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upgrade Dojo to 1.6.1

This commit is contained in:
Andrew Dolgov
2011-11-08 20:40:44 +04:00
parent 870a70e109
commit 81bea17aef
680 changed files with 51915 additions and 74107 deletions

View File

@@ -1,5 +1,5 @@
/*
Copyright (c) 2004-2010, The Dojo Foundation All Rights Reserved.
Copyright (c) 2004-2011, The Dojo Foundation All Rights Reserved.
Available via Academic Free License >= 2.1 OR the modified BSD license.
see: http://dojotoolkit.org/license for details
*/
@@ -9,11 +9,13 @@ if(!dojo._hasResource["dojo.fx.easing"]){ //_hasResource checks added by build.
dojo._hasResource["dojo.fx.easing"] = true;
dojo.provide("dojo.fx.easing");
dojo.getObject("fx.easing", true, dojo);
dojo.fx.easing = {
// summary:
// Collection of easing functions to use beyond the default
// summary:
// Collection of easing functions to use beyond the default
// `dojo._defaultEasing` function.
//
//
// description:
//
// Easing functions are used to manipulate the iteration through
@@ -21,22 +23,22 @@ dojo.fx.easing = {
// and the easing function progresses through that Line determing
// how quickly (or slowly) it should go. Or more accurately: modify
// the value of the _Line based on the percentage of animation completed.
//
//
// All functions follow a simple naming convention of "ease type" + "when".
// If the name of the function ends in Out, the easing described appears
// towards the end of the animation. "In" means during the beginning,
// and InOut means both ranges of the Animation will applied, both
// beginning and end.
// beginning and end.
//
// One does not call the easing function directly, it must be passed to
// One does not call the easing function directly, it must be passed to
// the `easing` property of an animation.
//
// example:
// | dojo.require("dojo.fx.easing");
// | var anim = dojo.fadeOut({
// | node: 'node',
// | node: 'node',
// | duration: 2000,
// | // note there is no ()
// | // note there is no ()
// | easing: dojo.fx.easing.quadIn
// | }).play();
//
@@ -151,24 +153,24 @@ dojo.fx.easing = {
},
backIn: function(/* Decimal? */n){
// summary:
// An easing function that starts away from the target,
// summary:
// An easing function that starts away from the target,
// and quickly accelerates towards the end value.
//
// Use caution when the easing will cause values to become
//
// Use caution when the easing will cause values to become
// negative as some properties cannot be set to negative values.
var s = 1.70158;
return Math.pow(n, 2) * ((s + 1) * n - s);
},
backOut: function(/* Decimal? */n){
// summary:
// An easing function that pops past the range briefly, and slowly comes back.
// summary:
// An easing function that pops past the range briefly, and slowly comes back.
//
// description:
// An easing function that pops past the range briefly, and slowly comes back.
// An easing function that pops past the range briefly, and slowly comes back.
//
// Use caution when the easing will cause values to become negative as some
// Use caution when the easing will cause values to become negative as some
// properties cannot be set to negative values.
n = n - 1;
@@ -177,12 +179,12 @@ dojo.fx.easing = {
},
backInOut: function(/* Decimal? */n){
// summary:
// summary:
// An easing function combining the effects of `backIn` and `backOut`
//
// description:
// An easing function combining the effects of `backIn` and `backOut`.
// Use caution when the easing will cause values to become negative
// Use caution when the easing will cause values to become negative
// as some properties cannot be set to negative values.
var s = 1.70158 * 1.525;
n = n * 2;
@@ -192,13 +194,13 @@ dojo.fx.easing = {
},
elasticIn: function(/* Decimal? */n){
// summary:
// summary:
// An easing function the elastically snaps from the start value
//
// description:
// An easing function the elastically snaps from the start value
//
// Use caution when the elasticity will cause values to become negative
//
// Use caution when the elasticity will cause values to become negative
// as some properties cannot be set to negative values.
if(n == 0 || n == 1){ return n; }
var p = .3;
@@ -208,7 +210,7 @@ dojo.fx.easing = {
},
elasticOut: function(/* Decimal? */n){
// summary:
// summary:
// An easing function that elasticly snaps around the target value,
// near the end of the Animation
//
@@ -216,7 +218,7 @@ dojo.fx.easing = {
// An easing function that elasticly snaps around the target value,
// near the end of the Animation
//
// Use caution when the elasticity will cause values to become
// Use caution when the elasticity will cause values to become
// negative as some properties cannot be set to negative values.
if(n==0 || n == 1){ return n; }
var p = .3;
@@ -225,7 +227,7 @@ dojo.fx.easing = {
},
elasticInOut: function(/* Decimal? */n){
// summary:
// summary:
// An easing function that elasticly snaps around the value, near
// the beginning and end of the Animation.
//
@@ -233,7 +235,7 @@ dojo.fx.easing = {
// An easing function that elasticly snaps around the value, near
// the beginning and end of the Animation.
//
// Use caution when the elasticity will cause values to become
// Use caution when the elasticity will cause values to become
// negative as some properties cannot be set to negative values.
if(n == 0) return 0;
n = n * 2;
@@ -249,7 +251,7 @@ dojo.fx.easing = {
},
bounceIn: function(/* Decimal? */n){
// summary:
// summary:
// An easing function that 'bounces' near the beginning of an Animation
return (1 - dojo.fx.easing.bounceOut(1 - n)); // Decimal
},
@@ -259,7 +261,7 @@ dojo.fx.easing = {
// An easing function that 'bounces' near the end of an Animation
var s = 7.5625;
var p = 2.75;
var l;
var l;
if(n < (1 / p)){
l = s * Math.pow(n, 2);
}else if(n < (2 / p)){
@@ -276,7 +278,7 @@ dojo.fx.easing = {
},
bounceInOut: function(/* Decimal? */n){
// summary:
// summary:
// An easing function that 'bounces' at the beginning and end of the Animation
if(n < 0.5){ return dojo.fx.easing.bounceIn(n * 2) / 2; }
return (dojo.fx.easing.bounceOut(n * 2 - 1) / 2) + 0.5; // Decimal