8398c9048d
code was modified slightly, so the code differs from the original downloadable 1.9.5 version
639 lines
No EOL
21 KiB
JavaScript
639 lines
No EOL
21 KiB
JavaScript
dojo.provide("dojox.fx.split");
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dojo.require("dojo.fx");
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dojo.require("dojo.fx.easing");
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dojo.mixin(dojox.fx,{
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_split: function(/*Object*/ args){
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// summary: Split a node into rectangular pieces and animate them.
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//
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// description:
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// Returns an animation that will split the node into a grid
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// of pieces that move independently.
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//
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// args:
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// args.crop: Boolean - If true, pieces will only be visible inside node's boundries
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// args.rows: Integer - The number of horizontal pieces (default is 3)
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// args.columns: Integer - The number of vertical pieces (default is 3)
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// args.pieceAnimation: Function(piece, x, y, coords) - Returns either the dojo._Animation
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// or an array of dojo._Animation objects for the piece at location (x, y) in the node's grid;
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// coords is the result of dojo.coords(args.node, true);
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args.rows = args.rows || 3;
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args.columns = args.columns || 3;
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args.duration = args.duration || 1000;
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var node = args.node = dojo.byId(args.node),
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coords = dojo.coords(node, true),
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pieceHeight = Math.ceil(coords.h / args.rows),
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pieceWidth = Math.ceil(coords.w / args.columns),
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container = dojo.create(node.tagName),
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animations = [],
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pieceHelper = dojo.create(node.tagName),
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piece
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;
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// Create the pieces and their animations
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dojo.style(container, {
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position: "absolute",
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padding: "0",
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margin: "0",
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border:"none",
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top: coords.y + "px",
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left: coords.x + "px",
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height: coords.h + "px",
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width: coords.w + "px",
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background: "none",
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overflow: args.crop ? "hidden" : "visible"
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});
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node.parentNode.appendChild(container);
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dojo.style(pieceHelper, {
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position: "absolute",
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border: "none",
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padding: '0',
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margin: '0',
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height: pieceHeight + "px",
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width: pieceWidth + "px",
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overflow: "hidden"
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});
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for(var y = 0; y < args.rows; y++){
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for(var x = 0; x < args.columns; x++){
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// Create the piece
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piece = dojo.clone(pieceHelper);
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var pieceContents = dojo.clone(node);
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// IE hack
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pieceContents.style.filter = "";
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dojo.style(piece, {
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border: "none",
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overflow: "hidden",
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top: (pieceHeight * y) + "px",
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left: (pieceWidth * x) + "px"
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});
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dojo.style(pieceContents, {
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position: "static",
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opacity: "1",
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marginTop: (-y * pieceHeight) + "px",
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marginLeft: (-x * pieceWidth) + "px"
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});
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piece.appendChild(pieceContents);
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container.appendChild(piece);
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var pieceAnimation = args.pieceAnimation(piece, x, y, coords);
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if(dojo.isArray(pieceAnimation)){
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// if pieceAnimation is an array, append its elements
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animations = animations.concat(pieceAnimation);
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}else{
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// otherwise, append it
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animations.push(pieceAnimation);
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}
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}
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}
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var anim = dojo.fx.combine(animations);
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dojo.connect(anim, "onEnd", anim, function(){
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container.parentNode.removeChild(container);
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});
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if(args.onPlay){
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dojo.connect(anim, "onPlay", anim, args.onPlay);
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}
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if(args.onEnd){
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dojo.connect(anim, "onEnd", anim, args.onEnd);
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}
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return anim; // dojo._Animation
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},
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explode: function(/*Object*/ args){
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// summary: Explode a node into rectangular pieces
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//
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// description:
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// Returns an animation that will split the node into a grid
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// of pieces that fly away from the center.
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//
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// args:
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// args.rows: Integer - The number of horizontal pieces (default is 3)
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// args.columns: Integer - The number of vertical pieces (default is 3)
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// args.random: Float - If set, pieces fly to random distances, for random durations,
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// and in slightly random directions. The value defines how much
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// randomness is introduced.
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// args.distance: Float - Multiplier for the distance the pieces fly (even when random)
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// args.fade: Boolean - If true, pieces fade out while in motion (default is true)
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// args.fadeEasing: Function - If args.fade is true, the fade animations use this easing function
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// args.unhide: Boolean - If true, the animation is reversed
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// args.sync: Boolean - If args.unhide is true, all the pieces converge at the same time
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// (default is true)
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var node = args.node = dojo.byId(args.node);
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args.rows = args.rows || 3;
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args.columns = args.columns || 3;
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args.distance = args.distance || 1;
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args.duration = args.duration || 1000;
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args.random = args.random || 0;
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if(!args.fade){
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args.fade = true;
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}
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if(typeof args.sync == "undefined"){
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args.sync = true;
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}
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args.random = Math.abs(args.random);
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// Returns the animation object for each piece
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args.pieceAnimation = function(piece, x, y, coords){
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var pieceHeight = coords.h / args.rows,
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pieceWidth = coords.w / args.columns,
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distance = args.distance * 2,
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duration = args.duration,
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ps = piece.style,
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startTop = parseInt(ps.top),
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startLeft = parseInt(ps.left),
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delay = 0,
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randomX = 0,
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randomY = 0;
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if(args.random){
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var seed = (Math.random() * args.random) + Math.max(1 - args.random, 0);
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distance *= seed;
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duration *= seed;
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// To syncronize, give each piece an appropriate delay so they end together
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delay = ((args.unhide && args.sync) || (!args.unhide && !args.sync)) ? (args.duration - duration) : 0;
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// Slightly randomize the direction of each piece
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randomX = Math.random() - 0.5;
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randomY = Math.random() - 0.5;
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}
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var distanceY = ((coords.h - pieceHeight) / 2 - pieceHeight * y),
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distanceX = ((coords.w - pieceWidth) / 2 - pieceWidth * x),
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distanceXY = Math.sqrt(Math.pow(distanceX, 2) + Math.pow(distanceY, 2)),
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endTop = parseInt(startTop - distanceY * distance + distanceXY * randomY),
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endLeft = parseInt(startLeft - distanceX * distance + distanceXY * randomX)
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;
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// Create the animation objects for the piece
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// These are separate anim objects so they can have different curves
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var pieceSlide = dojo.animateProperty({
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node: piece,
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duration: duration,
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delay: delay,
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easing: (args.easing || (args.unhide ? dojo.fx.easing.sinOut : dojo.fx.easing.circOut)),
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beforeBegin: (args.unhide ? function(){
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if(args.fade){
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dojo.style(piece, { opacity: "0"});
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}
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ps.top = endTop + "px";
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ps.left = endLeft + "px";
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} : undefined),
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properties: {
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top: (args.unhide ? { start: endTop, end: startTop } : { start: startTop, end: endTop }),
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left: (args.unhide ? { start: endLeft, end: startLeft } : { start: startLeft, end: endLeft })
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}
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});
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if(args.fade){
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var pieceFade = dojo.animateProperty({
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node: piece,
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duration: duration,
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delay: delay,
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easing: (args.fadeEasing || dojo.fx.easing.quadOut),
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properties: {
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opacity: (args.unhide ? { start: "0", end: "1" } : { start: "1", end: "0" })
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}
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});
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// return both animations as an array
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return (args.unhide ? [pieceFade, pieceSlide] : [pieceSlide, pieceFade]);
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}else{
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// Otherwise return only the slide animation
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return pieceSlide;
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}
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};
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var anim = dojox.fx._split(args);
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if(args.unhide){
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dojo.connect(anim, "onEnd", null, function(){
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dojo.style(node, {opacity: "1" });
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});
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}else{
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dojo.connect(anim, "onPlay", null, function(){
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dojo.style(node, { opacity: "0" });
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});
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}
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return anim; // dojo._Animation
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},
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converge: function(/*Object*/ args){
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args.unhide = true;
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return dojox.fx.explode(args);
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},
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disintegrate: function(/*Object*/ args){
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// summary: Split a node into rectangular pieces and let them fall
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//
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// description:
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// Returns an animation that will split the node into a grid
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// of pieces that drop.
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//
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// args:
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// args.rows: Integer - The number of horizontal pieces (default is 5)
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// args.columns: Integer - The number of vertical pieces (default is 5)
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// args.interval: Float - The number of milliseconds between each piece's animation
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// args.distance: Float - The number of the node's heights to drop (default is 1.5)
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// args.fade: Boolean - If true, pieces fade out while in motion (default is true)
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// args.random: Float - If set, pieces fall in random order. The value defines how much
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// randomness is introduced.
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// args.reverseOrder: Boolean - If true, pieces animate in reversed order
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// args.unhide: Boolean - If true, the peices fall from above and land in place
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var node = args.node = dojo.byId(args.node);
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args.rows = args.rows || 5;
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args.columns = args.columns || 5;
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args.duration = args.duration || 1500;
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args.interval = args.interval || args.duration / (args.rows + args.columns * 2);
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args.distance = args.distance || 1.5;
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args.random = args.random || 0;
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if(typeof args.fade == "undefined"){
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args.fade = true;
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}
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var random = Math.abs(args.random),
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duration = args.duration - (args.rows + args.columns) * args.interval;
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// Returns the animation object for each piece
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args.pieceAnimation = function(piece, x, y, coords){
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var randomDelay = Math.random() * (args.rows + args.columns) * args.interval,
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ps = piece.style,
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// If distance is negative, start from the top right instead of bottom left
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uniformDelay = (args.reverseOrder || args.distance < 0) ?
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((x + y) * args.interval) :
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(((args.rows + args.columns) - (x + y)) * args.interval),
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delay = randomDelay * random + Math.max(1 - random, 0) * uniformDelay,
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// Create the animation object for the piece
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properties = {}
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;
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if(args.unhide){
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properties.top = {
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start: (parseInt(ps.top) - coords.h * args.distance),
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end: parseInt(ps.top)
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};
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if(args.fade){
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properties.opacity = {start: "0", end: "1"};
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}
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}else{
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properties.top = {end: (parseInt(ps.top) + coords.h * args.distance)};
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if(args.fade){
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properties.opacity = {end: "0"};
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}
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}
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var pieceAnimation = dojo.animateProperty({
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node: piece,
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duration: duration,
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delay: delay,
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easing: (args.easing || (args.unhide ? dojo.fx.easing.sinIn : dojo.fx.easing.circIn)),
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properties: properties,
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beforeBegin: (args.unhide ? function(){
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if(args.fade){
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dojo.style(piece, { opacity: "0" });
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}
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ps.top = properties.top.start + "px";
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} : undefined)
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});
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return pieceAnimation;
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};
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var anim = dojox.fx._split(args);
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if(args.unhide){
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dojo.connect(anim, "onEnd", anim, function(){
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dojo.style(node, { opacity: "1" });
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});
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}else{
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dojo.connect(anim, "onPlay", anim, function(){
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dojo.style(node, { opacity: "0" });
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});
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}
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return anim; // dojo._Animation
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},
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build: function(/*Object*/ args){
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args.unhide = true;
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return dojox.fx.disintegrate(args);
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},
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shear: function(/*Object*/ args){
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// summary: Split a node into rectangular pieces and slide them in alternating directions
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//
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// description:
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// Returns an animation that will split the node into a grid
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// of pieces that slide in alternating directions.
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//
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// args:
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// args.rows: Integer - The number of horizontal pieces (default is 6)
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// args.columns: Integer - The number of vertical pieces (default is 6)
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// args.interval: Float - The number of milliseconds between each piece's animation (default is 0)
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// args.distance: Float - The multiple of the node's dimensions to slide (default is 1)
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// args.fade: Boolean - If true, pieces fade out while in motion (default is true)
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// args.random: Float - If true, pieces have a random delay. The value defines how much
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// randomness is introduced
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// args.reverseOrder: Boolean - If true, pieces animate in reversed order
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// args.unhide: Boolean - If true, the animation is reversed
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var node = args.node = dojo.byId(args.node);
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args.rows = args.rows || 6;
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args.columns = args.columns || 6;
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args.duration = args.duration || 1000;
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args.interval = args.interval || 0;
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args.distance = args.distance || 1;
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args.random = args.random || 0;
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if(typeof(args.fade) == "undefined"){
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args.fade = true;
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}
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var random = Math.abs(args.random),
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duration = (args.duration - (args.rows + args.columns) * Math.abs(args.interval))
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;
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// Returns the animation object for each piece
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args.pieceAnimation = function(piece, x, y, coords){
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// Since x an y start at 0, the opposite is true...
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var colIsOdd = !(x % 2),
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rowIsOdd = !(y % 2),
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randomDelay = Math.random() * duration,
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uniformDelay = (args.reverseOrder) ?
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(((args.rows + args.columns) - (x + y)) * args.interval) :
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((x + y) * args.interval),
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delay = randomDelay * random + Math.max(1 - random, 0) * uniformDelay,
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properties = {},
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ps = piece.style
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;
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if(args.fade){
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properties.opacity = (args.unhide ? { start: "0", end: "1" } : { end: "0" });
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}
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// If we have only rows or columns, ignore the other dimension
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if(args.columns == 1){
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colIsOdd = rowIsOdd;
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}else if(args.rows == 1){
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rowIsOdd = !colIsOdd;
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}
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// Determine the piece's direction
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var left = parseInt(ps.left),
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top = parseInt(ps.top),
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distanceX = args.distance*coords.w,
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distanceY = args.distance*coords.h
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;
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if(args.unhide){
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if(colIsOdd == rowIsOdd){
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properties.left = colIsOdd ? {start: (left - distanceX), end: left} : {start: (left + distanceX), end: left};
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}else{
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properties.top = colIsOdd ? {start: (top + distanceY), end: top} : {start: (top - distanceY), end: top};
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}
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}else{
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if(colIsOdd == rowIsOdd){
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properties.left = colIsOdd ? {end: (left - distanceX)} : {end: (left + distanceX)};
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}else{
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properties.top = colIsOdd ? {end: (top + distanceY)} : {end: (top - distanceY)};
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}
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}
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// Create the animation object for the piece
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var pieceAnimation = dojo.animateProperty({
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node: piece,
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duration: duration,
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delay: delay,
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easing: (args.easing || dojo.fx.easing.sinInOut),
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properties: properties,
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beforeBegin: (args.unhide ? function(){
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if(args.fade){
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ps.opacity = "0";
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}
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if(colIsOdd == rowIsOdd){
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ps.left = properties.left.start + "px";
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}else{
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ps.top = properties.top.start + "px";
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}
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} : undefined)
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});
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return pieceAnimation;
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};
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var anim = dojox.fx._split(args);
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if(args.unhide){
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dojo.connect(anim, "onEnd", anim, function(){
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dojo.style(node, { opacity: "1" });
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});
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}else{
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dojo.connect(anim, "onPlay", anim, function(){
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dojo.style(node, { opacity: "0" });
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});
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}
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return anim; // dojo._Animation
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},
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unShear: function(/*Object*/ args){
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args.unhide = true;
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return dojox.fx.shear(args);
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},
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pinwheel: function(/*Object*/ args){
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// summary: Split a node into rectangular pieces and wipe them in alternating directions
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//
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// description:
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// Returns an animation that will split the node into a grid
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// of pieces that wipe in alternating directions.
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//
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// args:
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// args.rows: Integer - The number of horizontal pieces (default is 4)
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// args.columns: Integer - The number of vertical pieces (default is 4)
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// args.interval: Float - The number of milliseconds between each piece's animation (default is 0)
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// args.distance: Float - The percentage of the piece's dimensions the piece should wipe
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// args.fade: Boolean - If true, pieces fade out while in motion (default is true)
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// args.random: Float - If true, pieces have a random delay. The value defines how much
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// randomness is introduced.
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// args.unhide: Boolean - If true, the animation is reversed
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var node = args.node = dojo.byId(args.node);
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args.rows = args.rows || 4;
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args.columns = args.columns || 4;
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args.duration = args.duration || 1000;
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args.interval = args.interval || 0;
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args.distance = args.distance || 1;
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args.random = args.random || 0;
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if(typeof args.fade == "undefined"){
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args.fade = true;
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}
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var duration = (args.duration - (args.rows + args.columns) * Math.abs(args.interval));
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// Returns the animation object for each piece
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args.pieceAnimation = function(piece, x, y, coords){
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var pieceHeight = coords.h / args.rows,
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pieceWidth = coords.w / args.columns,
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// because x an y start at 0, the opposite is true...
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colIsOdd = !(x % 2),
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rowIsOdd = !(y % 2),
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randomDelay = Math.random() * duration,
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uniformDelay = (args.interval < 0) ?
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(((args.rows + args.columns) - (x + y)) * args.interval * -1) :
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((x + y) * args.interval),
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delay = randomDelay * args.random + Math.max(1 - args.random, 0) * uniformDelay,
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|
properties = {},
|
|
ps = piece.style
|
|
;
|
|
|
|
if(args.fade){
|
|
properties.opacity = (args.unhide ? {start: 0, end: 1} : {end:0});
|
|
}
|
|
|
|
// If we have only rows or columns, ignore the other dimension
|
|
if(args.columns == 1){
|
|
colIsOdd = !rowIsOdd;
|
|
}else if(args.rows == 1){
|
|
rowIsOdd = colIsOdd;
|
|
}
|
|
|
|
// Determine the piece's direction
|
|
var left = parseInt(ps.left),
|
|
top = parseInt(ps.top)
|
|
;
|
|
if(colIsOdd){
|
|
if(rowIsOdd){
|
|
properties.top = args.unhide ?
|
|
{ start: top + pieceHeight * args.distance, end: top} :
|
|
{ start: top, end: top + pieceHeight * args.distance} ;
|
|
}else{
|
|
properties.left = args.unhide ?
|
|
{ start: left + pieceWidth * args.distance, end: left } :
|
|
{ start: left, end: left + pieceWidth * args.distance } ;
|
|
}
|
|
}
|
|
if(colIsOdd != rowIsOdd){
|
|
properties.width = args.unhide ?
|
|
{ start: pieceWidth * (1 - args.distance), end: pieceWidth } :
|
|
{ start: pieceWidth, end: pieceWidth * (1 - args.distance) } ;
|
|
}else{
|
|
properties.height = args.unhide ?
|
|
{ start: pieceHeight * (1 - args.distance), end: pieceHeight } :
|
|
{ start: pieceHeight, end: pieceHeight * (1 - args.distance) } ;
|
|
}
|
|
|
|
// Create the animation object for the piece
|
|
var pieceAnimation = dojo.animateProperty({
|
|
node: piece,
|
|
duration: duration,
|
|
delay: delay,
|
|
easing: (args.easing || dojo.fx.easing.sinInOut),
|
|
properties: properties,
|
|
beforeBegin: (args.unhide ? function(){
|
|
if(args.fade){
|
|
dojo.style(piece, "opacity", 0);
|
|
}
|
|
if(colIsOdd){
|
|
if(rowIsOdd){
|
|
ps.top = (top + pieceHeight * (1 - args.distance)) + "px";
|
|
}else{
|
|
ps.left = (left + pieceWidth * (1 - args.distance)) + "px";
|
|
}
|
|
}else{
|
|
ps.left = left + "px";
|
|
ps.top = top + "px";
|
|
}
|
|
if(colIsOdd != rowIsOdd){
|
|
ps.width = (pieceWidth * (1 - args.distance)) + "px";
|
|
}else{
|
|
ps.height = (pieceHeight * (1 - args.distance)) + "px";
|
|
}
|
|
} : undefined)
|
|
});
|
|
|
|
return pieceAnimation;
|
|
};
|
|
|
|
var anim = dojox.fx._split(args);
|
|
if(args.unhide){
|
|
dojo.connect(anim, "onEnd", anim, function(){
|
|
dojo.style(node, { opacity: "1" });
|
|
});
|
|
}else{
|
|
dojo.connect(anim, "play", anim, function(){
|
|
dojo.style(node, { opacity: "0" });
|
|
});
|
|
}
|
|
return anim; // dojo._Animation
|
|
},
|
|
|
|
unPinwheel: function(/*Object*/ args){
|
|
args.unhide = true;
|
|
return dojox.fx.pinwheel(args); // dojo._Animation
|
|
},
|
|
|
|
blockFadeOut: function(/*Object*/ args){
|
|
// summary: Split a node into rectangular pieces and fade them
|
|
//
|
|
// description:
|
|
// Returns an animation that will split the node into a grid
|
|
// of pieces that fade in or out.
|
|
//
|
|
// args:
|
|
// args.rows: Integer - The number of horizontal pieces (default is 5)
|
|
// args.columns: Integer - The number of vertical pieces (default is 5)
|
|
// args.interval: Float - The number of milliseconds between each piece's animation (default is 0)
|
|
// args.random: Float - If true, pieces have a random delay. The value defines how much
|
|
// randomness is introduced
|
|
// args.reverseOrder: Boolean - If true, pieces animate in reversed order
|
|
// args.unhide: Boolean - If true, the animation is reversed
|
|
|
|
var node = args.node = dojo.byId(args.node);
|
|
|
|
args.rows = args.rows || 5;
|
|
args.columns = args.columns || 5;
|
|
args.duration = args.duration || 1000;
|
|
args.interval = args.interval || args.duration / (args.rows + args.columns * 2);
|
|
args.random = args.random || 0;
|
|
var random = Math.abs(args.random),
|
|
duration = args.duration - (args.rows + args.columns) * args.interval
|
|
;
|
|
|
|
// Returns the animation object for each piece
|
|
args.pieceAnimation = function(piece, x, y, coords){
|
|
var randomDelay = Math.random() * args.duration,
|
|
uniformDelay = (args.reverseOrder) ?
|
|
(((args.rows + args.columns) - (x + y)) * Math.abs(args.interval)) :
|
|
((x + y) * args.interval),
|
|
delay = randomDelay * random + Math.max(1 - random, 0) * uniformDelay,
|
|
// Create the animation object for the piece
|
|
pieceAnimation = dojo.animateProperty({
|
|
node: piece,
|
|
duration: duration,
|
|
delay: delay,
|
|
easing: (args.easing || dojo.fx.easing.sinInOut),
|
|
properties: {
|
|
opacity: (args.unhide ? {start: "0", end: "1"} : {start: "1", end: "0"})
|
|
},
|
|
beforeBegin: (args.unhide ? function(){ dojo.style(piece, { opacity: "0" });} : function(){ piece.style.filter = ""; })
|
|
});
|
|
|
|
return pieceAnimation;
|
|
};
|
|
var anim = dojox.fx._split(args);
|
|
if(args.unhide){
|
|
dojo.connect(anim, "onEnd", anim, function(){
|
|
dojo.style(node, { opacity: "1" });
|
|
});
|
|
}else{
|
|
dojo.connect(anim, "onPlay", anim, function(){
|
|
dojo.style(node, { opacity: "0" });
|
|
});
|
|
}
|
|
return anim; // dojo._Animation
|
|
},
|
|
|
|
blockFadeIn: function(/*Object*/ args){
|
|
args.unhide = true;
|
|
return dojox.fx.blockFadeOut(args); // dojo._Animation
|
|
}
|
|
|
|
}); |