/******************************************** - THEMEPUNCH TOOLS Ver. 1.0 - Last Update of Tools 08.03.2018 *********************************************/ /* * @fileOverview TouchSwipe - jQuery Plugin * @version 1.6.12 * * @author Matt Bryson http://www.github.com/mattbryson * @see https://github.com/mattbryson/TouchSwipe-Jquery-Plugin * @see http://labs.rampinteractive.co.uk/touchSwipe/ * @see http://plugins.jquery.com/project/touchSwipe * * Copyright (c) 2010-2015 Matt Bryson * Dual licensed under the MIT or GPL Version 2 licenses. * */ /* * * Changelog * $Date: 2010-12-12 (Wed, 12 Dec 2010) $ * $version: 1.0.0 * $version: 1.0.1 - removed multibyte comments * * $Date: 2011-21-02 (Mon, 21 Feb 2011) $ * $version: 1.1.0 - added allowPageScroll property to allow swiping and scrolling of page * - changed handler signatures so one handler can be used for multiple events * $Date: 2011-23-02 (Wed, 23 Feb 2011) $ * $version: 1.2.0 - added click handler. This is fired if the user simply clicks and does not swipe. The event object and click target are passed to handler. * - If you use the http://code.google.com/p/jquery-ui-for-ipad-and-iphone/ plugin, you can also assign jQuery mouse events to children of a touchSwipe object. * $version: 1.2.1 - removed console log! * * $version: 1.2.2 - Fixed bug where scope was not preserved in callback methods. * * $Date: 2011-28-04 (Thurs, 28 April 2011) $ * $version: 1.2.4 - Changed licence terms to be MIT or GPL inline with jQuery. Added check for support of touch events to stop non compatible browsers erroring. * * $Date: 2011-27-09 (Tues, 27 September 2011) $ * $version: 1.2.5 - Added support for testing swipes with mouse on desktop browser (thanks to https://github.com/joelhy) * * $Date: 2012-14-05 (Mon, 14 May 2012) $ * $version: 1.2.6 - Added timeThreshold between start and end touch, so user can ignore slow swipes (thanks to Mark Chase). Default is null, all swipes are detected * * $Date: 2012-05-06 (Tues, 05 June 2012) $ * $version: 1.2.7 - Changed time threshold to have null default for backwards compatibility. Added duration param passed back in events, and refactored how time is handled. * * $Date: 2012-05-06 (Tues, 05 June 2012) $ * $version: 1.2.8 - Added the possibility to return a value like null or false in the trigger callback. In that way we can control when the touch start/move should take effect or not (simply by returning in some cases return null; or return false;) This effects the ontouchstart/ontouchmove event. * * $Date: 2012-06-06 (Wed, 06 June 2012) $ * $version: 1.3.0 - Refactored whole plugin to allow for methods to be executed, as well as exposed defaults for user override. Added 'enable', 'disable', and 'destroy' methods * * $Date: 2012-05-06 (Fri, 05 June 2012) $ * $version: 1.3.1 - Bug fixes - bind() with false as last argument is no longer supported in jQuery 1.6, also, if you just click, the duration is now returned correctly. * * $Date: 2012-29-07 (Sun, 29 July 2012) $ * $version: 1.3.2 - Added fallbackToMouseEvents option to NOT capture mouse events on non touch devices. * - Added "all" fingers value to the fingers property, so any combination of fingers triggers the swipe, allowing event handlers to check the finger count * * $Date: 2012-09-08 (Thurs, 9 Aug 2012) $ * $version: 1.3.3 - Code tidy prep for minefied version * * $Date: 2012-04-10 (wed, 4 Oct 2012) $ * $version: 1.4.0 - Added pinch support, pinchIn and pinchOut * * $Date: 2012-11-10 (Thurs, 11 Oct 2012) $ * $version: 1.5.0 - Added excludedElements, a jquery selector that specifies child elements that do NOT trigger swipes. By default, this is one select that removes all form, input select, button and anchor elements. * * $Date: 2012-22-10 (Mon, 22 Oct 2012) $ * $version: 1.5.1 - Fixed bug with jQuery 1.8 and trailing comma in excludedElements * - Fixed bug with IE and eventPreventDefault() * $Date: 2013-01-12 (Fri, 12 Jan 2013) $ * $version: 1.6.0 - Fixed bugs with pinching, mainly when both pinch and swipe enabled, as well as adding time threshold for multifinger gestures, so releasing one finger beofre the other doesnt trigger as single finger gesture. * - made the demo site all static local HTML pages so they can be run locally by a developer * - added jsDoc comments and added documentation for the plugin * - code tidy * - added triggerOnTouchLeave property that will end the event when the user swipes off the element. * $Date: 2013-03-23 (Sat, 23 Mar 2013) $ * $version: 1.6.1 - Added support for ie8 touch events * $version: 1.6.2 - Added support for events binding with on / off / bind in jQ for all callback names. * - Deprecated the 'click' handler in favour of tap. * - added cancelThreshold property * - added option method to update init options at runtime * $version 1.6.3 - added doubletap, longtap events and longTapThreshold, doubleTapThreshold property * * $Date: 2013-04-04 (Thurs, 04 April 2013) $ * $version 1.6.4 - Fixed bug with cancelThreshold introduced in 1.6.3, where swipe status no longer fired start event, and stopped once swiping back. * * $Date: 2013-08-24 (Sat, 24 Aug 2013) $ * $version 1.6.5 - Merged a few pull requests fixing various bugs, added AMD support. * * $Date: 2014-06-04 (Wed, 04 June 2014) $ * $version 1.6.6 - Merge of pull requests. * - IE10 touch support * - Only prevent default event handling on valid swipe * - Separate license/changelog comment * - Detect if the swipe is valid at the end of the touch event. * - Pass fingerdata to event handlers. * - Add 'hold' gesture * - Be more tolerant about the tap distance * - Typos and minor fixes * * $Date: 2015-22-01 (Thurs, 22 Jan 2015) $ * $version 1.6.7 - Added patch from https://github.com/mattbryson/TouchSwipe-Jquery-Plugin/issues/206 to fix memory leak * * $Date: 2015-2-2 (Mon, 2 Feb 2015) $ * $version 1.6.8 - Added preventDefaultEvents option to proxy events regardless. * - Fixed issue with swipe and pinch not triggering at the same time * * $Date: 2015-9-6 (Tues, 9 June 2015) $ * $version 1.6.9 - Added PR from jdalton/hybrid to fix pointer events * - Added scrolling demo * - Added version property to plugin * * $Date: 2015-1-10 (Wed, 1 October 2015) $ * $version 1.6.10 - Added PR from beatspace to fix tap events * $version 1.6.11 - Added PRs from indri-indri ( Doc tidyup), kkirsche ( Bower tidy up ), UziTech (preventDefaultEvents fixes ) * - Allowed setting multiple options via .swipe("options", options_hash) and more simply .swipe(options_hash) or exisitng instances * $version 1.6.12 - Fixed bug with multi finger releases above 2 not triggering events */ /** * See (http://jquery.com/). * @name $ * @class * See the jQuery Library (http://jquery.com/) for full details. This just * documents the function and classes that are added to jQuery by this plug-in. */ /** * See (http://jquery.com/) * @name fn * @class * See the jQuery Library (http://jquery.com/) for full details. This just * documents the function and classes that are added to jQuery by this plug-in. * @memberOf $ */ (function (factory) { if (typeof define === 'function' && define.amd && define.amd.jQuery) { // AMD. Register as anonymous module. define(['jquery'], factory); } else { // Browser globals. factory(jQuery); } }(function ($) { "use strict"; //Constants var VERSION = "1.6.12", LEFT = "left", RIGHT = "right", UP = "up", DOWN = "down", IN = "in", OUT = "out", NONE = "none", AUTO = "auto", SWIPE = "swipe", PINCH = "pinch", TAP = "tap", DOUBLE_TAP = "doubletap", LONG_TAP = "longtap", HOLD = "hold", HORIZONTAL = "horizontal", VERTICAL = "vertical", ALL_FINGERS = "all", DOUBLE_TAP_THRESHOLD = 10, PHASE_START = "start", PHASE_MOVE = "move", PHASE_END = "end", PHASE_CANCEL = "cancel", SUPPORTS_TOUCH = 'ontouchstart' in window, SUPPORTS_POINTER_IE10 = window.navigator.msPointerEnabled && !window.navigator.pointerEnabled, SUPPORTS_POINTER = window.navigator.pointerEnabled || window.navigator.msPointerEnabled, PLUGIN_NS = 'TouchSwipe'; /** * The default configuration, and available options to configure touch swipe with. * You can set the default values by updating any of the properties prior to instantiation. * @name $.fn.swipe.defaults * @namespace * @property {int} [fingers=1] The number of fingers to detect in a swipe. Any swipes that do not meet this requirement will NOT trigger swipe handlers. * @property {int} [threshold=75] The number of pixels that the user must move their finger by before it is considered a swipe. * @property {int} [cancelThreshold=null] The number of pixels that the user must move their finger back from the original swipe direction to cancel the gesture. * @property {int} [pinchThreshold=20] The number of pixels that the user must pinch their finger by before it is considered a pinch. * @property {int} [maxTimeThreshold=null] Time, in milliseconds, between touchStart and touchEnd must NOT exceed in order to be considered a swipe. * @property {int} [fingerReleaseThreshold=250] Time in milliseconds between releasing multiple fingers. If 2 fingers are down, and are released one after the other, if they are within this threshold, it counts as a simultaneous release. * @property {int} [longTapThreshold=500] Time in milliseconds between tap and release for a long tap * @property {int} [doubleTapThreshold=200] Time in milliseconds between 2 taps to count as a double tap * @property {function} [swipe=null] A handler to catch all swipes. See {@link $.fn.swipe#event:swipe} * @property {function} [swipeLeft=null] A handler that is triggered for "left" swipes. See {@link $.fn.swipe#event:swipeLeft} * @property {function} [swipeRight=null] A handler that is triggered for "right" swipes. See {@link $.fn.swipe#event:swipeRight} * @property {function} [swipeUp=null] A handler that is triggered for "up" swipes. See {@link $.fn.swipe#event:swipeUp} * @property {function} [swipeDown=null] A handler that is triggered for "down" swipes. See {@link $.fn.swipe#event:swipeDown} * @property {function} [swipeStatus=null] A handler triggered for every phase of the swipe. See {@link $.fn.swipe#event:swipeStatus} * @property {function} [pinchIn=null] A handler triggered for pinch in events. See {@link $.fn.swipe#event:pinchIn} * @property {function} [pinchOut=null] A handler triggered for pinch out events. See {@link $.fn.swipe#event:pinchOut} * @property {function} [pinchStatus=null] A handler triggered for every phase of a pinch. See {@link $.fn.swipe#event:pinchStatus} * @property {function} [tap=null] A handler triggered when a user just taps on the item, rather than swipes it. If they do not move, tap is triggered, if they do move, it is not. * @property {function} [doubleTap=null] A handler triggered when a user double taps on the item. The delay between taps can be set with the doubleTapThreshold property. See {@link $.fn.swipe.defaults#doubleTapThreshold} * @property {function} [longTap=null] A handler triggered when a user long taps on the item. The delay between start and end can be set with the longTapThreshold property. See {@link $.fn.swipe.defaults#longTapThreshold} * @property (function) [hold=null] A handler triggered when a user reaches longTapThreshold on the item. See {@link $.fn.swipe.defaults#longTapThreshold} * @property {boolean} [triggerOnTouchEnd=true] If true, the swipe events are triggered when the touch end event is received (user releases finger). If false, it will be triggered on reaching the threshold, and then cancel the touch event automatically. * @property {boolean} [triggerOnTouchLeave=false] If true, then when the user leaves the swipe object, the swipe will end and trigger appropriate handlers. * @property {string|undefined} [allowPageScroll='auto'] How the browser handles page scrolls when the user is swiping on a touchSwipe object. See {@link $.fn.swipe.pageScroll}.

"auto" : all undefined swipes will cause the page to scroll in that direction.
"none" : the page will not scroll when user swipes.
"horizontal" : will force page to scroll on horizontal swipes.
"vertical" : will force page to scroll on vertical swipes.
* @property {boolean} [fallbackToMouseEvents=true] If true mouse events are used when run on a non touch device, false will stop swipes being triggered by mouse events on non tocuh devices. * @property {string} [excludedElements="button, input, select, textarea, a, .noSwipe"] A jquery selector that specifies child elements that do NOT trigger swipes. By default this excludes all form, input, select, button, anchor and .noSwipe elements. * @property {boolean} [preventDefaultEvents=true] by default default events are cancelled, so the page doesn't move. You can dissable this so both native events fire as well as your handlers. */ var defaults = { fingers: 1, threshold: 75, cancelThreshold:null, pinchThreshold:20, maxTimeThreshold: null, fingerReleaseThreshold:250, longTapThreshold:500, doubleTapThreshold:200, swipe: null, swipeLeft: null, swipeRight: null, swipeUp: null, swipeDown: null, swipeStatus: null, pinchIn:null, pinchOut:null, pinchStatus:null, click:null, //Deprecated since 1.6.2 tap:null, doubleTap:null, longTap:null, hold:null, triggerOnTouchEnd: true, triggerOnTouchLeave:false, allowPageScroll: "auto", fallbackToMouseEvents: true, excludedElements:"label, button, input, select, textarea, a, .noSwipe", preventDefaultEvents:true }; /** * Applies TouchSwipe behaviour to one or more jQuery objects. * The TouchSwipe plugin can be instantiated via this method, or methods within * TouchSwipe can be executed via this method as per jQuery plugin architecture. * An existing plugin can have its options changed simply by re calling .swipe(options) * @see TouchSwipe * @class * @param {Mixed} method If the current DOMNode is a TouchSwipe object, and method is a TouchSwipe method, then * the method is executed, and any following arguments are passed to the TouchSwipe method. * If method is an object, then the TouchSwipe class is instantiated on the current DOMNode, passing the * configuration properties defined in the object. See TouchSwipe * */ $.fn.swipe = function (method) { var $this = $(this), plugin = $this.data(PLUGIN_NS); //Check if we are already instantiated and trying to execute a method if (plugin && typeof method === 'string') { if (plugin[method]) { return plugin[method].apply(this, Array.prototype.slice.call(arguments, 1)); } else { $.error('Method ' + method + ' does not exist on jQuery.swipe'); } } //Else update existing plugin with new options hash else if (plugin && typeof method === 'object') { plugin['option'].apply(this, arguments); } //Else not instantiated and trying to pass init object (or nothing) else if (!plugin && (typeof method === 'object' || !method)) { return init.apply(this, arguments); } return $this; }; /** * The version of the plugin * @readonly */ $.fn.swipe.version = VERSION; //Expose our defaults so a user could override the plugin defaults $.fn.swipe.defaults = defaults; /** * The phases that a touch event goes through. The phase is passed to the event handlers. * These properties are read only, attempting to change them will not alter the values passed to the event handlers. * @namespace * @readonly * @property {string} PHASE_START Constant indicating the start phase of the touch event. Value is "start". * @property {string} PHASE_MOVE Constant indicating the move phase of the touch event. Value is "move". * @property {string} PHASE_END Constant indicating the end phase of the touch event. Value is "end". * @property {string} PHASE_CANCEL Constant indicating the cancel phase of the touch event. Value is "cancel". */ $.fn.swipe.phases = { PHASE_START: PHASE_START, PHASE_MOVE: PHASE_MOVE, PHASE_END: PHASE_END, PHASE_CANCEL: PHASE_CANCEL }; /** * The direction constants that are passed to the event handlers. * These properties are read only, attempting to change them will not alter the values passed to the event handlers. * @namespace * @readonly * @property {string} LEFT Constant indicating the left direction. Value is "left". * @property {string} RIGHT Constant indicating the right direction. Value is "right". * @property {string} UP Constant indicating the up direction. Value is "up". * @property {string} DOWN Constant indicating the down direction. Value is "cancel". * @property {string} IN Constant indicating the in direction. Value is "in". * @property {string} OUT Constant indicating the out direction. Value is "out". */ $.fn.swipe.directions = { LEFT: LEFT, RIGHT: RIGHT, UP: UP, DOWN: DOWN, IN : IN, OUT: OUT }; /** * The page scroll constants that can be used to set the value of allowPageScroll option * These properties are read only * @namespace * @readonly * @see $.fn.swipe.defaults#allowPageScroll * @property {string} NONE Constant indicating no page scrolling is allowed. Value is "none". * @property {string} HORIZONTAL Constant indicating horizontal page scrolling is allowed. Value is "horizontal". * @property {string} VERTICAL Constant indicating vertical page scrolling is allowed. Value is "vertical". * @property {string} AUTO Constant indicating either horizontal or vertical will be allowed, depending on the swipe handlers registered. Value is "auto". */ $.fn.swipe.pageScroll = { NONE: NONE, HORIZONTAL: HORIZONTAL, VERTICAL: VERTICAL, AUTO: AUTO }; /** * Constants representing the number of fingers used in a swipe. These are used to set both the value of fingers in the * options object, as well as the value of the fingers event property. * These properties are read only, attempting to change them will not alter the values passed to the event handlers. * @namespace * @readonly * @see $.fn.swipe.defaults#fingers * @property {string} ONE Constant indicating 1 finger is to be detected / was detected. Value is 1. * @property {string} TWO Constant indicating 2 fingers are to be detected / were detected. Value is 2. * @property {string} THREE Constant indicating 3 finger are to be detected / were detected. Value is 3. * @property {string} FOUR Constant indicating 4 finger are to be detected / were detected. Not all devices support this. Value is 4. * @property {string} FIVE Constant indicating 5 finger are to be detected / were detected. Not all devices support this. Value is 5. * @property {string} ALL Constant indicating any combination of finger are to be detected. Value is "all". */ $.fn.swipe.fingers = { ONE: 1, TWO: 2, THREE: 3, FOUR: 4, FIVE: 5, ALL: ALL_FINGERS }; /** * Initialise the plugin for each DOM element matched * This creates a new instance of the main TouchSwipe class for each DOM element, and then * saves a reference to that instance in the elements data property. * @internal */ function init(options) { //Prep and extend the options if (options && (options.allowPageScroll === undefined && (options.swipe !== undefined || options.swipeStatus !== undefined))) { options.allowPageScroll = NONE; } //Check for deprecated options //Ensure that any old click handlers are assigned to the new tap, unless we have a tap if(options.click!==undefined && options.tap===undefined) { options.tap = options.click; } if (!options) { options = {}; } //pass empty object so we dont modify the defaults options = $.extend({}, $.fn.swipe.defaults, options); //For each element instantiate the plugin return this.each(function () { var $this = $(this); //Check we havent already initialised the plugin var plugin = $this.data(PLUGIN_NS); if (!plugin) { plugin = new TouchSwipe(this, options); $this.data(PLUGIN_NS, plugin); } }); } /** * Main TouchSwipe Plugin Class. * Do not use this to construct your TouchSwipe object, use the jQuery plugin method $.fn.swipe(); {@link $.fn.swipe} * @private * @name TouchSwipe * @param {DOMNode} element The HTML DOM object to apply to plugin to * @param {Object} options The options to configure the plugin with. @link {$.fn.swipe.defaults} * @see $.fh.swipe.defaults * @see $.fh.swipe * @class */ function TouchSwipe(element, options) { //take a local/instacne level copy of the options - should make it this.options really... var options = $.extend({}, options); var useTouchEvents = (SUPPORTS_TOUCH || SUPPORTS_POINTER || !options.fallbackToMouseEvents), START_EV = useTouchEvents ? (SUPPORTS_POINTER ? (SUPPORTS_POINTER_IE10 ? 'MSPointerDown' : 'pointerdown') : 'touchstart') : 'mousedown', MOVE_EV = useTouchEvents ? (SUPPORTS_POINTER ? (SUPPORTS_POINTER_IE10 ? 'MSPointerMove' : 'pointermove') : 'touchmove') : 'mousemove', END_EV = useTouchEvents ? (SUPPORTS_POINTER ? (SUPPORTS_POINTER_IE10 ? 'MSPointerUp' : 'pointerup') : 'touchend') : 'mouseup', LEAVE_EV = useTouchEvents ? null : 'mouseleave', //we manually detect leave on touch devices, so null event here CANCEL_EV = (SUPPORTS_POINTER ? (SUPPORTS_POINTER_IE10 ? 'MSPointerCancel' : 'pointercancel') : 'touchcancel'); //touch properties var distance = 0, direction = null, duration = 0, startTouchesDistance = 0, endTouchesDistance = 0, pinchZoom = 1, pinchDistance = 0, pinchDirection = 0, maximumsMap=null; //jQuery wrapped element for this instance var $element = $(element); //Current phase of th touch cycle var phase = "start"; // the current number of fingers being used. var fingerCount = 0; //track mouse points / delta var fingerData = {}; //track times var startTime = 0, endTime = 0, previousTouchEndTime=0, fingerCountAtRelease=0, doubleTapStartTime=0; //Timeouts var singleTapTimeout=null, holdTimeout=null; // Add gestures to all swipable areas if supported try { $element.bind(START_EV, touchStart); $element.bind(CANCEL_EV, touchCancel); } catch (e) { $.error('events not supported ' + START_EV + ',' + CANCEL_EV + ' on jQuery.swipe'); } // //Public methods // /** * re-enables the swipe plugin with the previous configuration * @function * @name $.fn.swipe#enable * @return {DOMNode} The Dom element that was registered with TouchSwipe * @example $("#element").swipe("enable"); */ this.enable = function () { $element.bind(START_EV, touchStart); $element.bind(CANCEL_EV, touchCancel); return $element; }; /** * disables the swipe plugin * @function * @name $.fn.swipe#disable * @return {DOMNode} The Dom element that is now registered with TouchSwipe * @example $("#element").swipe("disable"); */ this.disable = function () { removeListeners(); return $element; }; /** * Destroy the swipe plugin completely. To use any swipe methods, you must re initialise the plugin. * @function * @name $.fn.swipe#destroy * @example $("#element").swipe("destroy"); */ this.destroy = function () { removeListeners(); $element.data(PLUGIN_NS, null); $element = null; }; /** * Allows run time updating of the swipe configuration options. * @function * @name $.fn.swipe#option * @param {String} property The option property to get or set, or a has of multiple options to set * @param {Object} [value] The value to set the property to * @return {Object} If only a property name is passed, then that property value is returned. If nothing is passed the current options hash is returned. * @example $("#element").swipe("option", "threshold"); // return the threshold * @example $("#element").swipe("option", "threshold", 100); // set the threshold after init * @example $("#element").swipe("option", {threshold:100, fingers:3} ); // set multiple properties after init * @example $("#element").swipe({threshold:100, fingers:3} ); // set multiple properties after init - the "option" method is optional! * @example $("#element").swipe("option"); // Return the current options hash * @see $.fn.swipe.defaults * */ this.option = function (property, value) { if(typeof property === 'object') { options = $.extend(options, property); } else if(options[property]!==undefined) { if(value===undefined) { return options[property]; } else { options[property] = value; } } else if (!property) { return options; } else { $.error('Option ' + property + ' does not exist on jQuery.swipe.options'); } return null; } // // Private methods // // // EVENTS // /** * Event handler for a touch start event. * Stops the default click event from triggering and stores where we touched * @inner * @param {object} jqEvent The normalised jQuery event object. */ function touchStart(jqEvent) { //If we already in a touch event (a finger already in use) then ignore subsequent ones.. if( getTouchInProgress() ) return; //Check if this element matches any in the excluded elements selectors, or its parent is excluded, if so, DON'T swipe if( $(jqEvent.target).closest( options.excludedElements, $element ).length>0 ) return; //As we use Jquery bind for events, we need to target the original event object //If these events are being programmatically triggered, we don't have an original event object, so use the Jq one. var event = jqEvent.originalEvent ? jqEvent.originalEvent : jqEvent; var ret, touches = event.touches, evt = touches ? touches[0] : event; phase = PHASE_START; //If we support touches, get the finger count if (touches) { // get the total number of fingers touching the screen fingerCount = touches.length; } //Else this is the desktop, so stop the browser from dragging content else if(options.preventDefaultEvents !== false) { jqEvent.preventDefault(); //call this on jq event so we are cross browser } //clear vars.. distance = 0; direction = null; pinchDirection=null; duration = 0; startTouchesDistance=0; endTouchesDistance=0; pinchZoom = 1; pinchDistance = 0; maximumsMap=createMaximumsData(); cancelMultiFingerRelease(); //Create the default finger data createFingerData( 0, evt ); // check the number of fingers is what we are looking for, or we are capturing pinches if (!touches || (fingerCount === options.fingers || options.fingers === ALL_FINGERS) || hasPinches()) { // get the coordinates of the touch startTime = getTimeStamp(); if(fingerCount==2) { //Keep track of the initial pinch distance, so we can calculate the diff later //Store second finger data as start createFingerData( 1, touches[1] ); startTouchesDistance = endTouchesDistance = calculateTouchesDistance(fingerData[0].start, fingerData[1].start); } if (options.swipeStatus || options.pinchStatus) { ret = triggerHandler(event, phase); } } else { //A touch with more or less than the fingers we are looking for, so cancel ret = false; } //If we have a return value from the users handler, then return and cancel if (ret === false) { phase = PHASE_CANCEL; triggerHandler(event, phase); return ret; } else { if (options.hold) { holdTimeout = setTimeout($.proxy(function() { //Trigger the event $element.trigger('hold', [event.target]); //Fire the callback if(options.hold) { ret = options.hold.call($element, event, event.target); } }, this), options.longTapThreshold ); } setTouchInProgress(true); } return null; }; /** * Event handler for a touch move event. * If we change fingers during move, then cancel the event * @inner * @param {object} jqEvent The normalised jQuery event object. */ function touchMove(jqEvent) { //As we use Jquery bind for events, we need to target the original event object //If these events are being programmatically triggered, we don't have an original event object, so use the Jq one. var event = jqEvent.originalEvent ? jqEvent.originalEvent : jqEvent; //If we are ending, cancelling, or within the threshold of 2 fingers being released, don't track anything.. if (phase === PHASE_END || phase === PHASE_CANCEL || inMultiFingerRelease()) return; var ret, touches = event.touches, evt = touches ? touches[0] : event; //Update the finger data var currentFinger = updateFingerData(evt); endTime = getTimeStamp(); if (touches) { fingerCount = touches.length; } if (options.hold) clearTimeout(holdTimeout); phase = PHASE_MOVE; //If we have 2 fingers get Touches distance as well if(fingerCount==2) { //Keep track of the initial pinch distance, so we can calculate the diff later //We do this here as well as the start event, in case they start with 1 finger, and the press 2 fingers if(startTouchesDistance==0) { //Create second finger if this is the first time... createFingerData( 1, touches[1] ); startTouchesDistance = endTouchesDistance = calculateTouchesDistance(fingerData[0].start, fingerData[1].start); } else { //Else just update the second finger updateFingerData(touches[1]); endTouchesDistance = calculateTouchesDistance(fingerData[0].end, fingerData[1].end); pinchDirection = calculatePinchDirection(fingerData[0].end, fingerData[1].end); } pinchZoom = calculatePinchZoom(startTouchesDistance, endTouchesDistance); pinchDistance = Math.abs(startTouchesDistance - endTouchesDistance); } if ( (fingerCount === options.fingers || options.fingers === ALL_FINGERS) || !touches || hasPinches() ) { direction = calculateDirection(currentFinger.start, currentFinger.end); //Check if we need to prevent default event (page scroll / pinch zoom) or not validateDefaultEvent(jqEvent, direction); //Distance and duration are all off the main finger distance = calculateDistance(currentFinger.start, currentFinger.end); duration = calculateDuration(); //Cache the maximum distance we made in this direction setMaxDistance(direction, distance); if (options.swipeStatus || options.pinchStatus) { ret = triggerHandler(event, phase); } //If we trigger end events when threshold are met, or trigger events when touch leaves element if(!options.triggerOnTouchEnd || options.triggerOnTouchLeave) { var inBounds = true; //If checking if we leave the element, run the bounds check (we can use touchleave as its not supported on webkit) if(options.triggerOnTouchLeave) { var bounds = getbounds( this ); inBounds = isInBounds( currentFinger.end, bounds ); } //Trigger end handles as we swipe if thresholds met or if we have left the element if the user has asked to check these.. if(!options.triggerOnTouchEnd && inBounds) { phase = getNextPhase( PHASE_MOVE ); } //We end if out of bounds here, so set current phase to END, and check if its modified else if(options.triggerOnTouchLeave && !inBounds ) { phase = getNextPhase( PHASE_END ); } if(phase==PHASE_CANCEL || phase==PHASE_END) { triggerHandler(event, phase); } } } else { phase = PHASE_CANCEL; triggerHandler(event, phase); } if (ret === false) { phase = PHASE_CANCEL; triggerHandler(event, phase); } } /** * Event handler for a touch end event. * Calculate the direction and trigger events * @inner * @param {object} jqEvent The normalised jQuery event object. */ function touchEnd(jqEvent) { //As we use Jquery bind for events, we need to target the original event object //If these events are being programmatically triggered, we don't have an original event object, so use the Jq one. var event = jqEvent.originalEvent ? jqEvent.originalEvent : jqEvent, touches = event.touches; //If we are still in a touch with the device wait a fraction and see if the other finger comes up //if it does within the threshold, then we treat it as a multi release, not a single release and end the touch / swipe if (touches) { if(touches.length && !inMultiFingerRelease()) { startMultiFingerRelease(); return true; } else if (touches.length && inMultiFingerRelease()) { return true; } } //If a previous finger has been released, check how long ago, if within the threshold, then assume it was a multifinger release. //This is used to allow 2 fingers to release fractionally after each other, whilst maintainig the event as containg 2 fingers, not 1 if(inMultiFingerRelease()) { fingerCount=fingerCountAtRelease; } //Set end of swipe endTime = getTimeStamp(); //Get duration incase move was never fired duration = calculateDuration(); //If we trigger handlers at end of swipe OR, we trigger during, but they didnt trigger and we are still in the move phase if(didSwipeBackToCancel() || !validateSwipeDistance()) { phase = PHASE_CANCEL; triggerHandler(event, phase); } else if (options.triggerOnTouchEnd || (options.triggerOnTouchEnd == false && phase === PHASE_MOVE)) { //call this on jq event so we are cross browser if(options.preventDefaultEvents !== false) { jqEvent.preventDefault(); } phase = PHASE_END; triggerHandler(event, phase); } //Special cases - A tap should always fire on touch end regardless, //So here we manually trigger the tap end handler by itself //We dont run trigger handler as it will re-trigger events that may have fired already else if (!options.triggerOnTouchEnd && hasTap()) { //Trigger the pinch events... phase = PHASE_END; triggerHandlerForGesture(event, phase, TAP); } else if (phase === PHASE_MOVE) { phase = PHASE_CANCEL; triggerHandler(event, phase); } setTouchInProgress(false); return null; } /** * Event handler for a touch cancel event. * Clears current vars * @inner */ function touchCancel() { // reset the variables back to default values fingerCount = 0; endTime = 0; startTime = 0; startTouchesDistance=0; endTouchesDistance=0; pinchZoom=1; //If we were in progress of tracking a possible multi touch end, then re set it. cancelMultiFingerRelease(); setTouchInProgress(false); } /** * Event handler for a touch leave event. * This is only triggered on desktops, in touch we work this out manually * as the touchleave event is not supported in webkit * @inner */ function touchLeave(jqEvent) { //If these events are being programmatically triggered, we don't have an original event object, so use the Jq one. var event = jqEvent.originalEvent ? jqEvent.originalEvent : jqEvent; //If we have the trigger on leave property set.... if(options.triggerOnTouchLeave) { phase = getNextPhase( PHASE_END ); triggerHandler(event, phase); } } /** * Removes all listeners that were associated with the plugin * @inner */ function removeListeners() { $element.unbind(START_EV, touchStart); $element.unbind(CANCEL_EV, touchCancel); $element.unbind(MOVE_EV, touchMove); $element.unbind(END_EV, touchEnd); //we only have leave events on desktop, we manually calculate leave on touch as its not supported in webkit if(LEAVE_EV) { $element.unbind(LEAVE_EV, touchLeave); } setTouchInProgress(false); } /** * Checks if the time and distance thresholds have been met, and if so then the appropriate handlers are fired. */ function getNextPhase(currentPhase) { var nextPhase = currentPhase; // Ensure we have valid swipe (under time and over distance and check if we are out of bound...) var validTime = validateSwipeTime(); var validDistance = validateSwipeDistance(); var didCancel = didSwipeBackToCancel(); //If we have exceeded our time, then cancel if(!validTime || didCancel) { nextPhase = PHASE_CANCEL; } //Else if we are moving, and have reached distance then end else if (validDistance && currentPhase == PHASE_MOVE && (!options.triggerOnTouchEnd || options.triggerOnTouchLeave) ) { nextPhase = PHASE_END; } //Else if we have ended by leaving and didn't reach distance, then cancel else if (!validDistance && currentPhase==PHASE_END && options.triggerOnTouchLeave) { nextPhase = PHASE_CANCEL; } return nextPhase; } /** * Trigger the relevant event handler * The handlers are passed the original event, the element that was swiped, and in the case of the catch all handler, the direction that was swiped, "left", "right", "up", or "down" * @param {object} event the original event object * @param {string} phase the phase of the swipe (start, end cancel etc) {@link $.fn.swipe.phases} * @inner */ function triggerHandler(event, phase) { var ret, touches = event.touches; //Swipes and pinches are not mutually exclusive - can happend at same time, so need to trigger 2 events potentially if( (didSwipe() && hasSwipes()) || (didPinch() && hasPinches()) ) { // SWIPE GESTURES if(didSwipe() && hasSwipes()) { //hasSwipes as status needs to fire even if swipe is invalid //Trigger the swipe events... ret = triggerHandlerForGesture(event, phase, SWIPE); } // PINCH GESTURES (if the above didn't cancel) if((didPinch() && hasPinches()) && ret!==false) { //Trigger the pinch events... ret = triggerHandlerForGesture(event, phase, PINCH); } } else { // CLICK / TAP (if the above didn't cancel) if(didDoubleTap() && ret!==false) { //Trigger the tap events... ret = triggerHandlerForGesture(event, phase, DOUBLE_TAP); } // CLICK / TAP (if the above didn't cancel) else if(didLongTap() && ret!==false) { //Trigger the tap events... ret = triggerHandlerForGesture(event, phase, LONG_TAP); } // CLICK / TAP (if the above didn't cancel) else if(didTap() && ret!==false) { //Trigger the tap event.. ret = triggerHandlerForGesture(event, phase, TAP); } } // If we are cancelling the gesture, then manually trigger the reset handler if (phase === PHASE_CANCEL) { if(hasSwipes() ) { ret = triggerHandlerForGesture(event, phase, SWIPE); } if(hasPinches()) { ret = triggerHandlerForGesture(event, phase, PINCH); } touchCancel(event); } // If we are ending the gesture, then manually trigger the reset handler IF all fingers are off if(phase === PHASE_END) { //If we support touch, then check that all fingers are off before we cancel if (touches) { if(!touches.length) { touchCancel(event); } } else { touchCancel(event); } } return ret; } /** * Trigger the relevant event handler * The handlers are passed the original event, the element that was swiped, and in the case of the catch all handler, the direction that was swiped, "left", "right", "up", or "down" * @param {object} event the original event object * @param {string} phase the phase of the swipe (start, end cancel etc) {@link $.fn.swipe.phases} * @param {string} gesture the gesture to trigger a handler for : PINCH or SWIPE {@link $.fn.swipe.gestures} * @return Boolean False, to indicate that the event should stop propagation, or void. * @inner */ function triggerHandlerForGesture(event, phase, gesture) { var ret; //SWIPES.... if(gesture==SWIPE) { //Trigger status every time.. //Trigger the event... $element.trigger('swipeStatus', [phase, direction || null, distance || 0, duration || 0, fingerCount, fingerData]); //Fire the callback if (options.swipeStatus) { ret = options.swipeStatus.call($element, event, phase, direction || null, distance || 0, duration || 0, fingerCount, fingerData); //If the status cancels, then dont run the subsequent event handlers.. if(ret===false) return false; } if (phase == PHASE_END && validateSwipe()) { //Fire the catch all event $element.trigger('swipe', [direction, distance, duration, fingerCount, fingerData]); //Fire catch all callback if (options.swipe) { ret = options.swipe.call($element, event, direction, distance, duration, fingerCount, fingerData); //If the status cancels, then dont run the subsequent event handlers.. if(ret===false) return false; } //trigger direction specific event handlers switch (direction) { case LEFT: //Trigger the event $element.trigger('swipeLeft', [direction, distance, duration, fingerCount, fingerData]); //Fire the callback if (options.swipeLeft) { ret = options.swipeLeft.call($element, event, direction, distance, duration, fingerCount, fingerData); } break; case RIGHT: //Trigger the event $element.trigger('swipeRight', [direction, distance, duration, fingerCount, fingerData]); //Fire the callback if (options.swipeRight) { ret = options.swipeRight.call($element, event, direction, distance, duration, fingerCount, fingerData); } break; case UP: //Trigger the event $element.trigger('swipeUp', [direction, distance, duration, fingerCount, fingerData]); //Fire the callback if (options.swipeUp) { ret = options.swipeUp.call($element, event, direction, distance, duration, fingerCount, fingerData); } break; case DOWN: //Trigger the event $element.trigger('swipeDown', [direction, distance, duration, fingerCount, fingerData]); //Fire the callback if (options.swipeDown) { ret = options.swipeDown.call($element, event, direction, distance, duration, fingerCount, fingerData); } break; } } } //PINCHES.... if(gesture==PINCH) { //Trigger the event $element.trigger('pinchStatus', [phase, pinchDirection || null, pinchDistance || 0, duration || 0, fingerCount, pinchZoom, fingerData]); //Fire the callback if (options.pinchStatus) { ret = options.pinchStatus.call($element, event, phase, pinchDirection || null, pinchDistance || 0, duration || 0, fingerCount, pinchZoom, fingerData); //If the status cancels, then dont run the subsequent event handlers.. if(ret===false) return false; } if(phase==PHASE_END && validatePinch()) { switch (pinchDirection) { case IN: //Trigger the event $element.trigger('pinchIn', [pinchDirection || null, pinchDistance || 0, duration || 0, fingerCount, pinchZoom, fingerData]); //Fire the callback if (options.pinchIn) { ret = options.pinchIn.call($element, event, pinchDirection || null, pinchDistance || 0, duration || 0, fingerCount, pinchZoom, fingerData); } break; case OUT: //Trigger the event $element.trigger('pinchOut', [pinchDirection || null, pinchDistance || 0, duration || 0, fingerCount, pinchZoom, fingerData]); //Fire the callback if (options.pinchOut) { ret = options.pinchOut.call($element, event, pinchDirection || null, pinchDistance || 0, duration || 0, fingerCount, pinchZoom, fingerData); } break; } } } if(gesture==TAP) { if(phase === PHASE_CANCEL || phase === PHASE_END) { //Cancel any existing double tap clearTimeout(singleTapTimeout); //Cancel hold timeout clearTimeout(holdTimeout); //If we are also looking for doubelTaps, wait incase this is one... if(hasDoubleTap() && !inDoubleTap()) { //Cache the time of this tap doubleTapStartTime = getTimeStamp(); //Now wait for the double tap timeout, and trigger this single tap //if its not cancelled by a double tap singleTapTimeout = setTimeout($.proxy(function() { doubleTapStartTime=null; //Trigger the event $element.trigger('tap', [event.target]); //Fire the callback if(options.tap) { ret = options.tap.call($element, event, event.target); } }, this), options.doubleTapThreshold ); } else { doubleTapStartTime=null; //Trigger the event $element.trigger('tap', [event.target]); //Fire the callback if(options.tap) { ret = options.tap.call($element, event, event.target); } } } } else if (gesture==DOUBLE_TAP) { if(phase === PHASE_CANCEL || phase === PHASE_END) { //Cancel any pending singletap clearTimeout(singleTapTimeout); doubleTapStartTime=null; //Trigger the event $element.trigger('doubletap', [event.target]); //Fire the callback if(options.doubleTap) { ret = options.doubleTap.call($element, event, event.target); } } } else if (gesture==LONG_TAP) { if(phase === PHASE_CANCEL || phase === PHASE_END) { //Cancel any pending singletap (shouldnt be one) clearTimeout(singleTapTimeout); doubleTapStartTime=null; //Trigger the event $element.trigger('longtap', [event.target]); //Fire the callback if(options.longTap) { ret = options.longTap.call($element, event, event.target); } } } return ret; } // // GESTURE VALIDATION // /** * Checks the user has swipe far enough * @return Boolean if threshold has been set, return true if the threshold was met, else false. * If no threshold was set, then we return true. * @inner */ function validateSwipeDistance() { var valid = true; //If we made it past the min swipe distance.. if (options.threshold !== null) { valid = distance >= options.threshold; } return valid; } /** * Checks the user has swiped back to cancel. * @return Boolean if cancelThreshold has been set, return true if the cancelThreshold was met, else false. * If no cancelThreshold was set, then we return true. * @inner */ function didSwipeBackToCancel() { var cancelled = false; if(options.cancelThreshold !== null && direction !==null) { cancelled = (getMaxDistance( direction ) - distance) >= options.cancelThreshold; } return cancelled; } /** * Checks the user has pinched far enough * @return Boolean if pinchThreshold has been set, return true if the threshold was met, else false. * If no threshold was set, then we return true. * @inner */ function validatePinchDistance() { if (options.pinchThreshold !== null) { return pinchDistance >= options.pinchThreshold; } return true; } /** * Checks that the time taken to swipe meets the minimum / maximum requirements * @return Boolean * @inner */ function validateSwipeTime() { var result; //If no time set, then return true if (options.maxTimeThreshold) { if (duration >= options.maxTimeThreshold) { result = false; } else { result = true; } } else { result = true; } return result; } /** * Checks direction of the swipe and the value allowPageScroll to see if we should allow or prevent the default behaviour from occurring. * This will essentially allow page scrolling or not when the user is swiping on a touchSwipe object. * @param {object} jqEvent The normalised jQuery representation of the event object. * @param {string} direction The direction of the event. See {@link $.fn.swipe.directions} * @see $.fn.swipe.directions * @inner */ function validateDefaultEvent(jqEvent, direction) { //If we have no pinches, then do this //If we have a pinch, and we we have 2 fingers or more down, then dont allow page scroll. //If the option is set, allways allow the event to bubble up (let user handle wiredness) if( options.preventDefaultEvents === false) { return; } if (options.allowPageScroll === NONE) { jqEvent.preventDefault(); } else { var auto = options.allowPageScroll === AUTO; switch (direction) { case LEFT: if ((options.swipeLeft && auto) || (!auto && options.allowPageScroll != HORIZONTAL)) { jqEvent.preventDefault(); } break; case RIGHT: if ((options.swipeRight && auto) || (!auto && options.allowPageScroll != HORIZONTAL)) { jqEvent.preventDefault(); } break; case UP: if ((options.swipeUp && auto) || (!auto && options.allowPageScroll != VERTICAL)) { jqEvent.preventDefault(); } break; case DOWN: if ((options.swipeDown && auto) || (!auto && options.allowPageScroll != VERTICAL)) { jqEvent.preventDefault(); } break; } } } // PINCHES /** * Returns true of the current pinch meets the thresholds * @return Boolean * @inner */ function validatePinch() { var hasCorrectFingerCount = validateFingers(); var hasEndPoint = validateEndPoint(); var hasCorrectDistance = validatePinchDistance(); return hasCorrectFingerCount && hasEndPoint && hasCorrectDistance; } /** * Returns true if any Pinch events have been registered * @return Boolean * @inner */ function hasPinches() { //Enure we dont return 0 or null for false values return !!(options.pinchStatus || options.pinchIn || options.pinchOut); } /** * Returns true if we are detecting pinches, and have one * @return Boolean * @inner */ function didPinch() { //Enure we dont return 0 or null for false values return !!(validatePinch() && hasPinches()); } // SWIPES /** * Returns true if the current swipe meets the thresholds * @return Boolean * @inner */ function validateSwipe() { //Check validity of swipe var hasValidTime = validateSwipeTime(); var hasValidDistance = validateSwipeDistance(); var hasCorrectFingerCount = validateFingers(); var hasEndPoint = validateEndPoint(); var didCancel = didSwipeBackToCancel(); // if the user swiped more than the minimum length, perform the appropriate action // hasValidDistance is null when no distance is set var valid = !didCancel && hasEndPoint && hasCorrectFingerCount && hasValidDistance && hasValidTime; return valid; } /** * Returns true if any Swipe events have been registered * @return Boolean * @inner */ function hasSwipes() { //Enure we dont return 0 or null for false values return !!(options.swipe || options.swipeStatus || options.swipeLeft || options.swipeRight || options.swipeUp || options.swipeDown); } /** * Returns true if we are detecting swipes and have one * @return Boolean * @inner */ function didSwipe() { //Enure we dont return 0 or null for false values return !!(validateSwipe() && hasSwipes()); } /** * Returns true if we have matched the number of fingers we are looking for * @return Boolean * @inner */ function validateFingers() { //The number of fingers we want were matched, or on desktop we ignore return ((fingerCount === options.fingers || options.fingers === ALL_FINGERS) || !SUPPORTS_TOUCH); } /** * Returns true if we have an end point for the swipe * @return Boolean * @inner */ function validateEndPoint() { //We have an end value for the finger return fingerData[0].end.x !== 0; } // TAP / CLICK /** * Returns true if a click / tap events have been registered * @return Boolean * @inner */ function hasTap() { //Enure we dont return 0 or null for false values return !!(options.tap) ; } /** * Returns true if a double tap events have been registered * @return Boolean * @inner */ function hasDoubleTap() { //Enure we dont return 0 or null for false values return !!(options.doubleTap) ; } /** * Returns true if any long tap events have been registered * @return Boolean * @inner */ function hasLongTap() { //Enure we dont return 0 or null for false values return !!(options.longTap) ; } /** * Returns true if we could be in the process of a double tap (one tap has occurred, we are listening for double taps, and the threshold hasn't past. * @return Boolean * @inner */ function validateDoubleTap() { if(doubleTapStartTime==null){ return false; } var now = getTimeStamp(); return (hasDoubleTap() && ((now-doubleTapStartTime) <= options.doubleTapThreshold)); } /** * Returns true if we could be in the process of a double tap (one tap has occurred, we are listening for double taps, and the threshold hasn't past. * @return Boolean * @inner */ function inDoubleTap() { return validateDoubleTap(); } /** * Returns true if we have a valid tap * @return Boolean * @inner */ function validateTap() { return ((fingerCount === 1 || !SUPPORTS_TOUCH) && (isNaN(distance) || distance < options.threshold)); } /** * Returns true if we have a valid long tap * @return Boolean * @inner */ function validateLongTap() { //slight threshold on moving finger return ((duration > options.longTapThreshold) && (distance < DOUBLE_TAP_THRESHOLD)); } /** * Returns true if we are detecting taps and have one * @return Boolean * @inner */ function didTap() { //Enure we dont return 0 or null for false values return !!(validateTap() && hasTap()); } /** * Returns true if we are detecting double taps and have one * @return Boolean * @inner */ function didDoubleTap() { //Enure we dont return 0 or null for false values return !!(validateDoubleTap() && hasDoubleTap()); } /** * Returns true if we are detecting long taps and have one * @return Boolean * @inner */ function didLongTap() { //Enure we dont return 0 or null for false values return !!(validateLongTap() && hasLongTap()); } // MULTI FINGER TOUCH /** * Starts tracking the time between 2 finger releases, and keeps track of how many fingers we initially had up * @inner */ function startMultiFingerRelease() { previousTouchEndTime = getTimeStamp(); fingerCountAtRelease = event.touches.length+1; } /** * Cancels the tracking of time between 2 finger releases, and resets counters * @inner */ function cancelMultiFingerRelease() { previousTouchEndTime = 0; fingerCountAtRelease = 0; } /** * Checks if we are in the threshold between 2 fingers being released * @return Boolean * @inner */ function inMultiFingerRelease() { var withinThreshold = false; if(previousTouchEndTime) { var diff = getTimeStamp() - previousTouchEndTime if( diff<=options.fingerReleaseThreshold ) { withinThreshold = true; } } return withinThreshold; } /** * gets a data flag to indicate that a touch is in progress * @return Boolean * @inner */ function getTouchInProgress() { //strict equality to ensure only true and false are returned return !!($element.data(PLUGIN_NS+'_intouch') === true); } /** * Sets a data flag to indicate that a touch is in progress * @param {boolean} val The value to set the property to * @inner */ function setTouchInProgress(val) { //Add or remove event listeners depending on touch status if(val===true) { $element.bind(MOVE_EV, touchMove); $element.bind(END_EV, touchEnd); //we only have leave events on desktop, we manually calcuate leave on touch as its not supported in webkit if(LEAVE_EV) { $element.bind(LEAVE_EV, touchLeave); } } else { $element.unbind(MOVE_EV, touchMove, false); $element.unbind(END_EV, touchEnd, false); //we only have leave events on desktop, we manually calcuate leave on touch as its not supported in webkit if(LEAVE_EV) { $element.unbind(LEAVE_EV, touchLeave, false); } } //strict equality to ensure only true and false can update the value $element.data(PLUGIN_NS+'_intouch', val === true); } /** * Creates the finger data for the touch/finger in the event object. * @param {int} id The id to store the finger data under (usually the order the fingers were pressed) * @param {object} evt The event object containing finger data * @return finger data object * @inner */ function createFingerData(id, evt) { var f = { start:{ x: 0, y: 0 }, end:{ x: 0, y: 0 } }; f.start.x = f.end.x = evt.pageX||evt.clientX; f.start.y = f.end.y = evt.pageY||evt.clientY; fingerData[id] = f; return f; } /** * Updates the finger data for a particular event object * @param {object} evt The event object containing the touch/finger data to upadte * @return a finger data object. * @inner */ function updateFingerData(evt) { var id = evt.identifier!==undefined ? evt.identifier : 0; var f = getFingerData( id ); if (f === null) { f = createFingerData(id, evt); } f.end.x = evt.pageX||evt.clientX; f.end.y = evt.pageY||evt.clientY; return f; } /** * Returns a finger data object by its event ID. * Each touch event has an identifier property, which is used * to track repeat touches * @param {int} id The unique id of the finger in the sequence of touch events. * @return a finger data object. * @inner */ function getFingerData(id) { return fingerData[id] || null; } /** * Sets the maximum distance swiped in the given direction. * If the new value is lower than the current value, the max value is not changed. * @param {string} direction The direction of the swipe * @param {int} distance The distance of the swipe * @inner */ function setMaxDistance(direction, distance) { distance = Math.max(distance, getMaxDistance(direction) ); maximumsMap[direction].distance = distance; } /** * gets the maximum distance swiped in the given direction. * @param {string} direction The direction of the swipe * @return int The distance of the swipe * @inner */ function getMaxDistance(direction) { if (maximumsMap[direction]) return maximumsMap[direction].distance; return undefined; } /** * Creats a map of directions to maximum swiped values. * @return Object A dictionary of maximum values, indexed by direction. * @inner */ function createMaximumsData() { var maxData={}; maxData[LEFT]=createMaximumVO(LEFT); maxData[RIGHT]=createMaximumVO(RIGHT); maxData[UP]=createMaximumVO(UP); maxData[DOWN]=createMaximumVO(DOWN); return maxData; } /** * Creates a map maximum swiped values for a given swipe direction * @param {string} The direction that these values will be associated with * @return Object Maximum values * @inner */ function createMaximumVO(dir) { return { direction:dir, distance:0 } } // // MATHS / UTILS // /** * Calculate the duration of the swipe * @return int * @inner */ function calculateDuration() { return endTime - startTime; } /** * Calculate the distance between 2 touches (pinch) * @param {point} startPoint A point object containing x and y co-ordinates * @param {point} endPoint A point object containing x and y co-ordinates * @return int; * @inner */ function calculateTouchesDistance(startPoint, endPoint) { var diffX = Math.abs(startPoint.x - endPoint.x); var diffY = Math.abs(startPoint.y - endPoint.y); return Math.round(Math.sqrt(diffX*diffX+diffY*diffY)); } /** * Calculate the zoom factor between the start and end distances * @param {int} startDistance Distance (between 2 fingers) the user started pinching at * @param {int} endDistance Distance (between 2 fingers) the user ended pinching at * @return float The zoom value from 0 to 1. * @inner */ function calculatePinchZoom(startDistance, endDistance) { var percent = (endDistance/startDistance) * 1; return percent.toFixed(2); } /** * Returns the pinch direction, either IN or OUT for the given points * @return string Either {@link $.fn.swipe.directions.IN} or {@link $.fn.swipe.directions.OUT} * @see $.fn.swipe.directions * @inner */ function calculatePinchDirection() { if(pinchZoom<1) { return OUT; } else { return IN; } } /** * Calculate the length / distance of the swipe * @param {point} startPoint A point object containing x and y co-ordinates * @param {point} endPoint A point object containing x and y co-ordinates * @return int * @inner */ function calculateDistance(startPoint, endPoint) { return Math.round(Math.sqrt(Math.pow(endPoint.x - startPoint.x, 2) + Math.pow(endPoint.y - startPoint.y, 2))); } /** * Calculate the angle of the swipe * @param {point} startPoint A point object containing x and y co-ordinates * @param {point} endPoint A point object containing x and y co-ordinates * @return int * @inner */ function calculateAngle(startPoint, endPoint) { var x = startPoint.x - endPoint.x; var y = endPoint.y - startPoint.y; var r = Math.atan2(y, x); //radians var angle = Math.round(r * 180 / Math.PI); //degrees //ensure value is positive if (angle < 0) { angle = 360 - Math.abs(angle); } return angle; } /** * Calculate the direction of the swipe * This will also call calculateAngle to get the latest angle of swipe * @param {point} startPoint A point object containing x and y co-ordinates * @param {point} endPoint A point object containing x and y co-ordinates * @return string Either {@link $.fn.swipe.directions.LEFT} / {@link $.fn.swipe.directions.RIGHT} / {@link $.fn.swipe.directions.DOWN} / {@link $.fn.swipe.directions.UP} * @see $.fn.swipe.directions * @inner */ function calculateDirection(startPoint, endPoint ) { var angle = calculateAngle(startPoint, endPoint); if ((angle <= 45) && (angle >= 0)) { return LEFT; } else if ((angle <= 360) && (angle >= 315)) { return LEFT; } else if ((angle >= 135) && (angle <= 225)) { return RIGHT; } else if ((angle > 45) && (angle < 135)) { return DOWN; } else { return UP; } } /** * Returns a MS time stamp of the current time * @return int * @inner */ function getTimeStamp() { var now = new Date(); return now.getTime(); } /** * Returns a bounds object with left, right, top and bottom properties for the element specified. * @param {DomNode} The DOM node to get the bounds for. */ function getbounds( el ) { el = $(el); var offset = el.offset(); var bounds = { left:offset.left, right:offset.left+el.outerWidth(), top:offset.top, bottom:offset.top+el.outerHeight() } return bounds; } /** * Checks if the point object is in the bounds object. * @param {object} point A point object. * @param {int} point.x The x value of the point. * @param {int} point.y The x value of the point. * @param {object} bounds The bounds object to test * @param {int} bounds.left The leftmost value * @param {int} bounds.right The righttmost value * @param {int} bounds.top The topmost value * @param {int} bounds.bottom The bottommost value */ function isInBounds(point, bounds) { return (point.x > bounds.left && point.x < bounds.right && point.y > bounds.top && point.y < bounds.bottom); }; } /** * A catch all handler that is triggered for all swipe directions. * @name $.fn.swipe#swipe * @event * @default null * @param {EventObject} event The original event object * @param {int} direction The direction the user swiped in. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user swiped * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {object} fingerData The coordinates of fingers in event */ /** * A handler that is triggered for "left" swipes. * @name $.fn.swipe#swipeLeft * @event * @default null * @param {EventObject} event The original event object * @param {int} direction The direction the user swiped in. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user swiped * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {object} fingerData The coordinates of fingers in event */ /** * A handler that is triggered for "right" swipes. * @name $.fn.swipe#swipeRight * @event * @default null * @param {EventObject} event The original event object * @param {int} direction The direction the user swiped in. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user swiped * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {object} fingerData The coordinates of fingers in event */ /** * A handler that is triggered for "up" swipes. * @name $.fn.swipe#swipeUp * @event * @default null * @param {EventObject} event The original event object * @param {int} direction The direction the user swiped in. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user swiped * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {object} fingerData The coordinates of fingers in event */ /** * A handler that is triggered for "down" swipes. * @name $.fn.swipe#swipeDown * @event * @default null * @param {EventObject} event The original event object * @param {int} direction The direction the user swiped in. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user swiped * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {object} fingerData The coordinates of fingers in event */ /** * A handler triggered for every phase of the swipe. This handler is constantly fired for the duration of the pinch. * This is triggered regardless of swipe thresholds. * @name $.fn.swipe#swipeStatus * @event * @default null * @param {EventObject} event The original event object * @param {string} phase The phase of the swipe event. See {@link $.fn.swipe.phases} * @param {string} direction The direction the user swiped in. This is null if the user has yet to move. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user swiped. This is 0 if the user has yet to move. * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {object} fingerData The coordinates of fingers in event */ /** * A handler triggered for pinch in events. * @name $.fn.swipe#pinchIn * @event * @default null * @param {EventObject} event The original event object * @param {int} direction The direction the user pinched in. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user pinched * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {int} zoom The zoom/scale level the user pinched too, 0-1. * @param {object} fingerData The coordinates of fingers in event */ /** * A handler triggered for pinch out events. * @name $.fn.swipe#pinchOut * @event * @default null * @param {EventObject} event The original event object * @param {int} direction The direction the user pinched in. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user pinched * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {int} zoom The zoom/scale level the user pinched too, 0-1. * @param {object} fingerData The coordinates of fingers in event */ /** * A handler triggered for all pinch events. This handler is constantly fired for the duration of the pinch. This is triggered regardless of thresholds. * @name $.fn.swipe#pinchStatus * @event * @default null * @param {EventObject} event The original event object * @param {int} direction The direction the user pinched in. See {@link $.fn.swipe.directions} * @param {int} distance The distance the user pinched * @param {int} duration The duration of the swipe in milliseconds * @param {int} fingerCount The number of fingers used. See {@link $.fn.swipe.fingers} * @param {int} zoom The zoom/scale level the user pinched too, 0-1. * @param {object} fingerData The coordinates of fingers in event */ /** * A click handler triggered when a user simply clicks, rather than swipes on an element. * This is deprecated since version 1.6.2, any assignment to click will be assigned to the tap handler. * You cannot use on to bind to this event as the default jQ click event will be triggered. * Use the tap event instead. * @name $.fn.swipe#click * @event * @deprecated since version 1.6.2, please use {@link $.fn.swipe#tap} instead * @default null * @param {EventObject} event The original event object * @param {DomObject} target The element clicked on. */ /** * A click / tap handler triggered when a user simply clicks or taps, rather than swipes on an element. * @name $.fn.swipe#tap * @event * @default null * @param {EventObject} event The original event object * @param {DomObject} target The element clicked on. */ /** * A double tap handler triggered when a user double clicks or taps on an element. * You can set the time delay for a double tap with the {@link $.fn.swipe.defaults#doubleTapThreshold} property. * Note: If you set both doubleTap and tap handlers, the tap event will be delayed by the doubleTapThreshold * as the script needs to check if its a double tap. * @name $.fn.swipe#doubleTap * @see $.fn.swipe.defaults#doubleTapThreshold * @event * @default null * @param {EventObject} event The original event object * @param {DomObject} target The element clicked on. */ /** * A long tap handler triggered once a tap has been release if the tap was longer than the longTapThreshold. * You can set the time delay for a long tap with the {@link $.fn.swipe.defaults#longTapThreshold} property. * @name $.fn.swipe#longTap * @see $.fn.swipe.defaults#longTapThreshold * @event * @default null * @param {EventObject} event The original event object * @param {DomObject} target The element clicked on. */ /** * A hold tap handler triggered as soon as the longTapThreshold is reached * You can set the time delay for a long tap with the {@link $.fn.swipe.defaults#longTapThreshold} property. * @name $.fn.swipe#hold * @see $.fn.swipe.defaults#longTapThreshold * @event * @default null * @param {EventObject} event The original event object * @param {DomObject} target The element clicked on. */ })); // THEMEPUNCH INTERNAL HANDLINGS if(typeof(console) === 'undefined') { var console = {}; console.log = console.error = console.info = console.debug = console.warn = console.trace = console.dir = console.dirxml = console.group = console.groupEnd = console.time = console.timeEnd = console.assert = console.profile = console.groupCollapsed = function() {}; } // THEMEPUNCH LOGS if (window.tplogs==true) try { console.groupCollapsed("ThemePunch GreenSocks Logs"); } catch(e) { } // SANDBOX GREENSOCK var oldgs = window.GreenSockGlobals, oldgs_queue = window._gsQueue; var punchgs = window.GreenSockGlobals = {}; if (window.tplogs==true) try { console.info("Build GreenSock SandBox for ThemePunch Plugins"); console.info("GreenSock TweenLite Engine Initalised by ThemePunch Plugin"); } catch(e) {} /*! * VERSION: 1.15.5 * DATE: 2016-07-08 * UPDATES AND DOCS AT: http://greensock.com * * @license Copyright (c) 2008-2016, GreenSock. All rights reserved. * This work is subject to the terms at http://greensock.com/standard-license or for * Club GreenSock members, the software agreement that was issued with your membership. * * @author: Jack Doyle, jack@greensock.com **/ var _gsScope = (typeof(module) !== "undefined" && module.exports && typeof(global) !== "undefined") ? global : this || window; //helps ensure compatibility with AMD/RequireJS and CommonJS/Node (_gsScope._gsQueue || (_gsScope._gsQueue = [])).push( function() { "use strict"; _gsScope._gsDefine("easing.Back", ["easing.Ease"], function(Ease) { var w = (_gsScope.GreenSockGlobals || _gsScope), gs = w.com.greensock, _2PI = Math.PI * 2, _HALF_PI = Math.PI / 2, _class = gs._class, _create = function(n, f) { var C = _class("easing." + n, function(){}, true), p = C.prototype = new Ease(); p.constructor = C; p.getRatio = f; return C; }, _easeReg = Ease.register || function(){}, //put an empty function in place just as a safety measure in case someone loads an OLD version of TweenLite.js where Ease.register doesn't exist. _wrap = function(name, EaseOut, EaseIn, EaseInOut, aliases) { var C = _class("easing."+name, { easeOut:new EaseOut(), easeIn:new EaseIn(), easeInOut:new EaseInOut() }, true); _easeReg(C, name); return C; }, EasePoint = function(time, value, next) { this.t = time; this.v = value; if (next) { this.next = next; next.prev = this; this.c = next.v - value; this.gap = next.t - time; } }, //Back _createBack = function(n, f) { var C = _class("easing." + n, function(overshoot) { this._p1 = (overshoot || overshoot === 0) ? overshoot : 1.70158; this._p2 = this._p1 * 1.525; }, true), p = C.prototype = new Ease(); p.constructor = C; p.getRatio = f; p.config = function(overshoot) { return new C(overshoot); }; return C; }, Back = _wrap("Back", _createBack("BackOut", function(p) { return ((p = p - 1) * p * ((this._p1 + 1) * p + this._p1) + 1); }), _createBack("BackIn", function(p) { return p * p * ((this._p1 + 1) * p - this._p1); }), _createBack("BackInOut", function(p) { return ((p *= 2) < 1) ? 0.5 * p * p * ((this._p2 + 1) * p - this._p2) : 0.5 * ((p -= 2) * p * ((this._p2 + 1) * p + this._p2) + 2); }) ), //SlowMo SlowMo = _class("easing.SlowMo", function(linearRatio, power, yoyoMode) { power = (power || power === 0) ? power : 0.7; if (linearRatio == null) { linearRatio = 0.7; } else if (linearRatio > 1) { linearRatio = 1; } this._p = (linearRatio !== 1) ? power : 0; this._p1 = (1 - linearRatio) / 2; this._p2 = linearRatio; this._p3 = this._p1 + this._p2; this._calcEnd = (yoyoMode === true); }, true), p = SlowMo.prototype = new Ease(), SteppedEase, RoughEase, _createElastic; p.constructor = SlowMo; p.getRatio = function(p) { var r = p + (0.5 - p) * this._p; if (p < this._p1) { return this._calcEnd ? 1 - ((p = 1 - (p / this._p1)) * p) : r - ((p = 1 - (p / this._p1)) * p * p * p * r); } else if (p > this._p3) { return this._calcEnd ? 1 - (p = (p - this._p3) / this._p1) * p : r + ((p - r) * (p = (p - this._p3) / this._p1) * p * p * p); } return this._calcEnd ? 1 : r; }; SlowMo.ease = new SlowMo(0.7, 0.7); p.config = SlowMo.config = function(linearRatio, power, yoyoMode) { return new SlowMo(linearRatio, power, yoyoMode); }; //SteppedEase SteppedEase = _class("easing.SteppedEase", function(steps) { steps = steps || 1; this._p1 = 1 / steps; this._p2 = steps + 1; }, true); p = SteppedEase.prototype = new Ease(); p.constructor = SteppedEase; p.getRatio = function(p) { if (p < 0) { p = 0; } else if (p >= 1) { p = 0.999999999; } return ((this._p2 * p) >> 0) * this._p1; }; p.config = SteppedEase.config = function(steps) { return new SteppedEase(steps); }; //RoughEase RoughEase = _class("easing.RoughEase", function(vars) { vars = vars || {}; var taper = vars.taper || "none", a = [], cnt = 0, points = (vars.points || 20) | 0, i = points, randomize = (vars.randomize !== false), clamp = (vars.clamp === true), template = (vars.template instanceof Ease) ? vars.template : null, strength = (typeof(vars.strength) === "number") ? vars.strength * 0.4 : 0.4, x, y, bump, invX, obj, pnt; while (--i > -1) { x = randomize ? Math.random() : (1 / points) * i; y = template ? template.getRatio(x) : x; if (taper === "none") { bump = strength; } else if (taper === "out") { invX = 1 - x; bump = invX * invX * strength; } else if (taper === "in") { bump = x * x * strength; } else if (x < 0.5) { //"both" (start) invX = x * 2; bump = invX * invX * 0.5 * strength; } else { //"both" (end) invX = (1 - x) * 2; bump = invX * invX * 0.5 * strength; } if (randomize) { y += (Math.random() * bump) - (bump * 0.5); } else if (i % 2) { y += bump * 0.5; } else { y -= bump * 0.5; } if (clamp) { if (y > 1) { y = 1; } else if (y < 0) { y = 0; } } a[cnt++] = {x:x, y:y}; } a.sort(function(a, b) { return a.x - b.x; }); pnt = new EasePoint(1, 1, null); i = points; while (--i > -1) { obj = a[i]; pnt = new EasePoint(obj.x, obj.y, pnt); } this._prev = new EasePoint(0, 0, (pnt.t !== 0) ? pnt : pnt.next); }, true); p = RoughEase.prototype = new Ease(); p.constructor = RoughEase; p.getRatio = function(p) { var pnt = this._prev; if (p > pnt.t) { while (pnt.next && p >= pnt.t) { pnt = pnt.next; } pnt = pnt.prev; } else { while (pnt.prev && p <= pnt.t) { pnt = pnt.prev; } } this._prev = pnt; return (pnt.v + ((p - pnt.t) / pnt.gap) * pnt.c); }; p.config = function(vars) { return new RoughEase(vars); }; RoughEase.ease = new RoughEase(); //Bounce _wrap("Bounce", _create("BounceOut", function(p) { if (p < 1 / 2.75) { return 7.5625 * p * p; } else if (p < 2 / 2.75) { return 7.5625 * (p -= 1.5 / 2.75) * p + 0.75; } else if (p < 2.5 / 2.75) { return 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375; } return 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375; }), _create("BounceIn", function(p) { if ((p = 1 - p) < 1 / 2.75) { return 1 - (7.5625 * p * p); } else if (p < 2 / 2.75) { return 1 - (7.5625 * (p -= 1.5 / 2.75) * p + 0.75); } else if (p < 2.5 / 2.75) { return 1 - (7.5625 * (p -= 2.25 / 2.75) * p + 0.9375); } return 1 - (7.5625 * (p -= 2.625 / 2.75) * p + 0.984375); }), _create("BounceInOut", function(p) { var invert = (p < 0.5); if (invert) { p = 1 - (p * 2); } else { p = (p * 2) - 1; } if (p < 1 / 2.75) { p = 7.5625 * p * p; } else if (p < 2 / 2.75) { p = 7.5625 * (p -= 1.5 / 2.75) * p + 0.75; } else if (p < 2.5 / 2.75) { p = 7.5625 * (p -= 2.25 / 2.75) * p + 0.9375; } else { p = 7.5625 * (p -= 2.625 / 2.75) * p + 0.984375; } return invert ? (1 - p) * 0.5 : p * 0.5 + 0.5; }) ); //CIRC _wrap("Circ", _create("CircOut", function(p) { return Math.sqrt(1 - (p = p - 1) * p); }), _create("CircIn", function(p) { return -(Math.sqrt(1 - (p * p)) - 1); }), _create("CircInOut", function(p) { return ((p*=2) < 1) ? -0.5 * (Math.sqrt(1 - p * p) - 1) : 0.5 * (Math.sqrt(1 - (p -= 2) * p) + 1); }) ); //Elastic _createElastic = function(n, f, def) { var C = _class("easing." + n, function(amplitude, period) { this._p1 = (amplitude >= 1) ? amplitude : 1; //note: if amplitude is < 1, we simply adjust the period for a more natural feel. Otherwise the math doesn't work right and the curve starts at 1. this._p2 = (period || def) / (amplitude < 1 ? amplitude : 1); this._p3 = this._p2 / _2PI * (Math.asin(1 / this._p1) || 0); this._p2 = _2PI / this._p2; //precalculate to optimize }, true), p = C.prototype = new Ease(); p.constructor = C; p.getRatio = f; p.config = function(amplitude, period) { return new C(amplitude, period); }; return C; }; _wrap("Elastic", _createElastic("ElasticOut", function(p) { return this._p1 * Math.pow(2, -10 * p) * Math.sin( (p - this._p3) * this._p2 ) + 1; }, 0.3), _createElastic("ElasticIn", function(p) { return -(this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2 )); }, 0.3), _createElastic("ElasticInOut", function(p) { return ((p *= 2) < 1) ? -0.5 * (this._p1 * Math.pow(2, 10 * (p -= 1)) * Math.sin( (p - this._p3) * this._p2)) : this._p1 * Math.pow(2, -10 *(p -= 1)) * Math.sin( (p - this._p3) * this._p2 ) * 0.5 + 1; }, 0.45) ); //Expo _wrap("Expo", _create("ExpoOut", function(p) { return 1 - Math.pow(2, -10 * p); }), _create("ExpoIn", function(p) { return Math.pow(2, 10 * (p - 1)) - 0.001; }), _create("ExpoInOut", function(p) { return ((p *= 2) < 1) ? 0.5 * Math.pow(2, 10 * (p - 1)) : 0.5 * (2 - Math.pow(2, -10 * (p - 1))); }) ); //Sine _wrap("Sine", _create("SineOut", function(p) { return Math.sin(p * _HALF_PI); }), _create("SineIn", function(p) { return -Math.cos(p * _HALF_PI) + 1; }), _create("SineInOut", function(p) { return -0.5 * (Math.cos(Math.PI * p) - 1); }) ); _class("easing.EaseLookup", { find:function(s) { return Ease.map[s]; } }, true); //register the non-standard eases _easeReg(w.SlowMo, "SlowMo", "ease,"); _easeReg(RoughEase, "RoughEase", "ease,"); _easeReg(SteppedEase, "SteppedEase", "ease,"); return Back; }, true); }); if (_gsScope._gsDefine) { _gsScope._gsQueue.pop()(); } //export to AMD/RequireJS and CommonJS/Node (precursor to full modular build system coming at a later date) (function() { "use strict"; var getGlobal = function() { return (_gsScope.GreenSockGlobals || _gsScope); }; if (typeof(define) === "function" && define.amd) { //AMD define(["TweenLite"], getGlobal); } else if (typeof(module) !== "undefined" && module.exports) { //node require("../TweenLite.js"); module.exports = getGlobal(); } }()); /*! * VERSION: 1.18.6 * DATE: 2016-07-08 * UPDATES AND DOCS AT: http://greensock.com * * @license Copyright (c) 2008-2016, GreenSock. All rights reserved. * This work is subject to the terms at http://greensock.com/standard-license or for * Club GreenSock members, the software agreement that was issued with your membership. * * @author: Jack Doyle, jack@greensock.com */ var _gsScope = (typeof(module) !== "undefined" && module.exports && typeof(global) !== "undefined") ? global : this || window; //helps ensure compatibility with AMD/RequireJS and CommonJS/Node (_gsScope._gsQueue || (_gsScope._gsQueue = [])).push( function() { "use strict"; _gsScope._gsDefine("TimelineLite", ["core.Animation","core.SimpleTimeline","TweenLite"], function(Animation, SimpleTimeline, TweenLite) { var TimelineLite = function(vars) { SimpleTimeline.call(this, vars); this._labels = {}; this.autoRemoveChildren = (this.vars.autoRemoveChildren === true); this.smoothChildTiming = (this.vars.smoothChildTiming === true); this._sortChildren = true; this._onUpdate = this.vars.onUpdate; var v = this.vars, val, p; for (p in v) { val = v[p]; if (_isArray(val)) if (val.join("").indexOf("{self}") !== -1) { v[p] = this._swapSelfInParams(val); } } if (_isArray(v.tweens)) { this.add(v.tweens, 0, v.align, v.stagger); } }, _tinyNum = 0.0000000001, TweenLiteInternals = TweenLite._internals, _internals = TimelineLite._internals = {}, _isSelector = TweenLiteInternals.isSelector, _isArray = TweenLiteInternals.isArray, _lazyTweens = TweenLiteInternals.lazyTweens, _lazyRender = TweenLiteInternals.lazyRender, _globals = _gsScope._gsDefine.globals, _copy = function(vars) { var copy = {}, p; for (p in vars) { copy[p] = vars[p]; } return copy; }, _applyCycle = function(vars, targets, i) { var alt = vars.cycle, p, val; for (p in alt) { val = alt[p]; vars[p] = (typeof(val) === "function") ? val(i, targets[i]) : val[i % val.length]; } delete vars.cycle; }, _pauseCallback = _internals.pauseCallback = function() {}, _slice = function(a) { //don't use [].slice because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll() var b = [], l = a.length, i; for (i = 0; i !== l; b.push(a[i++])); return b; }, p = TimelineLite.prototype = new SimpleTimeline(); TimelineLite.version = "1.19.0"; p.constructor = TimelineLite; p.kill()._gc = p._forcingPlayhead = p._hasPause = false; /* might use later... //translates a local time inside an animation to the corresponding time on the root/global timeline, factoring in all nesting and timeScales. function localToGlobal(time, animation) { while (animation) { time = (time / animation._timeScale) + animation._startTime; animation = animation.timeline; } return time; } //translates the supplied time on the root/global timeline into the corresponding local time inside a particular animation, factoring in all nesting and timeScales function globalToLocal(time, animation) { var scale = 1; time -= localToGlobal(0, animation); while (animation) { scale *= animation._timeScale; animation = animation.timeline; } return time * scale; } */ p.to = function(target, duration, vars, position) { var Engine = (vars.repeat && _globals.TweenMax) || TweenLite; return duration ? this.add( new Engine(target, duration, vars), position) : this.set(target, vars, position); }; p.from = function(target, duration, vars, position) { return this.add( ((vars.repeat && _globals.TweenMax) || TweenLite).from(target, duration, vars), position); }; p.fromTo = function(target, duration, fromVars, toVars, position) { var Engine = (toVars.repeat && _globals.TweenMax) || TweenLite; return duration ? this.add( Engine.fromTo(target, duration, fromVars, toVars), position) : this.set(target, toVars, position); }; p.staggerTo = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) { var tl = new TimelineLite({onComplete:onCompleteAll, onCompleteParams:onCompleteAllParams, callbackScope:onCompleteAllScope, smoothChildTiming:this.smoothChildTiming}), cycle = vars.cycle, copy, i; if (typeof(targets) === "string") { targets = TweenLite.selector(targets) || targets; } targets = targets || []; if (_isSelector(targets)) { //senses if the targets object is a selector. If it is, we should translate it into an array. targets = _slice(targets); } stagger = stagger || 0; if (stagger < 0) { targets = _slice(targets); targets.reverse(); stagger *= -1; } for (i = 0; i < targets.length; i++) { copy = _copy(vars); if (copy.startAt) { copy.startAt = _copy(copy.startAt); if (copy.startAt.cycle) { _applyCycle(copy.startAt, targets, i); } } if (cycle) { _applyCycle(copy, targets, i); if (copy.duration != null) { duration = copy.duration; delete copy.duration; } } tl.to(targets[i], duration, copy, i * stagger); } return this.add(tl, position); }; p.staggerFrom = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) { vars.immediateRender = (vars.immediateRender != false); vars.runBackwards = true; return this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope); }; p.staggerFromTo = function(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) { toVars.startAt = fromVars; toVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false); return this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope); }; p.call = function(callback, params, scope, position) { return this.add( TweenLite.delayedCall(0, callback, params, scope), position); }; p.set = function(target, vars, position) { position = this._parseTimeOrLabel(position, 0, true); if (vars.immediateRender == null) { vars.immediateRender = (position === this._time && !this._paused); } return this.add( new TweenLite(target, 0, vars), position); }; TimelineLite.exportRoot = function(vars, ignoreDelayedCalls) { vars = vars || {}; if (vars.smoothChildTiming == null) { vars.smoothChildTiming = true; } var tl = new TimelineLite(vars), root = tl._timeline, tween, next; if (ignoreDelayedCalls == null) { ignoreDelayedCalls = true; } root._remove(tl, true); tl._startTime = 0; tl._rawPrevTime = tl._time = tl._totalTime = root._time; tween = root._first; while (tween) { next = tween._next; if (!ignoreDelayedCalls || !(tween instanceof TweenLite && tween.target === tween.vars.onComplete)) { tl.add(tween, tween._startTime - tween._delay); } tween = next; } root.add(tl, 0); return tl; }; p.add = function(value, position, align, stagger) { var curTime, l, i, child, tl, beforeRawTime; if (typeof(position) !== "number") { position = this._parseTimeOrLabel(position, 0, true, value); } if (!(value instanceof Animation)) { if ((value instanceof Array) || (value && value.push && _isArray(value))) { align = align || "normal"; stagger = stagger || 0; curTime = position; l = value.length; for (i = 0; i < l; i++) { if (_isArray(child = value[i])) { child = new TimelineLite({tweens:child}); } this.add(child, curTime); if (typeof(child) !== "string" && typeof(child) !== "function") { if (align === "sequence") { curTime = child._startTime + (child.totalDuration() / child._timeScale); } else if (align === "start") { child._startTime -= child.delay(); } } curTime += stagger; } return this._uncache(true); } else if (typeof(value) === "string") { return this.addLabel(value, position); } else if (typeof(value) === "function") { value = TweenLite.delayedCall(0, value); } else { throw("Cannot add " + value + " into the timeline; it is not a tween, timeline, function, or string."); } } SimpleTimeline.prototype.add.call(this, value, position); //if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate. if (this._gc || this._time === this._duration) if (!this._paused) if (this._duration < this.duration()) { //in case any of the ancestors had completed but should now be enabled... tl = this; beforeRawTime = (tl.rawTime() > value._startTime); //if the tween is placed on the timeline so that it starts BEFORE the current rawTime, we should align the playhead (move the timeline). This is because sometimes users will create a timeline, let it finish, and much later append a tween and expect it to run instead of jumping to its end state. While technically one could argue that it should jump to its end state, that's not what users intuitively expect. while (tl._timeline) { if (beforeRawTime && tl._timeline.smoothChildTiming) { tl.totalTime(tl._totalTime, true); //moves the timeline (shifts its startTime) if necessary, and also enables it. } else if (tl._gc) { tl._enabled(true, false); } tl = tl._timeline; } } return this; }; p.remove = function(value) { if (value instanceof Animation) { this._remove(value, false); var tl = value._timeline = value.vars.useFrames ? Animation._rootFramesTimeline : Animation._rootTimeline; //now that it's removed, default it to the root timeline so that if it gets played again, it doesn't jump back into this timeline. value._startTime = (value._paused ? value._pauseTime : tl._time) - ((!value._reversed ? value._totalTime : value.totalDuration() - value._totalTime) / value._timeScale); //ensure that if it gets played again, the timing is correct. return this; } else if (value instanceof Array || (value && value.push && _isArray(value))) { var i = value.length; while (--i > -1) { this.remove(value[i]); } return this; } else if (typeof(value) === "string") { return this.removeLabel(value); } return this.kill(null, value); }; p._remove = function(tween, skipDisable) { SimpleTimeline.prototype._remove.call(this, tween, skipDisable); var last = this._last; if (!last) { this._time = this._totalTime = this._duration = this._totalDuration = 0; } else if (this._time > last._startTime + last._totalDuration / last._timeScale) { this._time = this.duration(); this._totalTime = this._totalDuration; } return this; }; p.append = function(value, offsetOrLabel) { return this.add(value, this._parseTimeOrLabel(null, offsetOrLabel, true, value)); }; p.insert = p.insertMultiple = function(value, position, align, stagger) { return this.add(value, position || 0, align, stagger); }; p.appendMultiple = function(tweens, offsetOrLabel, align, stagger) { return this.add(tweens, this._parseTimeOrLabel(null, offsetOrLabel, true, tweens), align, stagger); }; p.addLabel = function(label, position) { this._labels[label] = this._parseTimeOrLabel(position); return this; }; p.addPause = function(position, callback, params, scope) { var t = TweenLite.delayedCall(0, _pauseCallback, params, scope || this); t.vars.onComplete = t.vars.onReverseComplete = callback; t.data = "isPause"; this._hasPause = true; return this.add(t, position); }; p.removeLabel = function(label) { delete this._labels[label]; return this; }; p.getLabelTime = function(label) { return (this._labels[label] != null) ? this._labels[label] : -1; }; p._parseTimeOrLabel = function(timeOrLabel, offsetOrLabel, appendIfAbsent, ignore) { var i; //if we're about to add a tween/timeline (or an array of them) that's already a child of this timeline, we should remove it first so that it doesn't contaminate the duration(). if (ignore instanceof Animation && ignore.timeline === this) { this.remove(ignore); } else if (ignore && ((ignore instanceof Array) || (ignore.push && _isArray(ignore)))) { i = ignore.length; while (--i > -1) { if (ignore[i] instanceof Animation && ignore[i].timeline === this) { this.remove(ignore[i]); } } } if (typeof(offsetOrLabel) === "string") { return this._parseTimeOrLabel(offsetOrLabel, (appendIfAbsent && typeof(timeOrLabel) === "number" && this._labels[offsetOrLabel] == null) ? timeOrLabel - this.duration() : 0, appendIfAbsent); } offsetOrLabel = offsetOrLabel || 0; if (typeof(timeOrLabel) === "string" && (isNaN(timeOrLabel) || this._labels[timeOrLabel] != null)) { //if the string is a number like "1", check to see if there's a label with that name, otherwise interpret it as a number (absolute value). i = timeOrLabel.indexOf("="); if (i === -1) { if (this._labels[timeOrLabel] == null) { return appendIfAbsent ? (this._labels[timeOrLabel] = this.duration() + offsetOrLabel) : offsetOrLabel; } return this._labels[timeOrLabel] + offsetOrLabel; } offsetOrLabel = parseInt(timeOrLabel.charAt(i-1) + "1", 10) * Number(timeOrLabel.substr(i+1)); timeOrLabel = (i > 1) ? this._parseTimeOrLabel(timeOrLabel.substr(0, i-1), 0, appendIfAbsent) : this.duration(); } else if (timeOrLabel == null) { timeOrLabel = this.duration(); } return Number(timeOrLabel) + offsetOrLabel; }; p.seek = function(position, suppressEvents) { return this.totalTime((typeof(position) === "number") ? position : this._parseTimeOrLabel(position), (suppressEvents !== false)); }; p.stop = function() { return this.paused(true); }; p.gotoAndPlay = function(position, suppressEvents) { return this.play(position, suppressEvents); }; p.gotoAndStop = function(position, suppressEvents) { return this.pause(position, suppressEvents); }; p.render = function(time, suppressEvents, force) { if (this._gc) { this._enabled(true, false); } var totalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(), prevTime = this._time, prevStart = this._startTime, prevTimeScale = this._timeScale, prevPaused = this._paused, tween, isComplete, next, callback, internalForce, pauseTween, curTime; if (time >= totalDur - 0.0000001) { //to work around occasional floating point math artifacts. this._totalTime = this._time = totalDur; if (!this._reversed) if (!this._hasPausedChild()) { isComplete = true; callback = "onComplete"; internalForce = !!this._timeline.autoRemoveChildren; //otherwise, if the animation is unpaused/activated after it's already finished, it doesn't get removed from the parent timeline. if (this._duration === 0) if ((time <= 0 && time >= -0.0000001) || this._rawPrevTime < 0 || this._rawPrevTime === _tinyNum) if (this._rawPrevTime !== time && this._first) { internalForce = true; if (this._rawPrevTime > _tinyNum) { callback = "onReverseComplete"; } } } this._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient. time = totalDur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. } else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0. this._totalTime = this._time = 0; if (prevTime !== 0 || (this._duration === 0 && this._rawPrevTime !== _tinyNum && (this._rawPrevTime > 0 || (time < 0 && this._rawPrevTime >= 0)))) { callback = "onReverseComplete"; isComplete = this._reversed; } if (time < 0) { this._active = false; if (this._timeline.autoRemoveChildren && this._reversed) { //ensures proper GC if a timeline is resumed after it's finished reversing. internalForce = isComplete = true; callback = "onReverseComplete"; } else if (this._rawPrevTime >= 0 && this._first) { //when going back beyond the start, force a render so that zero-duration tweens that sit at the very beginning render their start values properly. Otherwise, if the parent timeline's playhead lands exactly at this timeline's startTime, and then moves backwards, the zero-duration tweens at the beginning would still be at their end state. internalForce = true; } this._rawPrevTime = time; } else { this._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient. if (time === 0 && isComplete) { //if there's a zero-duration tween at the very beginning of a timeline and the playhead lands EXACTLY at time 0, that tween will correctly render its end values, but we need to keep the timeline alive for one more render so that the beginning values render properly as the parent's playhead keeps moving beyond the begining. Imagine obj.x starts at 0 and then we do tl.set(obj, {x:100}).to(obj, 1, {x:200}) and then later we tl.reverse()...the goal is to have obj.x revert to 0. If the playhead happens to land on exactly 0, without this chunk of code, it'd complete the timeline and remove it from the rendering queue (not good). tween = this._first; while (tween && tween._startTime === 0) { if (!tween._duration) { isComplete = false; } tween = tween._next; } } time = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline) if (!this._initted) { internalForce = true; } } } else { if (this._hasPause && !this._forcingPlayhead && !suppressEvents) { if (time >= prevTime) { tween = this._first; while (tween && tween._startTime <= time && !pauseTween) { if (!tween._duration) if (tween.data === "isPause" && !tween.ratio && !(tween._startTime === 0 && this._rawPrevTime === 0)) { pauseTween = tween; } tween = tween._next; } } else { tween = this._last; while (tween && tween._startTime >= time && !pauseTween) { if (!tween._duration) if (tween.data === "isPause" && tween._rawPrevTime > 0) { pauseTween = tween; } tween = tween._prev; } } if (pauseTween) { this._time = time = pauseTween._startTime; this._totalTime = time + (this._cycle * (this._totalDuration + this._repeatDelay)); } } this._totalTime = this._time = this._rawPrevTime = time; } if ((this._time === prevTime || !this._first) && !force && !internalForce && !pauseTween) { return; } else if (!this._initted) { this._initted = true; } if (!this._active) if (!this._paused && this._time !== prevTime && time > 0) { this._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example. } if (prevTime === 0) if (this.vars.onStart) if (this._time !== 0 || !this._duration) if (!suppressEvents) { this._callback("onStart"); } curTime = this._time; if (curTime >= prevTime) { tween = this._first; while (tween) { next = tween._next; //record it here because the value could change after rendering... if (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete break; } else if (tween._active || (tween._startTime <= curTime && !tween._paused && !tween._gc)) { if (pauseTween === tween) { this.pause(); } if (!tween._reversed) { tween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force); } } tween = next; } } else { tween = this._last; while (tween) { next = tween._prev; //record it here because the value could change after rendering... if (curTime !== this._time || (this._paused && !prevPaused)) { //in case a tween pauses or seeks the timeline when rendering, like inside of an onUpdate/onComplete break; } else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) { if (pauseTween === tween) { pauseTween = tween._prev; //the linked list is organized by _startTime, thus it's possible that a tween could start BEFORE the pause and end after it, in which case it would be positioned before the pause tween in the linked list, but we should render it before we pause() the timeline and cease rendering. This is only a concern when going in reverse. while (pauseTween && pauseTween.endTime() > this._time) { pauseTween.render( (pauseTween._reversed ? pauseTween.totalDuration() - ((time - pauseTween._startTime) * pauseTween._timeScale) : (time - pauseTween._startTime) * pauseTween._timeScale), suppressEvents, force); pauseTween = pauseTween._prev; } pauseTween = null; this.pause(); } if (!tween._reversed) { tween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force); } } tween = next; } } if (this._onUpdate) if (!suppressEvents) { if (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onUpdate on a timeline that reports/checks tweened values. _lazyRender(); } this._callback("onUpdate"); } if (callback) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate if (isComplete) { if (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when a timeline finishes, users expect things to have rendered fully. Imagine an onComplete on a timeline that reports/checks tweened values. _lazyRender(); } if (this._timeline.autoRemoveChildren) { this._enabled(false, false); } this._active = false; } if (!suppressEvents && this.vars[callback]) { this._callback(callback); } } }; p._hasPausedChild = function() { var tween = this._first; while (tween) { if (tween._paused || ((tween instanceof TimelineLite) && tween._hasPausedChild())) { return true; } tween = tween._next; } return false; }; p.getChildren = function(nested, tweens, timelines, ignoreBeforeTime) { ignoreBeforeTime = ignoreBeforeTime || -9999999999; var a = [], tween = this._first, cnt = 0; while (tween) { if (tween._startTime < ignoreBeforeTime) { //do nothing } else if (tween instanceof TweenLite) { if (tweens !== false) { a[cnt++] = tween; } } else { if (timelines !== false) { a[cnt++] = tween; } if (nested !== false) { a = a.concat(tween.getChildren(true, tweens, timelines)); cnt = a.length; } } tween = tween._next; } return a; }; p.getTweensOf = function(target, nested) { var disabled = this._gc, a = [], cnt = 0, tweens, i; if (disabled) { this._enabled(true, true); //getTweensOf() filters out disabled tweens, and we have to mark them as _gc = true when the timeline completes in order to allow clean garbage collection, so temporarily re-enable the timeline here. } tweens = TweenLite.getTweensOf(target); i = tweens.length; while (--i > -1) { if (tweens[i].timeline === this || (nested && this._contains(tweens[i]))) { a[cnt++] = tweens[i]; } } if (disabled) { this._enabled(false, true); } return a; }; p.recent = function() { return this._recent; }; p._contains = function(tween) { var tl = tween.timeline; while (tl) { if (tl === this) { return true; } tl = tl.timeline; } return false; }; p.shiftChildren = function(amount, adjustLabels, ignoreBeforeTime) { ignoreBeforeTime = ignoreBeforeTime || 0; var tween = this._first, labels = this._labels, p; while (tween) { if (tween._startTime >= ignoreBeforeTime) { tween._startTime += amount; } tween = tween._next; } if (adjustLabels) { for (p in labels) { if (labels[p] >= ignoreBeforeTime) { labels[p] += amount; } } } return this._uncache(true); }; p._kill = function(vars, target) { if (!vars && !target) { return this._enabled(false, false); } var tweens = (!target) ? this.getChildren(true, true, false) : this.getTweensOf(target), i = tweens.length, changed = false; while (--i > -1) { if (tweens[i]._kill(vars, target)) { changed = true; } } return changed; }; p.clear = function(labels) { var tweens = this.getChildren(false, true, true), i = tweens.length; this._time = this._totalTime = 0; while (--i > -1) { tweens[i]._enabled(false, false); } if (labels !== false) { this._labels = {}; } return this._uncache(true); }; p.invalidate = function() { var tween = this._first; while (tween) { tween.invalidate(); tween = tween._next; } return Animation.prototype.invalidate.call(this);; }; p._enabled = function(enabled, ignoreTimeline) { if (enabled === this._gc) { var tween = this._first; while (tween) { tween._enabled(enabled, true); tween = tween._next; } } return SimpleTimeline.prototype._enabled.call(this, enabled, ignoreTimeline); }; p.totalTime = function(time, suppressEvents, uncapped) { this._forcingPlayhead = true; var val = Animation.prototype.totalTime.apply(this, arguments); this._forcingPlayhead = false; return val; }; p.duration = function(value) { if (!arguments.length) { if (this._dirty) { this.totalDuration(); //just triggers recalculation } return this._duration; } if (this.duration() !== 0 && value !== 0) { this.timeScale(this._duration / value); } return this; }; p.totalDuration = function(value) { if (!arguments.length) { if (this._dirty) { var max = 0, tween = this._last, prevStart = 999999999999, prev, end; while (tween) { prev = tween._prev; //record it here in case the tween changes position in the sequence... if (tween._dirty) { tween.totalDuration(); //could change the tween._startTime, so make sure the tween's cache is clean before analyzing it. } if (tween._startTime > prevStart && this._sortChildren && !tween._paused) { //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence this.add(tween, tween._startTime - tween._delay); } else { prevStart = tween._startTime; } if (tween._startTime < 0 && !tween._paused) { //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found. max -= tween._startTime; if (this._timeline.smoothChildTiming) { this._startTime += tween._startTime / this._timeScale; } this.shiftChildren(-tween._startTime, false, -9999999999); prevStart = 0; } end = tween._startTime + (tween._totalDuration / tween._timeScale); if (end > max) { max = end; } tween = prev; } this._duration = this._totalDuration = max; this._dirty = false; } return this._totalDuration; } return (value && this.totalDuration()) ? this.timeScale(this._totalDuration / value) : this; }; p.paused = function(value) { if (!value) { //if there's a pause directly at the spot from where we're unpausing, skip it. var tween = this._first, time = this._time; while (tween) { if (tween._startTime === time && tween.data === "isPause") { tween._rawPrevTime = 0; //remember, _rawPrevTime is how zero-duration tweens/callbacks sense directionality and determine whether or not to fire. If _rawPrevTime is the same as _startTime on the next render, it won't fire. } tween = tween._next; } } return Animation.prototype.paused.apply(this, arguments); }; p.usesFrames = function() { var tl = this._timeline; while (tl._timeline) { tl = tl._timeline; } return (tl === Animation._rootFramesTimeline); }; p.rawTime = function() { return this._paused ? this._totalTime : (this._timeline.rawTime() - this._startTime) * this._timeScale; }; return TimelineLite; }, true); }); if (_gsScope._gsDefine) { _gsScope._gsQueue.pop()(); } //export to AMD/RequireJS and CommonJS/Node (precursor to full modular build system coming at a later date) (function(name) { "use strict"; var getGlobal = function() { return (_gsScope.GreenSockGlobals || _gsScope)[name]; }; if (typeof(define) === "function" && define.amd) { //AMD define(["TweenLite"], getGlobal); } else if (typeof(module) !== "undefined" && module.exports) { //node require("./TweenLite.js"); //dependency module.exports = getGlobal(); } }("TimelineLite")); /*! * VERSION: 1.19.0 * DATE: 2016-07-16 * UPDATES AND DOCS AT: http://greensock.com * * @license Copyright (c) 2008-2016, GreenSock. All rights reserved. * This work is subject to the terms at http://greensock.com/standard-license or for * Club GreenSock members, the software agreement that was issued with your membership. * * @author: Jack Doyle, jack@greensock.com */ (function(window, moduleName) { "use strict"; var _exports = {}, _globals = window.GreenSockGlobals = window.GreenSockGlobals || window; if (_globals.TweenLite) { return; //in case the core set of classes is already loaded, don't instantiate twice. } var _namespace = function(ns) { var a = ns.split("."), p = _globals, i; for (i = 0; i < a.length; i++) { p[a[i]] = p = p[a[i]] || {}; } return p; }, gs = _namespace("com.greensock"), _tinyNum = 0.0000000001, _slice = function(a) { //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll() var b = [], l = a.length, i; for (i = 0; i !== l; b.push(a[i++])) {} return b; }, _emptyFunc = function() {}, _isArray = (function() { //works around issues in iframe environments where the Array global isn't shared, thus if the object originates in a different window/iframe, "(obj instanceof Array)" will evaluate false. We added some speed optimizations to avoid Object.prototype.toString.call() unless it's absolutely necessary because it's VERY slow (like 20x slower) var toString = Object.prototype.toString, array = toString.call([]); return function(obj) { return obj != null && (obj instanceof Array || (typeof(obj) === "object" && !!obj.push && toString.call(obj) === array)); }; }()), a, i, p, _ticker, _tickerActive, _defLookup = {}, /** * @constructor * Defines a GreenSock class, optionally with an array of dependencies that must be instantiated first and passed into the definition. * This allows users to load GreenSock JS files in any order even if they have interdependencies (like CSSPlugin extends TweenPlugin which is * inside TweenLite.js, but if CSSPlugin is loaded first, it should wait to run its code until TweenLite.js loads and instantiates TweenPlugin * and then pass TweenPlugin to CSSPlugin's definition). This is all done automatically and internally. * * Every definition will be added to a "com.greensock" global object (typically window, but if a window.GreenSockGlobals object is found, * it will go there as of v1.7). For example, TweenLite will be found at window.com.greensock.TweenLite and since it's a global class that should be available anywhere, * it is ALSO referenced at window.TweenLite. However some classes aren't considered global, like the base com.greensock.core.Animation class, so * those will only be at the package like window.com.greensock.core.Animation. Again, if you define a GreenSockGlobals object on the window, everything * gets tucked neatly inside there instead of on the window directly. This allows you to do advanced things like load multiple versions of GreenSock * files and put them into distinct objects (imagine a banner ad uses a newer version but the main site uses an older one). In that case, you could * sandbox the banner one like: * * * * * * * * @param {!string} ns The namespace of the class definition, leaving off "com.greensock." as that's assumed. For example, "TweenLite" or "plugins.CSSPlugin" or "easing.Back". * @param {!Array.} dependencies An array of dependencies (described as their namespaces minus "com.greensock." prefix). For example ["TweenLite","plugins.TweenPlugin","core.Animation"] * @param {!function():Object} func The function that should be called and passed the resolved dependencies which will return the actual class for this definition. * @param {boolean=} global If true, the class will be added to the global scope (typically window unless you define a window.GreenSockGlobals object) */ Definition = function(ns, dependencies, func, global) { this.sc = (_defLookup[ns]) ? _defLookup[ns].sc : []; //subclasses _defLookup[ns] = this; this.gsClass = null; this.func = func; var _classes = []; this.check = function(init) { var i = dependencies.length, missing = i, cur, a, n, cl, hasModule; while (--i > -1) { if ((cur = _defLookup[dependencies[i]] || new Definition(dependencies[i], [])).gsClass) { _classes[i] = cur.gsClass; missing--; } else if (init) { cur.sc.push(this); } } if (missing === 0 && func) { a = ("com.greensock." + ns).split("."); n = a.pop(); cl = _namespace(a.join("."))[n] = this.gsClass = func.apply(func, _classes); //exports to multiple environments if (global) { _globals[n] = _exports[n] = cl; //provides a way to avoid global namespace pollution. By default, the main classes like TweenLite, Power1, Strong, etc. are added to window unless a GreenSockGlobals is defined. So if you want to have things added to a custom object instead, just do something like window.GreenSockGlobals = {} before loading any GreenSock files. You can even set up an alias like window.GreenSockGlobals = windows.gs = {} so that you can access everything like gs.TweenLite. Also remember that ALL classes are added to the window.com.greensock object (in their respective packages, like com.greensock.easing.Power1, com.greensock.TweenLite, etc.) hasModule = (typeof(module) !== "undefined" && module.exports); if (!hasModule && typeof(define) === "function" && define.amd){ //AMD define((window.GreenSockAMDPath ? window.GreenSockAMDPath + "/" : "") + ns.split(".").pop(), [], function() { return cl; }); } else if (hasModule){ //node if (ns === moduleName) { module.exports = _exports[moduleName] = cl; for (i in _exports) { cl[i] = _exports[i]; } } else if (_exports[moduleName]) { _exports[moduleName][n] = cl; } } } for (i = 0; i < this.sc.length; i++) { this.sc[i].check(); } } }; this.check(true); }, //used to create Definition instances (which basically registers a class that has dependencies). _gsDefine = window._gsDefine = function(ns, dependencies, func, global) { return new Definition(ns, dependencies, func, global); }, //a quick way to create a class that doesn't have any dependencies. Returns the class, but first registers it in the GreenSock namespace so that other classes can grab it (other classes might be dependent on the class). _class = gs._class = function(ns, func, global) { func = func || function() {}; _gsDefine(ns, [], function(){ return func; }, global); return func; }; _gsDefine.globals = _globals; /* * ---------------------------------------------------------------- * Ease * ---------------------------------------------------------------- */ var _baseParams = [0, 0, 1, 1], _blankArray = [], Ease = _class("easing.Ease", function(func, extraParams, type, power) { this._func = func; this._type = type || 0; this._power = power || 0; this._params = extraParams ? _baseParams.concat(extraParams) : _baseParams; }, true), _easeMap = Ease.map = {}, _easeReg = Ease.register = function(ease, names, types, create) { var na = names.split(","), i = na.length, ta = (types || "easeIn,easeOut,easeInOut").split(","), e, name, j, type; while (--i > -1) { name = na[i]; e = create ? _class("easing."+name, null, true) : gs.easing[name] || {}; j = ta.length; while (--j > -1) { type = ta[j]; _easeMap[name + "." + type] = _easeMap[type + name] = e[type] = ease.getRatio ? ease : ease[type] || new ease(); } } }; p = Ease.prototype; p._calcEnd = false; p.getRatio = function(p) { if (this._func) { this._params[0] = p; return this._func.apply(null, this._params); } var t = this._type, pw = this._power, r = (t === 1) ? 1 - p : (t === 2) ? p : (p < 0.5) ? p * 2 : (1 - p) * 2; if (pw === 1) { r *= r; } else if (pw === 2) { r *= r * r; } else if (pw === 3) { r *= r * r * r; } else if (pw === 4) { r *= r * r * r * r; } return (t === 1) ? 1 - r : (t === 2) ? r : (p < 0.5) ? r / 2 : 1 - (r / 2); }; //create all the standard eases like Linear, Quad, Cubic, Quart, Quint, Strong, Power0, Power1, Power2, Power3, and Power4 (each with easeIn, easeOut, and easeInOut) a = ["Linear","Quad","Cubic","Quart","Quint,Strong"]; i = a.length; while (--i > -1) { p = a[i]+",Power"+i; _easeReg(new Ease(null,null,1,i), p, "easeOut", true); _easeReg(new Ease(null,null,2,i), p, "easeIn" + ((i === 0) ? ",easeNone" : "")); _easeReg(new Ease(null,null,3,i), p, "easeInOut"); } _easeMap.linear = gs.easing.Linear.easeIn; _easeMap.swing = gs.easing.Quad.easeInOut; //for jQuery folks /* * ---------------------------------------------------------------- * EventDispatcher * ---------------------------------------------------------------- */ var EventDispatcher = _class("events.EventDispatcher", function(target) { this._listeners = {}; this._eventTarget = target || this; }); p = EventDispatcher.prototype; p.addEventListener = function(type, callback, scope, useParam, priority) { priority = priority || 0; var list = this._listeners[type], index = 0, listener, i; if (this === _ticker && !_tickerActive) { _ticker.wake(); } if (list == null) { this._listeners[type] = list = []; } i = list.length; while (--i > -1) { listener = list[i]; if (listener.c === callback && listener.s === scope) { list.splice(i, 1); } else if (index === 0 && listener.pr < priority) { index = i + 1; } } list.splice(index, 0, {c:callback, s:scope, up:useParam, pr:priority}); }; p.removeEventListener = function(type, callback) { var list = this._listeners[type], i; if (list) { i = list.length; while (--i > -1) { if (list[i].c === callback) { list.splice(i, 1); return; } } } }; p.dispatchEvent = function(type) { var list = this._listeners[type], i, t, listener; if (list) { i = list.length; if (i > 1) { list = list.slice(0); //in case addEventListener() is called from within a listener/callback (otherwise the index could change, resulting in a skip) } t = this._eventTarget; while (--i > -1) { listener = list[i]; if (listener) { if (listener.up) { listener.c.call(listener.s || t, {type:type, target:t}); } else { listener.c.call(listener.s || t); } } } } }; /* * ---------------------------------------------------------------- * Ticker * ---------------------------------------------------------------- */ var _reqAnimFrame = window.requestAnimationFrame, _cancelAnimFrame = window.cancelAnimationFrame, _getTime = Date.now || function() {return new Date().getTime();}, _lastUpdate = _getTime(); //now try to determine the requestAnimationFrame and cancelAnimationFrame functions and if none are found, we'll use a setTimeout()/clearTimeout() polyfill. a = ["ms","moz","webkit","o"]; i = a.length; while (--i > -1 && !_reqAnimFrame) { _reqAnimFrame = window[a[i] + "RequestAnimationFrame"]; _cancelAnimFrame = window[a[i] + "CancelAnimationFrame"] || window[a[i] + "CancelRequestAnimationFrame"]; } _class("Ticker", function(fps, useRAF) { var _self = this, _startTime = _getTime(), _useRAF = (useRAF !== false && _reqAnimFrame) ? "auto" : false, _lagThreshold = 500, _adjustedLag = 33, _tickWord = "tick", //helps reduce gc burden _fps, _req, _id, _gap, _nextTime, _tick = function(manual) { var elapsed = _getTime() - _lastUpdate, overlap, dispatch; if (elapsed > _lagThreshold) { _startTime += elapsed - _adjustedLag; } _lastUpdate += elapsed; _self.time = (_lastUpdate - _startTime) / 1000; overlap = _self.time - _nextTime; if (!_fps || overlap > 0 || manual === true) { _self.frame++; _nextTime += overlap + (overlap >= _gap ? 0.004 : _gap - overlap); dispatch = true; } if (manual !== true) { //make sure the request is made before we dispatch the "tick" event so that timing is maintained. Otherwise, if processing the "tick" requires a bunch of time (like 15ms) and we're using a setTimeout() that's based on 16.7ms, it'd technically take 31.7ms between frames otherwise. _id = _req(_tick); } if (dispatch) { _self.dispatchEvent(_tickWord); } }; EventDispatcher.call(_self); _self.time = _self.frame = 0; _self.tick = function() { _tick(true); }; _self.lagSmoothing = function(threshold, adjustedLag) { _lagThreshold = threshold || (1 / _tinyNum); //zero should be interpreted as basically unlimited _adjustedLag = Math.min(adjustedLag, _lagThreshold, 0); }; _self.sleep = function() { if (_id == null) { return; } if (!_useRAF || !_cancelAnimFrame) { clearTimeout(_id); } else { _cancelAnimFrame(_id); } _req = _emptyFunc; _id = null; if (_self === _ticker) { _tickerActive = false; } }; _self.wake = function(seamless) { if (_id !== null) { _self.sleep(); } else if (seamless) { _startTime += -_lastUpdate + (_lastUpdate = _getTime()); } else if (_self.frame > 10) { //don't trigger lagSmoothing if we're just waking up, and make sure that at least 10 frames have elapsed because of the iOS bug that we work around below with the 1.5-second setTimout(). _lastUpdate = _getTime() - _lagThreshold + 5; } _req = (_fps === 0) ? _emptyFunc : (!_useRAF || !_reqAnimFrame) ? function(f) { return setTimeout(f, ((_nextTime - _self.time) * 1000 + 1) | 0); } : _reqAnimFrame; if (_self === _ticker) { _tickerActive = true; } _tick(2); }; _self.fps = function(value) { if (!arguments.length) { return _fps; } _fps = value; _gap = 1 / (_fps || 60); _nextTime = this.time + _gap; _self.wake(); }; _self.useRAF = function(value) { if (!arguments.length) { return _useRAF; } _self.sleep(); _useRAF = value; _self.fps(_fps); }; _self.fps(fps); //a bug in iOS 6 Safari occasionally prevents the requestAnimationFrame from working initially, so we use a 1.5-second timeout that automatically falls back to setTimeout() if it senses this condition. setTimeout(function() { if (_useRAF === "auto" && _self.frame < 5 && document.visibilityState !== "hidden") { _self.useRAF(false); } }, 1500); }); p = gs.Ticker.prototype = new gs.events.EventDispatcher(); p.constructor = gs.Ticker; /* * ---------------------------------------------------------------- * Animation * ---------------------------------------------------------------- */ var Animation = _class("core.Animation", function(duration, vars) { this.vars = vars = vars || {}; this._duration = this._totalDuration = duration || 0; this._delay = Number(vars.delay) || 0; this._timeScale = 1; this._active = (vars.immediateRender === true); this.data = vars.data; this._reversed = (vars.reversed === true); if (!_rootTimeline) { return; } if (!_tickerActive) { //some browsers (like iOS 6 Safari) shut down JavaScript execution when the tab is disabled and they [occasionally] neglect to start up requestAnimationFrame again when returning - this code ensures that the engine starts up again properly. _ticker.wake(); } var tl = this.vars.useFrames ? _rootFramesTimeline : _rootTimeline; tl.add(this, tl._time); if (this.vars.paused) { this.paused(true); } }); _ticker = Animation.ticker = new gs.Ticker(); p = Animation.prototype; p._dirty = p._gc = p._initted = p._paused = false; p._totalTime = p._time = 0; p._rawPrevTime = -1; p._next = p._last = p._onUpdate = p._timeline = p.timeline = null; p._paused = false; //some browsers (like iOS) occasionally drop the requestAnimationFrame event when the user switches to a different tab and then comes back again, so we use a 2-second setTimeout() to sense if/when that condition occurs and then wake() the ticker. var _checkTimeout = function() { if (_tickerActive && _getTime() - _lastUpdate > 2000) { _ticker.wake(); } setTimeout(_checkTimeout, 2000); }; _checkTimeout(); p.play = function(from, suppressEvents) { if (from != null) { this.seek(from, suppressEvents); } return this.reversed(false).paused(false); }; p.pause = function(atTime, suppressEvents) { if (atTime != null) { this.seek(atTime, suppressEvents); } return this.paused(true); }; p.resume = function(from, suppressEvents) { if (from != null) { this.seek(from, suppressEvents); } return this.paused(false); }; p.seek = function(time, suppressEvents) { return this.totalTime(Number(time), suppressEvents !== false); }; p.restart = function(includeDelay, suppressEvents) { return this.reversed(false).paused(false).totalTime(includeDelay ? -this._delay : 0, (suppressEvents !== false), true); }; p.reverse = function(from, suppressEvents) { if (from != null) { this.seek((from || this.totalDuration()), suppressEvents); } return this.reversed(true).paused(false); }; p.render = function(time, suppressEvents, force) { //stub - we override this method in subclasses. }; p.invalidate = function() { this._time = this._totalTime = 0; this._initted = this._gc = false; this._rawPrevTime = -1; if (this._gc || !this.timeline) { this._enabled(true); } return this; }; p.isActive = function() { var tl = this._timeline, //the 2 root timelines won't have a _timeline; they're always active. startTime = this._startTime, rawTime; return (!tl || (!this._gc && !this._paused && tl.isActive() && (rawTime = tl.rawTime()) >= startTime && rawTime < startTime + this.totalDuration() / this._timeScale)); }; p._enabled = function (enabled, ignoreTimeline) { if (!_tickerActive) { _ticker.wake(); } this._gc = !enabled; this._active = this.isActive(); if (ignoreTimeline !== true) { if (enabled && !this.timeline) { this._timeline.add(this, this._startTime - this._delay); } else if (!enabled && this.timeline) { this._timeline._remove(this, true); } } return false; }; p._kill = function(vars, target) { return this._enabled(false, false); }; p.kill = function(vars, target) { this._kill(vars, target); return this; }; p._uncache = function(includeSelf) { var tween = includeSelf ? this : this.timeline; while (tween) { tween._dirty = true; tween = tween.timeline; } return this; }; p._swapSelfInParams = function(params) { var i = params.length, copy = params.concat(); while (--i > -1) { if (params[i] === "{self}") { copy[i] = this; } } return copy; }; p._callback = function(type) { var v = this.vars, callback = v[type], params = v[type + "Params"], scope = v[type + "Scope"] || v.callbackScope || this, l = params ? params.length : 0; switch (l) { //speed optimization; call() is faster than apply() so use it when there are only a few parameters (which is by far most common). Previously we simply did var v = this.vars; v[type].apply(v[type + "Scope"] || v.callbackScope || this, v[type + "Params"] || _blankArray); case 0: callback.call(scope); break; case 1: callback.call(scope, params[0]); break; case 2: callback.call(scope, params[0], params[1]); break; default: callback.apply(scope, params); } }; //----Animation getters/setters -------------------------------------------------------- p.eventCallback = function(type, callback, params, scope) { if ((type || "").substr(0,2) === "on") { var v = this.vars; if (arguments.length === 1) { return v[type]; } if (callback == null) { delete v[type]; } else { v[type] = callback; v[type + "Params"] = (_isArray(params) && params.join("").indexOf("{self}") !== -1) ? this._swapSelfInParams(params) : params; v[type + "Scope"] = scope; } if (type === "onUpdate") { this._onUpdate = callback; } } return this; }; p.delay = function(value) { if (!arguments.length) { return this._delay; } if (this._timeline.smoothChildTiming) { this.startTime( this._startTime + value - this._delay ); } this._delay = value; return this; }; p.duration = function(value) { if (!arguments.length) { this._dirty = false; return this._duration; } this._duration = this._totalDuration = value; this._uncache(true); //true in case it's a TweenMax or TimelineMax that has a repeat - we'll need to refresh the totalDuration. if (this._timeline.smoothChildTiming) if (this._time > 0) if (this._time < this._duration) if (value !== 0) { this.totalTime(this._totalTime * (value / this._duration), true); } return this; }; p.totalDuration = function(value) { this._dirty = false; return (!arguments.length) ? this._totalDuration : this.duration(value); }; p.time = function(value, suppressEvents) { if (!arguments.length) { return this._time; } if (this._dirty) { this.totalDuration(); } return this.totalTime((value > this._duration) ? this._duration : value, suppressEvents); }; p.totalTime = function(time, suppressEvents, uncapped) { if (!_tickerActive) { _ticker.wake(); } if (!arguments.length) { return this._totalTime; } if (this._timeline) { if (time < 0 && !uncapped) { time += this.totalDuration(); } if (this._timeline.smoothChildTiming) { if (this._dirty) { this.totalDuration(); } var totalDuration = this._totalDuration, tl = this._timeline; if (time > totalDuration && !uncapped) { time = totalDuration; } this._startTime = (this._paused ? this._pauseTime : tl._time) - ((!this._reversed ? time : totalDuration - time) / this._timeScale); if (!tl._dirty) { //for performance improvement. If the parent's cache is already dirty, it already took care of marking the ancestors as dirty too, so skip the function call here. this._uncache(false); } //in case any of the ancestor timelines had completed but should now be enabled, we should reset their totalTime() which will also ensure that they're lined up properly and enabled. Skip for animations that are on the root (wasteful). Example: a TimelineLite.exportRoot() is performed when there's a paused tween on the root, the export will not complete until that tween is unpaused, but imagine a child gets restarted later, after all [unpaused] tweens have completed. The startTime of that child would get pushed out, but one of the ancestors may have completed. if (tl._timeline) { while (tl._timeline) { if (tl._timeline._time !== (tl._startTime + tl._totalTime) / tl._timeScale) { tl.totalTime(tl._totalTime, true); } tl = tl._timeline; } } } if (this._gc) { this._enabled(true, false); } if (this._totalTime !== time || this._duration === 0) { if (_lazyTweens.length) { _lazyRender(); } this.render(time, suppressEvents, false); if (_lazyTweens.length) { //in case rendering caused any tweens to lazy-init, we should render them because typically when someone calls seek() or time() or progress(), they expect an immediate render. _lazyRender(); } } } return this; }; p.progress = p.totalProgress = function(value, suppressEvents) { var duration = this.duration(); return (!arguments.length) ? (duration ? this._time / duration : this.ratio) : this.totalTime(duration * value, suppressEvents); }; p.startTime = function(value) { if (!arguments.length) { return this._startTime; } if (value !== this._startTime) { this._startTime = value; if (this.timeline) if (this.timeline._sortChildren) { this.timeline.add(this, value - this._delay); //ensures that any necessary re-sequencing of Animations in the timeline occurs to make sure the rendering order is correct. } } return this; }; p.endTime = function(includeRepeats) { return this._startTime + ((includeRepeats != false) ? this.totalDuration() : this.duration()) / this._timeScale; }; p.timeScale = function(value) { if (!arguments.length) { return this._timeScale; } value = value || _tinyNum; //can't allow zero because it'll throw the math off if (this._timeline && this._timeline.smoothChildTiming) { var pauseTime = this._pauseTime, t = (pauseTime || pauseTime === 0) ? pauseTime : this._timeline.totalTime(); this._startTime = t - ((t - this._startTime) * this._timeScale / value); } this._timeScale = value; return this._uncache(false); }; p.reversed = function(value) { if (!arguments.length) { return this._reversed; } if (value != this._reversed) { this._reversed = value; this.totalTime(((this._timeline && !this._timeline.smoothChildTiming) ? this.totalDuration() - this._totalTime : this._totalTime), true); } return this; }; p.paused = function(value) { if (!arguments.length) { return this._paused; } var tl = this._timeline, raw, elapsed; if (value != this._paused) if (tl) { if (!_tickerActive && !value) { _ticker.wake(); } raw = tl.rawTime(); elapsed = raw - this._pauseTime; if (!value && tl.smoothChildTiming) { this._startTime += elapsed; this._uncache(false); } this._pauseTime = value ? raw : null; this._paused = value; this._active = this.isActive(); if (!value && elapsed !== 0 && this._initted && this.duration()) { raw = tl.smoothChildTiming ? this._totalTime : (raw - this._startTime) / this._timeScale; this.render(raw, (raw === this._totalTime), true); //in case the target's properties changed via some other tween or manual update by the user, we should force a render. } } if (this._gc && !value) { this._enabled(true, false); } return this; }; /* * ---------------------------------------------------------------- * SimpleTimeline * ---------------------------------------------------------------- */ var SimpleTimeline = _class("core.SimpleTimeline", function(vars) { Animation.call(this, 0, vars); this.autoRemoveChildren = this.smoothChildTiming = true; }); p = SimpleTimeline.prototype = new Animation(); p.constructor = SimpleTimeline; p.kill()._gc = false; p._first = p._last = p._recent = null; p._sortChildren = false; p.add = p.insert = function(child, position, align, stagger) { var prevTween, st; child._startTime = Number(position || 0) + child._delay; if (child._paused) if (this !== child._timeline) { //we only adjust the _pauseTime if it wasn't in this timeline already. Remember, sometimes a tween will be inserted again into the same timeline when its startTime is changed so that the tweens in the TimelineLite/Max are re-ordered properly in the linked list (so everything renders in the proper order). child._pauseTime = child._startTime + ((this.rawTime() - child._startTime) / child._timeScale); } if (child.timeline) { child.timeline._remove(child, true); //removes from existing timeline so that it can be properly added to this one. } child.timeline = child._timeline = this; if (child._gc) { child._enabled(true, true); } prevTween = this._last; if (this._sortChildren) { st = child._startTime; while (prevTween && prevTween._startTime > st) { prevTween = prevTween._prev; } } if (prevTween) { child._next = prevTween._next; prevTween._next = child; } else { child._next = this._first; this._first = child; } if (child._next) { child._next._prev = child; } else { this._last = child; } child._prev = prevTween; this._recent = child; if (this._timeline) { this._uncache(true); } return this; }; p._remove = function(tween, skipDisable) { if (tween.timeline === this) { if (!skipDisable) { tween._enabled(false, true); } if (tween._prev) { tween._prev._next = tween._next; } else if (this._first === tween) { this._first = tween._next; } if (tween._next) { tween._next._prev = tween._prev; } else if (this._last === tween) { this._last = tween._prev; } tween._next = tween._prev = tween.timeline = null; if (tween === this._recent) { this._recent = this._last; } if (this._timeline) { this._uncache(true); } } return this; }; p.render = function(time, suppressEvents, force) { var tween = this._first, next; this._totalTime = this._time = this._rawPrevTime = time; while (tween) { next = tween._next; //record it here because the value could change after rendering... if (tween._active || (time >= tween._startTime && !tween._paused)) { if (!tween._reversed) { tween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force); } } tween = next; } }; p.rawTime = function() { if (!_tickerActive) { _ticker.wake(); } return this._totalTime; }; /* * ---------------------------------------------------------------- * TweenLite * ---------------------------------------------------------------- */ var TweenLite = _class("TweenLite", function(target, duration, vars) { Animation.call(this, duration, vars); this.render = TweenLite.prototype.render; //speed optimization (avoid prototype lookup on this "hot" method) if (target == null) { throw "Cannot tween a null target."; } this.target = target = (typeof(target) !== "string") ? target : TweenLite.selector(target) || target; var isSelector = (target.jquery || (target.length && target !== window && target[0] && (target[0] === window || (target[0].nodeType && target[0].style && !target.nodeType)))), overwrite = this.vars.overwrite, i, targ, targets; this._overwrite = overwrite = (overwrite == null) ? _overwriteLookup[TweenLite.defaultOverwrite] : (typeof(overwrite) === "number") ? overwrite >> 0 : _overwriteLookup[overwrite]; if ((isSelector || target instanceof Array || (target.push && _isArray(target))) && typeof(target[0]) !== "number") { this._targets = targets = _slice(target); //don't use Array.prototype.slice.call(target, 0) because that doesn't work in IE8 with a NodeList that's returned by querySelectorAll() this._propLookup = []; this._siblings = []; for (i = 0; i < targets.length; i++) { targ = targets[i]; if (!targ) { targets.splice(i--, 1); continue; } else if (typeof(targ) === "string") { targ = targets[i--] = TweenLite.selector(targ); //in case it's an array of strings if (typeof(targ) === "string") { targets.splice(i+1, 1); //to avoid an endless loop (can't imagine why the selector would return a string, but just in case) } continue; } else if (targ.length && targ !== window && targ[0] && (targ[0] === window || (targ[0].nodeType && targ[0].style && !targ.nodeType))) { //in case the user is passing in an array of selector objects (like jQuery objects), we need to check one more level and pull things out if necessary. Also note that