// Copyright 2006 The Closure Library Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS-IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. /** * @fileoverview Basic animation controls. * */ goog.provide('goog.fx.anim'); goog.provide('goog.fx.anim.Animated'); goog.require('goog.async.AnimationDelay'); goog.require('goog.async.Delay'); goog.require('goog.object'); /** * An interface for programatically animated objects. I.e. rendered in * javascript frame by frame. * * @interface */ goog.fx.anim.Animated = function() {}; /** * Function called when a frame is requested for the animation. * * @param {number} now Current time in milliseconds. */ goog.fx.anim.Animated.prototype.onAnimationFrame; /** * Default wait timeout for animations (in milliseconds). Only used for timed * animation, which uses a timer (setTimeout) to schedule animation. * * @type {number} * @const */ goog.fx.anim.TIMEOUT = goog.async.AnimationDelay.TIMEOUT; /** * A map of animations which should be cycled on the global timer. * * @type {Object.} * @private */ goog.fx.anim.activeAnimations_ = {}; /** * An optional animation window. * @type {Window} * @private */ goog.fx.anim.animationWindow_ = null; /** * An interval ID for the global timer or event handler uid. * @type {goog.async.Delay|goog.async.AnimationDelay} * @private */ goog.fx.anim.animationDelay_ = null; /** * Registers an animation to be cycled on the global timer. * @param {goog.fx.anim.Animated} animation The animation to register. */ goog.fx.anim.registerAnimation = function(animation) { var uid = goog.getUid(animation); if (!(uid in goog.fx.anim.activeAnimations_)) { goog.fx.anim.activeAnimations_[uid] = animation; } // If the timer is not already started, start it now. goog.fx.anim.requestAnimationFrame_(); }; /** * Removes an animation from the list of animations which are cycled on the * global timer. * @param {goog.fx.anim.Animated} animation The animation to unregister. */ goog.fx.anim.unregisterAnimation = function(animation) { var uid = goog.getUid(animation); delete goog.fx.anim.activeAnimations_[uid]; // If a timer is running and we no longer have any active timers we stop the // timers. if (goog.object.isEmpty(goog.fx.anim.activeAnimations_)) { goog.fx.anim.cancelAnimationFrame_(); } }; /** * Tears down this module. Useful for testing. */ // TODO(nicksantos): Wow, this api is pretty broken. This should be fixed. goog.fx.anim.tearDown = function() { goog.fx.anim.animationWindow_ = null; goog.dispose(goog.fx.anim.animationDelay_); goog.fx.anim.animationDelay_ = null; goog.fx.anim.activeAnimations_ = {}; }; /** * Registers an animation window. This allows usage of the timing control API * for animations. Note that this window must be visible, as non-visible * windows can potentially stop animating. This window does not necessarily * need to be the window inside which animation occurs, but must remain visible. * See: https://developer.mozilla.org/en/DOM/window.mozRequestAnimationFrame. * * @param {Window} animationWindow The window in which to animate elements. */ goog.fx.anim.setAnimationWindow = function(animationWindow) { // If a timer is currently running, reset it and restart with new functions // after a timeout. This is to avoid mismatching timer UIDs if we change the // animation window during a running animation. // // In practice this cannot happen before some animation window and timer // control functions has already been set. var hasTimer = goog.fx.anim.animationDelay_ && goog.fx.anim.animationDelay_.isActive(); goog.dispose(goog.fx.anim.animationDelay_); goog.fx.anim.animationDelay_ = null; goog.fx.anim.animationWindow_ = animationWindow; // If the timer was running, start it again. if (hasTimer) { goog.fx.anim.requestAnimationFrame_(); } }; /** * Requests an animation frame based on the requestAnimationFrame and * cancelRequestAnimationFrame function pair. * @private */ goog.fx.anim.requestAnimationFrame_ = function() { if (!goog.fx.anim.animationDelay_) { // We cannot guarantee that the global window will be one that fires // requestAnimationFrame events (consider off-screen chrome extension // windows). Default to use goog.async.Delay, unless // the client has explicitly set an animation window. if (goog.fx.anim.animationWindow_) { // requestAnimationFrame will call cycleAnimations_ with the current // time in ms, as returned from goog.now(). goog.fx.anim.animationDelay_ = new goog.async.AnimationDelay( function(now) { goog.fx.anim.cycleAnimations_(now); }, goog.fx.anim.animationWindow_); } else { goog.fx.anim.animationDelay_ = new goog.async.Delay(function() { goog.fx.anim.cycleAnimations_(goog.now()); }, goog.fx.anim.TIMEOUT); } } var delay = goog.fx.anim.animationDelay_; if (!delay.isActive()) { delay.start(); } }; /** * Cancels an animation frame created by requestAnimationFrame_(). * @private */ goog.fx.anim.cancelAnimationFrame_ = function() { if (goog.fx.anim.animationDelay_) { goog.fx.anim.animationDelay_.stop(); } }; /** * Cycles through all registered animations. * @param {number} now Current time in milliseconds. * @private */ goog.fx.anim.cycleAnimations_ = function(now) { goog.object.forEach(goog.fx.anim.activeAnimations_, function(anim) { anim.onAnimationFrame(now); }); if (!goog.object.isEmpty(goog.fx.anim.activeAnimations_)) { goog.fx.anim.requestAnimationFrame_(); } };