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Version 0.6.213, add X.Node.TextRange.
[pettanr/clientJs.git]
/
0.6.x
/
js
/
02_dom
/
10_XNodeAnime.js
diff --git
a/0.6.x/js/02_dom/10_XNodeAnime.js
b/0.6.x/js/02_dom/10_XNodeAnime.js
index
765dec7
..
8ae688e
100644
(file)
--- a/
0.6.x/js/02_dom/10_XNodeAnime.js
+++ b/
0.6.x/js/02_dom/10_XNodeAnime.js
@@
-12,9
+12,7
@@
var X_NodeAnime_QUEUE = [],
/* 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 */
\r
X_NodeAnime_translateZ = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] &&
\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 */
\r
X_NodeAnime_translateZ = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] &&
\r
- !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] //&&
\r
- /* ハードウェアによると思うが IE11 と Win8.1 で画面(塗)が乱れる */
\r
- /* !( ( X_UA[ 'IE' ] === 11 || X_UA[ 'IEHost' ] === 11 ) && X_UA[ 'Windows' ] === 8.1 ) */ ? ' translateZ(0)' : '',
\r
+ !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] ? ' translateZ(0)' : '',
\r
\r
/*
\r
* phase:
\r
\r
/*
\r
* phase:
\r
@@
-354,7
+352,7
@@
function X_NodeAnime_updateAnimations( e ){
now = X_Timer_now(),
\r
c = false,
\r
i, xnode, obj, _xnode,
\r
now = X_Timer_now(),
\r
c = false,
\r
i, xnode, obj, _xnode,
\r
- rm, easing, lazy;
\r
+ rm,
progress,
easing, lazy;
\r
\r
if( X_NodeAnime_needsDetection ){
\r
X_NodeAnime_needsDetection = false;
\r
\r
if( X_NodeAnime_needsDetection ){
\r
X_NodeAnime_needsDetection = false;
\r
@@
-384,8
+382,8
@@
function X_NodeAnime_updateAnimations( e ){
switch( obj.phase ){
\r
case 7 : // アニメーション中
\r
if( now < obj.toTime ){
\r
switch( obj.phase ){
\r
case 7 : // アニメーション中
\r
if( now < obj.toTime ){
\r
- obj.progress = ( now - obj.fromTime ) / obj.duration;
\r
- easing = obj.easing(
obj.
progress );
\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.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
@@
-396,7
+394,7
@@
function X_NodeAnime_updateAnimations( e ){
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
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,
obj.
progress, true );
\r
+ X_NodeAnime_updatePosition( xnode, obj, progress, true );
\r
c = true;
\r
break;
\r
};
\r
c = true;
\r
break;
\r
};
\r