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oridomi.coffee
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oridomi.coffee
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# # OriDomi
# ### Fold up the DOM like paper.
# 1.0.4
# [oridomi.com](http://oridomi.com)
# #### by [Dan Motzenbecker](http://oxism.com)
# Copyright 2014, MIT License
'use strict'
# This variable is set to true and negated later if the browser does
# not support OriDomi.
isSupported = true
# Utility Functions
# =================
# Used for informing the developer which required feature the browser lacks.
supportWarning = (prop) ->
console?.warn "OriDomi: Missing support for `#{ prop }`."
isSupported = false
# Checks for the presence of CSS properties on a test element.
testProp = (prop) ->
# Loop through the vendor prefix list and return a match is found.
for prefix in prefixList
return full if testEl.style[(full = prefix + capitalize prop)]?
# If the unprefixed property is present, return it.
return prop if testEl.style[prop]?
# If no matches are found, return false to denote that the browser is
# missing this property.
false
# Generates CSS text based on a selector string and a map of styling rules.
addStyle = (selector, rules) ->
style = ".#{ selector }{"
for prop, val of rules
# If the CSS property is among special properties defined later, prefix it.
if prop of css
prop = css[prop]
prop = '-' + prop if prop.match /^(webkit|moz|ms)/i
# Convert camelcase to hypenated.
style += "#{ prop.replace(/([a-z])([A-Z])/g, '$1-$2').toLowerCase() }:#{ val };"
styleBuffer += style + '}'
# Defines gradient directions based on a given anchor.
getGradient = (anchor) ->
"#{ css.gradientProp }(#{ anchor }, rgba(0, 0, 0, .5) 0%, rgba(255, 255, 255, .35) 100%)"
# Used mainly when creating camelcased strings.
capitalize = (s) ->
s[0].toUpperCase() + s[1...]
# Create an element and look up the canonical class name.
createEl = (className) ->
el = document.createElement 'div'
el.className = elClasses[className]
el
# Clone an element, add an additional class, and return it.
cloneEl = (parent, deep, className) ->
el = parent.cloneNode deep
el.classList.add elClasses[className]
el
# GPU efficient ways of hiding and showing elements:
hideEl = (el) ->
el.style[css.transform] = 'translate3d(-99999px, 0, 0)'
showEl = (el) ->
el.style[css.transform] = 'translate3d(0, 0, 0)'
# This decorator is used on public effect methods to invoke preliminary tasks
# before the effect is applied.
prep = (fn) ->
->
# If the method has been initiated by a touch handler, skip this process.
if @_touchStarted
fn.apply @, arguments
else
[a0, a1, a2] = arguments
opt = {}
angle = anchor = null
# This switch is used to derive the intended order of arguments.
# This keeps argument requirements flexible, allowing most to be left out.
# By putting this logic in a decorator, it doesn't have to exist in any
# of the individual methods.
# Methods are inferred by their arity.
switch fn.length
when 1
opt.callback = a0
# If the composition is already folded up, skip the queueing process
# and invoke the supplied callback immediately.
return opt.callback?() unless @isFoldedUp
when 2
if typeof a0 is 'function'
opt.callback = a0
else
anchor = a0
opt.callback = a1
when 3
angle = a0
if arguments.length is 2
if typeof a1 is 'object'
opt = a1
else if typeof a1 is 'function'
opt.callback = a1
else
anchor = a1
else if arguments.length is 3
anchor = a1
if typeof a2 is 'object'
opt = a2
else if typeof a2 is 'function'
opt.callback = a2
angle ?= @_lastOp.angle or 0
anchor or= @_lastOp.anchor
# Here we add the called function and its normalized arguments to the
# instance's queue.
@_queue.push [fn, @_normalizeAngle(angle), @_getLonghandAnchor(anchor), opt]
# `_step()` manages the queue and decides whether the action will occur now
# or be deferred.
@_step()
# This decorator also returns the instance so effect methods are chainable.
@
# It's necessary to defer many DOM manipulations to a subsequent event loop tick.
defer = (fn) ->
setTimeout fn, 0
# Empty function to be used as placeholder for callback defaults
# (instead of creating separate empty functions).
noOp = ->
# Setup
# =====
# Set a reference to jQuery (or another `$`-aliased DOM library).
# If it doesn't exist, set to null so OriDomi knows we are working without jQuery.
# OriDomi doesn't require it to work, but offers a useful plugin bridge if present.
$ = if (window.jQuery or window.$)?.data then window.$ else null
# List of anchors and their corresponding axis pairs.
anchorList = ['left', 'right', 'top', 'bottom']
anchorListV = anchorList[..1]
anchorListH = anchorList[2..]
# Create a div for testing CSS3 properties.
testEl = document.createElement 'div'
# The style buffer is later populated with CSS rules and appended to the document.
styleBuffer = ''
# List of browser prefixes for testing CSS3 properties.
prefixList = ['Webkit', 'Moz', 'ms']
baseName = 'oridomi'
# CSS classes used by style rules.
elClasses =
active: 'active'
clone: 'clone'
holder: 'holder'
stage: 'stage'
stageLeft: 'stage-left'
stageRight: 'stage-right'
stageTop: 'stage-top'
stageBottom: 'stage-bottom'
content: 'content'
mask: 'mask'
maskH: 'mask-h'
maskV: 'mask-v'
panel: 'panel'
panelH: 'panel-h'
panelV: 'panel-v'
shader: 'shader'
shaderLeft: 'shader-left'
shaderRight: 'shader-right'
shaderTop: 'shader-top'
shaderBottom: 'shader-bottom'
# Each class is namespaced to prevent styling collisions.
elClasses[k] = "#{ baseName }-#{ v }" for k, v of elClasses
# Map of the CSS3 properties needed to support OriDomi, with shorthand names as keys.
# The keys and values are initialized as identical pairs to start with and prefixed
# subsequently when necessary.
css = new ->
@[key] = key for key in [
'transform'
'transformOrigin'
'transformStyle'
'transitionProperty'
'transitionDuration'
'transitionDelay'
'transitionTimingFunction'
'perspective'
'perspectiveOrigin'
'backfaceVisibility'
'boxSizing'
'mask'
]
@
# This section is wrapped in an immediately invoked function so that it can exit
# early when discovering a lack of browser support to prevent unnecessary work.
do ->
# Loop through the CSS map and replace each value with the result of `testProp()`.
for key, value of css
css[key] = testProp value
# If the returned value is false, warn the user that the browser doesn't support
# OriDomi, set `isSupported` to false, and break out of the loop.
return supportWarning value unless css[key]
# Test for `preserve-3d` as a transform style. This is particularly important
# since it's necessary for nested 3D transforms and recent versions of IE that
# support 3D transforms lack it.
p3d = 'preserve-3d'
testEl.style[css.transformStyle] = p3d
# Failure is indicated when querying the style lacks the correct string.
unless testEl.style[css.transformStyle] is p3d
return supportWarning p3d
# CSS3 linear gradients are used for shading.
# Testing for them is different because they are prefixed values, not properties.
# This invokes an anonymous function to loop through vendor-prefixed linear gradients.
css.gradientProp = do ->
for prefix in prefixList
hyphenated = "-#{ prefix.toLowerCase() }-linear-gradient"
testEl.style.backgroundImage = "#{ hyphenated }(left, #000, #fff)"
# After setting a gradient background on the test div, attempt to retrieve it.
return hyphenated unless testEl.style.backgroundImage.indexOf('gradient') is -1
# If none of the hyphenated values worked, return the unprefixed version.
'linear-gradient'
# The default cursor style is set to `grab` to prompt the user to interact with the element.
# `grab` as a value isn't supported in all browsers so it has to be detected.
[css.grab, css.grabbing] = do ->
for prefix in prefixList
plainGrab = 'grab'
testEl.style.cursor = (grabValue = "-#{ prefix.toLowerCase() }-#{ plainGrab }")
# If the cursor was set correctly, return the prefixed pair.
return [grabValue, "-#{ prefix.toLowerCase() }-grabbing"] if testEl.style.cursor is grabValue
# Otherwise try the unprefixed version.
testEl.style.cursor = plainGrab
if testEl.style.cursor is plainGrab
[plainGrab, 'grabbing']
else
# Fallback to `move`.
['move', 'move']
# Like gradients, transform (as a transition value) needs to be detected and prefixed.
css.transformProp = do ->
# Use a regular expression to pluck the prefix `testProp` found.
if prefix = css.transform.match /(\w+)Transform/i
"-#{ prefix[1].toLowerCase() }-transform"
else
'transform'
# Set a `transitionEnd` property based on the browser's prefix for `transitionProperty`.
css.transitionEnd = do ->
switch css.transitionProperty.toLowerCase()
when 'transitionproperty' then 'transitionEnd'
when 'webkittransitionproperty' then 'webkitTransitionEnd'
when 'moztransitionproperty' then 'transitionend'
when 'mstransitionproperty' then 'msTransitionEnd'
# These calls generate OriDomi's stylesheet.
addStyle elClasses.active,
backgroundColor: 'transparent !important'
backgroundImage: 'none !important'
boxSizing: 'border-box !important'
border: 'none !important'
outline: 'none !important'
padding: '0 !important'
position: 'relative'
transformStyle: p3d + ' !important'
mask: 'none !important'
addStyle elClasses.clone,
margin: '0 !important'
boxSizing: 'border-box !important'
overflow: 'hidden !important'
display: 'block !important'
addStyle elClasses.holder,
width: '100%'
position: 'absolute'
top: '0'
bottom: '0'
transformStyle: p3d
addStyle elClasses.stage,
width: '100%'
height: '100%'
position: 'absolute'
transform: 'translate3d(-9999px, 0, 0)'
margin: '0'
padding: '0'
transformStyle: p3d
# Each anchor needs a particular perspective origin.
for k, v of {Left: '0% 50%', Right: '100% 50%', Top: '50% 0%', Bottom: '50% 100%'}
addStyle elClasses['stage' + k], perspectiveOrigin: v
addStyle elClasses.shader,
width: '100%'
height: '100%'
position: 'absolute'
opacity: '0'
top: '0'
left: '0'
pointerEvents: 'none'
transitionProperty: 'opacity'
# Linear gradient directions depend on their anchor.
for anchor in anchorList
addStyle elClasses['shader' + capitalize anchor], background: getGradient anchor
addStyle elClasses.content,
margin: '0 !important'
position: 'relative !important'
float: 'none !important'
boxSizing: 'border-box !important'
overflow: 'hidden !important'
addStyle elClasses.mask,
width: '100%'
height: '100%'
position: 'absolute'
overflow: 'hidden'
transform: 'translate3d(0, 0, 0)'
outline: '1px solid transparent'
addStyle elClasses.panel,
width: '100%'
height: '100%'
padding: '0'
position: 'relative'
transitionProperty: css.transformProp
transformOrigin: 'left'
transformStyle: p3d
addStyle elClasses.panelH, transformOrigin: 'top'
addStyle "#{ elClasses.stageRight } .#{ elClasses.panel }", transformOrigin: 'right'
addStyle "#{ elClasses.stageBottom } .#{ elClasses.panel }", transformOrigin: 'bottom'
styleEl = document.createElement 'style'
styleEl.type = 'text/css'
# Once the style buffer is ready, it's appended to the document as a stylesheet.
if styleEl.styleSheet
styleEl.styleSheet.cssText = styleBuffer
else
styleEl.appendChild document.createTextNode styleBuffer
document.head.appendChild styleEl
# Defaults
# ========
# These defaults are used by all OriDomi instances unless overridden.
defaults =
# The number of vertical panels (for folding left or right).
vPanels: 3
# The number of horizontal panels (for folding top or bottom).
hPanels: 3
# The determines the distance in pixels (z axis) of the camera/viewer to the paper.
# The smaller the value, the more distorted and exaggerated the effects will appear.
perspective: 1000
# The default shading style is hard, which shows distinct creases in the paper.
# Other options include `'soft'` -- for a smoother, more rounded look -- or `false`
# to disable shading altogether for a flat look.
shading: 'hard'
# Determines the duration of all animations in milliseconds.
speed: 700
# Configurable maximum angle for effects. With most effects, exceeding 90/-90 usually
# makes the element wrap around and pass through itself leading to some glitchy visuals.
maxAngle: 90
# Ripple mode causes effects to fold in a staggered, cascading manner.
# `1` indicates a forward cascade, `2` is backwards. It is disabled by default.
ripple: 0
# This CSS class is applied to OriDomi elements so they can be easily targeted later.
oriDomiClass: 'oridomi'
# This is a multiplier that determines the darkness of shading.
# If you need subtler shading, set this to a value below 1.
shadingIntensity: 1
# This option allows you to supply the name of a CSS easing method or a
# cubic bezier formula for customized animation easing.
easingMethod: ''
# Allows the user to fold the element via touch or mouse.
touchEnabled: true
# Coefficient of touch/drag action's distance delta. Higher numbers cause more movement.
touchSensitivity: .25
# Custom callbacks for touch/drag events. Each one is invoked with a relevant
# value so they can be used to manipulate objects outside of the OriDomi
# instance (e.g. sliding panels). x values are returned when folding left and
# right, y values for top and bottom. The second argument passed is the original
# touch or mouse event. These are empty functions by default. Invoked with
# starting coordinate as first argument.
touchStartCallback: noOp
# Invoked with the folded angle.
touchMoveCallback: noOp
# Invoked with ending point.
touchEndCallback: noOp
# Constructor
# ===========
class OriDomi
constructor: (@el, options = {}) ->
return unless isSupported
# Prevent constructor calls made without `new`.
return new OriDomi arguments... unless @ instanceof OriDomi
# Support selector strings as well as elements.
@el = document.querySelector @el if typeof @el is 'string'
# Make sure element is valid.
unless @el and @el.nodeType is 1
console?.warn 'OriDomi: First argument must be a DOM element'
return
# Fill in passed options with defaults.
@_config = new ->
for k, v of defaults
if options[k]?
@[k] = options[k]
else
@[k] = v
@
# The ripple setting is converted to a number to allow boolean settings.
@_config.ripple = Number @_config.ripple
# The queue holds animation sequences.
@_queue = []
@_panels = {}
@_stages = {}
# Set the starting anchor to left.
@_lastOp = anchor: anchorList[0]
@_shading = @_config.shading
# Alias `shading: true` as hard shading.
@_shading = 'hard' if @_shading is true
# The shader elements are constructed in a conditional so the process can be
# skipped if shading is disabled.
if @_shading
@_shaders = {}
shaderProtos = {}
shaderProto = createEl 'shader'
shaderProto.style[css.transitionDuration] = @_config.speed + 'ms'
shaderProto.style[css.transitionTimingFunction] = @_config.easingMethod
stageProto = createEl 'stage'
stageProto.style[css.perspective] = @_config.perspective + 'px'
for anchor in anchorList
# Each anchor has a unique set of panels.
@_panels[anchor] = []
@_stages[anchor] = cloneEl stageProto, false, 'stage' + capitalize anchor
if @_shading
@_shaders[anchor] = {}
if anchor in anchorListV
@_shaders[anchor][side] = [] for side in anchorListV
else
@_shaders[anchor][side] = [] for side in anchorListH
shaderProtos[anchor] = cloneEl shaderProto, false, 'shader' + capitalize anchor
contentHolder = cloneEl @el, true, 'content'
maskProto = createEl 'mask'
maskProto.appendChild contentHolder
panelProto = createEl 'panel'
panelProto.style[css.transitionDuration] = @_config.speed + 'ms'
panelProto.style[css.transitionTimingFunction] = @_config.easingMethod
# This loop builds all of the panels.
for axis in ['x', 'y']
if axis is 'x'
anchorSet = anchorListV
count = @_config.vPanels
metric = 'width'
classSuffix = 'V'
else
anchorSet = anchorListH
count = @_config.hPanels
metric = 'height'
classSuffix = 'H'
# Set the panel dimension to a percentage of the container.
percent = 100 / count
mask = cloneEl maskProto, true, 'mask' + classSuffix
content = mask.children[0]
# The inner content retains the original dimensions of the element
# while being inside a small slice. By multiplying 100% by the number of
# panels on this axis, the size reduction of the parent in undone and
# sizing flexibility is achieved.
content.style.width = content.style.height = '100%'
content.style[metric] = content.style['max' + capitalize metric] = count * 100 + '%'
if @_shading
mask.appendChild shaderProtos[anchor] for anchor in anchorSet
proto = cloneEl panelProto, false, 'panel' + classSuffix
proto.appendChild mask
for anchor, n in anchorSet
for panelN in [0...count]
panel = proto.cloneNode true
# Only the first panel has its size set to a percentage since subsequent
# panels are nested children and will match its size.
panel.style[metric] = percent + '%' if panelN is 0
content = panel.children[0].children[0]
# The inner content of each panel is offset relative to the panel
# index to display a contiguous composition.
if n is 0
content.style[anchor] = -panelN * 100 + '%'
if panelN is 0
panel.style[anchor] = '0'
else
panel.style[anchor] = '100%'
else
content.style[anchorSet[0]] = (count - panelN - 1) * -100 + '%'
panel.style[css.origin] = anchor
if panelN is 0
panel.style[anchorSet[0]] = 100 - percent + '%'
else
panel.style[anchorSet[0]] = '-100%'
if @_shading
for a, i in anchorSet
@_shaders[anchor][a][panelN] = panel.children[0].children[i + 1]
@_panels[anchor][panelN] = panel
# Panels are nested inside each other.
@_panels[anchor][panelN - 1].appendChild panel unless panelN is 0
# Append the first panel to each stage.
@_stages[anchor].appendChild @_panels[anchor][0]
@_stageHolder = createEl 'holder'
@_stageHolder.appendChild @_stages[anchor] for anchor in anchorList
# Override default styling if original positioning is absolute.
if window.getComputedStyle(@el).position is 'absolute'
@el.style.position = 'absolute'
@el.classList.add elClasses.active
showEl @_stages.left
# The original element is cloned and hidden via transforms so the dimensions
# of the OriDomi content are maintained by it.
@_cloneEl = cloneEl @el, true, 'clone'
@_cloneEl.classList.remove elClasses.active
hideEl @_cloneEl
# Once the clone is stored the original element is emptied and appended with
# the clone and the OriDomi content.
@el.innerHTML = ''
@el.appendChild @_cloneEl
@el.appendChild @_stageHolder
# This ensures mouse events work correctly when panels are transformed
# away from the viewer.
@el.parentNode.style[css.transformStyle] = 'preserve-3d'
# An effect method is called since touch events rely on using the last
# method called.
@accordion 0
@setRipple @_config.ripple if @_config.ripple
@enableTouch() if @_config.touchEnabled
# Internal Methods
# ================
# This method is called for the action shifted off the queue.
_step: =>
# Return if the composition is currently in transition or the queue is empty.
return if @_inTrans or !@_queue.length
@_inTrans = true
# Destructure action arguments from the front of the queue.
[fn, angle, anchor, options] = @_queue.shift()
@unfreeze() if @isFrozen
# A local function for the next action is created should the call need to be
# deferred (if the stage is folded up or on the wrong anchor).
next = =>
@_setCallback {angle, anchor, options, fn}
args = [angle, anchor, options]
args.shift() if fn.length < 3
fn.apply @, args
if @isFoldedUp
if fn.length is 2
next()
else
@_unfold next
else if anchor isnt @_lastOp.anchor
@_stageReset anchor, next
else
next()
# This method tests if the called action is identical to the previous one.
# If two identical operations were called in a row, the transition callback
# wouldn't be called due to no animation taking place. This method reasons if
# movement has taken place, avoiding this pitfall of transition listeners.
_isIdenticalOperation: (op) ->
return true unless @_lastOp.fn
return false if @_lastOp.reset
(return false if @_lastOp[key] isnt op[key]) for key in ['angle', 'anchor', 'fn']
(return false if v isnt @_lastOp.options[k] and k isnt 'callback') for k, v of op.options
true
# This method normalizes callback handling for all public methods.
_setCallback: (operation) ->
# If there was no transformation, invoke the callback immediately.
if !@_config.speed or @_isIdenticalOperation operation
@_conclude operation.options.callback
# Otherwise, attach an event listener to be called on the transition's end.
else
@_panels[@_lastOp.anchor][0].addEventListener css.transitionEnd, @_onTransitionEnd, false
(@_lastOp = operation).reset = false
# Handler called when a CSS transition ends.
_onTransitionEnd: (e) =>
# Remove the event listener immediately to prevent bubbling.
e.currentTarget.removeEventListener css.transitionEnd, @_onTransitionEnd, false
# Initialize the transition teardown process.
@_conclude @_lastOp.options.callback, e
# Used to handle the end process of transitions and to initialize queued operations.
_conclude: (cb, event) =>
defer =>
@_inTrans = false
@_step()
cb? event, @
# Transforms a given element based on angle, anchor, and fracture boolean.
_transformPanel: (el, angle, anchor, fracture) ->
# The values of 1 and -1 are used to try to prevent small gaps from
# appearing between panels during transforms.
x = y = z = 0
switch anchor
when 'left'
y = angle
translate = 'X(-1'
when 'right'
y = -angle
translate = 'X(1'
when 'top'
x = -angle
translate = 'Y(-1'
when 'bottom'
x = angle
translate = 'Y(1'
# Rotate on every axis in fracture mode.
x = y = z = angle if fracture
el.style[css.transform] = """
rotateX(#{ x }deg)
rotateY(#{ y }deg)
rotateZ(#{ z }deg)
translate#{ translate }px)
"""
# This validates a given angle by making sure it's a float and by
# keeping it within the maximum range specified in the instance settings.
_normalizeAngle: (angle) ->
angle = parseFloat angle, 10
max = @_config.maxAngle
if isNaN angle
0
else if angle > max
max
else if angle < -max
-max
else
angle
# Allows other methods to change the transition duration/delay or disable it altogether.
_setTrans: (duration, delay, anchor = @_lastOp.anchor) ->
@_iterate anchor, (panel, i, len) => @_setPanelTrans anchor, arguments..., duration, delay
# This method changes the transition duration and delay of panels and shaders.
_setPanelTrans: (anchor, panel, i, len, duration, delay) ->
delayMs = do =>
# Delay is a `ripple` value. The milliseconds are derived based on the
# speed setting and the number of panels.
switch delay
when 0 then 0
when 1 then @_config.speed / len * i
when 2 then @_config.speed / len * (len - i - 1)
panel.style[css.transitionDuration] = duration + 'ms'
panel.style[css.transitionDelay] = delayMs + 'ms'
if @_shading
for side in (if anchor in anchorListV then anchorListV else anchorListH)
shader = @_shaders[anchor][side][i]
shader.style[css.transitionDuration] = duration + 'ms'
shader.style[css.transitionDelay] = delayMs + 'ms'
delayMs
# Determines a shader's opacity based upon panel position, anchor, and angle.
_setShader: (n, anchor, angle) ->
# Store the angle's absolute value and generate an opacity based on `shadingIntensity`.
abs = Math.abs angle
opacity = abs / 90 * @_config.shadingIntensity
# With hard shading, opacity is reduced and `angle` is based on the global
# `lastAngle` so all panels' shaders share the same direction. Soft shaders
# have alternating directions.
if @_shading is 'hard'
opacity *= .15
if @_lastOp.angle < 0
angle = abs
else
angle = -abs
else
opacity *= .4
# This block makes sure left and top shaders appear for negative angles and right
# and bottom shaders appear for positive ones.
if anchor in anchorListV
if angle < 0
a = opacity
b = 0
else
a = 0
b = opacity
@_shaders[anchor].left[n].style.opacity = a
@_shaders[anchor].right[n].style.opacity = b
else
if angle < 0
a = 0
b = opacity
else
a = opacity
b = 0
@_shaders[anchor].top[n].style.opacity = a
@_shaders[anchor].bottom[n].style.opacity = b
# This method shows the requested stage element and sets a reference to it as
# the current stage.
_showStage: (anchor) ->
if anchor isnt @_lastOp.anchor
hideEl @_stages[@_lastOp.anchor]
@_lastOp.anchor = anchor
@_lastOp.reset = true
@_stages[anchor].style[css.transform] = 'translate3d(' + do =>
switch anchor
when 'left'
'0, 0, 0)'
when 'right'
"-#{ @_config.vPanels * 1 }px, 0, 0)"
when 'top'
'0, 0, 0)'
when 'bottom'
"0, -#{ (@_config.hPanels + 2) * 1 }px, 0)"
# If the composition needs to switch stages or fold up, it must first unfold
# all panels to 0 degrees.
_stageReset: (anchor, cb) =>
fn = (e) =>
e.currentTarget.removeEventListener css.transitionEnd, fn, false if e
@_showStage anchor
defer cb
# If already unfolded to 0, immediately invoke the change function.
return fn() if @_lastOp.angle is 0
@_panels[@_lastOp.anchor][0].addEventListener css.transitionEnd, fn, false
@_iterate @_lastOp.anchor, (panel, i) =>
@_transformPanel panel, 0, @_lastOp.anchor
@_setShader i, @_lastOp.anchor, 0 if @_shading
# Converts a shorthand anchor name to a full one.
# Numerical shorthands are based on CSS shorthand ordering.
_getLonghandAnchor: (shorthand) ->
switch shorthand.toString()
when 'left', 'l', '4'
'left'
when 'right', 'r', '2'
'right'
when 'top', 't', '1'
'top'
when 'bottom', 'b', '3'
'bottom'
else
# Left is always default.
'left'
# Gives the element a resize cursor to prompt the user to drag the mouse.
_setCursor: (bool = @_touchEnabled) ->
if bool
@el.style.cursor = css.grab
else
@el.style.cursor = 'default'
# Touch / Drag Event Handlers
# ===========================
# Adds or removes handlers from the element based on the boolean argument given.
_setTouch: (toggle) ->
if toggle
return @ if @_touchEnabled
listenFn = 'addEventListener'
else
return @ unless @_touchEnabled
listenFn = 'removeEventListener'
@_touchEnabled = toggle
@_setCursor()
# Array of event type pairs.
eventPairs = [['TouchStart', 'MouseDown'], ['TouchEnd', 'MouseUp'],
['TouchMove', 'MouseMove'], ['TouchLeave', 'MouseLeave']]
# Detect native `mouseleave` support.
mouseLeaveSupport = 'onmouseleave' of window
# Attach touch/drag event listeners in related pairs.
for eventPair in eventPairs
for eString in eventPair
unless eString is 'TouchLeave' and !mouseLeaveSupport
@el[listenFn] eString.toLowerCase(), @['_on' + eventPair[0]], false
else
@el[listenFn] 'mouseout', @_onMouseOut, false
break
@
# This method is called when a finger or mouse button is pressed on the element.
_onTouchStart: (e) =>
return if !@_touchEnabled or @isFoldedUp
e.preventDefault()
# Clear queued animations.
@emptyQueue()
# Set a property to track touch starts.
@_touchStarted = true
# Change the cursor to the active `grabbing` state.
@el.style.cursor = css.grabbing
# Disable tweening to enable instant 1 to 1 movement.
@_setTrans 0, 0
# Derive the axis to fold on.
@_touchAxis = if @_lastOp.anchor in anchorListV then 'x' else 'y'
# Set a reference to the last folded angle to accurately derive deltas.
@["_#{ @_touchAxis }Last"] = @_lastOp.angle
axis1 = "_#{ @_touchAxis }1"
# Determine the starting tap's coordinate for touch and mouse events.
if e.type is 'mousedown'
@[axis1] = e["page#{ @_touchAxis.toUpperCase() }"]
else
@[axis1] = e.targetTouches[0]["page#{ @_touchAxis.toUpperCase() }"]
# Return that value to an external listener.
@_config.touchStartCallback @[axis1], e
# Called on touch/mouse movement.
_onTouchMove: (e) =>
return unless @_touchEnabled and @_touchStarted
e.preventDefault()
# Set a reference to the current x or y position.
if e.type is 'mousemove'
current = e["page#{ @_touchAxis.toUpperCase() }"]
else
current = e.targetTouches[0]["page#{ @_touchAxis.toUpperCase() }"]
# Calculate distance and multiply by `touchSensitivity`.
distance = (current - @["_#{ @_touchAxis }1"]) * @_config.touchSensitivity
# Calculate final delta based on starting angle, anchor, and what side of zero
# the last operation was on.
if @_lastOp.angle < 0
if @_lastOp.anchor is 'right' or @_lastOp.anchor is 'bottom'
delta = @["_#{ @_touchAxis }Last"] - distance
else
delta = @["_#{ @_touchAxis }Last"] + distance
delta = 0 if delta > 0
else
if @_lastOp.anchor is 'right' or @_lastOp.anchor is 'bottom'
delta = @["_#{ @_touchAxis }Last"] + distance
else
delta = @["_#{ @_touchAxis }Last"] - distance
delta = 0 if delta < 0
@_lastOp.angle = delta = @_normalizeAngle delta
@_lastOp.fn.call @, delta, @_lastOp.anchor, @_lastOp.options
@_config.touchMoveCallback delta, e
# Teardown process when touch/drag event ends.
_onTouchEnd: (e) =>
return unless @_touchEnabled
# Restore the initial touch status and cursor.
@_touchStarted = @_inTrans = false
@el.style.cursor = css.grab
# Enable transitions again.
@_setTrans @_config.speed, @_config.ripple
# Pass callback final coordinate.
@_config.touchEndCallback @["_#{ @_touchAxis }Last"], e
# End folding when the mouse or finger leaves the composition.
_onTouchLeave: (e) =>
return unless @_touchEnabled and @_touchStarted
@_onTouchEnd e
# A fallback for browsers that don't support `mouseleave`.
_onMouseOut: (e) =>
return unless @_touchEnabled and @_touchStarted
@_onTouchEnd e if e.toElement and [email protected] e.toElement
# This method unfolds the composition after it's been folded up. It's private
# and doesn't use the decorator because it's used internally by other methods
# and skips the queue. Its public counterpart is a queued alias.
_unfold: (callback) ->
@_inTrans = true
{anchor} = @_lastOp
@_iterate anchor, (panel, i, len) =>
delay = @_setPanelTrans anchor, arguments..., @_config.speed, 1
do (panel, i, delay) =>
defer =>
@_transformPanel panel, 0, @_lastOp.anchor
setTimeout =>
showEl panel.children[0]
if i is len - 1
@_inTrans = @isFoldedUp = false
callback?()
@_lastOp.fn = @accordion
@_lastOp.angle = 0
defer => panel.style[css.transitionDuration] = @_config.speed
, delay + @_config.speed * .25
# This method is used by many others to iterate among panels within a given anchor.
_iterate: (anchor, fn) ->
fn.call @, panel, i, panels.length for panel, i in panels = @_panels[anchor]
# Public Methods
# ==============
# Enables touch events.
enableTouch: ->
@_setTouch true
# Disables touch events.
disableTouch: ->
@_setTouch false
# Public setter for transition durations.
setSpeed: (speed) ->
for anchor in anchorList
@_setTrans (@_config.speed = speed), @_config.ripple, anchor
@