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mightyscape-1.1-deprecated/extensions/fablabchemnitz/animate_order/vivus-0.4.6/dist/vivus.js
2021-07-23 02:36:56 +02:00

1223 lines
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JavaScript

/**
* vivus - JavaScript library to make drawing animation on SVG
* @version v0.4.6
* @link https://github.com/maxwellito/vivus
* @license MIT
*/
(function () {
'use strict';
/**
* Pathformer
* Beta version
*
* Take any SVG version 1.1 and transform
* child elements to 'path' elements
*
* This code is purely forked from
* https://github.com/Waest/SVGPathConverter
*/
/**
* Class constructor
*
* @param {DOM|String} element Dom element of the SVG or id of it
*/
function Pathformer(element) {
// Test params
if (typeof element === 'undefined') {
throw new Error('Pathformer [constructor]: "element" parameter is required');
}
// Set the element
if (element.constructor === String) {
element = document.getElementById(element);
if (!element) {
throw new Error('Pathformer [constructor]: "element" parameter is not related to an existing ID');
}
}
if (element instanceof window.SVGElement ||
element instanceof window.SVGGElement ||
/^svg$/i.test(element.nodeName)) {
this.el = element;
} else {
throw new Error('Pathformer [constructor]: "element" parameter must be a string or a SVGelement');
}
// Start
this.scan(element);
}
/**
* List of tags which can be transformed
* to path elements
*
* @type {Array}
*/
Pathformer.prototype.TYPES = ['line', 'ellipse', 'circle', 'polygon', 'polyline', 'rect'];
/**
* List of attribute names which contain
* data. This array list them to check if
* they contain bad values, like percentage.
*
* @type {Array}
*/
Pathformer.prototype.ATTR_WATCH = ['cx', 'cy', 'points', 'r', 'rx', 'ry', 'x', 'x1', 'x2', 'y', 'y1', 'y2'];
/**
* Finds the elements compatible for transform
* and apply the liked method
*
* @param {object} options Object from the constructor
*/
Pathformer.prototype.scan = function (svg) {
var fn, element, pathData, pathDom,
elements = svg.querySelectorAll(this.TYPES.join(','));
for (var i = 0; i < elements.length; i++) {
element = elements[i];
fn = this[element.tagName.toLowerCase() + 'ToPath'];
pathData = fn(this.parseAttr(element.attributes));
pathDom = this.pathMaker(element, pathData);
element.parentNode.replaceChild(pathDom, element);
}
};
/**
* Read `line` element to extract and transform
* data, to make it ready for a `path` object.
*
* @param {DOMelement} element Line element to transform
* @return {object} Data for a `path` element
*/
Pathformer.prototype.lineToPath = function (element) {
var newElement = {},
x1 = element.x1 || 0,
y1 = element.y1 || 0,
x2 = element.x2 || 0,
y2 = element.y2 || 0;
newElement.d = 'M' + x1 + ',' + y1 + 'L' + x2 + ',' + y2;
return newElement;
};
/**
* Read `rect` element to extract and transform
* data, to make it ready for a `path` object.
* The radius-border is not taken in charge yet.
* (your help is more than welcomed)
*
* @param {DOMelement} element Rect element to transform
* @return {object} Data for a `path` element
*/
Pathformer.prototype.rectToPath = function (element) {
var newElement = {},
x = parseFloat(element.x) || 0,
y = parseFloat(element.y) || 0,
width = parseFloat(element.width) || 0,
height = parseFloat(element.height) || 0;
if (element.rx || element.ry) {
var rx = parseInt(element.rx, 10) || -1,
ry = parseInt(element.ry, 10) || -1;
rx = Math.min(Math.max(rx < 0 ? ry : rx, 0), width/2);
ry = Math.min(Math.max(ry < 0 ? rx : ry, 0), height/2);
newElement.d = 'M ' + (x + rx) + ',' + y + ' ' +
'L ' + (x + width - rx) + ',' + y + ' ' +
'A ' + rx + ',' + ry + ',0,0,1,' + (x + width) + ',' + (y + ry) + ' ' +
'L ' + (x + width) + ',' + (y + height - ry) + ' ' +
'A ' + rx + ',' + ry + ',0,0,1,' + (x + width - rx) + ',' + (y + height) + ' ' +
'L ' + (x + rx) + ',' + (y + height) + ' ' +
'A ' + rx + ',' + ry + ',0,0,1,' + x + ',' + (y + height - ry) + ' ' +
'L ' + x + ',' + (y + ry) + ' ' +
'A ' + rx + ',' + ry + ',0,0,1,' + (x + rx) + ',' + y;
}
else {
newElement.d = 'M' + x + ' ' + y + ' ' +
'L' + (x + width) + ' ' + y + ' ' +
'L' + (x + width) + ' ' + (y + height) + ' ' +
'L' + x + ' ' + (y + height) + ' Z';
}
return newElement;
};
/**
* Read `polyline` element to extract and transform
* data, to make it ready for a `path` object.
*
* @param {DOMelement} element Polyline element to transform
* @return {object} Data for a `path` element
*/
Pathformer.prototype.polylineToPath = function (element) {
var newElement = {},
points = element.points.trim().split(' '),
i, path;
// Reformatting if points are defined without commas
if (element.points.indexOf(',') === -1) {
var formattedPoints = [];
for (i = 0; i < points.length; i+=2) {
formattedPoints.push(points[i] + ',' + points[i+1]);
}
points = formattedPoints;
}
// Generate the path.d value
path = 'M' + points[0];
for(i = 1; i < points.length; i++) {
if (points[i].indexOf(',') !== -1) {
path += 'L' + points[i];
}
}
newElement.d = path;
return newElement;
};
/**
* Read `polygon` element to extract and transform
* data, to make it ready for a `path` object.
* This method rely on polylineToPath, because the
* logic is similar. The path created is just closed,
* so it needs an 'Z' at the end.
*
* @param {DOMelement} element Polygon element to transform
* @return {object} Data for a `path` element
*/
Pathformer.prototype.polygonToPath = function (element) {
var newElement = Pathformer.prototype.polylineToPath(element);
newElement.d += 'Z';
return newElement;
};
/**
* Read `ellipse` element to extract and transform
* data, to make it ready for a `path` object.
*
* @param {DOMelement} element ellipse element to transform
* @return {object} Data for a `path` element
*/
Pathformer.prototype.ellipseToPath = function (element) {
var newElement = {},
rx = parseFloat(element.rx) || 0,
ry = parseFloat(element.ry) || 0,
cx = parseFloat(element.cx) || 0,
cy = parseFloat(element.cy) || 0,
startX = cx - rx,
startY = cy,
endX = parseFloat(cx) + parseFloat(rx),
endY = cy;
newElement.d = 'M' + startX + ',' + startY +
'A' + rx + ',' + ry + ' 0,1,1 ' + endX + ',' + endY +
'A' + rx + ',' + ry + ' 0,1,1 ' + startX + ',' + endY;
return newElement;
};
/**
* Read `circle` element to extract and transform
* data, to make it ready for a `path` object.
*
* @param {DOMelement} element Circle element to transform
* @return {object} Data for a `path` element
*/
Pathformer.prototype.circleToPath = function (element) {
var newElement = {},
r = parseFloat(element.r) || 0,
cx = parseFloat(element.cx) || 0,
cy = parseFloat(element.cy) || 0,
startX = cx - r,
startY = cy,
endX = parseFloat(cx) + parseFloat(r),
endY = cy;
newElement.d = 'M' + startX + ',' + startY +
'A' + r + ',' + r + ' 0,1,1 ' + endX + ',' + endY +
'A' + r + ',' + r + ' 0,1,1 ' + startX + ',' + endY;
return newElement;
};
/**
* Create `path` elements form original element
* and prepared objects
*
* @param {DOMelement} element Original element to transform
* @param {object} pathData Path data (from `toPath` methods)
* @return {DOMelement} Path element
*/
Pathformer.prototype.pathMaker = function (element, pathData) {
var i, attr, pathTag = document.createElementNS('http://www.w3.org/2000/svg','path');
for(i = 0; i < element.attributes.length; i++) {
attr = element.attributes[i];
if (this.ATTR_WATCH.indexOf(attr.name) === -1) {
pathTag.setAttribute(attr.name, attr.value);
}
}
for(i in pathData) {
pathTag.setAttribute(i, pathData[i]);
}
return pathTag;
};
/**
* Parse attributes of a DOM element to
* get an object of attribute => value
*
* @param {NamedNodeMap} attributes Attributes object from DOM element to parse
* @return {object} Object of attributes
*/
Pathformer.prototype.parseAttr = function (element) {
var attr, output = {};
for (var i = 0; i < element.length; i++) {
attr = element[i];
// Check if no data attribute contains '%', or the transformation is impossible
if (this.ATTR_WATCH.indexOf(attr.name) !== -1 && attr.value.indexOf('%') !== -1) {
throw new Error('Pathformer [parseAttr]: a SVG shape got values in percentage. This cannot be transformed into \'path\' tags. Please use \'viewBox\'.');
}
output[attr.name] = attr.value;
}
return output;
};
'use strict';
var setupEnv, requestAnimFrame, cancelAnimFrame, parsePositiveInt;
/**
* Vivus
* Beta version
*
* Take any SVG and make the animation
* to give give the impression of live drawing
*
* This in more than just inspired from codrops
* At that point, it's a pure fork.
*/
/**
* Class constructor
* option structure
* type: 'delayed'|'sync'|'oneByOne'|'script' (to know if the items must be drawn synchronously or not, default: delayed)
* duration: <int> (in frames)
* start: 'inViewport'|'manual'|'autostart' (start automatically the animation, default: inViewport)
* delay: <int> (delay between the drawing of first and last path)
* dashGap <integer> whitespace extra margin between dashes
* pathTimingFunction <function> timing animation function for each path element of the SVG
* animTimingFunction <function> timing animation function for the complete SVG
* forceRender <boolean> force the browser to re-render all updated path items
* selfDestroy <boolean> removes all extra styling on the SVG, and leaves it as original
*
* The attribute 'type' is by default on 'delayed'.
* - 'delayed'
* all paths are draw at the same time but with a
* little delay between them before start
* - 'sync'
* all path are start and finish at the same time
* - 'oneByOne'
* only one path is draw at the time
* the end of the first one will trigger the draw
* of the next one
*
* All these values can be overwritten individually
* for each path item in the SVG
* The value of frames will always take the advantage of
* the duration value.
* If you fail somewhere, an error will be thrown.
* Good luck.
*
* @constructor
* @this {Vivus}
* @param {DOM|String} element Dom element of the SVG or id of it
* @param {Object} options Options about the animation
* @param {Function} callback Callback for the end of the animation
*/
function Vivus(element, options, callback) {
setupEnv();
// Setup
this.isReady = false;
this.setElement(element, options);
this.setOptions(options);
this.setCallback(callback);
if (this.isReady) {
this.init();
}
}
/**
* Timing functions
**************************************
*
* Default functions to help developers.
* It always take a number as parameter (between 0 to 1) then
* return a number (between 0 and 1)
*/
Vivus.LINEAR = function(x) {
return x;
};
Vivus.EASE = function(x) {
return -Math.cos(x * Math.PI) / 2 + 0.5;
};
Vivus.EASE_OUT = function(x) {
return 1 - Math.pow(1 - x, 3);
};
Vivus.EASE_IN = function(x) {
return Math.pow(x, 3);
};
Vivus.EASE_OUT_BOUNCE = function(x) {
var base = -Math.cos(x * (0.5 * Math.PI)) + 1,
rate = Math.pow(base, 1.5),
rateR = Math.pow(1 - x, 2),
progress = -Math.abs(Math.cos(rate * (2.5 * Math.PI))) + 1;
return 1 - rateR + progress * rateR;
};
/**
* Setters
**************************************
*/
/**
* Check and set the element in the instance
* The method will not return anything, but will throw an
* error if the parameter is invalid
*
* @param {DOM|String} element SVG Dom element or id of it
*/
Vivus.prototype.setElement = function(element, options) {
var onLoad, self;
// Basic check
if (typeof element === 'undefined') {
throw new Error('Vivus [constructor]: "element" parameter is required');
}
// Set the element
if (element.constructor === String) {
element = document.getElementById(element);
if (!element) {
throw new Error(
'Vivus [constructor]: "element" parameter is not related to an existing ID'
);
}
}
this.parentEl = element;
// Load the SVG with XMLHttpRequest and extract the SVG
if (options && options.file) {
self = this;
onLoad = function() {
var domSandbox = document.createElement('div');
domSandbox.innerHTML = this.responseText;
var svgTag = domSandbox.querySelector('svg');
if (!svgTag) {
throw new Error(
'Vivus [load]: Cannot find the SVG in the loaded file : ' +
options.file
);
}
self.el = svgTag;
self.el.setAttribute('width', '100%');
self.el.setAttribute('height', '100%');
self.parentEl.appendChild(self.el);
self.isReady = true;
self.init();
self = null;
};
var oReq = new window.XMLHttpRequest();
oReq.addEventListener('load', onLoad);
oReq.open('GET', options.file);
oReq.send();
return;
}
switch (element.constructor) {
case window.SVGSVGElement:
case window.SVGElement:
case window.SVGGElement:
this.el = element;
this.isReady = true;
break;
case window.HTMLObjectElement:
self = this;
onLoad = function(e) {
if (self.isReady) {
return;
}
self.el =
element.contentDocument &&
element.contentDocument.querySelector('svg');
if (!self.el && e) {
throw new Error(
'Vivus [constructor]: object loaded does not contain any SVG'
);
} else if (self.el) {
if (element.getAttribute('built-by-vivus')) {
self.parentEl.insertBefore(self.el, element);
self.parentEl.removeChild(element);
self.el.setAttribute('width', '100%');
self.el.setAttribute('height', '100%');
}
self.isReady = true;
self.init();
self = null;
}
};
if (!onLoad()) {
element.addEventListener('load', onLoad);
}
break;
default:
throw new Error(
'Vivus [constructor]: "element" parameter is not valid (or miss the "file" attribute)'
);
}
};
/**
* Set up user option to the instance
* The method will not return anything, but will throw an
* error if the parameter is invalid
*
* @param {object} options Object from the constructor
*/
Vivus.prototype.setOptions = function(options) {
var allowedTypes = [
'delayed',
'sync',
'async',
'nsync',
'oneByOne',
'scenario',
'scenario-sync'
];
var allowedStarts = ['inViewport', 'manual', 'autostart'];
// Basic check
if (options !== undefined && options.constructor !== Object) {
throw new Error(
'Vivus [constructor]: "options" parameter must be an object'
);
} else {
options = options || {};
}
// Set the animation type
if (options.type && allowedTypes.indexOf(options.type) === -1) {
throw new Error(
'Vivus [constructor]: ' +
options.type +
' is not an existing animation `type`'
);
} else {
this.type = options.type || allowedTypes[0];
}
// Set the start type
if (options.start && allowedStarts.indexOf(options.start) === -1) {
throw new Error(
'Vivus [constructor]: ' +
options.start +
' is not an existing `start` option'
);
} else {
this.start = options.start || allowedStarts[0];
}
this.isIE =
window.navigator.userAgent.indexOf('MSIE') !== -1 ||
window.navigator.userAgent.indexOf('Trident/') !== -1 ||
window.navigator.userAgent.indexOf('Edge/') !== -1;
this.duration = parsePositiveInt(options.duration, 120);
this.delay = parsePositiveInt(options.delay, null);
this.dashGap = parsePositiveInt(options.dashGap, 1);
this.forceRender = options.hasOwnProperty('forceRender')
? !!options.forceRender
: this.isIE;
this.reverseStack = !!options.reverseStack;
this.selfDestroy = !!options.selfDestroy;
this.onReady = options.onReady;
this.map = [];
this.frameLength = this.currentFrame = this.delayUnit = this.speed = this.handle = null;
this.ignoreInvisible = options.hasOwnProperty('ignoreInvisible')
? !!options.ignoreInvisible
: false;
this.animTimingFunction = options.animTimingFunction || Vivus.LINEAR;
this.pathTimingFunction = options.pathTimingFunction || Vivus.LINEAR;
if (this.delay >= this.duration) {
throw new Error('Vivus [constructor]: delay must be shorter than duration');
}
};
/**
* Set up callback to the instance
* The method will not return enything, but will throw an
* error if the parameter is invalid
*
* @param {Function} callback Callback for the animation end
*/
Vivus.prototype.setCallback = function(callback) {
// Basic check
if (!!callback && callback.constructor !== Function) {
throw new Error(
'Vivus [constructor]: "callback" parameter must be a function'
);
}
this.callback = callback || function() {};
};
/**
* Core
**************************************
*/
/**
* Map the svg, path by path.
* The method return nothing, it just fill the
* `map` array. Each item in this array represent
* a path element from the SVG, with informations for
* the animation.
*
* ```
* [
* {
* el: <DOMobj> the path element
* length: <number> length of the path line
* startAt: <number> time start of the path animation (in frames)
* duration: <number> path animation duration (in frames)
* },
* ...
* ]
* ```
*
*/
Vivus.prototype.mapping = function() {
var i, paths, path, pAttrs, pathObj, totalLength, lengthMeter, timePoint, scale, hasNonScale;
timePoint = totalLength = lengthMeter = 0;
paths = this.el.querySelectorAll('path');
hasNonScale = false;
for (i = 0; i < paths.length; i++) {
path = paths[i];
if (this.isInvisible(path)) {
continue;
}
pathObj = {
el: path,
length: 0,
startAt: 0,
duration: 0,
isResizeSensitive: false
};
// If vector effect is non-scaling-stroke, the total length won't match the rendered length
// so we need to calculate the scale and apply it
if (path.getAttribute('vector-effect') === 'non-scaling-stroke') {
var rect = path.getBoundingClientRect();
var box = path.getBBox();
scale = Math.max(rect.width / box.width, rect.height / box.height);
pathObj.isResizeSensitive = true;
hasNonScale = true;
} else {
scale = 1;
}
pathObj.length = Math.ceil(path.getTotalLength() * scale);
// Test if the path length is correct
if (isNaN(pathObj.length)) {
if (window.console && console.warn) {
console.warn(
'Vivus [mapping]: cannot retrieve a path element length',
path
);
}
continue;
}
this.map.push(pathObj);
path.style.strokeDasharray =
pathObj.length + ' ' + (pathObj.length + this.dashGap * 2);
path.style.strokeDashoffset = pathObj.length + this.dashGap;
pathObj.length += this.dashGap;
totalLength += pathObj.length;
this.renderPath(i);
}
// Show a warning for non-scaling elements
if (hasNonScale) {
console.warn('Vivus: this SVG contains non-scaling-strokes. You should call instance.recalc() when the SVG is resized or you will encounter unwanted behaviour. See https://github.com/maxwellito/vivus#non-scaling for more info.');
}
totalLength = totalLength === 0 ? 1 : totalLength;
this.delay = this.delay === null ? this.duration / 3 : this.delay;
this.delayUnit = this.delay / (paths.length > 1 ? paths.length - 1 : 1);
// Reverse stack if asked
if (this.reverseStack) {
this.map.reverse();
}
for (i = 0; i < this.map.length; i++) {
pathObj = this.map[i];
switch (this.type) {
case 'delayed':
pathObj.startAt = this.delayUnit * i;
pathObj.duration = this.duration - this.delay;
break;
case 'oneByOne':
pathObj.startAt = (lengthMeter / totalLength) * this.duration;
pathObj.duration = (pathObj.length / totalLength) * this.duration;
break;
case 'sync':
case 'async':
case 'nsync':
pathObj.startAt = 0;
pathObj.duration = this.duration;
break;
case 'scenario-sync':
path = pathObj.el;
pAttrs = this.parseAttr(path);
pathObj.startAt =
timePoint +
(parsePositiveInt(pAttrs['data-delay'], this.delayUnit) || 0);
pathObj.duration = parsePositiveInt(
pAttrs['data-duration'],
this.duration
);
timePoint =
pAttrs['data-async'] !== undefined
? pathObj.startAt
: pathObj.startAt + pathObj.duration;
this.frameLength = Math.max(
this.frameLength,
pathObj.startAt + pathObj.duration
);
break;
case 'scenario':
path = pathObj.el;
pAttrs = this.parseAttr(path);
pathObj.startAt =
parsePositiveInt(pAttrs['data-start'], this.delayUnit) || 0;
pathObj.duration = parsePositiveInt(
pAttrs['data-duration'],
this.duration
);
this.frameLength = Math.max(
this.frameLength,
pathObj.startAt + pathObj.duration
);
break;
}
lengthMeter += pathObj.length;
this.frameLength = this.frameLength || this.duration;
}
};
/**
* Public method to re-evaluate line length for non-scaling lines
* path elements.
*/
Vivus.prototype.recalc = function () {
if (this.mustRecalcScale) {
return;
}
this.mustRecalcScale = requestAnimFrame(function () {
this.performLineRecalc();
}.bind(this));
}
/**
* Private method to re-evaluate line length on non-scaling
* path elements. Then call for a trace to update the SVG.
*/
Vivus.prototype.performLineRecalc = function () {
var pathObj, path, rect, box, scale;
for (var i = 0; i < this.map.length; i++) {
pathObj = this.map[i];
if (pathObj.isResizeSensitive) {
path = pathObj.el;
rect = path.getBoundingClientRect();
box = path.getBBox();
scale = Math.max(rect.width / box.width, rect.height / box.height);
pathObj.length = Math.ceil(path.getTotalLength() * scale);
path.style.strokeDasharray = pathObj.length + ' ' + (pathObj.length + this.dashGap * 2);
}
}
this.trace();
this.mustRecalcScale = null;
}
/**
* Interval method to draw the SVG from current
* position of the animation. It update the value of
* `currentFrame` and re-trace the SVG.
*
* It use this.handle to store the requestAnimationFrame
* and clear it one the animation is stopped. So this
* attribute can be used to know if the animation is
* playing.
*
* Once the animation at the end, this method will
* trigger the Vivus callback.
*
*/
Vivus.prototype.draw = function() {
var self = this;
this.currentFrame += this.speed;
if (this.currentFrame <= 0) {
this.stop();
this.reset();
} else if (this.currentFrame >= this.frameLength) {
this.stop();
this.currentFrame = this.frameLength;
this.trace();
if (this.selfDestroy) {
this.destroy();
}
} else {
this.trace();
this.handle = requestAnimFrame(function() {
self.draw();
});
return;
}
this.callback(this);
if (this.instanceCallback) {
this.instanceCallback(this);
this.instanceCallback = null;
}
};
/**
* Draw the SVG at the current instant from the
* `currentFrame` value. Here is where most of the magic is.
* The trick is to use the `strokeDashoffset` style property.
*
* For optimisation reasons, a new property called `progress`
* is added in each item of `map`. This one contain the current
* progress of the path element. Only if the new value is different
* the new value will be applied to the DOM element. This
* method save a lot of resources to re-render the SVG. And could
* be improved if the animation couldn't be played forward.
*
*/
Vivus.prototype.trace = function() {
var i, progress, path, currentFrame;
currentFrame =
this.animTimingFunction(this.currentFrame / this.frameLength) *
this.frameLength;
for (i = 0; i < this.map.length; i++) {
path = this.map[i];
progress = (currentFrame - path.startAt) / path.duration;
progress = this.pathTimingFunction(Math.max(0, Math.min(1, progress)));
if (path.progress !== progress) {
path.progress = progress;
path.el.style.strokeDashoffset = Math.floor(path.length * (1 - progress));
this.renderPath(i);
}
}
};
/**
* Method forcing the browser to re-render a path element
* from it's index in the map. Depending on the `forceRender`
* value.
* The trick is to replace the path element by it's clone.
* This practice is not recommended because it's asking more
* ressources, too much DOM manupulation..
* but it's the only way to let the magic happen on IE.
* By default, this fallback is only applied on IE.
*
* @param {Number} index Path index
*/
Vivus.prototype.renderPath = function(index) {
if (this.forceRender && this.map && this.map[index]) {
var pathObj = this.map[index],
newPath = pathObj.el.cloneNode(true);
pathObj.el.parentNode.replaceChild(newPath, pathObj.el);
pathObj.el = newPath;
}
};
/**
* When the SVG object is loaded and ready,
* this method will continue the initialisation.
*
* This this mainly due to the case of passing an
* object tag in the constructor. It will wait
* the end of the loading to initialise.
*
*/
Vivus.prototype.init = function() {
// Set object variables
this.frameLength = 0;
this.currentFrame = 0;
this.map = [];
// Start
new Pathformer(this.el);
this.mapping();
this.starter();
if (this.onReady) {
this.onReady(this);
}
};
/**
* Trigger to start of the animation.
* Depending on the `start` value, a different script
* will be applied.
*
* If the `start` value is not valid, an error will be thrown.
* Even if technically, this is impossible.
*
*/
Vivus.prototype.starter = function() {
switch (this.start) {
case 'manual':
return;
case 'autostart':
this.play();
break;
case 'inViewport':
var self = this,
listener = function() {
if (self.isInViewport(self.parentEl, 1)) {
self.play();
window.removeEventListener('scroll', listener);
}
};
window.addEventListener('scroll', listener);
listener();
break;
}
};
/**
* Controls
**************************************
*/
/**
* Get the current status of the animation between
* three different states: 'start', 'progress', 'end'.
* @return {string} Instance status
*/
Vivus.prototype.getStatus = function() {
return this.currentFrame === 0
? 'start'
: this.currentFrame === this.frameLength
? 'end'
: 'progress';
};
/**
* Reset the instance to the initial state : undraw
* Be careful, it just reset the animation, if you're
* playing the animation, this won't stop it. But just
* make it start from start.
*
*/
Vivus.prototype.reset = function() {
return this.setFrameProgress(0);
};
/**
* Set the instance to the final state : drawn
* Be careful, it just set the animation, if you're
* playing the animation on rewind, this won't stop it.
* But just make it start from the end.
*
*/
Vivus.prototype.finish = function() {
return this.setFrameProgress(1);
};
/**
* Set the level of progress of the drawing.
*
* @param {number} progress Level of progress to set
*/
Vivus.prototype.setFrameProgress = function(progress) {
progress = Math.min(1, Math.max(0, progress));
this.currentFrame = Math.round(this.frameLength * progress);
this.trace();
return this;
};
/**
* Play the animation at the desired speed.
* Speed must be a valid number (no zero).
* By default, the speed value is 1.
* But a negative value is accepted to go forward.
*
* And works with float too.
* But don't forget we are in JavaScript, se be nice
* with him and give him a 1/2^x value.
*
* @param {number} speed Animation speed [optional]
*/
Vivus.prototype.play = function(speed, callback) {
this.instanceCallback = null;
if (speed && typeof speed === 'function') {
this.instanceCallback = speed; // first parameter is actually the callback function
speed = null;
} else if (speed && typeof speed !== 'number') {
throw new Error('Vivus [play]: invalid speed');
}
// if the first parameter wasn't the callback, check if the seconds was
if (callback && typeof callback === 'function' && !this.instanceCallback) {
this.instanceCallback = callback;
}
this.speed = speed || 1;
if (!this.handle) {
this.draw();
}
return this;
};
/**
* Stop the current animation, if on progress.
* Should not trigger any error.
*
*/
Vivus.prototype.stop = function() {
if (this.handle) {
cancelAnimFrame(this.handle);
this.handle = null;
}
return this;
};
/**
* Destroy the instance.
* Remove all bad styling attributes on all
* path tags
*
*/
Vivus.prototype.destroy = function() {
this.stop();
var i, path;
for (i = 0; i < this.map.length; i++) {
path = this.map[i];
path.el.style.strokeDashoffset = null;
path.el.style.strokeDasharray = null;
this.renderPath(i);
}
};
/**
* Utils methods
* include methods from Codrops
**************************************
*/
/**
* Method to best guess if a path should added into
* the animation or not.
*
* 1. Use the `data-vivus-ignore` attribute if set
* 2. Check if the instance must ignore invisible paths
* 3. Check if the path is visible
*
* For now the visibility checking is unstable.
* It will be used for a beta phase.
*
* Other improvments are planned. Like detecting
* is the path got a stroke or a valid opacity.
*/
Vivus.prototype.isInvisible = function(el) {
var rect,
ignoreAttr = el.getAttribute('data-ignore');
if (ignoreAttr !== null) {
return ignoreAttr !== 'false';
}
if (this.ignoreInvisible) {
rect = el.getBoundingClientRect();
return !rect.width && !rect.height;
} else {
return false;
}
};
/**
* Parse attributes of a DOM element to
* get an object of {attributeName => attributeValue}
*
* @param {object} element DOM element to parse
* @return {object} Object of attributes
*/
Vivus.prototype.parseAttr = function(element) {
var attr,
output = {};
if (element && element.attributes) {
for (var i = 0; i < element.attributes.length; i++) {
attr = element.attributes[i];
output[attr.name] = attr.value;
}
}
return output;
};
/**
* Reply if an element is in the page viewport
*
* @param {object} el Element to observe
* @param {number} h Percentage of height
* @return {boolean}
*/
Vivus.prototype.isInViewport = function(el, h) {
var scrolled = this.scrollY(),
viewed = scrolled + this.getViewportH(),
elBCR = el.getBoundingClientRect(),
elHeight = elBCR.height,
elTop = scrolled + elBCR.top,
elBottom = elTop + elHeight;
// if 0, the element is considered in the viewport as soon as it enters.
// if 1, the element is considered in the viewport only when it's fully inside
// value in percentage (1 >= h >= 0)
h = h || 0;
return elTop + elHeight * h <= viewed && elBottom >= scrolled;
};
/**
* Get the viewport height in pixels
*
* @return {integer} Viewport height
*/
Vivus.prototype.getViewportH = function() {
var client = this.docElem.clientHeight,
inner = window.innerHeight;
if (client < inner) {
return inner;
} else {
return client;
}
};
/**
* Get the page Y offset
*
* @return {integer} Page Y offset
*/
Vivus.prototype.scrollY = function() {
return window.pageYOffset || this.docElem.scrollTop;
};
setupEnv = function() {
if (Vivus.prototype.docElem) {
return;
}
/**
* Alias for document element
*
* @type {DOMelement}
*/
Vivus.prototype.docElem = window.document.documentElement;
/**
* Alias for `requestAnimationFrame` or
* `setTimeout` function for deprecated browsers.
*
*/
requestAnimFrame = (function() {
return (
window.requestAnimationFrame ||
window.webkitRequestAnimationFrame ||
window.mozRequestAnimationFrame ||
window.oRequestAnimationFrame ||
window.msRequestAnimationFrame ||
function(/* function */ callback) {
return window.setTimeout(callback, 1000 / 60);
}
);
})();
/**
* Alias for `cancelAnimationFrame` or
* `cancelTimeout` function for deprecated browsers.
*
*/
cancelAnimFrame = (function() {
return (
window.cancelAnimationFrame ||
window.webkitCancelAnimationFrame ||
window.mozCancelAnimationFrame ||
window.oCancelAnimationFrame ||
window.msCancelAnimationFrame ||
function(id) {
return window.clearTimeout(id);
}
);
})();
};
/**
* Parse string to integer.
* If the number is not positive or null
* the method will return the default value
* or 0 if undefined
*
* @param {string} value String to parse
* @param {*} defaultValue Value to return if the result parsed is invalid
* @return {number}
*
*/
parsePositiveInt = function(value, defaultValue) {
var output = parseInt(value, 10);
return output >= 0 ? output : defaultValue;
};
if (typeof define === 'function' && define.amd) {
// AMD. Register as an anonymous module.
define([], function() {
return Vivus;
});
} else if (typeof exports === 'object') {
// Node. Does not work with strict CommonJS, but
// only CommonJS-like environments that support module.exports,
// like Node.
module.exports = Vivus;
} else {
// Browser globals
window.Vivus = Vivus;
}
}());