE,
\r
351 now = X_Timer_now(),
\r
353 i, xnode, obj, _xnode,
\r
356 if( X_NodeAnime_needsDetection ){
\r
357 X_NodeAnime_needsDetection = false;
\r
360 list.sort( X_NodeAnime_sortAnimationNode );
\r
362 for( i = 0; xnode = list[ i ]; ++i ){
\r
363 obj = xnode[ '_anime' ];
\r
365 if( obj.phase <= 3 ){
\r
366 if( !X_Type_isNumber( obj.phase = _xnode = X_NodeAnime_detectWaitAnimation( xnode, obj.duration ) ) ){
\r
367 _xnode[ '_anime' ].follower = true;
\r
368 obj.phase = 3; // 後続待機
\r
371 obj.follower = false;
\r
376 for( i = list.length; i; ){
\r
378 xnode = list[ --i ];
\r
379 obj = xnode[ '_anime' ];
\r
381 switch( obj.phase ){
\r
382 case 7 : // アニメーション中
\r
383 if( now < obj.toTime ){
\r
384 obj.progress = ( now - obj.fromTime ) / obj.duration;
\r
385 easing = obj.easing( obj.progress );
\r
386 obj.x = ( obj.toX - obj.fromX ) * easing + obj.fromX;
\r
387 obj.y = ( obj.toY - obj.fromY ) * easing + obj.fromY;
\r
388 obj.rotate = ( obj.toRotate - obj.fromRotate ) * easing + obj.fromRotate;
\r
389 obj.skewX = ( obj.toSkewX - obj.fromSkewX ) * easing + obj.fromSkewX;
\r
390 obj.skewY = ( obj.toSkewY - obj.fromSkewY ) * easing + obj.fromSkewY;
\r
391 obj.scaleX = ( obj.toScaleX - obj.fromScaleX ) * easing + obj.fromScaleX;
\r
392 obj.scaleY = ( obj.toScaleY - obj.fromScaleY ) * easing + obj.fromScaleY;
\r
393 obj.alpha = ( obj.toAlpha - obj.fromAlpha ) * easing + obj.fromAlpha;
\r
394 obj.scrollX = ( obj.toScrollX - obj.fromScrollX ) * easing + obj.fromScrollX;
\r
395 obj.scrollY = ( obj.toScrollY - obj.fromScrollY ) * easing + obj.fromScrollY;
\r
396 X_NodeAnime_updatePosition( xnode, obj, obj.progress, true );
\r
401 xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_END );
\r
403 case 4 : // 強制停止(GPU転送予約)または transform や opacity の値のみ設定
\r
404 lazy = !obj.follower && !obj.releaseNow && obj.lazyRelease;
\r
405 X_NodeAnime_updatePosition( xnode, obj, 1, !!lazy );
\r
407 //if( obj.canceled ){
\r
408 // xnode[ 'asyncDispatch' ]( X_EVENT_CANCELED );
\r
414 console.log( 'アニメーション終了(' + obj.phase + ') -> GPU 解除待機 ' + lazy );
\r
415 obj.toTime = now + lazy;
\r
416 obj.phase = 5; // GPU解除待ち
\r
419 console.log( 'アニメーション終了(' + obj.phase + ') -> ' );
\r
424 case 6 : // アニメーション開始可能
\r
425 obj.fromTime = now;
\r
426 obj.toTime = now + obj.duration;
\r
427 obj.phase = 7; // アニメーション中
\r
429 xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_START );
\r
431 //obj.canceled = false;
\r
432 ( !obj.inited || X_NodeAnime_translateZ ) && X_NodeAnime_updatePosition( xnode, obj, 0, true );
\r
435 case 5 : // GPU解除待ち
\r
436 if( obj.toTime <= now || obj.follower || obj.releaseNow ){
\r
437 X_NodeAnime_translateZ && X_NodeAnime_updatePosition( xnode, obj, 1, false );
\r
444 default : // 2 or 3
\r
445 // 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
446 obj.inited || X_NodeAnime_updatePosition( xnode, obj, 0, false );
\r
451 obj.releaseNow = false;
\r
454 X_NodeAnime_translateZ && xnode[ 'asyncDispatch' ]( X_EVENT_GPU_RELEASED );
\r
456 if( obj.follower ) X_NodeAnime_needsDetection = c = true;
\r
457 list.splice( i, 1 );
\r
462 //c && console.log( 'anime... ' + X_Node_updateTimerID );
\r
464 if( X_NodeAnime_reserved = c ){
\r
465 if( X_Node_updateTimerID ){
\r
466 // scrollbox では X_System X_EVENT_UPDATED は不可。。。
\r
467 !e || e.type !== X_EVENT_UPDATED ?
\r
468 X_System[ 'listen' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations ) :
\r
469 X_NodeAnime_updateTimerID && X_Timer_cancelFrame( X_NodeAnime_updateTimerID );
\r
470 X_NodeAnime_updateTimerID = 0;
\r
472 X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );
\r
473 X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations );
\r
476 X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );
\r
477 X_NodeAnime_updateTimerID = 0;
\r
482 * 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
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484 function X_NodeAnime_sortAnimationNode( xnode1, xnode2 ){
\r
485 var a = 4 <= xnode1[ '_anime' ].phase,
\r
486 b = 4 <= xnode2[ '_anime' ].phase;
\r
488 if( ( a && b ) && ( !a && !b ) ){ // Chrome のみ
\r
489 return xnode1[ '_anime' ].uid - xnode2[ '_anime' ].uid;
\r
494 function X_NodeAnime_updatePosition( xnode, obj, ratio, useGPU ){
\r
496 x, y, rotate, skewX, skewY, scaleX, scaleY, alpha,
\r
500 x = obj.x = obj.toX;
\r
501 y = obj.y = obj.toY;
\r
502 rotate = X_Node_CSS_ieMathRangeFix( obj.rotate = obj.toRotate );
\r
503 skewX = X_Node_CSS_ieMathRangeFix( obj.skewX = obj.toSkewX );
\r
504 skewY = X_Node_CSS_ieMathRangeFix( obj.skewY = obj.toSkewY );
\r
505 scaleX = obj.scaleX = obj.toScaleX;
\r
506 scaleY = obj.scaleY = obj.toScaleY;
\r
507 alpha = obj.alpha = obj.toAlpha;
\r
508 obj.scrollX = obj.toScrollX;
\r
509 obj.scrollY = obj.toScrollY;
\r
513 rotate = X_Node_CSS_ieMathRangeFix( obj.rotate );
\r
514 skewX = X_Node_CSS_ieMathRangeFix( obj.skewX );
\r
515 skewY = X_Node_CSS_ieMathRangeFix( obj.skewY );
\r
516 scaleX = obj.scaleX;
\r
517 scaleY = obj.scaleY;
\r
521 //console.log( 'updatePosition x:' + x + ' gpu:' + !!useGPU );
\r
522 if( obj.transform ){
\r
523 if( x === x || y === y ) str += ' translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)';
\r
524 if( rotate < 0 || 0 < rotate ) str += ' rotate(' + rotate + 'deg)'; // opera は rad?
\r
525 if( skewX < 0 || 0 < skewX ) str += ' skewX(' + skewX + 'deg)';
\r
526 if( skewY < 0 || 0 < skewY ) str += ' skewY(' + skewY + 'deg)';
\r
527 if( scaleX < 1 || 1 < scaleX ) str += ' scaleX(' + scaleX + ')';
\r
528 if( scaleY < 1 || 1 < scaleY ) str += ' scaleY(' + scaleY + ')';
\r
529 xnode[ 'css' ]( 'transform', ( str ? str.substr( 1 ) : '' ) + ( useGPU ? X_NodeAnime_translateZ : '' ) );
\r
531 if( X_NodeAnime_translateZ ){
\r
533 if( xnode[ '_flags' ] & X_NodeFlags_GPU_RELEASE_RESERVED ){
\r
534 xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;
\r
535 xnode[ '_flags' ] |= X_NodeFlags_GPU_NOW;
\r
537 if( !( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ) ){
\r
538 xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;
\r
539 xnode[ '_flags' ] |= X_NodeFlags_GPU_RESERVED;
\r
542 if( xnode[ '_flags' ] & X_NodeFlags_GPU_NOW ){
\r
543 xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;
\r
544 xnode[ '_flags' ] |= X_NodeFlags_GPU_RELEASE_RESERVED;
\r
546 if( xnode[ '_flags' ] & X_NodeFlags_GPU_RESERVED ){
\r
547 xnode[ '_flags' ] &= X_Node_BitMask_RESET_GPU;
\r
552 if( obj.fallback === 32 ){
\r
553 xnode[ 'css' ]( 'dxtransform', [ x | 0, y | 0, rotate || 0, skewX || 0, skewY || 0, scaleX, scaleY, obj.altX, obj.altY ] );
\r
555 x === x && xnode[ 'css' ]( obj.altX, ( x | 0 ) + 'px' );
\r
556 y === y && xnode[ 'css' ]( obj.altY, ( y | 0 ) + 'px' );
\r
558 switch( obj.fallback ){
\r
560 xnode[ 'css' ]( 'zoom', scaleX );
\r
563 xnode[ 'css' ]( 'fontSize', scaleX + 'em' );
\r
571 if( obj.doScroll && xnode[ '_rawObject' ] ){
\r
572 console.log( 'ok ' + ratio );
\r
573 xnode[ '_rawObject' ].scrollLeft = obj.scrollX | 0;
\r
574 xnode[ '_rawObject' ].scrollTop = obj.scrollY | 0;
\r
575 //X_Node_reserveUpdate();
\r
578 alpha === alpha && xnode[ 'css' ]( 'opacity', alpha );
\r
583 X_NodeAnime_ease = {
\r
584 'quadratic' : function (k) {
\r
585 return k * ( 2 - k );
\r
587 style: 'cubic-bezier(0.25, 0.46, 0.45, 0.94)',
\r
589 return k * ( 2 - k );
\r
592 'circular' : function (k) {
\r
593 return Math.sqrt( 1 - ( --k * k ) );
\r
594 /*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
596 return Math.sqrt( 1 - ( --k * k ) );
\r
599 'back' : function (k) {
\r
600 return --k * k * ( 5 * k + 4 ) + 1;
\r
601 /*style: 'cubic-bezier(0.175, 0.885, 0.32, 1.275)',
\r
604 return ( k = k - 1 ) * k * ( ( b + 1 ) * k + b ) + 1;
\r
607 'bounce' : function (k, X) {
\r
609 if ( k < ( 1 / 2.75 ) ) {
\r
612 if ( k < ( 2 / 2.75 ) ) {
\r
613 return X * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;
\r
615 if ( k < ( 2.5 / 2.75 ) ) {
\r
616 return X * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;
\r
618 return X * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;
\r
622 if ( ( k /= 1 ) < ( 1 / 2.75 ) ) {
\r
623 return 7.5625 * k * k;
\r
624 } else if ( k < ( 2 / 2.75 ) ) {
\r
625 return 7.5625 * ( k -= ( 1.5 / 2.75 ) ) * k + 0.75;
\r
626 } else if ( k < ( 2.5 / 2.75 ) ) {
\r
627 return 7.5625 * ( k -= ( 2.25 / 2.75 ) ) * k + 0.9375;
\r
629 return 7.5625 * ( k -= ( 2.625 / 2.75 ) ) * k + 0.984375;
\r
633 'elastic' : function (k) {
\r
634 return k === 0 ? 0 : k === 1 ? 1 : ( 0.4 * Math.pow( 2, - 10 * k ) * Math.sin( ( k - 0.055 ) * 28.56 ) + 1 );
\r
640 if ( k === 0 ) { return 0; }
\r
641 if ( k == 1 ) { return 1; }
\r
643 return ( e * Math.pow( 2, - 10 * k ) * Math.sin( ( k - f / 4 ) * ( 2 * Math.PI ) / f ) + 1 );
\r