OSDN Git Service

Version 0.6.199, bug fixes X.Node.Anime & X.Util.Window & X.Net.OAuth2 & X.UI.*.
authoritozyun <itozyun@user.sourceforge.jp>
Sun, 6 Dec 2015 15:52:39 +0000 (00:52 +0900)
committeritozyun <itozyun@user.sourceforge.jp>
Sun, 6 Dec 2015 15:52:39 +0000 (00:52 +0900)
13 files changed:
0.6.x/js/01_core/13_XClass.js
0.6.x/js/02_dom/06_XNodeCSS.js
0.6.x/js/02_dom/10_XNodeAnime.js
0.6.x/js/02_dom/20_XNode.js
0.6.x/js/05_util/06_XWindow.js
0.6.x/js/06_net/05_XXHRGadget.js
0.6.x/js/06_net/10_XOAuth2.js
0.6.x/js/07_audio/00_XAudio.js
0.6.x/js/20_ui/01_XUI_LayoutBase.js
0.6.x/js/20_ui/05_XUI_Gesture.js
0.6.x/js/20_ui/08_Box.js
0.6.x/js/20_ui/15_ScrollBox.js
0.6.x/js/20_ui/20_Root.js

index f0dc784..de84007 100644 (file)
@@ -171,7 +171,9 @@ X_Class_CommonMethods =
                // index が替わっている可能性があるので取り直し\r
                if( X_Class_SUPER_CALLER[ i ] !== me ) i = X_Class_SUPER_CALLER.indexOf( me );\r
                \r
-               if( X_Class_SUPER_STACKS[ i ] === stack ) console.log( 'スーパークラス、またはスーパークラスのコンストラクタは存在しません' );\r
+               if( X_Class_SUPER_STACKS[ i ] === stack ){\r
+                       //console.log( 'スーパークラス、またはスーパークラスのコンストラクタは存在しません' );\r
+               };\r
                \r
                if( stack === 0 ){\r
                        X_Class_SUPER_CALLER.splice( i, 1 );\r
@@ -662,7 +664,7 @@ function X_Class_actualConstructor( f, args ){
 \r
        obj = def.Constructor ?\r
                        def.Constructor.apply( instance, args ) :\r
-                       instance[ 'Super' ].apply( instance, args );\r
+                       def.SuperClass && instance[ 'Super' ].apply( instance, args );\r
 \r
        if( obj !== instance && ( X_Type_isObject( obj ) || X_Type_isFunction( obj ) ) ){ // Class\r
                instance[ 'kill' ]();\r
index 28e337d..a59b708 100644 (file)
@@ -831,7 +831,7 @@ X[ 'CSS' ] = {
                        for( j = vendors.length; j; ){
                                v = vendors[ --j ];
                                if( testStyle[ v + prop ] !== undefined ){
-                                       if( v === 'ms' && !( 10 <= X_UA[ 'IEHost' ] ) ) v = 'Ms';// for ie9, 但し ie11 のieには不要
+                                       if( v === 'ms'/* && !( 10 <= X_UA[ 'IEHost' ] )*/ ) v = 'Ms';// for ie9, 但し ie11 のieには不要
                                        if( v === 'o' ) v = 'O';//for opera12
                                        X_Node_CSS_VENDER_PREFIX[ search ] = v + prop;
                                        break;
index 9458c38..6ba1bc2 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
-// お約束\r
-// transform や transition animation は スタイルシートに書かない\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_Node_Anime_hasTransform    = !!X_Node_CSS_VENDER_PREFIX[ 'transform' ],\r
+       X_NodeAnime_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 */\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   = false && !!X_Node_CSS_VENDER_PREFIX[ 'transitionDelay' ] && !( X_UA[ 'iOS' ] < 6 ) && !X_UA[ 'Opera' ] && !X_UA[ 'Blink' ], // && !( 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;\r
-\r
-// gpu化だけ transformX , willChange\r
-// 終了位置の変更\r
-// 中断\r
+       X_NodeAnime_translateZ      = X_Node_CSS_VENDER_PREFIX[ 'perspective' ] && !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] ? ' translateZ(0)' : '',\r
+\r
+       X_NodeAnime_transitionProps = X_NodeAnime_hasTransform ? X_Node_CSS_VENDER_PREFIX[ 'transform' ] : 'left,top';\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
+ * TODO node.css( 'opacity' ) の上書き\r
  */\r
+\r
+var X_NODE_ANIME_RESET = 1,\r
+       X_NODE_ANIME_STAY_GPU = 2;\r
+\r
 /**\r
  * 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\r
- * \r
  * @alias Node.prototype.animate\r
  * @param {object} start { x : 0, y : 0, opacity : 1 }\r
  * @param {object} dest  { x : 100, y : 100, opacity : 0 }\r
  * @param {number=} duartion アニメーション時間 ms\r
  * @param {string=} easing 'quadratic', 'circular', 'back', 'bounce', 'elastic'\r
  * @param {number=} wait GPU レイヤーの遅延解除 ms\r
+ * @param {number=} option フォールバックについて\r
  * @return {Node} メソッドチェーン\r
  */\r
-function X_Node_animate( start, dest, duration, easing, wait ){\r
-       var isNew = !this[ '_anime' ],\r
-               obj   = this[ '_anime' ];\r
+function X_Node_animate( start, dest, duration, easing, lazyRelease, option ){\r
+       var list  = X_NodeAnime_QUEUE,\r
+               obj   = this[ '_anime' ],\r
+               isNew = !obj,\r
+               now, stop;\r
        \r
-       if( !obj ){\r
-               this[ '_anime' ] = obj = X_Node_Anime_getComputedPosition( this );\r
-               obj.destX = obj.x;\r
-               obj.destY = obj.y;\r
-               obj.destA = obj.a;\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
-       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
+       if( isNew ){\r
+               this[ '_anime' ] = obj = {\r
+                               x : 0, y : 0, a : 1,\r
+                               destX : 0, destY : 0, destA : 1,\r
+                               duration : 0\r
+                               //phase, lazyRelease, easing, follower, releaseNow\r
+                       };\r
+       };\r
        \r
-       if( X_Node_Anime_onTransition ) return this;\r
+       if( 0 <= duration && X_Type_isFinite( duration ) ){\r
+               obj.duration  = duration;\r
+               stop = !duration;\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
+       if( obj.phase !== 7 ){\r
+               // アニメーション中は easing の変更ができない\r
+               obj.easing = X_Type_isFunction( easing ) ? easing : X_NodeAnime_ease[ easing ] || X_NodeAnime_ease[ 'circular' ];\r
+       };\r
+// form :\r
+       obj.startX = obj.x = X_NodeAnime_getFinite( start[ 'x' ],       obj.x );\r
+       obj.startY = obj.y = X_NodeAnime_getFinite( start[ 'y' ],       obj.y );\r
+       obj.startA = obj.a = X_NodeAnime_getFinite( start[ 'opacity' ], obj.a );\r
+\r
+ // to :\r
+       obj.destX     = X_NodeAnime_getFinite( dest[ 'x' ],       obj.destX );\r
+       obj.destY     = X_NodeAnime_getFinite( dest[ 'y' ],       obj.destY );\r
+       obj.destA     = X_NodeAnime_getFinite( dest[ 'opacity' ], obj.destA );\r
+\r
+       obj.lazyRelease = 0 <= lazyRelease && X_Type_isFinite( lazyRelease ) ? lazyRelease : 0;\r
+\r
+       if( stop && 6 <= obj.phase ){\r
+               this[ 'stop' ](); // 現在値で停止\r
+       } else\r
+       if( !stop || obj.lazyRelease ){\r
+               if( isNew || !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( !stop ){\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
+               // obj.lazyRelease はあり\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)\r
+                       obj.releaseNow = false; // TODO folower が要るため GPU 転送できないケースあり\r
+                       X_NodeAnime_needsDetection = true;\r
+               };\r
                \r
-               X_Node_Anime_reserveUpdate( true );\r
-       } else {\r
-               if( !X_Node_Anime_reserved ){\r
-                       X_Node_Anime_reserved = true;\r
+               if( !X_NodeAnime_reserved ){\r
+                       X_NodeAnime_reserved = true;\r
+                       \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
+                               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_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
+               };      \r
+       } else {\r
+               if( obj.phase ){\r
+                       this[ 'stop' ](); // リストから外す\r
                };\r
-               \r
-               isNew && this[ 'dispatch' ]( { type : X_EVENT_ANIME_START, 'gpu' : false } );\r
+               console.log( 'リストに加えない!' );\r
        };\r
-       \r
-       // console.log( 'animate() ' + this[ '_id' ] + ' y:' + obj.startY + ' > ' + obj.destY + ' d:' + obj.duration );\r
-       \r
+\r
        return this;\r
 };\r
 \r
+function X_NodeAnime_getFinite( a, b ){\r
+       if( a || a === 0 ) return a;\r
+       if( b || b === 0 ) return b;\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
 /**\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(){\r
-       var obj = this[ '_anime' ];\r
+function X_Node_stop( option ){\r
+       var obj    = this[ '_anime' ],\r
+               list   = X_NodeAnime_QUEUE,\r
+               i, rm, j, xnode, _obj;\r
        \r
-       if( !obj ) return this;\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
+       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
+                               obj.startX = obj.startY = obj.destX = obj.destY = obj.x = obj.y = 0;\r
+                               obj.startA = obj.destA = obj.a = 1;\r
+                       }; // TODO 終了値で停止も,,,\r
+                       \r
+                       if( rm ) break; // 1,2,3,6 の場合ここまで\r
+               \r
+                       obj.destX = obj.x;\r
+                       obj.destY = obj.y;\r
+                       obj.destA = obj.a;\r
+\r
+                       obj.phase = 4; // 強制解除\r
+                       X_NodeAnime_needsDetection = true;\r
+                       \r
+               case 5 : // GPU解除待ち\r
+                       obj.releaseNow = !( option & X_NODE_ANIME_STAY_GPU );\r
+                       break;\r
        };\r
+\r
+       if( rm ){\r
+               list.splice( list.indexOf( this ), 1 );\r
+               obj.phase = 0;  \r
+       };\r
+\r
        return this;\r
 };\r
 \r
-function X_Node_Anime_reserveUpdate( before ){\r
-       if( !X_Node_Anime_reserved ){\r
-               X_Node_Anime_reserved = true;\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
+ * 2. \r
+ */\r
+function X_NodeAnime_detectWaitAnimation( xnode, duration, isText ){\r
+       var list = X_NodeAnime_QUEUE,\r
+               i    = 0, _xnode;\r
+       \r
+       for( ; _xnode = list[ i ]; ++i ){\r
+               if( _xnode === xnode ) break;\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
+               // 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 ) ){\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
-       } 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
-               } else\r
-               if( ret !== false ){\r
-                       c = true;\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
+\r
+               if( 6 <= _xnode[ '_anime' ].phase ){\r
+                       if( xnode[ 'contains' ]( _xnode ) || _xnode[ 'contains' ]( xnode ) ){\r
+                               return isText ? 3 : _xnode;\r
+                       };\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
+       // 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
-// 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, _xnode, 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
+function X_NodeAnime_updateAnimations( e ){\r
+       var list = X_NodeAnime_QUEUE,\r
+               i    = list.length,\r
+               now  = X_Timer_now(),\r
+               c = false,\r
+               i, xnode, obj, _xnode,\r
+               rm, easing, follower, 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( 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
+                       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
-                               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
-               };\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
+                       } else {\r
+                               obj.follower = false;\r
                        };\r
                };\r
        };\r
        \r
-       X_Node_Anime_needsDetection = false;\r
-};\r
+       for( ; i; ){\r
+               rm    = false;\r
+               xnode = list[ --i ];\r
+               obj   = xnode[ '_anime' ];\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
+               switch( obj.phase ){\r
+                       case 7 : // アニメーション中\r
+                               if( now < obj.destTime ){\r
+                                       easing = obj.progress  = obj.easing.fn( ( now - obj.startTime ) / obj.duration );\r
+                                       X_NodeAnime_updatePosition( xnode, \r
+                                               obj.x = ( obj.destX - obj.startX ) * easing + obj.startX | 0,\r
+                                               obj.y = ( obj.destY - obj.startY ) * easing + obj.startY | 0,\r
+                                               obj.a = ( obj.destA - obj.startA ) * easing + obj.startA, true );\r
+                                       c = true;\r
+                                       break;\r
+                               };\r
+                               // アニメーション終了\r
+                       case 4 : // 強制停止(GPU転送予約)\r
+                               lazy = !obj.follower && !obj.releaseNow && obj.lazyRelease;\r
+                               X_NodeAnime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, !!lazy );\r
+\r
+                               xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_END );\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
+                               if( lazy ){\r
+                                       console.log( 'アニメーション終了(' + obj.phase + ') -> GPU 解除待機 ' + lazy );\r
+                                       obj.releaseTime = 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
-                       //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
-               case 3 : // TransitionEnd -> アニメーションの解除\r
-                       obj.phase = obj.gpuParent ? 10 : 4;\r
-                       \r
-                       //console.log( '#### アニメーションの解除 ' + obj.phase );\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
-                       break;\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
-                       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
+                       case 6 : // アニメーション開始可能\r
+                               obj.startTime = now;\r
+                               obj.destTime  = now + obj.duration;\r
+                               obj.phase     = 7; // アニメーション中\r
+                               obj.progress  = 0;\r
+                               X_NodeAnime_updatePosition( xnode, obj.startX, obj.startY, obj.startA, true );\r
+                               xnode[ 'asyncDispatch' ]( X_EVENT_ANIME_START );\r
+                               c = true;\r
+                               break;\r
+                       \r
+                       case 5 : // GPU解除待ち\r
+                               if( obj.releaseTime <= now || obj.follower || obj.releaseNow ){\r
+                                       X_NodeAnime_translateZ && X_NodeAnime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false );\r
+                                       rm = true;\r
                                } else {\r
-                                       X_Node_Anime_releaseGPULayer.call( xnode );\r
+                                       c = true;\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[ 'dispatch' ]( 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
+                               break;  \r
+               };\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
+               obj.releaseNow = false;\r
                \r
-       };\r
-};\r
-\r
-function X_Node_Anime_getComputedPosition( that ){\r
-       var raw = that[ '_rawObject' ],\r
-               x = NaN, y = NaN, a = 1, style, matrix;\r
-\r
-       if( raw ){\r
-               if( X_Node_Anime_hasTransform ){\r
-                       if( style = X_Node_CSS_getComputedStyle( raw, null ) ){\r
-                               matrix = ( style[ X_Node_CSS_VENDER_PREFIX[ 'transform' ] ] || '' ).split( ')' )[ 0 ].split( ', ' );\r
-                               x = + ( matrix[ 12 ] || matrix[ 4 ] );\r
-                               y = + ( matrix[ 13 ] || matrix[ 5 ] );\r
-                               a = matrix[ X_Node_CSS_Support[ 'opacity' ] ];                          \r
-                       };\r
-               } else\r
-               if( X_Node_CSS_getComputedStyle ){\r
-                       if( style = X_Node_CSS_getComputedStyle( raw, null ) ){\r
-                               x = parseFloat( style[ 'left' ] );\r
-                               y = parseFloat( style[ 'top' ]  );\r
-                               a = parseFloat( style[ X_Node_CSS_Support[ 'opacity' ] ] );                             \r
-                       };\r
-               } else\r
-               if( style = ( raw.currentStyle || raw.style ) ){\r
-                       x = parseFloat( style[ 'left' ] );\r
-                       y = parseFloat( style[ 'top' ]  );\r
-                       a = that[ '_css' ] && 0 <= that[ '_css' ].opacity ? that[ '_css' ].opacity : 1;\r
-                       //parseFloat( ( style[ 'filter' ] || 'opacity=1' ).split( 'opacity=' )[ 1 ] );\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
-       return { x : x, y : y, a : a };\r
-};\r
-\r
-function X_Node_Anime_onTransitionEnd( e ){\r
-       console.log( '[TransitionEnd] ' + ( this[ '_anime' ] && this[ '_anime' ].phase ) );\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
-       };\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
+       //c && console.log( 'anime... ' + X_Node_updateTimerID );\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
+       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_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_NodeAnime_updateAnimations );\r
+                       X_NodeAnime_updateTimerID = X_Timer_requestFrame( X_NodeAnime_updateAnimations );\r
+               };\r
+       } else {\r
+               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_NodeAnime_updateAnimations );\r
+               X_NodeAnime_updateTimerID = 0;\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
+/*\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_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){\r
+function X_NodeAnime_updatePosition( xnode, x, y, opacity, useGPU ){\r
        //console.log( 'updatePosition x:' + x + ' gpu:' + !!useGPU );\r
-       if( X_Node_Anime_hasTransform ){\r
+       if( X_NodeAnime_hasTransform ){\r
                xnode[ 'css' ]({\r
-                       transform : 'translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)' + ( useGPU ? X_Node_Anime_translateZ : '' ),\r
+                       transform : 'translate(' + ( x | 0 ) + 'px,' + ( y | 0 ) + 'px)' + ( useGPU ? X_NodeAnime_translateZ : '' ),\r
                        opacity   : opacity\r
                });\r
        } else {\r
@@ -534,7 +364,7 @@ function X_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){
                opacity === opacity && xnode[ 'css' ]( 'opacity', opacity );\r
        };\r
 \r
-       if( X_Node_Anime_translateZ ){\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
@@ -556,54 +386,52 @@ function X_Node_Anime_updatePosition( xnode, x, y, opacity, useGPU ){
        };\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
-               obj   = xnode[ '_anime' ];\r
 \r
-               if( obj.destTime <= now ){\r
-                       X_Node_Anime_updatePosition( xnode, obj.destX, obj.destY, obj.destA, false );\r
+var\r
+       X_NodeAnime_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
-                       delete xnode[ '_anime' ];\r
-                       X_Node_ANIMATIONS.splice( i, 1 );\r
-                       //console.log( obj.destA );\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
-               };\r
-       };\r
-       \r
-       //c && console.log( 'anime... ' + X_Node_updateTimerID );\r
-       \r
-       if( X_Node_Anime_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
-               } 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
-       } else {\r
-               X_System[ 'unlisten' ]( X_EVENT_UPDATED, X_Node_Anime_updateAnimationsNoTransition );\r
-               X_Node_Anime_updateTimerID = 0;\r
-       };\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
index b0c3723..e40f832 100644 (file)
@@ -560,7 +560,8 @@ function X_Node_append( v ){
                        return X_Node_append.apply( this, X_HtmlParser_parse( v, true ) );
                case X_NodeType_XNODE :
                        // 親の xnodes から v を消す
-                       v.parent && v[ 'remove' ]();
+               if( v.parent === this && xnodes[ xnodes.length - 1 ] === v ) return this;
+                       v[ 'remove' ]();
                        // IE4 でテキストノードの追加、FIXED 済でない場合、親に要素の追加を通知
                        if( X_UA[ 'IE4' ] && !v[ '_tag' ] && ( ( this[ '_flags' ] & X_NodeFlags_IE4_FIXED ) === 0 ) ) this[ '_flags' ] |= X_NodeFlags_IE4_DIRTY_CHILDREN;
                        break;
@@ -780,6 +781,13 @@ function X_Node_remove(){
        
        if( !parent ) return this;
 
+       // TODO anime
+       // stop() ->
+       if( this[ '_anime' ] && this[ '_anime' ].phase ){
+               console.log( 'Animation 中の REMOVE' );
+               this[ 'stop' ]();
+       };
+
        delete this.parent;
        parent[ '_xnodes' ].splice( parent[ '_xnodes' ].indexOf( this ), 1 );
        
@@ -852,7 +860,13 @@ function X_Node_onKill( that ){
        };
 
        X_Node_CHASHE[ that[ '_uid' ] ] = null; // array に対して delete X_Node_CHASHE[ uid ] はまずい!
-       
+
+// TODO anime
+       if( that[ '_anime' ] && that[ '_anime' ].phase ){
+               console.log( 'Animation 中の KILL' );
+               that[ 'stop' ]();
+       };
+
 // remove _xnodes
        if( X_UA_DOM.IE4 ){
                if( elm ){
@@ -882,17 +896,22 @@ function X_Node_onKill( that ){
  */
 function X_Node_contains( v ){
        var elm, type, xnodes, i;
+       
        if( !v || !this[ '_tag' ] || this === v ) return false;
+       
        // contains ie4+
+       /*
        if( ( elm = this[ '_rawObject' ] || X_UA_DOM.IE4 && X_Node__ie4getRawNode( this ) ) && document.contains && ( type = X_Node_getType( v ) ) && ( type === X_NodeType_RAW_HTML || type === X_NodeType_RAW_TEXT ) ){
                return elm.contains( v );
-       };
+       }; */
 
        //if( document.compareDocumentPosition ){
        //      
        //};
+       
        xnodes = this[ '_xnodes' ];
        if( !xnodes || !xnodes.length ) return false;
+       if( this === v[ 'parent' ] ) return true; // fast
        if( xnodes.indexOf( v ) !== -1 ) return true; // fast
        for( i = xnodes.length; i; ){
                if( xnodes[ --i ][ 'contains' ]( v ) ) return true;
@@ -1218,6 +1237,12 @@ function X_Node_call( name /*, opt_args... */ ){
                        return this.parent ? X_Node_CSS_getCharSize( this ) : 0;
                case 'inGPU' :
                        return !!( this[ '_flags' ] & ( X_NodeFlags_GPU_NOW | X_NodeFlags_GPU_RELEASE_RESERVED ) );
+               case 'canAnimateNow' :
+                       return ( this[ '_flags' ] & X_NodeFlags_IN_TREE ) && X_NodeAnime_detectWaitAnimation( this, true, true ) === 6;
+               case 'animeState' :
+                       return this[ '_anime' ] ? this[ '_anime' ].phase : 0;
+               case 'animeProgress' :
+                       return this[ '_anime' ] && this[ '_anime' ].phase === 7 ? this[ '_anime' ].progress : 0;
        };
        
        X_Node_updateTimerID && X_Node_startUpdate();
@@ -1362,6 +1387,7 @@ function X_Node_startUpdate( time ){
                for( ; i; ){
                        xnodeOrElm = removal[ --i ];
                        // TODO GPU レイヤーの子の場合、remove をスキップする。 非GPU レイヤーへ apppend される場合、clone する?
+                       // GPU レイヤーを削除する場合、cssText = '' して GPU レイヤーを解除する
                        if( !xnodeOrElm[ 'instanceOf' ] ){
                                if( X_UA_DOM.IE4 ){
                                        xnodeOrElm.removeAttribute( 'id' ); // ?
@@ -1424,14 +1450,14 @@ var X_Node__commitUpdate =
 
                        // 1. GPU 一切の更新をスキップ
                        if( that[ '_flags' ] & X_NodeFlags_GPU_NOW ){
-                               //console.log( '更新のskip ' + !!( that[ '_flags' ] & X_Node_BitMask_IS_DIRTY ) );
+                               console.log( '更新のskip ' + !!( that[ '_flags' ] & X_Node_BitMask_IS_DIRTY ) );
                                that[ '_flags' ] & X_Node_BitMask_IS_DIRTY && X_Node__updateRawNode( that, elm );
                                return elm;
                        };
 
                        // 2. GPU解放予約
                        if( that[ '_flags' ] & X_NodeFlags_GPU_RELEASE_RESERVED ){
-                               // console.log( 'GPU 解放 ' );
+                               console.log( 'GPU 解放 ' );
                                //X_Node_updateReservedByReleaseGPU = true;
                                that[ '_flags' ] &= X_Node_BitMask_RESET_GPU;
                                //return elm;// TODO もしかしたらこのタイミングで更新できるかも。
@@ -1439,6 +1465,7 @@ var X_Node__commitUpdate =
 
                        // 3. GPU予約 -> GPU
                        if( that[ '_flags' ] & X_NodeFlags_GPU_RESERVED ){
+                               // TODO size 取得のための update の場合、GPU化を待つ
                                that[ '_flags' ] &= X_Node_BitMask_RESET_GPU;
                                that[ '_flags' ] |= X_NodeFlags_GPU_NOW;
                        };
index f3941ee..3fbe53a 100644 (file)
@@ -25,23 +25,13 @@ var X_Window = X[ 'Util' ][ 'Window' ] = X_EventDispatcher[ 'inherits' ](
        'X.Window',\r
        \r
        /** @lends X.Util.Window.prototype */\r
-       {\r
-               \r
-               // TODO pair 側に\r
-               /**\r
-                * closed の監視用タイマーID\r
-                * @private\r
-                * @type {number} */\r
-               _timerID : 0,\r
-               \r
+       {               \r
                'Constructor' : function( options ){\r
                        var url  = options[ 'url' ],\r
                                page = window.open( url || ''/* 'about:blank' */, options[ 'name' ] || '', options[ 'params' ] || '' ),\r
                                html = options[ 'html' ],\r
                                doc  = X_Script_try( X_Object_find, [ page, 'document' ] );\r
-                       \r
-                       X_Pair_create( this, page );\r
-                       \r
+\r
                        if( !url && html ){\r
                                this[ 'write' ]( html );\r
                        };\r
@@ -49,7 +39,10 @@ var X_Window = X[ 'Util' ][ 'Window' ] = X_EventDispatcher[ 'inherits' ](
                        X_ViewPort[ 'listenOnce' ]( X_EVENT_UNLOAD, this, X_Util_Window_handleEvent );\r
                        this[ 'listenOnce' ]( [ X_EVENT_UNLOAD, X_EVENT_KILL_INSTANCE ], X_Util_Window_handleEvent );\r
                        \r
-                       this._timerID = X_Timer_add( options[ 'interval' ] || 500, 0, this, X_Util_Window_onTimer );\r
+                       X_Pair_create( this, {\r
+                               page    : page,\r
+                               timerID : X_Timer_add( options[ 'interval' ] || 500, 0, this, X_Util_Window_onTimer )\r
+                       } );\r
                },\r
                \r
                /**\r
@@ -61,16 +54,30 @@ var X_Window = X[ 'Util' ][ 'Window' ] = X_EventDispatcher[ 'inherits' ](
                 * @return {boolean}\r
                 */\r
                'closed' : function(){\r
-                       return X_Script_try( X_Object_find, [ X_Pair_get( this ), 'closed' ] );\r
+                       var pair = X_Pair_get( this );\r
+                       \r
+                       return pair ? X_Script_try( X_Object_find, [ pair.page, 'closed' ] ) : true;\r
                },\r
-               \r
+\r
+               /**\r
+                * 別窓の url を書き換える\r
+                * @param {string} url\r
+                * @return {Window} チェーンメソッド\r
+                */\r
+               'url' : function( url ){\r
+                       var pair = X_Pair_get( this );\r
+                       \r
+                       pair && ( pair.location.href = url );\r
+               },\r
+\r
                /**\r
                 * 別窓の内容を書き換える\r
                 * @param {string=} opt_html html文字列\r
                 * @return {Window} チェーンメソッド\r
                 */\r
                'write' : function( opt_html ){\r
-                       var doc  = X_Script_try( X_Object_find, [ X_Pair_get( this ), 'document' ] );\r
+                       var pair = X_Pair_get( this ),\r
+                               doc  = pair && X_Script_try( X_Object_find, [ pair.page, 'document' ] );\r
 \r
                        if( doc ){\r
                                doc.open();\r
@@ -81,23 +88,34 @@ var X_Window = X[ 'Util' ][ 'Window' ] = X_EventDispatcher[ 'inherits' ](
                        };\r
                        \r
                        return this;\r
+               },\r
+\r
+               /**\r
+                * 別窓の値にアクセスする, X.Object.find 参照\r
+                * @param {string} selector 'navigator>mineTypes>hoge'\r
+                * @return {*}\r
+                */\r
+               'find' : function( selector ){\r
+                       var pair = X_Pair_get( this );\r
+                       \r
+                       if( pair ) return X_Script_try( X_Object_find, [ pair.page, selector ] );\r
                }\r
-               \r
-               // TODO url\r
-               \r
        }\r
 );\r
 \r
 function X_Util_Window_onTimer( e ){\r
+       var pair = X_Pair_get( this );\r
+\r
        if( this[ 'closed' ]() ){\r
                this[ 'asyncDispatch' ]( X_EVENT_UNLOAD );\r
-               delete this._timerID;\r
+               delete pair.timerID;\r
                return X_CALLBACK_UN_LISTEN;\r
        };\r
 };\r
 \r
 function X_Util_Window_handleEvent( e ){\r
-       var page = X_Pair_get( this );\r
+       var pair = X_Pair_get( this ),\r
+               page = pair && pair.page;\r
 \r
        switch( e.type ){\r
                case X_EVENT_UNLOAD :\r
@@ -113,7 +131,7 @@ function X_Util_Window_handleEvent( e ){
                                };\r
                                X_Pair_release( this, page );                           \r
                        };\r
-                       this._timerID && X_Timer_remove( this._timerID );\r
+                       pair.timerID && X_Timer_remove( pair.timerID );\r
                        X_ViewPort[ 'unlisten' ]( X_EVENT_UNLOAD, this, X_Util_Window_handleEvent );\r
                        break;\r
        };\r
index b8496cf..6950697 100644 (file)
@@ -1,4 +1,4 @@
-//{+xhrgadget"OpenSocialガジェット通信プロキシ"(Xドメインは元よりXプロトコルな擬似xhr通信を可能にする)[+xhr]\r
+//{+xhrgadget"OpenSocialガジェット通信プロキシ"(クロスドメインは元よりクロスプロトコルな擬似xhr通信を可能にする)[+xhr]\r
 \r
 /*\r
  * gadgets.io.makeRequest\r
index 063cb4a..b6632be 100644 (file)
@@ -1,7 +1,7 @@
 
-//{+oauth2"OAuth2 サービスの定義"(OAuth2外部サービスを定義し、認可プロセス・xhrの署名を自動化します)[+xhr]
-var X_NET_OAUTH2_authorizationWindow,
-       X_NET_OAUTH2_authorizationTimerID;
+//{+oauth2"OAuth2 サービスの定義"(OAuth2外部サービスを定義し、認可プロセス・xhrの署名を自動化します)[+xhr,+window]
+var X_OAUTH2_authWindow,
+       X_OAUTH2_authTimerID;
 
 /**
  * イベント
@@ -73,7 +73,7 @@ X[ 'OAuth2' ] = X_EventDispatcher[ 'inherits' ](
                                };
                                
                                // TODO canUse gadgetProxy
-                               this[ 'listen' ]( [ X_EVENT_KILL_INSTANCE, X_EVENT_SUCCESS, X_EVENT_ERROR, X_EVENT_NEED_AUTH ], X_NET_OAUTH2_handleEvent );
+                               this[ 'listen' ]( [ X_EVENT_KILL_INSTANCE, X_EVENT_SUCCESS, X_EVENT_ERROR, X_EVENT_NEED_AUTH ], X_OAUTH2_handleEvent );
                        },
 
                        /**
@@ -113,7 +113,7 @@ X[ 'OAuth2' ] = X_EventDispatcher[ 'inherits' ](
                                };
                                
                                // 二つ以上の popup を作らない
-                               if( X_NET_OAUTH2_authorizationWindow ) return;
+                               if( X_OAUTH2_authWindow ) return;
                                
                                pair = X_Pair_get( this );
                                
@@ -121,25 +121,25 @@ X[ 'OAuth2' ] = X_EventDispatcher[ 'inherits' ](
 
                                w   = pair[ 'authorizeWindowWidth' ]  || 500;
                                h   = pair[ 'authorizeWindowHeight' ] || 500;
+
+                               X_OAUTH2_authWindow = X_Window( {
+                                       'url' : X_URL_create( pair[ 'authorizeEndpoint' ],
+                                                       {
+                                                               'response_type' : 'code',
+                                                               'client_id'     : pair[ 'clientID' ],
+                                                               'redirect_uri'  : pair[ 'redirectURI' ],
+                                                               'scope'         : ( pair[ 'scopes' ] || [] ).join( ' ' )
+                                                       }
+                                               ),
+                                       'name'   : 'oauthauthorize',
+                                       'params' : 'width=' + w
+                                               + ',height=' + h
+                                               + ',left=' + ( screen.width  - w ) / 2
+                                               + ',top='  + ( screen.height - h ) / 2
+                                               + ',menubar=no,toolbar=no'
+                               } )[ 'listen' ]( X_EVENT_UNLOAD, this, X_OAuth2_detectAuthPopup );
                                
-                               // TODO X.Util.Window
-                               X_NET_OAUTH2_authorizationWindow = window.open(
-                                       X_URL_create( pair[ 'authorizeEndpoint' ],
-                                               {
-                                                       'response_type' : 'code',
-                                                       'client_id'     : pair[ 'clientID' ],
-                                                       'redirect_uri'  : pair[ 'redirectURI' ],
-                                                       'scope'         : ( pair[ 'scopes' ] || [] ).join( ' ' )
-                                               }
-                                       ),
-                                       'oauthauthorize',
-                                       'width=' + w
-                                       + ',height=' + h
-                                       + ',left=' + ( screen.width  - w ) / 2
-                                       + ',top='  + ( screen.height - h ) / 2
-                                       + ',menubar=no,toolbar=no');
-                               
-                               X_NET_OAUTH2_authorizationTimerID = X_Timer_add( 333, 0, this, X_Net_OAuth2_detectAuthPopup );
+                               X_OAUTH2_authTimerID = X_Timer_add( 333, 0, this, X_OAuth2_detectAuthPopup );
                                
                                pair.oauth2State = 1;
                                
@@ -162,17 +162,13 @@ X[ 'OAuth2' ] = X_EventDispatcher[ 'inherits' ](
                                };
                                
                                // http://kojikoji75.hatenablog.com/entry/2013/12/15/223839
-                               if( X_NET_OAUTH2_authorizationWindow ){
-                                       if( 9 < X_UA[ 'IEHost' ] ){
-                                               X_NET_OAUTH2_authorizationWindow.close();
-                                       } else {
-                                               X_NET_OAUTH2_authorizationWindow.open( 'about:blank', '_self' ).close();
-                                       };
-                                       X_NET_OAUTH2_authorizationWindow  = null;                                       
+                               if( X_OAUTH2_authWindow ){
+                                       X_OAUTH2_authWindow[ 'kill' ]();
+                                       X_OAUTH2_authWindow = null;                                     
                                };
                                
-                               X_NET_OAUTH2_authorizationTimerID && X_Timer_remove( X_NET_OAUTH2_authorizationTimerID );
-                               X_NET_OAUTH2_authorizationTimerID = 0;
+                               X_OAUTH2_authTimerID && X_Timer_remove( X_OAUTH2_authTimerID );
+                               X_OAUTH2_authTimerID = 0;
                                
                                this[ 'asyncDispatch' ]( X_EVENT_CANCELED );
                        },
@@ -213,14 +209,14 @@ X[ 'OAuth2' ] = X_EventDispatcher[ 'inherits' ](
                                                                        'Content-Type' : 'application/x-www-form-urlencoded'
                                                                },
                                        'test'     : 'gadget' // canuse
-                               } ).listenOnce( [ X_EVENT_SUCCESS, X_EVENT_ERROR ], this, X_Net_OAuth2_responceHandler );
+                               } ).listenOnce( [ X_EVENT_SUCCESS, X_EVENT_ERROR ], this, X_OAuth2_responceHandler );
                                
                                this[ 'asyncDispatch' ]( { type : X_EVENT_PROGRESS, message : 'Start to refresh token.' } );
                        }
                }
        );
 
-function X_NET_OAUTH2_handleEvent( e ){
+function X_OAUTH2_handleEvent( e ){
        var pair = X_Pair_get( this );
        
        switch( e.type ){
@@ -241,41 +237,35 @@ function X_NET_OAUTH2_handleEvent( e ){
        };
 };
 
-function X_Net_OAuth2_detectAuthPopup(){
-       var closed, search, pair = X_Pair_get( this );
-       
-       if( X_NET_OAUTH2_authorizationWindow.closed ){
-               pair.oauth2State = 0;
-               closed = true;
+function X_OAuth2_detectAuthPopup( e ){
+       var pair = X_Pair_get( this ),
+               status, search;
 
+       if( X_OAUTH2_authWindow[ 'closed' ]() ){
+               status = 0;
                this[ 'asyncDispatch' ]( X_EVENT_CANCELED );
        } else
-       if( search = X_Script_try( X_Object_find, [ X_NET_OAUTH2_authorizationWindow, 'location>search' ] ) ){
-               pair      = X_Pair_get( this );
+       if( search = X_OAUTH2_authWindow[ 'find' ]( 'location>search' ) ){
+               pair = X_Pair_get( this );
                pair.code = X_URL_paramToObj( search.slice( 1 ) )[ 'code' ];
-
-               if( 9 < X_UA[ 'IEHost' ] ){
-                       X_NET_OAUTH2_authorizationWindow.close();
-               } else {
-                       X_NET_OAUTH2_authorizationWindow.open( 'about:blank', '_self' ).close();
-               };
-               closed = true;
-
-               X_Net_OAuth2_authorizationCode( this, pair );
-               
-               pair.oauth2State = 2;
+               status = 2;
+               X_OAuth2_authorizationCode( this, pair );
                this[ 'asyncDispatch' ]( { type : X_EVENT_PROGRESS, message : 'Get code success, then authorization code.' } );
        };
        
-       if( closed ){
-               X_NET_OAUTH2_authorizationWindow  = null;
-               X_NET_OAUTH2_authorizationTimerID = 0;
+       if( 0 <= status ){
+               pair = pair || X_Pair_get( this );
+               pair.oauth2State = status;
+               
+               X_OAUTH2_authWindow[ 'kill' ]();
+               X_OAUTH2_authWindow  = null;
+               X_OAUTH2_authTimerID = X_Timer_remove( X_OAUTH2_authTimerID );
                
                return X_CALLBACK_UN_LISTEN;
        };
 };
 
-function X_Net_OAuth2_authorizationCode( oauth2, pair ){       
+function X_OAuth2_authorizationCode( oauth2, pair ){   
        pair.net = X.Net( {
                'xhr'      : pair[ 'tokenEndpoint' ],
                'postdata' : X_URL_objToParam({
@@ -291,10 +281,10 @@ function X_Net_OAuth2_authorizationCode( oauth2, pair ){
                        'Content-Type' : 'application/x-www-form-urlencoded'
                },
                'test'     : 'gadget'
-       } ).listenOnce( [ X_EVENT_SUCCESS, X_EVENT_ERROR ], oauth2, X_Net_OAuth2_responceHandler );
+       } ).listenOnce( [ X_EVENT_SUCCESS, X_EVENT_ERROR ], oauth2, X_OAuth2_responceHandler );
 };
 
-function X_Net_OAuth2_responceHandler( e ){
+function X_OAuth2_responceHandler( e ){
        var data = e.response,
                pair = X_Pair_get( this ),
                isRefresh = pair.oauth2State === 3;
@@ -353,7 +343,7 @@ function X_Net_OAuth2_responceHandler( e ){
                                X_OAuth2_setAuthMechanism( this, 'param' );
                                this[ 'asyncDispatch' ]( { type : X_EVENT_PROGRESS, message : 'Refresh access token failed. retry header -> param. ' } );
                                // retry
-                               X_Net_OAuth2_authorizationCode( this, pair );
+                               X_OAuth2_authorizationCode( this, pair );
                        };
                        break;
        };
index 234f057..21cc83b 100644 (file)
@@ -62,7 +62,7 @@ X_TEMP.onSystemReady.push(
  */\r
 X[ 'Audio' ] = X_EventDispatcher[ 'inherits' ](\r
        'X.Audio',\r
-       X_Class.POOL_OBJECT,\r
+       X_Class.NONE,\r
        {\r
                /**\r
                 * 音声の url。X.Event.BACKEND_READY で設定される。\r
index 01ac91c..792d509 100644 (file)
@@ -17,8 +17,6 @@ XUI_Dirty = {
                FONT    : 3, // フォントサイズが変更された\r
                CONTENT : 4  // コンテンツが変更された\r
 },\r
-\r
-XUI_currentRootData,\r
        \r
 XUI_LayoutBase = X_Class_create(\r
                'X.UI.Layout.Base',\r
index c738b38..c182e6a 100644 (file)
@@ -303,7 +303,7 @@ function XUI_Gesture_handleEvent( e ){
                        hammerEvent.touches = touches;\r
 \r
                        if( isStart && !hammer.gestureStartEvent ){\r
-                               console.log( '=- add -=' );\r
+                               //console.log( '=- add -=' );\r
                                // already busy with a Hammer.gesture detection on an element\r
                                hammer.gestureStartEvent = hammerEvent;\r
                                XUI_rootData[ 'listen' ]( [ XUI_Event._POINTER_MOVE, XUI_Event._POINTER_UP, XUI_Event._POINTER_CANCEL, XUI_Event.POINTER_OUT ], hammer, XUI_Gesture_handleEvent );                              \r
@@ -357,13 +357,13 @@ function XUI_Gesture_handleEvent( e ){
                        // store as previous event event\r
                        hammer.gestureLastEvent = hammerEvent;\r
                        activated = hammer.gestureActivated;\r
-                       console.log( '... ' );\r
+                       //console.log( '... ' );\r
                        // call Hammer.gesture handlers\r
                        for( i = 0, l = gestures.length; i < l; ++i ){\r
                                gesture = gestures[ i ];\r
 \r
                                if( activated[ gesture.name ] && !hammer.gestureCanceled[ gesture.name ] ){\r
-                                       ( console.log( '... ' + i + ' ' + gesture.name ) );\r
+                                       //( console.log( '... ' + i + ' ' + gesture.name ) );\r
                                        // if a handler returns false, we stop with the detection\r
                                        ( ret |= ( gesture.handler( hammerEvent, hammer ) || X_CALLBACK_NONE ) );\r
                                };\r
@@ -389,14 +389,14 @@ function XUI_Gesture_handleEvent( e ){
                        for( i = touches.length; i; ){\r
                                uid = touches[ --i ][ 'pointerId' ];\r
                                if( XUI_Gesture_CAPTURED[ uid ] === hammer ){\r
-                                       console.log( 'released. ' + uid );\r
+                                       //console.log( 'released. ' + uid );\r
                                        delete XUI_Gesture_CAPTURED[ uid ];\r
                                };\r
                        };\r
                };\r
 \r
                if( isEnd ){\r
-                       console.log( '=- clear -=' );\r
+                       //console.log( '=- clear -=' );\r
                        XUI_rootData[ 'unlisten' ]( [ XUI_Event._POINTER_MOVE, XUI_Event._POINTER_UP, XUI_Event._POINTER_CANCEL, XUI_Event.POINTER_OUT ], hammer, XUI_Gesture_handleEvent );\r
                        \r
                        hammer.previous = {\r
@@ -624,7 +624,7 @@ var XUI_Gesture_LIST = [
                                                //      break;\r
                                                //};\r
                                                ret |= X_CALLBACK_CAPTURE_POINTER;\r
-                                               console.log( '----- drag start ....' + e.type );\r
+                                               //console.log( '----- drag start ....' + e.type );\r
                                                hammer.gestureTriggered[ drag.name ] = true;\r
                                                break;\r
                                        };\r
@@ -653,13 +653,13 @@ var XUI_Gesture_LIST = [
                                        break;\r
 \r
                                case XUI_Event.POINTER_OUT :\r
-                                       console.log( 'cancel!!' );\r
+                                       //console.log( 'cancel!!' );\r
                                case XUI_Event._POINTER_CANCEL :\r
                                case XUI_Event._POINTER_UP:\r
                                        // trigger dragend\r
                                        if( hammer.gestureTriggered[ drag.name ] ){\r
                                                ret = XUI_Gesture_trigger( hammer, XUI_Event.DRAG_END, e ) | X_CALLBACK_CAPTURE_POINTER;\r
-                                               console.log( '----- drag end ....' + e.type );\r
+                                               //console.log( '----- drag end ....' + e.type );\r
                                                hammer.gestureTriggered[ drag.name ] = false;\r
                                        };\r
                                        break;\r
@@ -704,7 +704,7 @@ var XUI_Gesture_LIST = [
                                // do a single tap\r
                                if( hammer.gestureOptions.tap_always ){\r
                                        hammer.gestureCurrentName = 'tap';\r
-                                       console.log( 'tap! ' + e.deltaTime + 'ms ' + e.type );\r
+                                       //console.log( 'tap! ' + e.deltaTime + 'ms ' + e.type );\r
                                        return XUI_Gesture_trigger( hammer, XUI_Event.TAP, e );\r
                                };\r
                        };\r
index 49cf1bd..5c0b9d7 100644 (file)
@@ -233,6 +233,8 @@ var XUI_Box = XUI_AbstractUINode.inherits(
                                };\r
                                p3 && data.phase < 3 && data.creationComplete();\r
                        };\r
+                       \r
+                       console.log( 'addAt レイアウト 4? ' + this.phase );\r
                        4 <= this.phase && this.rootData.reserveCalc();\r
                },\r
                \r
index 3838363..9a93207 100644 (file)
@@ -9,44 +9,54 @@ var XUI_ScrollBox_current,
 \r
 function XUI_ScrollBox_start( scrollBox ){\r
        // 既存スクロールの停止\r
-       if( scrollBox.hasVScroll ){\r
+       if( XUI_ScrollBox_current && XUI_ScrollBox_current !== scrollBox ){\r
+               XUI_ScrollBox_indicatorV &&\r
+               XUI_ScrollBox_current[ 'unlisten' ]( [ X_EVENT_CANCELED, XUI_Event.SCROLL_END ], XUI_ScrollBox_indicatorV, XUI_ScrollBox_indicatorHandleEvent );\r
+               \r
+               XUI_ScrollBox_indicatorH &&\r
+               XUI_ScrollBox_current[ 'unlisten' ]( [ X_EVENT_CANCELED, XUI_Event.SCROLL_END ], XUI_ScrollBox_indicatorH, XUI_ScrollBox_indicatorHandleEvent );\r
+       };\r
+\r
+       if( scrollBox && scrollBox.hasVScroll ){\r
                if( !XUI_ScrollBox_indicatorV ){\r
                        XUI_ScrollBox_indicatorV = X_Doc_create( 'div' )[ 'className' ]( 'ScrollBox-IndicatorV' );\r
                };\r
-               if( XUI_ScrollBox_current )\r
-                       XUI_ScrollBox_current[ 'unlisten' ]( [ X_EVENT_CANCELED, XUI_Event.SCROLL_END ], XUI_ScrollBox_indicatorV, XUI_ScrollBox_indicatorHandleEvent );\r
-               \r
-               scrollBox.xnode[ 'append' ]( XUI_ScrollBox_indicatorV );\r
-               XUI_ScrollBox_indicatorV[ 'animate' ](\r
-                               { opacity : 0 },\r
-                               { opacity : 1 },\r
-                               900, 'circular', 300\r
-                       );\r
-               scrollBox\r
-                       [ 'listenOnce' ]( [ X_EVENT_CANCELED, XUI_Event.SCROLL_END ], XUI_ScrollBox_indicatorV, XUI_ScrollBox_indicatorHandleEvent );\r
+               if( scrollBox.xnode !== XUI_ScrollBox_indicatorV.parent ){\r
+                       console.log( '*** Scroll Indicator add ***' );\r
+                       scrollBox.xnode[ 'append' ]( XUI_ScrollBox_indicatorV );\r
+                       XUI_ScrollBox_indicatorV[ 'animate' ](\r
+                                       { opacity : 0 },\r
+                                       { opacity : 1 },\r
+                                       900, 'circular', 300\r
+                               );\r
+                       scrollBox\r
+                               [ 'listen' ]( [ X_EVENT_CANCELED, XUI_Event.SCROLL_END ], XUI_ScrollBox_indicatorV, XUI_ScrollBox_indicatorHandleEvent );\r
+               };\r
        } else\r
        if( XUI_ScrollBox_indicatorV ){\r
+               console.log( '*** Scroll Indicator remove ***' );\r
                XUI_ScrollBox_indicatorV[ 'remove' ]();\r
        };\r
        \r
-       if( scrollBox.hasHScroll ){\r
+       if( scrollBox && scrollBox.hasHScroll ){\r
                if( !XUI_ScrollBox_indicatorH ){\r
                        XUI_ScrollBox_indicatorH = X_Doc_create( 'div' )[ 'className' ]( 'ScrollBox-IndicatorH' );\r
                };\r
-               if( XUI_ScrollBox_current )\r
-                       XUI_ScrollBox_current[ 'unlisten' ]( [ X_EVENT_CANCELED, XUI_Event.SCROLL_END ], XUI_ScrollBox_indicatorH, XUI_ScrollBox_indicatorHandleEvent );\r
-               scrollBox.xnode[ 'append' ]( XUI_ScrollBox_indicatorH );\r
-               XUI_ScrollBox_indicatorH[ 'animate' ](\r
-                               { opacity : 0 },\r
-                               { opacity : 1 },\r
-                               900, 'circular', 300\r
-                       );\r
-               scrollBox\r
-                       [ 'listenOnce' ]( [ X_EVENT_CANCELED, XUI_Event.SCROLL_END ], XUI_ScrollBox_indicatorH, XUI_ScrollBox_indicatorHandleEvent );\r
+               if( scrollBox.xnode !== XUI_ScrollBox_indicatorH.parent ){                      \r
+                       scrollBox.xnode[ 'append' ]( XUI_ScrollBox_indicatorH );\r
+                       XUI_ScrollBox_indicatorH[ 'animate' ](\r
+                                       { opacity : 0 },\r
+                                       { opacity : 1 },\r
+                                       900, 'circular', 300\r
+                               );\r
+                       scrollBox\r
+                               [ 'listen' ]( [ X_EVENT_CANCELED, XUI_Event.SCROLL_END ], XUI_ScrollBox_indicatorH, XUI_ScrollBox_indicatorHandleEvent );                       \r
+               };\r
        } else\r
        if( XUI_ScrollBox_indicatorH ){\r
                XUI_ScrollBox_indicatorH[ 'remove' ]();\r
        };\r
+       \r
        XUI_ScrollBox_current = scrollBox;\r
 };\r
 \r
@@ -198,6 +208,10 @@ var XUI_ScrollBox = XUI_ChromeBox.inherits(
                                this[ 'unlisten' ]( XUI_Event.SCROLL_END, XUI_rootData, XUI_rootData.calculate );\r
                                \r
                                this.xnodeSlider[ 'stop' ]();\r
+                               \r
+                               XUI_ScrollBox_current === this && XUI_ScrollBox_start( null );\r
+                               \r
+                               this.scrolling = false;\r
                        };\r
                }\r
                \r
@@ -205,7 +219,7 @@ var XUI_ScrollBox = XUI_ChromeBox.inherits(
 );\r
 \r
 function X_UI_ScrollBox_onLayoutBefore( e ){\r
-       if( e[ 'cancelable' ] && this.isInTransition && X_Node_Anime_translateZ ){\r
+       if( e[ 'cancelable' ] && this.isInTransition && X_NodeAnime_translateZ ){\r
                this[ 'listenOnce' ]( XUI_Event.SCROLL_END, XUI_rootData, XUI_rootData.calculate );\r
                return X_CALLBACK_PREVENT_DEFAULT;\r
        };\r
@@ -298,7 +312,7 @@ function X_UI_ScrollBox_translate( that, x, y, opt_time, opt_easing, opt_release
                XUI_ScrollBox_indicatorH && XUI_ScrollBox_indicatorH[ 'css' ]( 'top' , ( scrollBoxH - that.fontSize * 0.6 | 0 ) + 'px' );\r
        };\r
 \r
-       if( that.hasVScroll && XUI_ScrollBox_indicatorV ){\r
+       if( that.hasVScroll && XUI_ScrollBox_indicatorV && XUI_ScrollBox_indicatorV.parent === that.xnode ){\r
                indicatorH = scrollBoxH * scrollBoxH / ( - that.scrollYMax + scrollBoxH );\r
                scrollBoxH -= indicatorH;\r
 \r
@@ -317,7 +331,7 @@ function X_UI_ScrollBox_translate( that, x, y, opt_time, opt_easing, opt_release
                        opt_time, opt_easing, opt_release\r
                );\r
        };\r
-       if( that.hasHScroll && XUI_ScrollBox_indicatorH ){\r
+       if( that.hasHScroll && XUI_ScrollBox_indicatorH && XUI_ScrollBox_indicatorH.parent === that.xnode ){\r
                indicatorW = scrollBoxW * scrollBoxW / ( - that.scrollXMax + scrollBoxW );\r
                scrollBoxW -= indicatorW;\r
                XUI_ScrollBox_indicatorH\r
@@ -393,7 +407,7 @@ function X_UI_ScrollBox_onMove( e ){
        };\r
 \r
        // gpu の用意\r
-       if( !this.xnodeSlider[ '_anime' ] ){\r
+       if( !this.xnodeSlider[ '_anime' ] || !this.xnodeSlider[ '_anime' ].phase ){\r
                //console.log( 'gpuレイヤーの用意 ' + e.pageY );\r
                //console.log( 'mov1 x:' + this.scrollX + ' y:' + this.scrollY );\r
                X_UI_ScrollBox_translate( this, this.scrollX, this.scrollY, 0, '', 300 );\r
index 5cd2196..5515f8a 100644 (file)
@@ -208,9 +208,12 @@ var XUI_Root = XUI_Box.inherits(
                                size, font, w, h;
                        
                        if( ( this[ 'dispatch' ]( { type : XUI_Event.LAYOUT_BEFORE, 'cancelable' : cancelable } ) & X_CALLBACK_PREVENT_DEFAULT ) && cancelable ){
+                               console.log( 'Layout のキャンセル' );
                                return X_CALLBACK_NONE;
                        };
                        
+                       console.log( 'レイアウト開始' );
+                       
                        XUI_mousemoveFix && XUI_mousemoveFixResetScroll();
                        
                        size = X[ 'ViewPort' ][ 'getSize' ]();
@@ -219,9 +222,14 @@ var XUI_Root = XUI_Box.inherits(
                        this.updateLayout();
                        
                        this.calcReserved = false;
-                       
-                       X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, this, XUI_Root_onViewUpdate );
-                       
+
+                       // size を測りながらレイアウトする結果、アップデートがない場合がある
+                       if( X_Node_updateTimerID ){
+                               X_ViewPort[ 'listenOnce' ]( X_EVENT_AFTER_UPDATE, this, XUI_Root_onViewUpdate );
+                       } else {
+                               this[ 'asyncDispatch' ]( XUI_Event.LAYOUT_COMPLETE );
+                       };
+
                        return X_CALLBACK_NONE;
                },
                
@@ -240,6 +248,7 @@ function XUI_Root_do1stCalculate(){
 };
 
 function XUI_Root_onViewUpdate( e ){
+       console.log( 'レイアウト完了' );
        this[ 'dispatch' ]( XUI_Event.LAYOUT_COMPLETE );
 };