// Name: Animation.Animations.debug.js
// Assembly: AjaxControlToolkit
// Version: 4.5.7.1213
// FileVersion: 4.5.7.1213
// (c) 2010 CodePlex Foundation
///
///
///
///
///
(function() {
var scriptName = "ExtendedAnimations";
function execute() {
Type.registerNamespace('Sys.Extended.UI.Animation');
$AA = Sys.Extended.UI.Animation;
$AA.registerAnimation = function(name, type) {
///
/// Register an animation with the AJAX Control Toolkit animation framework. This serves a dual purpose:
/// 1) to add standard utility methods to the animation type (such as a play
method that creates
/// an animation, plays it, and disposes it when the animation is over), and 2) to associate a name with the
/// type that will be used when creating animations from a JSON description. This method can also be called
/// by other animation libraries to seamlessly interoperate with the AJAX Control Toolkit's animation
/// framework.
///
///
/// Name of the animation that will be used as the XML tag name in the XML animation description. It
/// should be a valid XML tag (i.e. an alpha-numeric sequence with no spaces, special characters, etc.).
///
///
/// The type of the new animation must inherit from .
///
///
if (type && ((type === $AA.Animation) || (type.inheritsFrom && type.inheritsFrom($AA.Animation)))) {
if (!$AA.__animations) {
$AA.__animations = { };
}
$AA.__animations[name.toLowerCase()] = type;
type.play = function() {
///
/// Create an animation, play it immediately, and dispose it when finished.
///
///
/// The play function takes the same parameters as the type's constructor
///
///
var animation = new type();
type.apply(animation, arguments);
animation.initialize();
var handler = Function.createDelegate(animation,
function() {
///
/// Dispose the animation after playing
///
///
animation.remove_ended(handler);
handler = null;
animation.dispose();
});
animation.add_ended(handler);
animation.play();
}
} else {
throw Error.argumentType('type', type, $AA.Animation, Sys.Extended.UI.Resources.Animation_InvalidBaseType);
}
}
$AA.buildAnimation = function(json, defaultTarget) {
///
/// The buildAnimation
function is used to turn a JSON animation description
/// into an actual animation object that can be played.
///
///
/// JSON description of the animation in the format expected by createAnimation
///
///
/// Target of the animation if none is specified in the JSON description. The semantics of
/// target assignment are provided in more detail in createAnimation.
///
///
/// Animation created from the JSON description
///
if (!json || json === '') {
return null;
}
var obj;
json = '(' + json + ')';
if (! Sys.Debug.isDebug) {
try { obj = Sys.Serialization.JavaScriptSerializer.deserialize(json); } catch (ex) { }
} else {
obj = Sys.Serialization.JavaScriptSerializer.deserialize(json);
}
return $AA.createAnimation(obj, defaultTarget);
}
$AA.createAnimation = function(obj, defaultTarget) {
///
/// The createAnimation
function builds a new
/// instance from an object
/// that describes it.
///
///
/// The object provides a description of the animation to be be generated in
/// a very specific format. It has two special properties: AnimationName
/// and AnimationChildren
. The AnimationName
is required
/// and used to find the type of animation to create (this name should map to
/// one of the animation names supplied to registerAnimation
). The
/// AnimationChildren
property supplies an optional array for
/// animations that use child animations (such as
/// and
/// ). The elements of
/// the AnimationChildren
array are valid
/// objects that meet these same
/// requirements. In order for an animation to support child animations, it must
/// derive from the class
/// which provides common methods like add
, clear
, etc. The
/// remaining properties of the object are used to set parameters specific to the type
/// of animation being created (e.g. duration
, minimumOpacity
,
/// startValue
, etc.) and should have a corresponding property on the
/// animation. You can also assign an arbitrary JavaScript expression to any property
/// by adding 'Script' to the end of its name (i.e., Height="70" can be replaced by
/// HeightScript="$get('myElement').offsetHeight") and have the property set to the
/// result of evaluating the expression before the animation is played each time.
///
///
/// The function also takes a defaultTarget
parameter that is used as the
/// target of the animation if the object does not specify one. This parameter should be
/// an instance of and not just the name of an element.
///
///
/// created from the description
///
///
/// Exceptions are thrown when the AnimationName
cannot be found. Also,
/// any exceptions raised by setting properties or providing properties with invalid
/// names will only be raised when debugging.
///
if (!obj || !obj.AnimationName) {
throw Error.argument('obj', Sys.Extended.UI.Resources.Animation_MissingAnimationName);
}
var type = $AA.__animations[obj.AnimationName.toLowerCase()];
if (!type) {
throw Error.argument('type', String.format(Sys.Extended.UI.Resources.Animation_UknownAnimationName, obj.AnimationName));
}
var animation = new type();
if (defaultTarget) {
animation.set_target(defaultTarget);
}
if (obj.AnimationChildren && obj.AnimationChildren.length) {
if ($AA.ParentAnimation.isInstanceOfType(animation)) {
for (var i = 0; i < obj.AnimationChildren.length; i++) {
var child = $AA.createAnimation(obj.AnimationChildren[i]);
if (child) {
animation.add(child);
}
}
} else {
throw Error.argument('obj', String.format(Sys.Extended.UI.Resources.Animation_ChildrenNotAllowed, type.getName()));
}
}
var properties = type.__animationProperties;
if (!properties) {
type.__animationProperties = { };
type.resolveInheritance();
for (var name in type.prototype) {
if (name.startsWith('set_')) {
type.__animationProperties[name.substr(4).toLowerCase()] = name;
}
}
delete type.__animationProperties['id'];
properties = type.__animationProperties;
}
for (var property in obj) {
var prop = property.toLowerCase();
if (prop == 'animationname' || prop == 'animationchildren') {
continue;
}
var value = obj[property];
var setter = properties[prop];
if (setter && String.isInstanceOfType(setter) && animation[setter]) {
if (! Sys.Debug.isDebug) {
try { animation[setter](value); } catch (ex) { }
} else {
animation[setter](value);
}
} else {
if (prop.endsWith('script')) {
setter = properties[prop.substr(0, property.length - 6)];
if (setter && String.isInstanceOfType(setter) && animation[setter]) {
animation.DynamicProperties[setter] = value;
} else if ( Sys.Debug.isDebug) {
throw Error.argument('obj', String.format(Sys.Extended.UI.Resources.Animation_NoDynamicPropertyFound, property, property.substr(0, property.length - 5)));
}
} else if ( Sys.Debug.isDebug) {
throw Error.argument('obj', String.format(Sys.Extended.UI.Resources.Animation_NoPropertyFound, property));
}
}
}
return animation;
}
$AA.Animation = function(target, duration, fps) {
///
/// Animation
is an abstract base class used as a starting point for all the other animations.
/// It provides the basic mechanics for the animation (playing, pausing, stopping, timing, etc.)
/// and leaves the actual animation to be done in the abstract methods getAnimatedValue
/// and setValue
.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// The DynamicProperties collection is used to associate JavaScript expressions with
/// properties. The expressions are evaluated just before the animation is played
/// everytime (in the base onStart method). The object itself maps strings with the
/// names of property setters (like "set_verticalOffset") to JavaScript expressions
/// (like "$find('MyBehavior').get_element().offsetHeight"). Note specifically that
/// the dynamic properties are JavaScript expressions and not abitrary statements (i.e.
/// you can't include things like "return foo;"), although you can include anything
/// inside an anonymous function definition that you immediately invoke (i.e.,
/// "(function() { return foo; })()"). A dynamic property can be set in the generic
/// XML animation description by appending Script onto any legitimate property name
/// (for example, instead of Height="70" we could use
/// HeightScript="$find('MyBehavior').get_element().offsetHeight"). Any exceptions
/// raised when setting dynamic properties (including both JavaScript evaluation errors
/// and other exceptions raised by property setters) will only be propogated when
/// debugging.
///
///
/// Animations need to be as fast as possible - even in debug mode. Don't add validation code to
/// methods involved in every step of the animation.
///
/// Animation
$AA.Animation.initializeBase(this);
this._duration = 1;
this._fps = 25;
this._target = null;
this._tickHandler = null;
this._timer = null;
this._percentComplete = 0;
this._percentDelta = null;
this._owner = null;
this._parentAnimation = null;
this.DynamicProperties = { };
if (target) {
this.set_target(target);
}
if (duration) {
this.set_duration(duration);
}
if (fps) {
this.set_fps(fps);
}
}
$AA.Animation.prototype = {
dispose: function() {
///
/// Dispose the animation
///
///
if (this._timer) {
this._timer.dispose();
this._timer = null;
}
this._tickHandler = null;
this._target = null;
$AA.Animation.callBaseMethod(this, 'dispose');
},
play: function() {
///
/// Play the animation from the beginning or where it was left off when paused.
///
///
///
/// If this animation is the child of another, you must call play
on its parent instead.
///
if (!this._owner) {
var resume = true;
if (!this._timer) {
resume = false;
if (!this._tickHandler) {
this._tickHandler = Function.createDelegate(this, this._onTimerTick);
}
this._timer = new Sys.Timer();
this._timer.add_tick(this._tickHandler);
this.onStart();
this._timer.set_interval(1000 / this._fps);
this._percentDelta = 100 / (this._duration * this._fps);
this._updatePercentComplete(0, true);
}
this._timer.set_enabled(true);
this.raisePropertyChanged('isPlaying');
if (!resume) {
this.raisePropertyChanged('isActive');
}
}
},
pause: function() {
///
/// Pause the animation if it is playing. Calling play
will resume where
/// the animation left off.
///
///
///
/// If this animation is the child of another, you must call pause
on its parent instead.
///
if (!this._owner) {
if (this._timer) {
this._timer.set_enabled(false);
this.raisePropertyChanged('isPlaying');
}
}
},
stop: function(finish) {
///
/// Stop playing the animation.
///
///
/// Whether or not stopping the animation should leave the target element in a state
/// consistent with the animation playing completely by performing the last step.
/// The default value is true.
///
///
///
/// If this animation is the child of another, you must call stop
on
/// its parent instead.
///
if (!this._owner) {
var t = this._timer;
this._timer = null;
if (t) {
t.dispose();
if (this._percentComplete !== 100) {
this._percentComplete = 100;
this.raisePropertyChanged('percentComplete');
if (finish || finish === undefined) {
this.onStep(100);
}
}
this.onEnd();
this.raisePropertyChanged('isPlaying');
this.raisePropertyChanged('isActive');
}
}
},
onStart: function() {
///
/// The onStart
method is called just before the animation is played each time.
///
///
this.raiseStarted();
for (var property in this.DynamicProperties) {
try {
this[property](eval(this.DynamicProperties[property]));
} catch (ex) {
if (Sys.Debug.isDebug) {
throw ex;
}
}
}
},
onStep: function(percentage) {
///
/// The onStep
method is called repeatedly to progress the animation through each frame
///
/// Percentage of the animation already complete
///
this.setValue(this.getAnimatedValue(percentage));
this.raiseStep();
},
onEnd: function() {
///
/// The onEnd
method is called just after the animation is played each time.
///
///
this.raiseEnded();
},
getAnimatedValue: function(percentage) {
///
/// Determine the state of the animation after the given percentage of its duration has elapsed
///
/// Percentage of the animation already complete
///
/// State of the animation after the given percentage of its duration has elapsed that will
/// be passed to setValue
///
throw Error.notImplemented();
},
setValue: function(value) {
///
/// Set the current state of the animation
///
/// Current state of the animation (as retreived from getAnimatedValue
)
///
throw Error.notImplemented();
},
interpolate: function(start, end, percentage) {
///
/// The interpolate
function is used to find the appropriate value between starting and
/// ending values given the current percentage.
///
///
/// Start of the range to interpolate
///
///
/// End of the range to interpolate
///
///
/// Percentage completed in the range to interpolate
///
///
/// Value the desired percentage between the start and end values
///
///
/// In the future, we hope to make several implementations of this available so we can dynamically
/// change the apparent speed of the animations, although it may make more sense to modify the
/// _updatePercentComplete
function instead.
///
return start + (end - start) * (percentage / 100);
},
_onTimerTick: function() {
///
/// Handler for the tick event to move the animation along through its duration
///
///
this._updatePercentComplete(this._percentComplete + this._percentDelta, true);
},
_updatePercentComplete: function(percentComplete, animate) {
///
/// Update the animation and its target given the current percentage of its duration that
/// has already elapsed
///
///
/// Percentage of the animation duration that has already elapsed
///
///
/// Whether or not updating the animation should visually modify the animation's target
///
///
if (percentComplete > 100) {
percentComplete = 100;
}
this._percentComplete = percentComplete;
this.raisePropertyChanged('percentComplete');
if (animate) {
this.onStep(percentComplete);
}
if (percentComplete === 100) {
this.stop(false);
}
},
setOwner: function(owner) {
///
/// Make this animation the child of another animation
///
///
/// Parent animation
///
///
this._owner = owner;
},
raiseStarted: function() {
///
/// Raise the started
event
///
///
var handlers = this.get_events().getHandler('started');
if (handlers) {
handlers(this, Sys.EventArgs.Empty);
}
},
add_started: function(handler) {
///
/// Adds an event handler for the started
event.
///
///
/// The handler to add to the event.
///
///
this.get_events().addHandler("started", handler);
},
remove_started: function(handler) {
///
/// Removes an event handler for the started
event.
///
///
/// The handler to remove from the event.
///
///
this.get_events().removeHandler("started", handler);
},
raiseEnded: function() {
///
/// Raise the ended
event
///
///
var handlers = this.get_events().getHandler('ended');
if (handlers) {
handlers(this, Sys.EventArgs.Empty);
}
},
add_ended: function(handler) {
///
/// Adds an event handler for the ended
event.
///
///
/// The handler to add to the event.
///
///
this.get_events().addHandler("ended", handler);
},
remove_ended: function(handler) {
///
/// Removes an event handler for the ended
event.
///
///
/// The handler to remove from the event.
///
///
this.get_events().removeHandler("ended", handler);
},
raiseStep: function() {
///
/// Raise the step
event
///
///
var handlers = this.get_events().getHandler('step');
if (handlers) {
handlers(this, Sys.EventArgs.Empty);
}
},
add_step: function(handler) {
///
/// Adds an event handler for the step
event.
///
///
/// The handler to add to the event.
///
///
this.get_events().addHandler("step", handler);
},
remove_step: function(handler) {
///
/// Removes an event handler for the step
event.
///
///
/// The handler to remove from the event.
///
///
this.get_events().removeHandler("step", handler);
},
get_target: function() {
///
/// Target of the animation. If the target of this animation is null and
/// the animation has a parent, then it will recursively use the target of
/// the parent animation instead.
///
///
/// Do not set this property in a generic Xml animation description. It should be set
/// using either the extender's TargetControlID or the AnimationTarget property (the latter
/// maps to Sys.Extended.UI.Animation.set_animationTarget). The only valid way to
/// set this property in the generic Xml animation description is to use the dynamic
/// property TargetScript="$get('myElement')".
///
if (!this._target && this._parentAnimation) {
return this._parentAnimation.get_target();
}
return this._target;
},
set_target: function(value) {
if (this._target != value) {
this._target = value;
this.raisePropertyChanged('target');
}
},
set_animationTarget: function(id) {
///
/// ID of a Sys.UI.DomElement or Sys.UI.Control to use as the target of the animation
///
///
/// If no Sys.UI.DomElement or Sys.UI.Control can be found for the given ID, an
/// argument exception will be thrown.
///
var target = null;
var element = $get(id);
if (element) {
target = element;
} else {
var ctrl = $find(id);
if (ctrl) {
element = ctrl.get_element();
if (element) {
target = element;
}
}
}
if (target) {
this.set_target(target);
} else {
throw Error.argument('id', String.format(Sys.Extended.UI.Resources.Animation_TargetNotFound, id));
}
},
get_duration: function() {
///
/// Length of the animation in seconds. The default is 1.
///
return this._duration;
},
set_duration: function(value) {
value = this._getFloat(value);
if (this._duration != value) {
this._duration = value;
this.raisePropertyChanged('duration');
}
},
get_fps: function() {
///
/// Number of steps per second. The default is 25.
///
return this._fps;
},
set_fps: function(value) {
value = this._getInteger(value);
if (this.fps != value) {
this._fps = value;
this.raisePropertyChanged('fps');
}
},
get_isActive: function() {
///
/// true
if animation is active, false
if not.
///
return (this._timer !== null);
},
get_isPlaying: function() {
///
/// true
if animation is playing, false
if not.
///
return (this._timer !== null) && this._timer.get_enabled();
},
get_percentComplete: function() {
///
/// Percentage of the animation already played.
///
return this._percentComplete;
},
_getBoolean: function(value) {
///
/// Helper to convert strings to booleans for property setters
///
///
/// Value to convert if it's a string
///
///
/// Value that has been converted if it was a string
///
if (String.isInstanceOfType(value)) {
return Boolean.parse(value);
}
return value;
},
_getInteger: function(value) {
///
/// Helper to convert strings to integers for property setters
///
/// Value to convert if it's a string
/// Value that has been converted if it was a string
if (String.isInstanceOfType(value)) {
return parseInt(value);
}
return value;
},
_getFloat: function(value) {
///
/// Helper to convert strings to floats for property setters
///
/// Value to convert if it's a string
/// Value that has been converted if it was a string
if (String.isInstanceOfType(value)) {
return parseFloat(value);
}
return value;
},
_getEnum: function(value, type) {
///
/// Helper to convert strings to enum values for property setters
///
/// Value to convert if it's a string
/// Type of the enum to convert to
/// Value that has been converted if it was a string
if (String.isInstanceOfType(value) && type && type.parse) {
return type.parse(value);
}
return value;
}
}
$AA.Animation.registerClass('Sys.Extended.UI.Animation.Animation', Sys.Component);
$AA.registerAnimation('animation', $AA.Animation);
$AA.ParentAnimation = function(target, duration, fps, animations) {
///
/// The ParentAnimation
serves as a base class for all animations that contain children (such as
/// , ,
/// etc.). It does not actually play the animations, so any classes that inherit from it must do so. Any animation
/// that requires nested child animations must inherit from this class, although it will likely want to inherit off of
/// or
/// which will actually play their child animations.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Array of child animations to be played
///
/// Parent
$AA.ParentAnimation.initializeBase(this, [target, duration, fps]);
this._animations = [];
if (animations && animations.length) {
for (var i = 0; i < animations.length; i++) {
this.add(animations[i]);
}
}
}
$AA.ParentAnimation.prototype = {
initialize : function() {
///
/// Initialize the parent along with any child animations that have not yet been initialized themselves
///
///
$AA.ParentAnimation.callBaseMethod(this, 'initialize');
if (this._animations) {
for (var i = 0; i < this._animations.length; i++) {
var animation = this._animations[i];
if (animation && !animation.get_isInitialized) {
animation.initialize();
}
}
}
},
dispose : function() {
///
/// Dispose of the child animations
///
///
this.clear();
this._animations = null;
$AA.ParentAnimation.callBaseMethod(this, 'dispose');
},
get_animations : function() {
///
/// Array of child animations to be played (there are no assumptions placed on order because it will matter for some
/// derived animations like , but not for
/// others like ). To manipulate the child
/// animations, use the functions add
, clear
, remove
, and removeAt
.
///
return this._animations;
},
add : function(animation) {
///
/// Add an animation as a child of this animation.
///
/// Child animation to add
///
if (this._animations) {
if (animation) {
animation._parentAnimation = this;
}
Array.add(this._animations, animation);
this.raisePropertyChanged('animations');
}
},
remove : function(animation) {
///
/// Remove the animation from the array of child animations.
///
///
/// Child animation to remove
///
///
///
/// This will dispose the removed animation.
///
if (this._animations) {
if (animation) {
animation.dispose();
}
Array.remove(this._animations, animation);
this.raisePropertyChanged('animations');
}
},
removeAt : function(index) {
///
/// Remove the animation at a given index from the array of child animations.
///
///
/// Index of the child animation to remove
///
///
if (this._animations) {
var animation = this._animations[index];
if (animation) {
animation.dispose();
}
Array.removeAt(this._animations, index);
this.raisePropertyChanged('animations');
}
},
clear : function() {
///
/// Clear the array of child animations.
///
///
/// This will dispose the cleared child animations.
///
///
if (this._animations) {
for (var i = this._animations.length - 1; i >= 0; i--) {
this._animations[i].dispose();
this._animations[i] = null;
}
Array.clear(this._animations);
this._animations = [];
this.raisePropertyChanged('animations');
}
}
}
$AA.ParentAnimation.registerClass('Sys.Extended.UI.Animation.ParentAnimation', $AA.Animation);
$AA.registerAnimation('parent', $AA.ParentAnimation);
$AA.ParallelAnimation = function(target, duration, fps, animations) {
///
/// The ParallelAnimation
plays several animations simultaneously. It inherits from
/// , but makes itself the owner of all
/// its child animations to allow the use a single timer and syncrhonization mechanisms shared with
/// all the children (in other words, the duration
properties of any child animations
/// are ignored in favor of the parent's duration
). It is very useful in creating
/// sophisticated effects through combination of simpler animations.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Array of child animations
///
/// Parallel
$AA.ParallelAnimation.initializeBase(this, [target, duration, fps, animations]);
}
$AA.ParallelAnimation.prototype = {
add : function(animation) {
///
/// Add an animation as a child of this animation and make ourselves its owner.
///
/// Child animation to add
///
$AA.ParallelAnimation.callBaseMethod(this, 'add', [animation]);
animation.setOwner(this);
},
onStart : function() {
///
/// Get the child animations ready to play
///
///
$AA.ParallelAnimation.callBaseMethod(this, 'onStart');
var animations = this.get_animations();
for (var i = 0; i < animations.length; i++) {
animations[i].onStart();
}
},
onStep : function(percentage) {
///
/// Progress the child animations through each frame
///
///
/// Percentage of the animation already complete
///
///
var animations = this.get_animations();
for (var i = 0; i < animations.length; i++) {
animations[i].onStep(percentage);
}
},
onEnd : function() {
///
/// Finish playing all of the child animations
///
///
var animations = this.get_animations();
for (var i = 0; i < animations.length; i++) {
animations[i].onEnd();
}
$AA.ParallelAnimation.callBaseMethod(this, 'onEnd');
}
}
$AA.ParallelAnimation.registerClass('Sys.Extended.UI.Animation.ParallelAnimation', $AA.ParentAnimation);
$AA.registerAnimation('parallel', $AA.ParallelAnimation);
$AA.SequenceAnimation = function(target, duration, fps, animations, iterations) {
///
/// The SequenceAnimation
runs several animations one after the other. It can also
/// repeat the sequence of animations for a specified number of iterations (which defaults to a
/// single iteration, but will repeat forever if you specify zero or less iterations). Also, the
/// SequenceAnimation
cannot be a child of a
/// (or any animation inheriting from it).
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Array of child animations
///
///
/// Number of times to repeatedly play the sequence. If zero or less iterations are specified, the sequence
/// will repeat forever. The default value is 1 iteration.
///
///
/// The SequenceAnimation
ignores the duration
and fps
/// properties, and will let each of its child animations use any settings they please.
///
/// Sequence
$AA.SequenceAnimation.initializeBase(this, [target, duration, fps, animations]);
this._handler = null;
this._paused = false;
this._playing = false;
this._index = 0;
this._remainingIterations = 0;
this._iterations = (iterations !== undefined) ? iterations : 1;
}
$AA.SequenceAnimation.prototype = {
dispose : function() {
///
/// Dispose the animation
///
///
this._handler = null;
$AA.SequenceAnimation.callBaseMethod(this, 'dispose');
},
stop : function() {
///
/// Stop playing the entire sequence of animations
///
///
///
/// Stopping this animation will perform the last step of each child animation, thereby leaving their
/// target elements in a state consistent with the animation playing completely. If this animation is
/// the child of another, you must call stop
on its parent instead.
///
if (this._playing) {
var animations = this.get_animations();
if (this._index < animations.length) {
animations[this._index].remove_ended(this._handler);
for (var i = this._index; i < animations.length; i++) {
animations[i].stop();
}
}
this._playing = false;
this._paused = false;
this.raisePropertyChanged('isPlaying');
this.onEnd();
}
},
pause : function() {
///
/// Pause the animation if it is playing. Calling play
will resume where
/// the animation left off.
///
///
///
/// If this animation is the child of another, you must call pause
on its parent instead.
///
if (this.get_isPlaying()) {
var current = this.get_animations()[this._index];
if (current != null) {
current.pause();
}
this._paused = true;
this.raisePropertyChanged('isPlaying');
}
},
play : function() {
///
/// Play the sequence of animations from the beginning or where it was left off when paused
///
///
///
/// If this animation is the child of another, you must call play
on its parent instead
///
var animations = this.get_animations();
if (!this._playing) {
this._playing = true;
if (this._paused) {
this._paused = false;
var current = animations[this._index];
if (current != null) {
current.play();
this.raisePropertyChanged('isPlaying');
}
} else {
this.onStart();
this._index = 0;
var first = animations[this._index];
if (first) {
first.add_ended(this._handler);
first.play();
this.raisePropertyChanged('isPlaying');
} else {
this.stop();
}
}
}
},
onStart : function() {
///
/// The onStart
method is called just before the animation is played each time
///
///
$AA.SequenceAnimation.callBaseMethod(this, 'onStart');
this._remainingIterations = this._iterations - 1;
if (!this._handler) {
this._handler = Function.createDelegate(this, this._onEndAnimation);
}
},
_onEndAnimation : function() {
///
/// Wait for the end of each animation, and then continue by playing the other animations remaining
/// in the sequence. Stop when it reaches the last animation and there are no remaining iterations.
///
///
var animations = this.get_animations();
var current = animations[this._index++];
if (current) {
current.remove_ended(this._handler);
}
if (this._index < animations.length) {
var next = animations[this._index];
next.add_ended(this._handler);
next.play();
} else if (this._remainingIterations >= 1 || this._iterations <= 0) {
this._remainingIterations--;
this._index = 0;
var first = animations[0];
first.add_ended(this._handler);
first.play();
} else {
this.stop();
}
},
onStep : function(percentage) {
///
/// Raises an invalid operation exception because this will only be called if a SequenceAnimation
/// has been nested inside an (or a derived type).
///
/// Percentage of the animation already complete
///
throw Error.invalidOperation(Sys.Extended.UI.Resources.Animation_CannotNestSequence);
},
onEnd : function() {
///
/// The onEnd
method is called just after the animation is played each time.
///
///
this._remainingIterations = 0;
$AA.SequenceAnimation.callBaseMethod(this, 'onEnd');
},
get_isActive : function() {
///
/// true
if animation is active, false
if not.
///
return true;
},
get_isPlaying : function() {
///
/// true
if animation is playing, false
if not.
///
return this._playing && !this._paused;
},
get_iterations : function() {
///
/// Number of times to repeatedly play the sequence. If zero or less iterations are specified, the sequence
/// will repeat forever. The default value is 1 iteration.
///
return this._iterations;
},
set_iterations : function(value) {
value = this._getInteger(value);
if (this._iterations != value) {
this._iterations = value;
this.raisePropertyChanged('iterations');
}
},
get_isInfinite : function() {
///
/// true
if this animation will repeat forever, false
otherwise.
///
return this._iterations <= 0;
}
}
$AA.SequenceAnimation.registerClass('Sys.Extended.UI.Animation.SequenceAnimation', $AA.ParentAnimation);
$AA.registerAnimation('sequence', $AA.SequenceAnimation);
$AA.SelectionAnimation = function(target, duration, fps, animations) {
///
/// The SelectionAnimation
will run a single animation chosen from of its child animations. It is
/// important to note that the SelectionAnimation
ignores the duration
and fps
/// properties, and will let each of its child animations use any settings they please. This is a base class with no
/// functional implementation, so consider using or
/// instead.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Array of child animations
///
/// Selection
$AA.SelectionAnimation.initializeBase(this, [target, duration, fps, animations]);
this._selectedIndex = -1;
this._selected = null;
}
$AA.SelectionAnimation.prototype = {
getSelectedIndex : function() {
///
/// Get the index of the animation that is selected to be played. If this returns an index outside the bounds of
/// the child animations array, then nothing is played.
///
///
/// Index of the selected child animation to play
///
throw Error.notImplemented();
},
onStart : function() {
///
/// The onStart
method is called just before the animation is played each time.
///
///
$AA.SelectionAnimation.callBaseMethod(this, 'onStart');
var animations = this.get_animations();
this._selectedIndex = this.getSelectedIndex();
if (this._selectedIndex >= 0 && this._selectedIndex < animations.length) {
this._selected = animations[this._selectedIndex];
if (this._selected) {
this._selected.setOwner(this);
this._selected.onStart();
}
}
},
onStep : function(percentage) {
///
/// The onStep
method is called repeatedly to progress the animation through each frame
///
/// Percentage of the animation already complete
///
if (this._selected) {
this._selected.onStep(percentage);
}
},
onEnd : function() {
///
/// The onEnd
method is called just after the animation is played each time.
///
///
if (this._selected) {
this._selected.onEnd();
this._selected.setOwner(null);
}
this._selected = null;
this._selectedIndex = null;
$AA.SelectionAnimation.callBaseMethod(this, 'onEnd');
}
}
$AA.SelectionAnimation.registerClass('Sys.Extended.UI.Animation.SelectionAnimation', $AA.ParentAnimation);
$AA.registerAnimation('selection', $AA.SelectionAnimation);
$AA.ConditionAnimation = function(target, duration, fps, animations, conditionScript) {
///
/// The ConditionAnimation
is used as a control structure to play a specific child animation
/// depending on the result of executing the conditionScript
. If the conditionScript
/// evaluates to true
, the first child animation is played. If it evaluates to false
,
/// the second child animation is played (although nothing is played if a second animation is not present).
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Array of child animations
///
///
/// JavaScript that should evaluate to true
or false
to determine which child
/// animation to play.
///
/// Condition
$AA.ConditionAnimation.initializeBase(this, [target, duration, fps, animations]);
this._conditionScript = conditionScript;
}
$AA.ConditionAnimation.prototype = {
getSelectedIndex : function() {
///
/// Get the index of the animation that is selected to be played. If this returns an index outside the bounds of
/// the child animations array, then nothing is played.
///
///
/// Index of the selected child animation to play
///
var selected = -1;
if (this._conditionScript && this._conditionScript.length > 0) {
try {
selected = eval(this._conditionScript) ? 0 : 1;
} catch(ex) {
}
}
return selected;
},
get_conditionScript : function() {
///
/// JavaScript that should evaluate to true
or false
to determine which
/// child animation to play.
///
return this._conditionScript;
},
set_conditionScript : function(value) {
if (this._conditionScript != value) {
this._conditionScript = value;
this.raisePropertyChanged('conditionScript');
}
}
}
$AA.ConditionAnimation.registerClass('Sys.Extended.UI.Animation.ConditionAnimation', $AA.SelectionAnimation);
$AA.registerAnimation('condition', $AA.ConditionAnimation);
$AA.CaseAnimation = function(target, duration, fps, animations, selectScript) {
///
/// The CaseAnimation
is used as a control structure to play a specific child animation depending on
/// the result of executing the selectScript
, which should return the index of the child animation to
/// play (this is similar to the case
or select
statements in C#/VB, etc.). If the provided
/// index is outside the bounds of the child animations array (or if nothing was returned) then we will not play anything.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Array of child animations
///
///
/// JavaScript that should evaluate to the index of the appropriate child animation to play. If this returns an index outside the bounds of the child animations array, then nothing is played.
///
/// Case
$AA.CaseAnimation.initializeBase(this, [target, duration, fps, animations]);
this._selectScript = selectScript;
}
$AA.CaseAnimation.prototype = {
getSelectedIndex : function() {
///
/// Get the index of the animation that is selected to be played. If this returns an index outside the bounds of
/// the child animations array, then nothing is played.
///
///
/// Index of the selected child animation to play
///
var selected = -1;
if (this._selectScript && this._selectScript.length > 0) {
try {
var result = eval(this._selectScript)
if (result !== undefined)
selected = result;
} catch (ex) {
}
}
return selected;
},
get_selectScript : function() {
///
/// JavaScript that should evaluate to the index of the appropriate child animation to play. If this returns an index outside the bounds of the child animations array, then nothing is played.
///
return this._selectScript;
},
set_selectScript : function(value) {
if (this._selectScript != value) {
this._selectScript = value;
this.raisePropertyChanged('selectScript');
}
}
}
$AA.CaseAnimation.registerClass('Sys.Extended.UI.Animation.CaseAnimation', $AA.SelectionAnimation);
$AA.registerAnimation('case', $AA.CaseAnimation);
$AA.FadeEffect = function() {
///
/// The FadeEffect enumeration determines whether a fade animation is used to fade in or fade out.
///
///
///
throw Error.invalidOperation();
}
$AA.FadeEffect.prototype = {
FadeIn : 0,
FadeOut : 1
}
$AA.FadeEffect.registerEnum("Sys.Extended.UI.Animation.FadeEffect", false);
$AA.FadeAnimation = function(target, duration, fps, effect, minimumOpacity, maximumOpacity, forceLayoutInIE) {
///
/// The FadeAnimation
is used to fade an element in or out of view, depending on the
/// provided , by settings its opacity.
/// The minimum and maximum opacity values can be specified to precisely control the fade.
/// You may also consider using or
/// if you know the only direction you
/// are fading.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Determine whether to fade the element in or fade the element out. The possible values are FadeIn
/// and FadeOut
. The default value is FadeOut
.
///
///
/// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
///
///
/// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
///
///
/// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
/// background color (the latter is required in case the user has ClearType enabled). The default value is true
.
/// This is obviously ignored when working in other browsers.
///
/// Fade
$AA.FadeAnimation.initializeBase(this, [target, duration, fps]);
this._effect = (effect !== undefined) ? effect : $AA.FadeEffect.FadeIn;
this._max = (maximumOpacity !== undefined) ? maximumOpacity : 1;
this._min = (minimumOpacity !== undefined) ? minimumOpacity : 0;
this._start = this._min;
this._end = this._max;
this._layoutCreated = false;
this._forceLayoutInIE = (forceLayoutInIE === undefined || forceLayoutInIE === null) ? true : forceLayoutInIE;
this._currentTarget = null;
this._resetOpacities();
}
$AA.FadeAnimation.prototype = {
_resetOpacities : function() {
///
/// Set the starting and ending opacity values based on the effect (i.e. when we're fading
/// in we go from _min
to _max
, but we go _max
to
/// _min
when fading out)
///
///
if (this._effect == $AA.FadeEffect.FadeIn) {
this._start = this._min;
this._end = this._max;
} else {
this._start = this._max;
this._end = this._min;
}
},
_createLayout : function() {
///
/// Create a layout when using Internet Explorer (which entails setting a width and also
/// a background color if it currently has neither)
///
///
var element = this._currentTarget;
if (element) {
this._originalWidth = $common.getCurrentStyle(element, 'width');
var originalHeight = $common.getCurrentStyle(element, 'height');
this._originalBackColor = $common.getCurrentStyle(element, 'backgroundColor');
if ((!this._originalWidth || this._originalWidth == '' || this._originalWidth == 'auto') &&
(!originalHeight || originalHeight == '' || originalHeight == 'auto')) {
element.style.width = element.offsetWidth + 'px';
}
if (!this._originalBackColor || this._originalBackColor == '' || this._originalBackColor == 'transparent' || this._originalBackColor == 'rgba(0, 0, 0, 0)') {
element.style.backgroundColor = $common.getInheritedBackgroundColor(element);
}
this._layoutCreated = true;
}
},
onStart : function() {
///
/// The onStart
method is called just before the animation is played each time.
///
///
$AA.FadeAnimation.callBaseMethod(this, 'onStart');
this._currentTarget = this.get_target();
this.setValue(this._start);
if (this._forceLayoutInIE && !this._layoutCreated && Sys.Browser.agent == Sys.Browser.InternetExplorer) {
this._createLayout();
}
},
getAnimatedValue : function(percentage) {
///
/// Determine the current opacity after the given percentage of its duration has elapsed
///
/// Percentage of the animation already complete
///
/// Current opacity after the given percentage of its duration has elapsed that will
/// be passed to setValue
///
return this.interpolate(this._start, this._end, percentage);
},
setValue : function(value) {
///
/// Set the current opacity of the element.
///
///
/// Current opacity (as retreived from getAnimatedValue
)
///
///
///
/// This method will be replaced by a dynamically generated function that requires no logic
/// to determine whether it should use filters or the style's opacity.
///
if (this._currentTarget) {
$common.setElementOpacity(this._currentTarget, value);
}
},
get_effect : function() {
///
/// Determine whether to fade the element in or fade the element out. The possible values are
/// FadeIn
and FadeOut
. The default value is FadeOut
.
///
return this._effect;
},
set_effect : function(value) {
value = this._getEnum(value, $AA.FadeEffect);
if (this._effect != value) {
this._effect = value;
this._resetOpacities();
this.raisePropertyChanged('effect');
}
},
get_minimumOpacity : function() {
///
/// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1.
/// The default value is 0.
///
return this._min;
},
set_minimumOpacity : function(value) {
value = this._getFloat(value);
if (this._min != value) {
this._min = value;
this._resetOpacities();
this.raisePropertyChanged('minimumOpacity');
}
},
get_maximumOpacity : function() {
///
/// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1.
/// The default value is 1.
///
return this._max;
},
set_maximumOpacity : function(value) {
value = this._getFloat(value);
if (this._max != value) {
this._max = value;
this._resetOpacities();
this.raisePropertyChanged('maximumOpacity');
}
},
get_forceLayoutInIE : function() {
///
/// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
/// background color (the latter is required in case the user has ClearType enabled). The default value is true
.
/// This is obviously ignored when working in other browsers.
///
return this._forceLayoutInIE;
},
set_forceLayoutInIE : function(value) {
value = this._getBoolean(value);
if (this._forceLayoutInIE != value) {
this._forceLayoutInIE = value;
this.raisePropertyChanged('forceLayoutInIE');
}
},
set_startValue : function(value) {
///
/// Set the start value (so that child animations can set the current opacity as the start value when fading in or out)
///
value = this._getFloat(value);
this._start = value;
}
}
$AA.FadeAnimation.registerClass('Sys.Extended.UI.Animation.FadeAnimation', $AA.Animation);
$AA.registerAnimation('fade', $AA.FadeAnimation);
$AA.FadeInAnimation = function(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE) {
///
/// The FadeInAnimation
will fade the target in by moving from hidden to visible.
/// It starts the animation the target's current opacity.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
///
///
/// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
///
///
/// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
/// background color (the latter is required in case the user has ClearType enabled). The default value is true
.
/// This is obviously ignored when working in other browsers.
///
/// FadeIn
$AA.FadeInAnimation.initializeBase(this, [target, duration, fps, $AA.FadeEffect.FadeIn, minimumOpacity, maximumOpacity, forceLayoutInIE]);
}
$AA.FadeInAnimation.prototype = {
onStart : function() {
///
/// The onStart
method is called just before the animation is played each time.
///
///
$AA.FadeInAnimation.callBaseMethod(this, 'onStart');
if (this._currentTarget) {
this.set_startValue($common.getElementOpacity(this._currentTarget));
}
}
}
$AA.FadeInAnimation.registerClass('Sys.Extended.UI.Animation.FadeInAnimation', $AA.FadeAnimation);
$AA.registerAnimation('fadeIn', $AA.FadeInAnimation);
$AA.FadeOutAnimation = function(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE) {
///
/// The FadeInAnimation will fade the element out by moving from visible to hidden. It starts the animation
/// at the element's current opacity.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
///
///
/// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
///
///
/// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
/// background color (the latter is required in case the user has ClearType enabled). The default value is true
.
/// This is obviously ignored when working in other browsers.
///
/// FadeOut
$AA.FadeOutAnimation.initializeBase(this, [target, duration, fps, $AA.FadeEffect.FadeOut, minimumOpacity, maximumOpacity, forceLayoutInIE]);
}
$AA.FadeOutAnimation.prototype = {
onStart : function() {
///
/// The onStart
method is called just before the animation is played each time.
///
///
$AA.FadeOutAnimation.callBaseMethod(this, 'onStart');
if (this._currentTarget) {
this.set_startValue($common.getElementOpacity(this._currentTarget));
}
}
}
$AA.FadeOutAnimation.registerClass('Sys.Extended.UI.Animation.FadeOutAnimation', $AA.FadeAnimation);
$AA.registerAnimation('fadeOut', $AA.FadeOutAnimation);
$AA.PulseAnimation = function(target, duration, fps, iterations, minimumOpacity, maximumOpacity, forceLayoutInIE) {
///
/// The PulseAnimation fades an element in and our repeatedly to create a pulsating
/// effect. The iterations determines how many pulses there will be (which defaults
/// to three, but it will repeat infinitely if given zero or less). The duration
/// property defines the duration of each fade in or fade out, not the duration of
/// the animation as a whole.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Number of times to repeatedly play the sequence. If zero or less iterations are specified, the sequence
/// will repeat forever. The default value is 1 iteration.
///
///
/// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
///
///
/// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
///
///
/// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
/// background color (the latter is required in case the user has ClearType enabled). The default value is true
.
/// This is obviously ignored when working in other browsers.
///
/// Pulse
$AA.PulseAnimation.initializeBase(this, [target, duration, fps, null, ((iterations !== undefined) ? iterations : 3)]);
this._out = new $AA.FadeOutAnimation(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE);
this.add(this._out);
this._in = new $AA.FadeInAnimation(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE);
this.add(this._in);
}
$AA.PulseAnimation.prototype = {
get_minimumOpacity : function() {
///
/// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
///
return this._out.get_minimumOpacity();
},
set_minimumOpacity : function(value) {
value = this._getFloat(value);
this._out.set_minimumOpacity(value);
this._in.set_minimumOpacity(value);
this.raisePropertyChanged('minimumOpacity');
},
get_maximumOpacity : function() {
///
/// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
///
return this._out.get_maximumOpacity();
},
set_maximumOpacity : function(value) {
value = this._getFloat(value);
this._out.set_maximumOpacity(value);
this._in.set_maximumOpacity(value);
this.raisePropertyChanged('maximumOpacity');
},
get_forceLayoutInIE : function() {
///
/// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
/// background color (the latter is required in case the user has ClearType enabled). The default value is true
.
/// This is obviously ignored when working in other browsers.
///
return this._out.get_forceLayoutInIE();
},
set_forceLayoutInIE : function(value) {
value = this._getBoolean(value);
this._out.set_forceLayoutInIE(value);
this._in.set_forceLayoutInIE(value);
this.raisePropertyChanged('forceLayoutInIE');
},
set_duration : function(value) {
///
/// Override the duration
property
///
value = this._getFloat(value);
$AA.PulseAnimation.callBaseMethod(this, 'set_duration', [value]);
this._in.set_duration(value);
this._out.set_duration(value);
},
set_fps : function(value) {
///
/// Override the fps
property
///
value = this._getInteger(value);
$AA.PulseAnimation.callBaseMethod(this, 'set_fps', [value]);
this._in.set_fps(value);
this._out.set_fps(value);
}
}
$AA.PulseAnimation.registerClass('Sys.Extended.UI.Animation.PulseAnimation', $AA.SequenceAnimation);
$AA.registerAnimation('pulse', $AA.PulseAnimation);
$AA.PropertyAnimation = function(target, duration, fps, property, propertyKey) {
///
/// The PropertyAnimation
is a useful base animation that will assign the value from
/// getAnimatedValue
to a specified property
. You can provide the name of
/// a property
alongside an optional propertyKey
(which indicates the value
/// property[propertyKey]
, like style['backgroundColor']
).
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Property of the target
element to set when animating
///
///
/// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
///
/// Property
$AA.PropertyAnimation.initializeBase(this, [target, duration, fps]);
this._property = property;
this._propertyKey = propertyKey;
this._currentTarget = null;
}
$AA.PropertyAnimation.prototype = {
onStart : function() {
///
/// The onStart
method is called just before the animation is played each time.
///
///
$AA.PropertyAnimation.callBaseMethod(this, 'onStart');
this._currentTarget = this.get_target();
},
setValue : function(value) {
///
/// Set the current value of the property
///
///
/// Value to assign
///
///
var element = this._currentTarget;
if (element && this._property && this._property.length > 0) {
if (this._propertyKey && this._propertyKey.length > 0 && element[this._property]) {
element[this._property][this._propertyKey] = value;
} else {
element[this._property] = value;
}
}
},
getValue : function() {
///
/// Get the current value from the property
///
///
/// Current value of the property
///
var element = this.get_target();
if (element && this._property && this._property.length > 0) {
var property = element[this._property];
if (property) {
if (this._propertyKey && this._propertyKey.length > 0) {
return property[this._propertyKey];
}
return property;
}
}
return null;
},
get_property : function() {
///
/// Property of the target
element to set when animating
///
return this._property;
},
set_property : function(value) {
if (this._property != value) {
this._property = value;
this.raisePropertyChanged('property');
}
},
get_propertyKey : function() {
///
/// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
///
return this._propertyKey;
},
set_propertyKey : function(value) {
if (this._propertyKey != value) {
this._propertyKey = value;
this.raisePropertyChanged('propertyKey');
}
}
}
$AA.PropertyAnimation.registerClass('Sys.Extended.UI.Animation.PropertyAnimation', $AA.Animation);
$AA.registerAnimation('property', $AA.PropertyAnimation);
$AA.DiscreteAnimation = function(target, duration, fps, property, propertyKey, values) {
///
/// The DiscreteAnimation
inherits from
/// and sets the value of the property
to the elements in a provided array of values
.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Property of the target
element to set when animating
///
///
/// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
///
///
/// Array of possible values of the property that will be iterated over as the animation is played
///
/// Discrete
$AA.DiscreteAnimation.initializeBase(this, [target, duration, fps, property, propertyKey]);
this._values = (values && values.length) ? values : [];
}
$AA.DiscreteAnimation.prototype = {
getAnimatedValue : function(percentage) {
///
/// Assign the value whose index corresponds to the current percentage
///
///
/// Percentage of the animation already complete
///
///
/// State of the animation after the given percentage of its duration has elapsed that will
/// be passed to setValue
///
var index = Math.floor(this.interpolate(0, this._values.length - 1, percentage));
return this._values[index];
},
get_values : function() {
///
/// Array of possible values of the property that will be iterated over as the animation is played
///
return this._values;
},
set_values : function(value) {
if (this._values != value) {
this._values = value;
this.raisePropertyChanged('values');
}
}
}
$AA.DiscreteAnimation.registerClass('Sys.Extended.UI.Animation.DiscreteAnimation', $AA.PropertyAnimation);
$AA.registerAnimation('discrete', $AA.DiscreteAnimation);
$AA.InterpolatedAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue) {
///
/// The InterpolatedAnimation
assigns a range of values between startValue
/// and endValue
to the designated property.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Property of the target
element to set when animating. The default value is 'style'.
///
///
/// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
///
///
/// Start of the range of values
///
///
/// End of the range of values
///
/// Interpolated
$AA.InterpolatedAnimation.initializeBase(this, [target, duration, fps, ((property !== undefined) ? property : 'style'), propertyKey]);
this._startValue = startValue;
this._endValue = endValue;
}
$AA.InterpolatedAnimation.prototype = {
get_startValue : function() {
///
/// Start of the range of values
///
return this._startValue;
},
set_startValue : function(value) {
value = this._getFloat(value);
if (this._startValue != value) {
this._startValue = value;
this.raisePropertyChanged('startValue');
}
},
get_endValue : function() {
///
/// End of the range of values
///
return this._endValue;
},
set_endValue : function(value) {
value = this._getFloat(value);
if (this._endValue != value) {
this._endValue = value;
this.raisePropertyChanged('endValue');
}
}
}
$AA.InterpolatedAnimation.registerClass('Sys.Extended.UI.Animation.InterpolatedAnimation', $AA.PropertyAnimation);
$AA.registerAnimation('interpolated', $AA.InterpolatedAnimation);
$AA.ColorAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue) {
///
/// The ColorAnimation
transitions the value of the property
between
/// two colors (although it does ignore the alpha channel). The colors must be 7-character hex strings
/// (like #246ACF
).
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Property of the target
element to set when animating. The default value is 'style'.
///
///
/// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
///
///
/// Start of the range of colors
///
///
/// End of the range of colors
///
/// Color
$AA.ColorAnimation.initializeBase(this, [target, duration, fps, property, propertyKey, startValue, endValue]);
this._start = null;
this._end = null;
this._interpolateRed = false;
this._interpolateGreen = false;
this._interpolateBlue = false;
}
$AA.ColorAnimation.prototype = {
onStart : function() {
///
/// Determine which dimensions of color will be animated
///
///
$AA.ColorAnimation.callBaseMethod(this, 'onStart');
this._start = $AA.ColorAnimation.getRGB(this.get_startValue());
this._end = $AA.ColorAnimation.getRGB(this.get_endValue());
this._interpolateRed = (this._start.Red != this._end.Red);
this._interpolateGreen = (this._start.Green != this._end.Green);
this._interpolateBlue = (this._start.Blue != this._end.Blue);
},
getAnimatedValue : function(percentage) {
///
/// Get the interpolated color values
///
///
/// Percentage of the animation already complete
///
///
/// Current color formatted as a 7-character hex string (like #246ACF
).
///
var r = this._start.Red;
var g = this._start.Green;
var b = this._start.Blue;
if (this._interpolateRed)
r = Math.round(this.interpolate(r, this._end.Red, percentage));
if (this._interpolateGreen)
g = Math.round(this.interpolate(g, this._end.Green, percentage));
if (this._interpolateBlue)
b = Math.round(this.interpolate(b, this._end.Blue, percentage));
return $AA.ColorAnimation.toColor(r, g, b);
},
set_startValue : function(value) {
///
/// Starting color of the transition formatted as a 7-character hex string (like #246ACF
).
///
if (this._startValue != value) {
this._startValue = value;
this.raisePropertyChanged('startValue');
}
},
set_endValue : function(value) {
///
/// Ending color of the transition formatted as a 7-character hex string (like #246ACF
).
///
if (this._endValue != value) {
this._endValue = value;
this.raisePropertyChanged('endValue');
}
}
}
$AA.ColorAnimation.getRGB = function(color) {
///
/// Convert the color to an RGB triplet
///
///
/// Color formatted as a 7-character hex string (like #246ACF
)
///
///
/// Object representing the color with Red
, Green
, and Blue
properties.
///
if (!color || color.length != 7) {
throw String.format(Sys.Extended.UI.Resources.Animation_InvalidColor, color);
}
return { 'Red': parseInt(color.substr(1,2), 16),
'Green': parseInt(color.substr(3,2), 16),
'Blue': parseInt(color.substr(5,2), 16) };
}
$AA.ColorAnimation.toColor = function(red, green, blue) {
///
/// Convert an RBG triplet into a 7-character hex string (like #246ACF
)
///
///
/// Value of the color's red dimension
///
///
/// Value of the color's green dimension
///
///
/// Value of the color's blue dimension
///
///
/// Color as a 7-character hex string (like #246ACF
)
///
var r = red.toString(16);
var g = green.toString(16);
var b = blue.toString(16);
if (r.length == 1) r = '0' + r;
if (g.length == 1) g = '0' + g;
if (b.length == 1) b = '0' + b;
return '#' + r + g + b;
}
$AA.ColorAnimation.registerClass('Sys.Extended.UI.Animation.ColorAnimation', $AA.InterpolatedAnimation);
$AA.registerAnimation('color', $AA.ColorAnimation);
$AA.LengthAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue, unit) {
///
/// The LengthAnimation
is identical to
/// except it adds a unit
to the value before assigning it to the property
.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Property of the target
element to set when animating. The default value is 'style'.
///
///
/// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
///
///
/// Start of the range of values
///
///
/// End of the range of values
///
///
/// Unit of the interpolated values. The default value is 'px'
.
///
/// Length
$AA.LengthAnimation.initializeBase(this, [target, duration, fps, property, propertyKey, startValue, endValue]);
this._unit = (unit != null) ? unit : 'px';
}
$AA.LengthAnimation.prototype = {
getAnimatedValue : function(percentage) {
///
/// Get the interpolated length value
///
///
/// Percentage of the animation already complete
///
///
/// Interpolated length
///
var value = this.interpolate(this.get_startValue(), this.get_endValue(), percentage);
return Math.round(value) + this._unit;
},
get_unit : function() {
///
/// Unit of the interpolated values. The default value is 'px'
.
///
return this._unit;
},
set_unit : function(value) {
if (this._unit != value) {
this._unit = value;
this.raisePropertyChanged('unit');
}
}
}
$AA.LengthAnimation.registerClass('Sys.Extended.UI.Animation.LengthAnimation', $AA.InterpolatedAnimation);
$AA.registerAnimation('length', $AA.LengthAnimation);
$AA.MoveAnimation = function(target, duration, fps, horizontal, vertical, relative, unit) {
///
/// The MoveAnimation
is used to move the target
element. If the
/// relative
flag is set to true
, then it treats the horizontal
/// and vertical
properties as offsets to move the element. If the relative
/// flag is false
, then it will treat the horizontal
and vertical
/// properties as coordinates on the page where the target
element should be moved. It is
/// important to note that the target
must be positioned (i.e. absolutely
) so
/// that settings its top
/left style attributes will change its location.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// If relative
is true
, this is the offset to move horizontally. Otherwise this is the x
/// coordinate on the page where the target
should be moved.
///
///
/// If relative
is true
, this is the offset to move vertically. Otherwise this is the y
/// coordinate on the page where the target
should be moved.
///
///
/// true
if we are moving relative to the current position, false
if we are moving absolutely
///
///
/// Length unit for the size of the target
. The default value is 'px'
.
///
/// Move
$AA.MoveAnimation.initializeBase(this, [target, duration, fps, null]);
this._horizontal = horizontal ? horizontal : 0;
this._vertical = vertical ? vertical : 0;
this._relative = (relative === undefined) ? true : relative;
this._horizontalAnimation = new $AA.LengthAnimation(target, duration, fps, 'style', 'left', null, null, unit);
this._verticalAnimation = new $AA.LengthAnimation(target, duration, fps, 'style', 'top', null, null, unit);
this.add(this._verticalAnimation);
this.add(this._horizontalAnimation);
}
$AA.MoveAnimation.prototype = {
onStart : function() {
///
/// Use the target
's current position as the starting point for the animation
///
///
$AA.MoveAnimation.callBaseMethod(this, 'onStart');
var element = this.get_target();
this._horizontalAnimation.set_startValue(element.offsetLeft);
this._horizontalAnimation.set_endValue(this._relative ? element.offsetLeft + this._horizontal : this._horizontal);
this._verticalAnimation.set_startValue(element.offsetTop);
this._verticalAnimation.set_endValue(this._relative ? element.offsetTop + this._vertical : this._vertical);
},
get_horizontal : function() {
///
/// If relative
is true
, this is the offset to move horizontally. Otherwise this is the x
/// coordinate on the page where the target
should be moved.
///
return this._horizontal;
},
set_horizontal : function(value) {
value = this._getFloat(value);
if (this._horizontal != value) {
this._horizontal = value;
this.raisePropertyChanged('horizontal');
}
},
get_vertical : function() {
///
/// If relative
is true
, this is the offset to move vertically. Otherwise this is the y
/// coordinate on the page where the target
should be moved.
///
return this._vertical;
},
set_vertical : function(value) {
value = this._getFloat(value);
if (this._vertical != value) {
this._vertical = value;
this.raisePropertyChanged('vertical');
}
},
get_relative : function() {
///
/// true
if we are moving relative to the current position, false
if we are moving absolutely
///
return this._relative;
},
set_relative : function(value) {
value = this._getBoolean(value);
if (this._relative != value) {
this._relative = value;
this.raisePropertyChanged('relative');
}
},
get_unit : function() {
///
/// Length unit for the size of the target
. The default value is 'px'
.
///
this._horizontalAnimation.get_unit();
},
set_unit : function(value) {
var unit = this._horizontalAnimation.get_unit();
if (unit != value) {
this._horizontalAnimation.set_unit(value);
this._verticalAnimation.set_unit(value);
this.raisePropertyChanged('unit');
}
}
}
$AA.MoveAnimation.registerClass('Sys.Extended.UI.Animation.MoveAnimation', $AA.ParallelAnimation);
$AA.registerAnimation('move', $AA.MoveAnimation);
$AA.ResizeAnimation = function(target, duration, fps, width, height, unit) {
///
/// The ResizeAnimation
changes the size of the target
from its
/// current value to the specified width
and height
.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// New width of the target
///
///
/// New height of the target
///
///
/// Length unit for the size of the target
. The default value is 'px'
.
///
/// Resize
$AA.ResizeAnimation.initializeBase(this, [target, duration, fps, null]);
this._width = width;
this._height = height;
this._horizontalAnimation = new $AA.LengthAnimation(target, duration, fps, 'style', 'width', null, null, unit);
this._verticalAnimation = new $AA.LengthAnimation(target, duration, fps, 'style', 'height', null, null, unit);
this.add(this._horizontalAnimation);
this.add(this._verticalAnimation);
}
$AA.ResizeAnimation.prototype = {
onStart : function() {
///
/// Use the target
's current size as the starting point for the animation
///
///
$AA.ResizeAnimation.callBaseMethod(this, 'onStart');
var element = this.get_target();
this._horizontalAnimation.set_startValue(element.offsetWidth);
this._verticalAnimation.set_startValue(element.offsetHeight);
this._horizontalAnimation.set_endValue((this._width !== null && this._width !== undefined) ?
this._width : element.offsetWidth);
this._verticalAnimation.set_endValue((this._height !== null && this._height !== undefined) ?
this._height : element.offsetHeight);
},
get_width : function() {
///
/// New width of the target
///
return this._width;
},
set_width : function(value) {
value = this._getFloat(value);
if (this._width != value) {
this._width = value;
this.raisePropertyChanged('width');
}
},
get_height : function() {
///
/// New height of the target
///
return this._height;
},
set_height : function(value) {
value = this._getFloat(value);
if (this._height != value) {
this._height = value;
this.raisePropertyChanged('height');
}
},
get_unit : function() {
///
/// Length unit for the size of the target
. The default value is 'px'
.
///
this._horizontalAnimation.get_unit();
},
set_unit : function(value) {
var unit = this._horizontalAnimation.get_unit();
if (unit != value) {
this._horizontalAnimation.set_unit(value);
this._verticalAnimation.set_unit(value);
this.raisePropertyChanged('unit');
}
}
}
$AA.ResizeAnimation.registerClass('Sys.Extended.UI.Animation.ResizeAnimation', $AA.ParallelAnimation);
$AA.registerAnimation('resize', $AA.ResizeAnimation);
$AA.ScaleAnimation = function(target, duration, fps, scaleFactor, unit, center, scaleFont, fontUnit) {
///
/// The ScaleAnimation
scales the size of the target
element by the given scaleFactor
/// (i.e. a scaleFactor
of .5
will shrink it in half and a scaleFactor
of 2.0
/// will double it). If scaleFont
is true
, the size of the font will also scale with the element. If
/// center
is true
, then the element's center will not move as it is scaled. It is important to note that
/// the target must be positioned (i.e. absolutely) so that setting its top
/left
properties will change
/// its location in order for center
to have an effect.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 1.
///
///
/// Number of steps per second. The default is 25.
///
///
/// The amount to scale the target
(a scaleFactor
of .5
will
/// shrink it in half and a scaleFactor
of 2.0
will double it). The default value is
/// 1
, which does no scaling.
///
///
/// Length unit for the size of the target
. The default value is 'px'
.
///
///
/// Whether the target
should stay centered while scaling
///
///
/// Whether the font should be scaled along with the size
///
///
/// Unit of the font, which is only used if scaleFont
is true
.
/// The default value is 'pt'
.
///
/// Scale
$AA.ScaleAnimation.initializeBase(this, [target, duration, fps]);
this._scaleFactor = (scaleFactor !== undefined) ? scaleFactor : 1;
this._unit = (unit !== undefined) ? unit : 'px';
this._center = center;
this._scaleFont = scaleFont;
this._fontUnit = (fontUnit !== undefined) ? fontUnit : 'pt';
this._element = null;
this._initialHeight = null;
this._initialWidth = null;
this._initialTop = null;
this._initialLeft = null;
this._initialFontSize = null;
}
$AA.ScaleAnimation.prototype = {
getAnimatedValue : function(percentage) {
///
/// Get the amount to scale the target
///
///
/// Percentage of the animation already complete
///
///
/// Percentage to scale the target
///
return this.interpolate(1.0, this._scaleFactor, percentage);
},
onStart : function() {
///
/// Cache the initial size because it will be used to determine how much to scale the element at each step of the animation
///
///
$AA.ScaleAnimation.callBaseMethod(this, 'onStart');
this._element = this.get_target();
if (this._element) {
this._initialHeight = this._element.offsetHeight;
this._initialWidth = this._element.offsetWidth;
if (this._center) {
this._initialTop = this._element.offsetTop;
this._initialLeft = this._element.offsetLeft;
}
if (this._scaleFont) {
this._initialFontSize = parseFloat(
$common.getCurrentStyle(this._element, 'fontSize'));
}
}
},
setValue : function(scale) {
///
/// Scale the target
by the given percentage
///
///
/// Percentage to scale the target
///
///
if (this._element) {
var width = Math.round(this._initialWidth * scale);
var height = Math.round(this._initialHeight * scale);
this._element.style.width = width + this._unit;
this._element.style.height = height + this._unit;
if (this._center) {
this._element.style.top = (this._initialTop +
Math.round((this._initialHeight - height) / 2)) + this._unit;
this._element.style.left = (this._initialLeft +
Math.round((this._initialWidth - width) / 2)) + this._unit;
}
if (this._scaleFont) {
var size = this._initialFontSize * scale;
if (this._fontUnit == 'px' || this._fontUnit == 'pt') {
size = Math.round(size);
}
this._element.style.fontSize = size + this._fontUnit;
}
}
},
onEnd : function() {
///
/// Wipe the cached values after the animation completes
///
///
this._element = null;
this._initialHeight = null;
this._initialWidth = null;
this._initialTop = null;
this._initialLeft = null;
this._initialFontSize = null;
$AA.ScaleAnimation.callBaseMethod(this, 'onEnd');
},
get_scaleFactor : function() {
///
/// The amount to scale the target
(a scaleFactor
of .5
will
/// shrink it in half and a scaleFactor
of 2.0
will double it). The default value is
/// 1
, which does no scaling.
///
return this._scaleFactor;
},
set_scaleFactor : function(value) {
value = this._getFloat(value);
if (this._scaleFactor != value) {
this._scaleFactor = value;
this.raisePropertyChanged('scaleFactor');
}
},
get_unit : function() {
///
/// Length unit for the size of the target
. The default value is 'px'
.
///
return this._unit;
},
set_unit : function(value) {
if (this._unit != value) {
this._unit = value;
this.raisePropertyChanged('unit');
}
},
get_center : function() {
///
/// Whether the target
should stay centered while scaling
///
return this._center;
},
set_center : function(value) {
value = this._getBoolean(value);
if (this._center != value) {
this._center = value;
this.raisePropertyChanged('center');
}
},
get_scaleFont : function() {
///
/// Whether the font should be scaled along with the size
///
return this._scaleFont;
},
set_scaleFont : function(value) {
value = this._getBoolean(value);
if (this._scaleFont != value) {
this._scaleFont = value;
this.raisePropertyChanged('scaleFont');
}
},
get_fontUnit : function() {
///
/// Unit of the font, which is only used if scaleFont
is true
.
/// The default value is 'pt'
.
///
return this._fontUnit;
},
set_fontUnit : function(value) {
if (this._fontUnit != value) {
this._fontUnit = value;
this.raisePropertyChanged('fontUnit');
}
}
}
$AA.ScaleAnimation.registerClass('Sys.Extended.UI.Animation.ScaleAnimation', $AA.Animation);
$AA.registerAnimation('scale', $AA.ScaleAnimation);
$AA.Action = function(target, duration, fps) {
///
/// Action
is a base class for all "non-animating" animations that provides empty implementations
/// for abstract methods and adds a doAction
method that will be called to perform the action's
/// operation. While regular animations perform an operation in a sequence of small steps spread over an interval,
/// the actions perform a single operation instantaneously. By default, all actions have a duration
/// of zero. The actions are very useful for defining complex animations.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 0.
///
///
/// Number of steps per second. The default is 25.
///
/// Action
$AA.Action.initializeBase(this, [target, duration, fps]);
if (duration === undefined) {
this.set_duration(0);
}
}
$AA.Action.prototype = {
onEnd : function() {
///
/// Call the doAction
method when the animation completes
///
///
this.doAction();
$AA.Action.callBaseMethod(this, 'onEnd');
},
doAction : function() {
///
/// The doAction
method must be implemented by all actions
///
///
throw Error.notImplemented();
},
getAnimatedValue : function() {
///
/// Empty implementation of required abstract method
///
},
setValue : function() {
///
/// Empty implementation of required abstract method
///
}
}
$AA.Action.registerClass('Sys.Extended.UI.Animation.Action', $AA.Animation);
$AA.registerAnimation('action', $AA.Action);
$AA.EnableAction = function(target, duration, fps, enabled) {
///
/// The EnableAction
changes whether or not the target
is disabled.
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 0.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Whether or not the target
is disabled. The default value is true
.
///
/// EnableAction
$AA.EnableAction.initializeBase(this, [target, duration, fps]);
this._enabled = (enabled !== undefined) ? enabled : true;
}
$AA.EnableAction.prototype = {
doAction : function() {
///
/// Set the enabled property of the target
///
///
var element = this.get_target();
if (element) {
element.disabled = !this._enabled;
}
},
get_enabled : function() {
///
/// Whether or not the target
is disabled. The default value is true
.
///
return this._enabled;
},
set_enabled : function(value) {
value = this._getBoolean(value);
if (this._enabled != value) {
this._enabled = value;
this.raisePropertyChanged('enabled');
}
}
}
$AA.EnableAction.registerClass('Sys.Extended.UI.Animation.EnableAction', $AA.Action);
$AA.registerAnimation('enableAction', $AA.EnableAction);
$AA.HideAction = function(target, duration, fps, visible) {
///
/// The HideAction
simply hides the target
from view
/// (by setting its style's display
attribute to 'none'
)
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 0.
///
///
/// Number of steps per second. The default is 25.
///
///
/// True to show the target, false to hide it. The default value is false.
///
/// HideAction
$AA.HideAction.initializeBase(this, [target, duration, fps]);
this._visible = visible;
}
$AA.HideAction.prototype = {
doAction : function() {
///
/// Hide the target
///
///
var element = this.get_target();
if (element) {
$common.setVisible(element, this._visible);
}
},
get_visible : function() {
///
/// True to show the target, false to hide it. The default value is false.
///
return this._visible;
},
set_visible : function(value) {
if (this._visible != value) {
this._visible = value;
this.raisePropertyChanged('visible');
}
}
}
$AA.HideAction.registerClass('Sys.Extended.UI.Animation.HideAction', $AA.Action);
$AA.registerAnimation('hideAction', $AA.HideAction);
$AA.StyleAction = function(target, duration, fps, attribute, value) {
///
/// The StyleAction is used to set a particular attribute
of the target
's style
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 0.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Style attribute to set (this must be in a JavaScript friendly format, i.e. backgroundColor
/// instead of background-color
)
///
///
/// Value to set the attribute
///
/// StyleAction
$AA.StyleAction.initializeBase(this, [target, duration, fps]);
this._attribute = attribute;
this._value = value;
}
$AA.StyleAction.prototype = {
doAction : function() {
///
/// Assign the value
to the style's attribute
///
///
var element = this.get_target();
if (element) {
element.style[this._attribute] = this._value;
}
},
get_attribute : function() {
///
/// Style attribute to set (this must be in a JavaScript friendly format, i.e. backgroundColor
/// instead of background-color
)
///
return this._attribute;
},
set_attribute : function(value) {
if (this._attribute != value) {
this._attribute = value;
this.raisePropertyChanged('attribute');
}
},
get_value : function() {
///
/// Value to set the attribute
///
return this._value;
},
set_value : function(value) {
if (this._value != value) {
this._value = value;
this.raisePropertyChanged('value');
}
}
}
$AA.StyleAction.registerClass('Sys.Extended.UI.Animation.StyleAction', $AA.Action);
$AA.registerAnimation('styleAction', $AA.StyleAction);
$AA.OpacityAction = function(target, duration, fps, opacity) {
///
/// OpacityAction
allows you to set the opacity
of the target
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 0.
///
///
/// Number of steps per second. The default is 25.
///
///
/// Opacity to set the target
///
/// OpacityAction
$AA.OpacityAction.initializeBase(this, [target, duration, fps]);
this._opacity = opacity;
}
$AA.OpacityAction.prototype = {
doAction : function() {
///
/// Set the opacity
///
///
var element = this.get_target();
if (element) {
$common.setElementOpacity(element, this._opacity);
}
},
get_opacity : function() {
///
/// Opacity to set the target
///
return this._opacity;
},
set_opacity : function(value) {
value = this._getFloat(value);
if (this._opacity != value) {
this._opacity = value;
this.raisePropertyChanged('opacity');
}
}
}
$AA.OpacityAction.registerClass('Sys.Extended.UI.Animation.OpacityAction', $AA.Action);
$AA.registerAnimation('opacityAction', $AA.OpacityAction);
$AA.ScriptAction = function(target, duration, fps, script) {
///
/// The ScriptAction
is used to execute arbitrary JavaScript
///
///
/// Target of the animation
///
///
/// Length of the animation in seconds. The default is 0.
///
///
/// Number of steps per second. The default is 25.
///
///
/// JavaScript to execute
///
/// ScriptAction
$AA.ScriptAction.initializeBase(this, [target, duration, fps]);
this._script = script;
}
$AA.ScriptAction.prototype = {
doAction : function() {
///
/// Execute the script
///
///
try {
eval(this._script);
} catch (ex) {
}
},
get_script : function() {
///
/// JavaScript to execute
///
return this._script;
},
set_script : function(value) {
if (this._script != value) {
this._script = value;
this.raisePropertyChanged('script');
}
}
}
$AA.ScriptAction.registerClass('Sys.Extended.UI.Animation.ScriptAction', $AA.Action);
$AA.registerAnimation('scriptAction', $AA.ScriptAction);
} // execute
if (window.Sys && Sys.loader) {
Sys.loader.registerScript(scriptName, ["ExtendedCommon", "ExtendedTimer"], execute);
}
else {
execute();
}
})();
var $AA;