'use strict';
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var setupEnv, requestAnimFrame, cancelAnimFrame, parsePositiveInt;
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/**
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* Vivus
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* Beta version
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*
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* Take any SVG and make the animation
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* to give give the impression of live drawing
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*
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* This in more than just inspired from codrops
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* At that point, it's a pure fork.
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*/
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/**
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* Class constructor
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* option structure
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* type: 'delayed'|'sync'|'oneByOne'|'script' (to know if the items must be drawn synchronously or not, default: delayed)
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* duration: <int> (in frames)
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* start: 'inViewport'|'manual'|'autostart' (start automatically the animation, default: inViewport)
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* delay: <int> (delay between the drawing of first and last path)
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* dashGap <integer> whitespace extra margin between dashes
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* pathTimingFunction <function> timing animation function for each path element of the SVG
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* animTimingFunction <function> timing animation function for the complete SVG
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* forceRender <boolean> force the browser to re-render all updated path items
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* selfDestroy <boolean> removes all extra styling on the SVG, and leaves it as original
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*
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* The attribute 'type' is by default on 'delayed'.
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* - 'delayed'
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* all paths are draw at the same time but with a
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* little delay between them before start
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* - 'sync'
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* all path are start and finish at the same time
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* - 'oneByOne'
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* only one path is draw at the time
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* the end of the first one will trigger the draw
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* of the next one
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*
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* All these values can be overwritten individually
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* for each path item in the SVG
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* The value of frames will always take the advantage of
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* the duration value.
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* If you fail somewhere, an error will be thrown.
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* Good luck.
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*
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* @constructor
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* @this {Vivus}
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* @param {DOM|String} element Dom element of the SVG or id of it
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* @param {Object} options Options about the animation
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* @param {Function} callback Callback for the end of the animation
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*/
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function Vivus(element, options, callback) {
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setupEnv();
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// Setup
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this.isReady = false;
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this.setElement(element, options);
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this.setOptions(options);
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this.setCallback(callback);
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if (this.isReady) {
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this.init();
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}
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}
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/**
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* Timing functions
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**************************************
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*
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* Default functions to help developers.
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* It always take a number as parameter (between 0 to 1) then
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* return a number (between 0 and 1)
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*/
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Vivus.LINEAR = function(x) {
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return x;
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};
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Vivus.EASE = function(x) {
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return -Math.cos(x * Math.PI) / 2 + 0.5;
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};
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Vivus.EASE_OUT = function(x) {
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return 1 - Math.pow(1 - x, 3);
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};
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Vivus.EASE_IN = function(x) {
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return Math.pow(x, 3);
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};
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Vivus.EASE_OUT_BOUNCE = function(x) {
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var base = -Math.cos(x * (0.5 * Math.PI)) + 1,
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rate = Math.pow(base, 1.5),
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rateR = Math.pow(1 - x, 2),
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progress = -Math.abs(Math.cos(rate * (2.5 * Math.PI))) + 1;
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return 1 - rateR + progress * rateR;
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};
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/**
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* Setters
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**************************************
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*/
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/**
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* Check and set the element in the instance
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* The method will not return anything, but will throw an
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* error if the parameter is invalid
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*
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* @param {DOM|String} element SVG Dom element or id of it
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*/
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Vivus.prototype.setElement = function(element, options) {
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var onLoad, self;
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// Basic check
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if (typeof element === 'undefined') {
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throw new Error('Vivus [constructor]: "element" parameter is required');
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}
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// Set the element
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if (element.constructor === String) {
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element = document.getElementById(element);
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if (!element) {
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throw new Error(
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'Vivus [constructor]: "element" parameter is not related to an existing ID'
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);
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}
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}
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this.parentEl = element;
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// Load the SVG with XMLHttpRequest and extract the SVG
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if (options && options.file) {
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self = this;
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onLoad = function() {
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var domSandbox = document.createElement('div');
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domSandbox.innerHTML = this.responseText;
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var svgTag = domSandbox.querySelector('svg');
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if (!svgTag) {
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throw new Error(
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'Vivus [load]: Cannot find the SVG in the loaded file : ' +
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options.file
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);
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}
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self.el = svgTag;
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self.el.setAttribute('width', '100%');
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self.el.setAttribute('height', '100%');
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self.parentEl.appendChild(self.el);
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self.isReady = true;
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self.init();
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self = null;
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};
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var oReq = new window.XMLHttpRequest();
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oReq.addEventListener('load', onLoad);
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oReq.open('GET', options.file);
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oReq.send();
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return;
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}
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switch (element.constructor) {
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case window.SVGSVGElement:
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case window.SVGElement:
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case window.SVGGElement:
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this.el = element;
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this.isReady = true;
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break;
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case window.HTMLObjectElement:
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self = this;
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onLoad = function(e) {
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if (self.isReady) {
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return;
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}
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self.el =
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element.contentDocument &&
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element.contentDocument.querySelector('svg');
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if (!self.el && e) {
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throw new Error(
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'Vivus [constructor]: object loaded does not contain any SVG'
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);
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} else if (self.el) {
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if (element.getAttribute('built-by-vivus')) {
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self.parentEl.insertBefore(self.el, element);
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self.parentEl.removeChild(element);
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self.el.setAttribute('width', '100%');
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self.el.setAttribute('height', '100%');
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}
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self.isReady = true;
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self.init();
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self = null;
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}
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};
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if (!onLoad()) {
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element.addEventListener('load', onLoad);
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}
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break;
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default:
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throw new Error(
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'Vivus [constructor]: "element" parameter is not valid (or miss the "file" attribute)'
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);
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}
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};
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/**
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* Set up user option to the instance
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* The method will not return anything, but will throw an
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* error if the parameter is invalid
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*
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* @param {object} options Object from the constructor
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*/
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Vivus.prototype.setOptions = function(options) {
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var allowedTypes = [
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'delayed',
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'sync',
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'async',
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'nsync',
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'oneByOne',
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'scenario',
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'scenario-sync'
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];
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var allowedStarts = ['inViewport', 'manual', 'autostart'];
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// Basic check
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if (options !== undefined && options.constructor !== Object) {
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throw new Error(
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'Vivus [constructor]: "options" parameter must be an object'
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);
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} else {
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options = options || {};
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}
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// Set the animation type
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if (options.type && allowedTypes.indexOf(options.type) === -1) {
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throw new Error(
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'Vivus [constructor]: ' +
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options.type +
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' is not an existing animation `type`'
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);
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} else {
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this.type = options.type || allowedTypes[0];
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}
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// Set the start type
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if (options.start && allowedStarts.indexOf(options.start) === -1) {
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throw new Error(
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'Vivus [constructor]: ' +
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options.start +
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' is not an existing `start` option'
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);
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} else {
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this.start = options.start || allowedStarts[0];
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}
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this.isIE =
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window.navigator.userAgent.indexOf('MSIE') !== -1 ||
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window.navigator.userAgent.indexOf('Trident/') !== -1 ||
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window.navigator.userAgent.indexOf('Edge/') !== -1;
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this.duration = parsePositiveInt(options.duration, 120);
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this.delay = parsePositiveInt(options.delay, null);
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this.dashGap = parsePositiveInt(options.dashGap, 1);
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this.forceRender = options.hasOwnProperty('forceRender')
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? !!options.forceRender
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: this.isIE;
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this.reverseStack = !!options.reverseStack;
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this.selfDestroy = !!options.selfDestroy;
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this.onReady = options.onReady;
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this.map = [];
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this.frameLength = this.currentFrame = this.delayUnit = this.speed = this.handle = null;
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this.ignoreInvisible = options.hasOwnProperty('ignoreInvisible')
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? !!options.ignoreInvisible
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: false;
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this.animTimingFunction = options.animTimingFunction || Vivus.LINEAR;
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this.pathTimingFunction = options.pathTimingFunction || Vivus.LINEAR;
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if (this.delay >= this.duration) {
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throw new Error('Vivus [constructor]: delay must be shorter than duration');
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}
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};
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/**
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* Set up callback to the instance
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* The method will not return enything, but will throw an
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* error if the parameter is invalid
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*
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* @param {Function} callback Callback for the animation end
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*/
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Vivus.prototype.setCallback = function(callback) {
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// Basic check
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if (!!callback && callback.constructor !== Function) {
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throw new Error(
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'Vivus [constructor]: "callback" parameter must be a function'
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);
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}
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this.callback = callback || function() {};
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};
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/**
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* Core
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**************************************
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*/
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/**
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* Map the svg, path by path.
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* The method return nothing, it just fill the
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* `map` array. Each item in this array represent
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* a path element from the SVG, with informations for
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* the animation.
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*
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* ```
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* [
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* {
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* el: <DOMobj> the path element
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* length: <number> length of the path line
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* startAt: <number> time start of the path animation (in frames)
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* duration: <number> path animation duration (in frames)
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* },
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* ...
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* ]
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* ```
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*
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*/
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Vivus.prototype.mapping = function() {
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var i, paths, path, pAttrs, pathObj, totalLength, lengthMeter, timePoint;
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timePoint = totalLength = lengthMeter = 0;
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paths = this.el.querySelectorAll('path');
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for (i = 0; i < paths.length; i++) {
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path = paths[i];
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if (this.isInvisible(path)) {
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continue;
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}
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pathObj = {
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el: path,
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length: Math.ceil(path.getTotalLength())
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};
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// Test if the path length is correct
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if (isNaN(pathObj.length)) {
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if (window.console && console.warn) {
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console.warn(
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'Vivus [mapping]: cannot retrieve a path element length',
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path
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);
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}
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continue;
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}
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this.map.push(pathObj);
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path.style.strokeDasharray =
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pathObj.length + ' ' + (pathObj.length + this.dashGap * 2);
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path.style.strokeDashoffset = pathObj.length + this.dashGap;
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pathObj.length += this.dashGap;
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totalLength += pathObj.length;
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this.renderPath(i);
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}
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totalLength = totalLength === 0 ? 1 : totalLength;
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this.delay = this.delay === null ? this.duration / 3 : this.delay;
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this.delayUnit = this.delay / (paths.length > 1 ? paths.length - 1 : 1);
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// Reverse stack if asked
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if (this.reverseStack) {
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this.map.reverse();
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}
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for (i = 0; i < this.map.length; i++) {
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pathObj = this.map[i];
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switch (this.type) {
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case 'delayed':
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pathObj.startAt = this.delayUnit * i;
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pathObj.duration = this.duration - this.delay;
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break;
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case 'oneByOne':
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pathObj.startAt = (lengthMeter / totalLength) * this.duration;
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pathObj.duration = (pathObj.length / totalLength) * this.duration;
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break;
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case 'sync':
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case 'async':
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case 'nsync':
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pathObj.startAt = 0;
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pathObj.duration = this.duration;
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break;
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case 'scenario-sync':
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path = pathObj.el;
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pAttrs = this.parseAttr(path);
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pathObj.startAt =
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timePoint +
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(parsePositiveInt(pAttrs['data-delay'], this.delayUnit) || 0);
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pathObj.duration = parsePositiveInt(
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pAttrs['data-duration'],
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this.duration
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);
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timePoint =
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pAttrs['data-async'] !== undefined
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? pathObj.startAt
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: pathObj.startAt + pathObj.duration;
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this.frameLength = Math.max(
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this.frameLength,
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pathObj.startAt + pathObj.duration
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);
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break;
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case 'scenario':
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path = pathObj.el;
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pAttrs = this.parseAttr(path);
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pathObj.startAt =
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parsePositiveInt(pAttrs['data-start'], this.delayUnit) || 0;
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pathObj.duration = parsePositiveInt(
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pAttrs['data-duration'],
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this.duration
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);
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this.frameLength = Math.max(
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this.frameLength,
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pathObj.startAt + pathObj.duration
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);
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break;
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}
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lengthMeter += pathObj.length;
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this.frameLength = this.frameLength || this.duration;
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}
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};
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/**
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* Interval method to draw the SVG from current
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* position of the animation. It update the value of
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* `currentFrame` and re-trace the SVG.
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*
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* It use this.handle to store the requestAnimationFrame
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* and clear it one the animation is stopped. So this
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* attribute can be used to know if the animation is
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* playing.
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*
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* Once the animation at the end, this method will
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* trigger the Vivus callback.
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*
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*/
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Vivus.prototype.drawer = function() {
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var self = this;
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this.currentFrame += this.speed;
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if (this.currentFrame <= 0) {
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this.stop();
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this.reset();
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} else if (this.currentFrame >= this.frameLength) {
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this.stop();
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this.currentFrame = this.frameLength;
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this.trace();
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if (this.selfDestroy) {
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this.destroy();
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}
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} else {
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this.trace();
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this.handle = requestAnimFrame(function() {
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self.drawer();
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});
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return;
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}
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this.callback(this);
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if (this.instanceCallback) {
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this.instanceCallback(this);
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this.instanceCallback = null;
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}
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};
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/**
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* Draw the SVG at the current instant from the
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* `currentFrame` value. Here is where most of the magic is.
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* The trick is to use the `strokeDashoffset` style property.
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*
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* For optimisation reasons, a new property called `progress`
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* is added in each item of `map`. This one contain the current
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* progress of the path element. Only if the new value is different
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* the new value will be applied to the DOM element. This
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* method save a lot of resources to re-render the SVG. And could
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* be improved if the animation couldn't be played forward.
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*
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*/
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Vivus.prototype.trace = function() {
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var i, progress, path, currentFrame;
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currentFrame =
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this.animTimingFunction(this.currentFrame / this.frameLength) *
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this.frameLength;
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for (i = 0; i < this.map.length; i++) {
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path = this.map[i];
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progress = (currentFrame - path.startAt) / path.duration;
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progress = this.pathTimingFunction(Math.max(0, Math.min(1, progress)));
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if (path.progress !== progress) {
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path.progress = progress;
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path.el.style.strokeDashoffset = Math.floor(path.length * (1 - progress));
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this.renderPath(i);
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}
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}
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};
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|
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/**
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* Method forcing the browser to re-render a path element
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* from it's index in the map. Depending on the `forceRender`
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* value.
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|
* The trick is to replace the path element by it's clone.
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|
* This practice is not recommended because it's asking more
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|
* ressources, too much DOM manupulation..
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|
* but it's the only way to let the magic happen on IE.
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|
* By default, this fallback is only applied on IE.
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*
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* @param {Number} index Path index
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*/
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Vivus.prototype.renderPath = function(index) {
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if (this.forceRender && this.map && this.map[index]) {
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var pathObj = this.map[index],
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newPath = pathObj.el.cloneNode(true);
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pathObj.el.parentNode.replaceChild(newPath, pathObj.el);
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pathObj.el = newPath;
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}
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};
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|
|
/**
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|
* When the SVG object is loaded and ready,
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|
* this method will continue the initialisation.
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|
*
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|
* This this mainly due to the case of passing an
|
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* object tag in the constructor. It will wait
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* the end of the loading to initialise.
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*
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|
*/
|
|
Vivus.prototype.init = function() {
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// Set object variables
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this.frameLength = 0;
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this.currentFrame = 0;
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this.map = [];
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// Start
|
|
new Pathformer(this.el);
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this.mapping();
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this.starter();
|
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|
|
if (this.onReady) {
|
|
this.onReady(this);
|
|
}
|
|
};
|
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|
|
/**
|
|
* 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.drawer();
|
|
}
|
|
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;
|
|
};
|