diff --git a/.gitignore b/.gitignore index 0c2d8f58..3b847572 100644 --- a/.gitignore +++ b/.gitignore @@ -2,7 +2,7 @@ node_modules/ *.DS_Store .DS_Store doc/ -dist/ + demo/dist/ release/ npm-debug.log* diff --git a/dist/scene.cjs.js b/dist/scene.cjs.js new file mode 100644 index 00000000..48db8e87 --- /dev/null +++ b/dist/scene.cjs.js @@ -0,0 +1,3814 @@ +/* +Copyright (c) 2016 Daybrush +name: scenejs +license: MIT +author: Daybrush +repository: https://github.com/daybrush/scenejs.git +version: 1.0.1 +*/ +'use strict'; + +var utils = require('@daybrush/utils'); +var ListMap = require('list-map'); + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. All rights reserved. +Licensed under the Apache License, Version 2.0 (the "License"); you may not use +this file except in compliance with the License. You may obtain a copy of the +License at http://www.apache.org/licenses/LICENSE-2.0 + +THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY +KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED +WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, +MERCHANTABLITY OR NON-INFRINGEMENT. + +See the Apache Version 2.0 License for specific language governing permissions +and limitations under the License. +***************************************************************************** */ + +/* global Reflect, Promise */ +var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || { + __proto__: [] + } instanceof Array && function (d, b) { + d.__proto__ = b; + } || function (d, b) { + for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; + }; + + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + + function __() { + this.constructor = d; + } + + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} +function __decorate(decorators, target, key, desc) { + var c = arguments.length, + r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, + d; + if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +} + +function cubic(y1, y2, t) { + var t2 = 1 - t; // Bezier Curve Formula + + return t * t * t + 3 * t * t * t2 * y2 + 3 * t * t2 * t2 * y1; +} + +function solveFromX(x1, x2, x) { + // x 0 ~ 1 + // t 0 ~ 1 + var t = x; + var solveX = x; + var dx = 1; + + while (Math.abs(dx) > 1 / 1000) { + // 예상 t초에 의한 _x값 + solveX = cubic(x1, x2, t); + dx = solveX - x; // 차이가 미세하면 그 값을 t로 지정 + + if (Math.abs(dx) < 1 / 1000) { + return t; + } + + t -= dx / 2; + } + + return t; +} +/** + * @namespace easing + */ + +/** +* Cubic Bezier curve. +* @memberof easing +* @func bezier +* @param {number} [x1] - point1's x +* @param {number} [y1] - point1's y +* @param {number} [x2] - point2's x +* @param {number} [y2] - point2's y +* @return {function} the curve function +* @example +import {bezier} from "scenejs"; +Scene.bezier(0, 0, 1, 1) // LINEAR +Scene.bezier(0.25, 0.1, 0.25, 1) // EASE +*/ + + +function bezier(x1, y1, x2, y2) { + /* + x = f(t) + calculate inverse function by x + t = f-1(x) + */ + var func = function (x) { + var t = solveFromX(x1, x2, Math.max(Math.min(1, x), 0)); + return cubic(y1, y2, t); + }; + + func.easingName = "cubic-bezier(" + x1 + "," + y1 + "," + x2 + "," + y2 + ")"; + return func; +} +/** +* Specifies a stepping function +* @see {@link https://www.w3schools.com/cssref/css3_pr_animation-timing-function.asp|CSS3 Timing Function} +* @memberof easing +* @func steps +* @param {number} count - point1's x +* @param {"start" | "end"} postion - point1's y +* @return {function} the curve function +* @example +import {steps} from "scenejs"; +Scene.steps(1, "start") // Scene.STEP_START +Scene.steps(1, "end") // Scene.STEP_END +*/ + +function steps(count, position) { + var func = function (time) { + var level = 1 / count; + + if (time >= 1) { + return 1; + } + + return (position === "start" ? level : 0) + Math.floor(time / level) * level; + }; + + func.easingName = "steps(" + count + ", " + position + ")"; + return func; +} +/** +* Equivalent to steps(1, start) +* @memberof easing +* @name STEP_START +* @static +* @type {function} +* @example +import {STEP_START} from "scenejs"; +Scene.STEP_START // steps(1, start) +*/ + +var STEP_START = +/*#__PURE__#*/ +steps(1, "start"); +/** +* Equivalent to steps(1, end) +* @memberof easing +* @name STEP_END +* @static +* @type {function} +* @example +import {STEP_END} from "scenejs"; +Scene.STEP_END // steps(1, end) +*/ + +var STEP_END = +/*#__PURE__#*/ +steps(1, "end"); +/** +* Linear Speed (0, 0, 1, 1) +* @memberof easing +* @name LINEAR +* @static +* @type {function} +* @example +import {LINEAR} from "scenejs"; +Scene.LINEAR +*/ + +var LINEAR = +/*#__PURE__#*/ +bezier(0, 0, 1, 1); +/** +* Ease Speed (0.25, 0.1, 0.25, 1) +* @memberof easing +* @name EASE +* @static +* @type {function} +* @example +import {EASE} from "scenejs"; +Scene.EASE +*/ + +var EASE = +/*#__PURE__#*/ +bezier(0.25, 0.1, 0.25, 1); +/** +* Ease In Speed (0.42, 0, 1, 1) +* @memberof easing +* @name EASE_IN +* @static +* @type {function} +* @example +import {EASE_IN} from "scenejs"; +Scene.EASE_IN +*/ + +var EASE_IN = +/*#__PURE__#*/ +bezier(0.42, 0, 1, 1); +/** +* Ease Out Speed (0, 0, 0.58, 1) +* @memberof easing +* @name EASE_OUT +* @static +* @type {function} +* @example +import {EASE_OUT} from "scenejs"; +Scene.EASE_OUT +*/ + +var EASE_OUT = +/*#__PURE__#*/ +bezier(0, 0, 0.58, 1); +/** +* Ease In Out Speed (0.42, 0, 0.58, 1) +* @memberof easing +* @name EASE_IN_OUT +* @static +* @type {function} +* @example +import {EASE_IN_OUT} from "scenejs"; +Scene.EASE_IN_OUT +*/ + +var EASE_IN_OUT = +/*#__PURE__#*/ +bezier(0.42, 0, 0.58, 1); + +var _a; +var PREFIX = "__SCENEJS_"; +var DATA_SCENE_ID = "data-scene-id"; +var TIMING_FUNCTION = "animation-timing-function"; +var ROLES = { + transform: {}, + filter: {}, + attribute: {} +}; +var ALIAS = { + easing: [TIMING_FUNCTION] +}; +var FIXED = (_a = {}, _a[TIMING_FUNCTION] = true, _a.contents = true, _a); +var MAXIMUM = 1000000; +var THRESHOLD = 0.000001; +var DURATION = "duration"; +var FILL_MODE = "fillMode"; +var DIRECTION = "direction"; +var ITERATION_COUNT = "iterationCount"; +var DELAY = "delay"; +var EASING = "easing"; +var PLAY_SPEED = "playSpeed"; +var EASING_NAME = "easingName"; +var ITERATION_TIME = "iterationTime"; +var PAUSED = "paused"; +var ENDED = "ended"; +var TIMEUPDATE = "timeupdate"; +var ANIMATE = "animate"; +var PLAY = "play"; +var RUNNING = "running"; +var ITERATION = "iteration"; +var START_ANIMATION = "startAnimation"; +var PAUSE_ANIMATION = "pauseAnimation"; +var ALTERNATE = "alternate"; +var REVERSE = "reverse"; +var ALTERNATE_REVERSE = "alternate-reverse"; +var NORMAL = "normal"; +var INFINITE = "infinite"; +var PLAY_STATE = "playState"; +var PLAY_CSS = "playCSS"; +var PREV_TIME = "prevTime"; +var TICK_TIME = "tickTime"; +var CURRENT_TIME = "currentTime"; +var SELECTOR = "selector"; +var TRANSFORM_NAME = "transform"; +var EASINGS = { + "linear": LINEAR, + "ease": EASE, + "ease-in": EASE_IN, + "ease-out": EASE_OUT, + "ease-in-out": EASE_IN_OUT, + "step-start": STEP_START, + "step-end": STEP_END +}; +/** +* option name list +* @name Scene.OPTIONS +* @memberof Scene +* @static +* @type {$ts:OptionType} +* @example +* Scene.OPTIONS // ["duration", "fillMode", "direction", "iterationCount", "delay", "easing", "playSpeed"] +*/ + +var OPTIONS = [DURATION, FILL_MODE, DIRECTION, ITERATION_COUNT, DELAY, EASING, PLAY_SPEED]; +/** +* Event name list +* @name Scene.EVENTS +* @memberof Scene +* @static +* @type {$ts:EventType} +* @example +* Scene.EVENTS // ["paused", "ended", "timeupdate", "animate", "play", "iteration"]; +*/ + +var EVENTS = [PAUSED, ENDED, TIMEUPDATE, ANIMATE, PLAY, ITERATION]; + +/** +* attach and trigger event handlers. +*/ + +var EventTrigger = +/*#__PURE__*/ +function () { + /** + * @example + const et = new Scene.EventTrigger(); + const scene = new Scene(); + scene.on("call", e => { + console.log(e.param); + }); + et.on("call", e => { + console.log(e.param); + }); + scene.trigger("call", {param: 1}); + et.trigger("call", {param: 1}); + */ + function EventTrigger() { + this.events = {}; + } + + var __proto = EventTrigger.prototype; + + __proto._on = function (name, callback, once) { + var _this = this; + + var events = this.events; + + if (utils.isObject(name)) { + for (var n in name) { + this._on(n, name[n], once); + } + + return; + } + + if (!(name in events)) { + events[name] = []; + } + + if (!callback) { + return; + } + + if (utils.isArray(callback)) { + callback.forEach(function (func) { + return _this._on(name, func, once); + }); + return; + } + + events[name].push(once ? function callback2() { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + callback.apply(void 0, args); + this.off(name, callback2); + } : callback); + }; + /** + * Attach an event handler function for one or more events to target + * @param - event's name + * @param - function to execute when the event is triggered. + * @return {EventTrigger} An Instance itself. + * @example + target.on("animate", function() { + console.log("animate"); + }); + target.trigger("animate"); + */ + + + __proto.on = function (name, callback) { + this._on(name, callback); + + return this; + }; + /** + * Dettach an event handler function for one or more events to target + * @param - event's name + * @param - function to execute when the event is triggered. + * @return {EventTrigger} An Instance itself. + * @example + const callback = function() { + console.log("animate"); + }; + target.on("animate", callback); + target.off("animate", callback); + target.off("animate"); + */ + + + __proto.off = function (name, callback) { + if (!name) { + this.events = {}; + } else if (!callback) { + this.events[name] = []; + } else { + var callbacks = this.events[name]; + + if (!callbacks) { + return this; + } + + var index = callbacks.indexOf(callback); + + if (index !== -1) { + callbacks.splice(index, 1); + } + } + + return this; + }; + /** + * execute event handler + * @param - event's name + * @param - event handler's additional parameter + * @return {EventTrigger} An Instance itself. + * @example + target.on("animate", function(a1, a2) { + console.log("animate", a1, a2); + }); + target.trigger("animate", [1, 2]); // log => "animate", 1, 2 + */ + + + __proto.trigger = function (name) { + var _this = this; + + var data = []; + + for (var _i = 1; _i < arguments.length; _i++) { + data[_i - 1] = arguments[_i]; + } + + var events = this.events; + + if (!(name in events)) { + return this; + } + + var args = data || []; + !args[0] && (args[0] = {}); + var event = events[name]; + var target = args[0]; + target.type = name; + target.currentTarget = this; + !target.target && (target.target = this); + utils.toArray(events[name]).forEach(function (callback) { + callback.apply(_this, data); + }); + return this; + }; + + __proto.once = function (name, callback) { + this._on(name, callback, true); + + return this; + }; + + return EventTrigger; +}(); + +/** +* Make string, array to PropertyObject for the dot product +*/ + +var PropertyObject = +/*#__PURE__*/ +function () { + /** + * @param - This value is in the array format. + * @param - options + * @example + var obj = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + */ + function PropertyObject(value, options) { + this.prefix = ""; + this.suffix = ""; + this.model = ""; + this.type = ""; + this.separator = ","; + options && this.setOptions(options); + this.value = utils.isString(value) ? value.split(this.separator) : value; + } + + var __proto = PropertyObject.prototype; + + __proto.setOptions = function (newOptions) { + for (var name in newOptions) { + this[name] = newOptions[name]; + } + + return this; + }; + /** + * the number of values. + * @example + const obj1 = new PropertyObject("1,2,3", ","); + console.log(obj1.length); + // 3 + */ + + + __proto.size = function () { + return this.value.length; + }; + /** + * retrieve one of values at the index + * @param {Number} index - index + * @return {Object} one of values at the index + * @example + const obj1 = new PropertyObject("1,2,3", ","); + console.log(obj1.get(0)); + // 1 + */ + + + __proto.get = function (index) { + return this.value[index]; + }; + /** + * Set the value at that index + * @param {Number} index - index + * @param {Object} value - text, a number, object to set + * @return {PropertyObject} An instance itself + * @example + const obj1 = new PropertyObject("1,2,3", ","); + obj1.set(0, 2); + console.log(obj1.toValue()); + // 2,2,3 + */ + + + __proto.set = function (index, value) { + this.value[index] = value; + return this; + }; + /** + * create a copy of an instance itself. + * @return {PropertyObject} clone + * @example + const obj1 = new PropertyObject("1,2,3", ","); + const obj2 = obj1.clone(); + */ + + + __proto.clone = function () { + var _a = this, + separator = _a.separator, + prefix = _a.prefix, + suffix = _a.suffix, + model = _a.model, + type = _a.type; + + var arr = this.value.map(function (v) { + return v instanceof PropertyObject ? v.clone() : v; + }); + return new PropertyObject(arr, { + separator: separator, + prefix: prefix, + suffix: suffix, + model: model, + type: type + }); + }; + /** + * Make Property Object to String + * @return {String} Make Property Object to String + * @example + //rgba(100, 100, 100, 0.5) + const obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")", + }); + console.log(obj4.toValue()); + // "rgba(100,100,100,0.5)" + */ + + + __proto.toValue = function () { + return this.prefix + this.join() + this.suffix; + }; + /** + * Make Property Object's array to String + * @return {String} Join the elements of an array into a string + * @example + //rgba(100, 100, 100, 0.5) + var obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + obj4.join(); // => "100,100,100,0.5" + */ + + + __proto.join = function () { + return this.value.map(function (v) { + return v instanceof PropertyObject ? v.toValue() : v; + }).join(this.separator); + }; + /** + * executes a provided function once per array element. + * @param {Function} callback - Function to execute for each element, taking three arguments + * @param {All} [callback.currentValue] The current element being processed in the array. + * @param {Number} [callback.index] The index of the current element being processed in the array. + * @param {Array} [callback.array] the array. + * @return {PropertyObject} An instance itself + * @see {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach|MDN Array.forEach()} reference to MDN document. + * @example + //rgba(100, 100, 100, 0.5) + var obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + obj4.forEach(t => { + console.log(t); + }); // => "100,100,100,0.5" + */ + + + __proto.forEach = function (func) { + this.value.forEach(func); + return this; + }; + + return PropertyObject; +}(); + +function isPropertyObject(value) { + return value instanceof PropertyObject; +} +function setAlias(name, alias) { + ALIAS[name] = alias; +} +function setRole(names, isProperty, isFixedProperty) { + var length = names.length; + var roles = ROLES; + var fixed = FIXED; + + for (var i = 0; i < length - 1; ++i) { + !roles[names[i]] && (roles[names[i]] = {}); + roles = roles[names[i]]; + + if (isFixedProperty) { + !fixed[names[i]] && (fixed[names[i]] = {}); + fixed = fixed[names[i]]; + } + } + + isFixedProperty && (fixed[names[length - 1]] = true); + roles[names[length - 1]] = isProperty ? true : {}; +} +function getType(value) { + var type = typeof value; + + if (type === utils.OBJECT) { + if (utils.isArray(value)) { + return utils.ARRAY; + } else if (isPropertyObject(value)) { + return utils.PROPERTY; + } + } else if (type === utils.STRING || type === utils.NUMBER) { + return "value"; + } + + return type; +} +function isPureObject(obj) { + return utils.isObject(obj) && obj.constructor === Object; +} +function getNames(names, stack) { + var arr = []; + + if (isPureObject(names)) { + for (var name in names) { + stack.push(name); + arr = arr.concat(getNames(names[name], stack)); + stack.pop(); + } + } else { + arr.push(stack.slice()); + } + + return arr; +} +function updateFrame(names, properties) { + for (var name in properties) { + var value = properties[name]; + + if (!isPureObject(value)) { + names[name] = true; + continue; + } + + if (!utils.isObject(names[name])) { + names[name] = {}; + } + + updateFrame(names[name], properties[name]); + } + + return names; +} +function toFixed(num) { + return Math.round(num * MAXIMUM) / MAXIMUM; +} +function getValueByNames(names, properties, length) { + if (length === void 0) { + length = names.length; + } + + var value = properties; + + for (var i = 0; i < length; ++i) { + if (!utils.isObject(value)) { + return undefined; + } + + value = value[names[i]]; + } + + return value; +} +function isInProperties(roles, args, isCheckTrue) { + var length = args.length; + var role = roles; + + if (length === 0) { + return false; + } + + for (var i = 0; i < length; ++i) { + if (role === true) { + return false; + } + + role = role[args[i]]; + + if (!role || !isCheckTrue && role === true) { + return false; + } + } + + return true; +} +function isRole(args, isCheckTrue) { + return isInProperties(ROLES, args, isCheckTrue); +} +function isFixed(args) { + return isInProperties(FIXED, args, true); +} +function setPlayCSS(item, isActivate) { + item.state[PLAY_CSS] = isActivate; +} +function isPausedCSS(item) { + return item.state[PLAY_CSS] && item.isPaused(); +} +function isEndedCSS(item) { + return !item.isEnded() && item.state[PLAY_CSS]; +} +function exportCSS(id, css) { + var styleId = PREFIX + "STYLE_" + toId(id); + var styleElement = utils.$("#" + styleId); + + if (styleElement) { + styleElement.innerText = css; + } else { + utils.document.body.insertAdjacentHTML("beforeend", ""); + } +} +function makeId(selector) { + for (;;) { + var id = "" + Math.floor(Math.random() * 10000000); + + if (!utils.IS_WINDOW || !selector) { + return id; + } + + var checkElement = utils.$("[data-scene-id=\"" + id + "\"]"); + + if (!checkElement) { + return id; + } + } +} +function getRealId(item) { + return item.getId() || item.setId(makeId(false)).getId(); +} +function toId(text) { + return ("" + text).match(/[0-9a-zA-Z]+/g).join(""); +} +function playCSS(item, isExportCSS, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + if (!utils.ANIMATION || item.getPlayState() === RUNNING) { + return; + } + + var className = playClassName || START_ANIMATION; + + if (isPausedCSS(item)) { + item.addPlayClass(true, className, properties); + } else { + if (item.isEnded()) { + item.setTime(0); + } + + isExportCSS && item.exportCSS({ + className: className + }); + var el = item.addPlayClass(false, className, properties); + + if (!el) { + return; + } + + addAnimationEvent(item, el); + setPlayCSS(item, true); + } + + item.setPlayState(RUNNING); +} +function addAnimationEvent(item, el) { + var state = item.state; + var duration = item.getDuration(); + var isZeroDuration = !duration || !isFinite(duration); + + var animationend = function () { + setPlayCSS(item, false); + item.finish(); + }; + + var animationstart = function () { + item.trigger(PLAY); + }; + + item.once(ENDED, function () { + utils.removeEvent(el, "animationcancel", animationend); + utils.removeEvent(el, "animationend", animationend); + utils.removeEvent(el, "animationiteration", animationiteration); + utils.removeEvent(el, "animationstart", animationstart); + }); + + var animationiteration = function (_a) { + var elapsedTime = _a.elapsedTime; + var currentTime = elapsedTime; + var iterationCount = isZeroDuration ? 0 : currentTime / duration; + state[CURRENT_TIME] = currentTime; + item.setIteration(iterationCount); + }; + + utils.addEvent(el, "animationcancel", animationend); + utils.addEvent(el, "animationend", animationend); + utils.addEvent(el, "animationiteration", animationiteration); + utils.addEvent(el, "animationstart", animationstart); +} + +/** +* @namespace +* @name Property +*/ +function splitStyle(str) { + var properties = str.split(";"); + var obj = {}; + var length = properties.length; + + for (var i = 0; i < length; ++i) { + var matches = /([^:]*):([\S\s]*)/g.exec(properties[i]); + + if (!matches || matches.length < 3 || !matches[1]) { + --length; + continue; + } + + obj[matches[1].trim()] = toPropertyObject(matches[2].trim()); + } + + return { + styles: obj, + length: length + }; +} +/** +* convert array to PropertyObject[type=color]. +* default model "rgba" +* @memberof Property +* @function arrayToColorObject +* @param {Array|PropertyObject} value ex) [0, 0, 0, 1] +* @return {PropertyObject} PropertyObject[type=color] +* @example +arrayToColorObject([0, 0, 0]) +// => PropertyObject(type="color", model="rgba", value=[0, 0, 0, 1], separator=",") +*/ + +function arrayToColorObject(arr) { + var model = utils.RGBA; + + if (arr.length === 3) { + arr[3] = 1; + } + + return new PropertyObject(arr, { + model: model, + separator: ",", + type: "color", + prefix: model + "(", + suffix: ")" + }); +} +/** +* convert text with parentheses to object. +* @memberof Property +* @function stringToBracketObject +* @param {String} value ex) "rgba(0,0,0,1)" +* @return {PropertyObject} PropertyObject +* @example +stringToBracketObject("abcde(0, 0, 0,1)") +// => PropertyObject(model="abcde", value=[0, 0, 0,1], separator=",") +*/ + +function stringToBracketObject(text) { + // [prefix, value, other] + var _a = utils.splitBracket(text), + model = _a.prefix, + value = _a.value, + afterModel = _a.suffix; + + if (typeof value === "undefined") { + return text; + } + + if (utils.COLOR_MODELS.indexOf(model) !== -1) { + return arrayToColorObject(utils.stringToRGBA(text)); + } // divide comma(,) + + + var obj = toPropertyObject(value); + var arr = [value]; + var separator = ","; + var prefix = model + "("; + var suffix = ")" + afterModel; + + if (obj instanceof PropertyObject) { + separator = obj.separator; + arr = obj.value; + prefix += obj.prefix; + suffix = obj.suffix + suffix; + } + + return new PropertyObject(arr, { + separator: separator, + model: model, + prefix: prefix, + suffix: suffix + }); +} +function arrayToPropertyObject(arr, separator) { + return new PropertyObject(arr, { + type: "array", + separator: separator + }); +} +/** +* convert text with parentheses to PropertyObject[type=color]. +* If the values are not RGBA model, change them RGBA mdoel. +* @memberof Property +* @function stringToColorObject +* @param {String|PropertyObject} value ex) "rgba(0,0,0,1)" +* @return {PropertyObject} PropertyObject[type=color] +* @example +stringToColorObject("rgba(0, 0, 0,1)") +// => PropertyObject(type="color", model="rgba", value=[0, 0, 0,1], separator=",") +*/ + +function stringToColorObject(value) { + var result = utils.stringToRGBA(value); + return result ? arrayToColorObject(result) : value; +} +function toPropertyObject(value) { + if (!utils.isString(value)) { + if (utils.isArray(value)) { + return arrayToPropertyObject(value, ","); + } + + return value; + } + + var values = utils.splitComma(value); + + if (values.length > 1) { + return arrayToPropertyObject(values.map(function (v) { + return toPropertyObject(v); + }), ","); + } + + values = utils.splitSpace(value); + + if (values.length > 1) { + return arrayToPropertyObject(values.map(function (v) { + return toPropertyObject(v); + }), " "); + } + + values = /^(['"])([^'"]*)(['"])$/g.exec(value); + + if (values && values[1] === values[3]) { + // Quotes + return new PropertyObject([toPropertyObject(values[2])], { + prefix: values[1], + suffix: values[1] + }); + } else if (value.indexOf("(") !== -1) { + // color + return stringToBracketObject(value); + } else if (value.charAt(0) === "#") { + return stringToColorObject(value); + } + + return value; +} +function toObject(object, result) { + if (result === void 0) { + result = {}; + } + + var model = object.model; + + if (model) { + object.setOptions({ + model: "", + suffix: "", + prefix: "" + }); + var value = object.size() > 1 ? object : object.get(0); + result[model] = value; + } else { + object.forEach(function (obj) { + toObject(obj, result); + }); + } + + return result; +} + +function GetterSetter(getter, setter, parent) { + return function (constructor) { + var prototype = constructor.prototype; + getter.forEach(function (name) { + prototype[utils.camelize("get " + name)] = function () { + return this[parent][name]; + }; + }); + setter.forEach(function (name) { + prototype[utils.camelize("set " + name)] = function (value) { + this[parent][name] = value; + return this; + }; + }); + }; +} + +function isDirectionReverse(iteration, iteraiontCount, direction) { + if (direction === REVERSE) { + return true; + } else if (iteraiontCount !== INFINITE && iteration === iteraiontCount && iteraiontCount % 1 === 0) { + return direction === (iteration % 2 >= 1 ? ALTERNATE_REVERSE : ALTERNATE); + } + + return direction === (iteration % 2 >= 1 ? ALTERNATE : ALTERNATE_REVERSE); +} +/** +* @typedef {Object} AnimatorState The Animator options. Properties used in css animation. +* @property {number} [duration] The duration property defines how long an animation should take to complete one cycle. +* @property {"none"|"forwards"|"backwards"|"both"} [fillMode] The fillMode property specifies a style for the element when the animation is not playing (before it starts, after it ends, or both). +* @property {"infinite"|number} [iterationCount] The iterationCount property specifies the number of times an animation should be played. +* @property {array|function} [easing] The easing(timing-function) specifies the speed curve of an animation. +* @property {number} [delay] The delay property specifies a delay for the start of an animation. +* @property {"normal"|"reverse"|"alternate"|"alternate-reverse"} [direction] The direction property defines whether an animation should be played forwards, backwards or in alternate cycles. +*/ + +var setters = ["id", ITERATION_COUNT, DELAY, FILL_MODE, DIRECTION, PLAY_SPEED, DURATION, PLAY_SPEED, ITERATION_TIME, PLAY_STATE]; +var getters = setters.concat([EASING, EASING_NAME]); +/** +* play video, animation, the others +* @extends EventTrigger +* @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation} +*/ + +var Animator = +/*#__PURE__*/ +function (_super) { + __extends(Animator, _super); + /** + * @param - animator's options + * @example + const animator = new Animator({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.easing.EASE, + }); + */ + + + function Animator(options) { + var _this = _super.call(this) || this; + + _this.timerId = 0; + _this.state = { + id: "", + easing: 0, + easingName: "linear", + iterationCount: 1, + delay: 0, + fillMode: "forwards", + direction: NORMAL, + playSpeed: 1, + currentTime: 0, + iterationTime: -1, + iteration: 0, + tickTime: 0, + prevTime: 0, + playState: PAUSED, + duration: 0 + }; + + _this.setOptions(options); + + return _this; + } + /** + * set animator's easing. + * @param curverArray - The speed curve of an animation. + * @return {Animator} An instance itself. + * @example + animator.({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.easing.EASE, + }); + */ + + + var __proto = Animator.prototype; + + __proto.setEasing = function (curveArray) { + var easing; + + if (utils.isString(curveArray)) { + if (curveArray in EASINGS) { + easing = EASINGS[curveArray]; + } else { + var obj = toPropertyObject(curveArray); + + if (utils.isString(obj)) { + return this; + } else { + if (obj.model === "cubic-bezier") { + curveArray = obj.value.map(function (v) { + return parseFloat(v); + }); + easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]); + } else if (obj.model === "steps") { + easing = steps(parseFloat(obj.value[0]), obj.value[1]); + } else { + return this; + } + } + } + } else if (utils.isArray(curveArray)) { + easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]); + } else { + easing = curveArray; + } + + var easingName = easing[EASING_NAME] || "linear"; + var state = this.state; + state[EASING] = easing; + state[EASING_NAME] = easingName; + return this; + }; + /** + * set animator's options. + * @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation} + * @param - animator's options + * @return {Animator} An instance itself. + * @example + animator.({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.eaasing.EASE, + }); + */ + + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + for (var name in options) { + var value = options[name]; + + if (name === EASING) { + this.setEasing(value); + continue; + } else if (name === DURATION) { + value && this.setDuration(value); + continue; + } + + if (OPTIONS.indexOf(name) > -1) { + this.state[name] = value; + } + } + + return this; + }; + /** + * Get the animator's total duration including delay + * @return {number} Total duration + * @example + animator.getTotalDuration(); + */ + + + __proto.getTotalDuration = function () { + return this.getActiveDuration(true); + }; + /** + * Get the animator's total duration excluding delay + * @return {number} Total duration excluding delay + * @example + animator.getActiveDuration(); + */ + + + __proto.getActiveDuration = function (delay) { + var state = this.state; + var count = state[ITERATION_COUNT]; + + if (count === INFINITE) { + return Infinity; + } + + return (delay ? state[DELAY] : 0) + this.getDuration() * count; + }; + /** + * Check if the animator has reached the end. + * @return {boolean} ended + * @example + animator.isEnded(); // true or false + */ + + + __proto.isEnded = function () { + if (this.state[TICK_TIME] === 0 && this.state[PLAY_STATE] === PAUSED) { + return true; + } else if (this.getTime() < this.getActiveDuration()) { + return false; + } + + return true; + }; + /** + *Check if the animator is paused: + * @return {boolean} paused + * @example + animator.isPaused(); // true or false + */ + + + __proto.isPaused = function () { + return this.state[PLAY_STATE] === PAUSED; + }; + + __proto.start = function (delay) { + if (delay === void 0) { + delay = this.state[DELAY]; + } + + var state = this.state; + state[PLAY_STATE] = RUNNING; + + if (state[TICK_TIME] >= delay) { + /** + * This event is fired when play animator. + * @event Animator#play + */ + this.trigger(PLAY); + return true; + } + + return false; + }; + /** + * play animator + * @return {Animator} An instance itself. + */ + + + __proto.play = function (toTime) { + var _this = this; + + var state = this.state; + var delay = state[DELAY]; + var currentTime = this.getTime(); + state[PLAY_STATE] = RUNNING; + + if (this.isEnded() && (currentTime === 0 || currentTime >= this.getActiveDuration())) { + this.setTime(-delay, true); + } + + state[TICK_TIME] = this.getTime(); + this.timerId = utils.requestAnimationFrame(function (time) { + state[PREV_TIME] = time; + + _this.tick(time, toTime); + }); + this.start(); + return this; + }; + /** + * pause animator + * @return {Animator} An instance itself. + */ + + + __proto.pause = function () { + var state = this.state; + + if (state[PLAY_STATE] !== PAUSED) { + state[PLAY_STATE] = PAUSED; + /** + * This event is fired when animator is paused. + * @event Animator#paused + */ + + this.trigger(PAUSED); + } + + utils.cancelAnimationFrame(this.timerId); + return this; + }; + /** + * end animator + * @return {Animator} An instance itself. + */ + + + __proto.finish = function () { + this.setTime(0); + this.state[TICK_TIME] = 0; + this.end(); + return this; + }; + /** + * end animator + * @return {Animator} An instance itself. + */ + + + __proto.end = function () { + this.pause(); + /** + * This event is fired when animator is ended. + * @event Animator#ended + */ + + this.trigger(ENDED); + return this; + }; + /** + * set currentTime + * @param {Number|String} time - currentTime + * @return {Animator} An instance itself. + * @example + animator.setTime("from"); // 0 + animator.setTime("to"); // 100% + animator.setTime("50%"); + animator.setTime(10); + animator.getTime() // 10 + */ + + + __proto.setTime = function (time, isTick, isParent) { + var activeDuration = this.getActiveDuration(); + var state = this.state; + var prevTime = state[TICK_TIME]; + var delay = state[DELAY]; + var currentTime = isTick ? time : this.getUnitTime(time); + state[TICK_TIME] = delay + currentTime; + + if (currentTime < 0) { + currentTime = 0; + } else if (currentTime > activeDuration) { + currentTime = activeDuration; + } + + state[CURRENT_TIME] = currentTime; + this.calculate(); + + if (isTick && !isParent) { + var tickTime = state[TICK_TIME]; + + if (prevTime < delay && time >= 0) { + this.start(0); + } + + if (tickTime < prevTime || this.isEnded()) { + this.end(); + return; + } + } + + if (this.isDelay()) { + return this; + } + /** + * This event is fired when the animator updates the time. + * @event Animator#timeupdate + * @param {Object} param The object of data to be sent to an event. + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.time The iteration time during duration that the animator is running. + * @param {Number} param.iterationCount The iteration count that the animator is running. + */ + + + this.trigger(TIMEUPDATE, { + currentTime: currentTime, + time: this.getIterationTime(), + iterationCount: state[ITERATION] + }); + return this; + }; + /** + * Get the animator's current time + * @return {number} current time + * @example + animator.getTime(); + */ + + + __proto.getTime = function () { + return this.state[CURRENT_TIME]; + }; + + __proto.getUnitTime = function (time) { + if (utils.isString(time)) { + var duration = this.getDuration() || 100; + + if (time === "from") { + return 0; + } else if (time === "to") { + return duration; + } + + var _a = utils.splitUnit(time), + unit = _a.unit, + value = _a.value; + + if (unit === "%") { + !this.getDuration() && this.setDuration(duration); + return toFixed(parseFloat(time) / 100 * duration); + } else if (unit === ">") { + return value + THRESHOLD; + } else { + return value; + } + } else { + return toFixed(time); + } + }; + /** + * Check if the current state of animator is delayed. + * @return {boolean} check delay state + */ + + + __proto.isDelay = function () { + var state = this.state; + var delay = state[DELAY]; + var tickTime = state[TICK_TIME]; + return delay > 0 && tickTime < delay; + }; + + __proto.setIteration = function (iterationCount) { + var state = this.state; + var passIterationCount = Math.floor(iterationCount); + var maxIterationCount = state[ITERATION_COUNT] === INFINITE ? Infinity : state[ITERATION_COUNT]; + + if (state[ITERATION] < passIterationCount && passIterationCount < maxIterationCount) { + /** + * The event is fired when an iteration of an animation ends. + * @event Animator#iteration + * @param {Object} param The object of data to be sent to an event. + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.iterationCount The iteration count that the animator is running. + */ + this.trigger("iteration", { + currentTime: state[CURRENT_TIME], + iterationCount: passIterationCount + }); + } + + state[ITERATION] = iterationCount; + return this; + }; + + __proto.calculate = function () { + var state = this.state; + var iterationCount = state[ITERATION_COUNT]; + var fillMode = state[FILL_MODE]; + var direction = state[DIRECTION]; + var duration = this.getDuration(); + var time = this.getTime(); + var iteration = duration === 0 ? 0 : time / duration; + var currentIterationTime = duration ? time % duration : 0; + + if (!duration) { + this.setIterationTime(0); + return this; + } + + this.setIteration(iteration); // direction : normal, reverse, alternate, alternate-reverse + // fillMode : forwards, backwards, both, none + + var isReverse = isDirectionReverse(iteration, iterationCount, direction); + var isFiniteDuration = isFinite(duration); + + if (isFiniteDuration && isReverse) { + currentIterationTime = duration - currentIterationTime; + } + + if (isFiniteDuration && iterationCount !== INFINITE) { + var isForwards = fillMode === "both" || fillMode === "forwards"; // fill forwards + + if (iteration >= iterationCount) { + currentIterationTime = duration * (isForwards ? iterationCount % 1 || 1 : 0); + isReverse && (currentIterationTime = duration - currentIterationTime); + } + } + + this.setIterationTime(currentIterationTime); + return this; + }; + + __proto.tick = function (now, to) { + var _this = this; + + if (this.isPaused()) { + return; + } + + var state = this.state; + var playSpeed = state[PLAY_SPEED]; + var prevTime = state[PREV_TIME]; + var delay = state[DELAY]; + var tickTime = state[TICK_TIME]; + var currentTime = tickTime + Math.min(1000, now - prevTime) / 1000 * playSpeed; + state[PREV_TIME] = now; + this.setTime(currentTime - delay, true); + + if (to && to * 1000 < now) { + this.pause(); + } + + if (state[PLAY_STATE] === PAUSED) { + return; + } + + this.timerId = utils.requestAnimationFrame(function (time) { + _this.tick(time, to); + }); + }; + + Animator = __decorate([GetterSetter(getters, setters, "state")], Animator); + return Animator; +}(EventTrigger); + +function toInnerProperties(obj) { + if (!obj) { + return ""; + } + + var arrObj = []; + + for (var name in obj) { + arrObj.push(name.replace(/\d$/g, "") + "(" + obj[name] + ")"); + } + + return arrObj.join(" "); +} +/* eslint-disable */ + + +function clone(target, toValue) { + if (toValue === void 0) { + toValue = false; + } + + return merge({}, target, toValue); +} + +function merge(to, from, toValue) { + if (toValue === void 0) { + toValue = false; + } + + for (var name in from) { + var value = from[name]; + var type = getType(value); + + if (type === utils.PROPERTY) { + to[name] = toValue ? value.toValue() : value.clone(); + } else if (type === utils.FUNCTION) { + to[name] = toValue ? getValue([name], value) : value; + } else if (type === utils.ARRAY) { + to[name] = value.slice(); + } else if (type === utils.OBJECT) { + if (utils.isObject(to[name]) && !isPropertyObject(to[name])) { + merge(to[name], value, toValue); + } else { + to[name] = clone(value, toValue); + } + } else { + to[name] = from[name]; + } + } + + return to; +} +/* eslint-enable */ + + +function getPropertyName(args) { + return args[0] in ALIAS ? ALIAS[args[0]] : args; +} + +function getValue(names, value) { + var type = getType(value); + + if (type === utils.PROPERTY) { + return value.toValue(); + } else if (type === utils.FUNCTION) { + if (names[0] !== TIMING_FUNCTION) { + return getValue(names, value()); + } + } else if (type === utils.OBJECT) { + return clone(value, true); + } + + return value; +} +/** +* Animation's Frame +*/ + + +var Frame = +/*#__PURE__*/ +function () { + /** + * @param - properties + * @example + const frame = new Scene.Frame({ + display: "none" + transform: { + translate: "50px", + scale: "5, 5", + } + }); + */ + function Frame(properties) { + if (properties === void 0) { + properties = {}; + } + + this.properties = {}; + this.set(properties); + } + /** + * get property value + * @param {...Number|String|PropertyObject} args - property name or value + * @example + frame.get("display") // => "none", "block", .... + frame.get("transform", "translate") // => "10px,10px" + */ + + + var __proto = Frame.prototype; + + __proto.get = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var value = this.raw.apply(this, args); + return getValue(getPropertyName(args), value); + }; + + __proto.raw = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + return getValueByNames(getPropertyName(args), this.properties); + }; + /** + * remove property value + * @param {...String} args - property name + * @return {Frame} An instance itself + * @example + frame.remove("display") + */ + + + __proto.remove = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var params = getPropertyName(args); + var length = params.length; + + if (!length) { + return this; + } + + var value = getValueByNames(params, this.properties, length - 1); + + if (utils.isObject(value)) { + delete value[params[length - 1]]; + } + + return this; + }; + /** + * set property + * @param {...Number|String|PropertyObject} args - property names or values + * @return {Frame} An instance itself + * @example + // one parameter + frame.set({ + display: "none", + transform: { + translate: "10px, 10px", + scale: "1", + }, + filter: { + brightness: "50%", + grayscale: "100%" + } + }); + // two parameters + frame.set("transform", { + translate: "10px, 10px", + scale: "1", + }); + // three parameters + frame.set("transform", "translate", "50px"); + */ + + + __proto.set = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var self = this; + var length = args.length; + var params = args.slice(0, -1); + var value = args[length - 1]; + + if (params[0] in ALIAS) { + self._set(ALIAS[params[0]], value); + } else if (length === 2 && utils.isArray(params[0])) { + self._set(params[0], value); + } else if (utils.isArray(value)) { + self._set(params, value); + } else if (isPropertyObject(value)) { + if (isRole(params)) { + self.set.apply(self, params.concat([toObject(value)])); + } else { + self._set(params, value); + } + } else if (utils.isObject(value)) { + for (var name in value) { + self.set.apply(self, params.concat([name, value[name]])); + } + } else if (utils.isString(value)) { + if (isRole(params, true)) { + if (isFixed(params) || !isRole(params)) { + this._set(params, value); + } else { + var obj = toPropertyObject(value); + + if (utils.isObject(obj)) { + self.set.apply(self, params.concat([obj])); + } + } + + return this; + } else { + var _a = splitStyle(value), + styles = _a.styles, + stylesLength = _a.length; + + for (var name in styles) { + self.set.apply(self, params.concat([name, styles[name]])); + } + + if (stylesLength) { + return this; + } + } + + self._set(params, value); + } else { + self._set(params, value); + } + + return self; + }; + /** + * Gets the names of properties. + * @return the names of properties. + * @example + // one parameter + frame.set({ + display: "none", + transform: { + translate: "10px, 10px", + scale: "1", + }, + }); + // [["display"], ["transform", "translate"], ["transform", "scale"]] + console.log(frame.getNames()); + */ + + + __proto.getNames = function () { + return getNames(this.properties, []); + }; + /** + * check that has property. + * @param {...String} args - property name + * @example + frame.has("property", "display") // => true or false + */ + + + __proto.has = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var params = getPropertyName(args); + var length = params.length; + + if (!length) { + return false; + } + + return !utils.isUndefined(getValueByNames(params, this.properties, length)); + }; + /** + * clone frame. + * @return {Frame} An instance of clone + * @example + frame.clone(); + */ + + + __proto.clone = function () { + var frame = new Frame(); + return frame.merge(this); + }; + /** + * merge one frame to other frame. + * @param - target frame. + * @return {Frame} An instance itself + * @example + frame.merge(frame2); + */ + + + __proto.merge = function (frame) { + var properties = this.properties; + var frameProperties = frame.properties; + + if (!frameProperties) { + return this; + } + + merge(properties, frameProperties); + return this; + }; + /** + * Specifies an css object that coverted the frame. + * @return {object} cssObject + */ + + + __proto.toCSSObject = function () { + var properties = this.get(); + var cssObject = {}; + + for (var name in properties) { + if (isRole([name], true)) { + continue; + } + + var value = properties[name]; + + if (name === TIMING_FUNCTION) { + cssObject[TIMING_FUNCTION.replace("animation", utils.ANIMATION)] = (utils.isString(value) ? value : value[EASING_NAME]) || "initial"; + continue; + } + + cssObject[name] = value; + } + + var transform = toInnerProperties(properties[TRANSFORM_NAME]); + var filter = toInnerProperties(properties.filter); + utils.TRANSFORM && transform && (cssObject[utils.TRANSFORM] = transform); + utils.FILTER && filter && (cssObject[utils.FILTER] = filter); + return cssObject; + }; + /** + * Specifies an css text that coverted the frame. + * @return {string} cssText + */ + + + __proto.toCSS = function () { + var cssObject = this.toCSSObject(); + var cssArray = []; + + for (var name in cssObject) { + cssArray.push(name + ":" + cssObject[name] + ";"); + } + + return cssArray.join(""); + }; + + __proto._set = function (args, value) { + var properties = this.properties; + var length = args.length; + + for (var i = 0; i < length - 1; ++i) { + var name = args[i]; + !(name in properties) && (properties[name] = {}); + properties = properties[name]; + } + + if (!length) { + return; + } + + properties[args[length - 1]] = utils.isString(value) ? toPropertyObject(value) : value; + }; + + return Frame; +}(); + +function dotArray(a1, a2, b1, b2) { + var length = a2.length; + return a1.map(function (v1, i) { + if (i >= length) { + return v1; + } else { + return dot(v1, a2[i], b1, b2); + } + }); +} + +function dotColor(color1, color2, b1, b2) { + // convert array to PropertyObject(type=color) + var value1 = color1.value; + var value2 = color2.value; // If the model name is not same, the inner product is impossible. + + var model1 = color1.model; + var model2 = color2.model; + + if (model1 !== model2) { + // It is recognized as a string. + return dot(color1.toValue(), color2.toValue(), b1, b2); + } + + if (value1.length === 3) { + value1[3] = 1; + } + + if (value2.length === 3) { + value2[3] = 1; + } + + var v = dotArray(value1, value2, b1, b2); + var colorModel = model1; + + for (var i = 0; i < 3; ++i) { + v[i] = parseInt(v[i], 10); + } + + var object = new PropertyObject(v, { + type: "color", + model: colorModel, + prefix: colorModel + "(", + suffix: ")" + }); + return object; +} + +function dotObject(a1, a2, b1, b2) { + var a1Type = a1.type; + + if (a1Type === "color") { + return dotColor(a1, a2, b1, b2); + } + + var value1 = a1.value; + var value2 = a2.value; + var arr = dotArray(value1, value2, b1, b2); + return new PropertyObject(arr, { + type: a1Type, + separator: a1.separator || a2.separator, + prefix: a1.prefix || a2.prefix, + suffix: a1.suffix || a2.suffix, + model: a1.model || a2.model + }); +} +/** +* The dot product of a1 and a2 for the b1 and b2. +* @memberof Dot +* @function dot +* @param {String|Number|PropertyObject} a1 value1 +* @param {String|Number|PropertyObject} a2 value2 +* @param {Number} b1 b1 ratio +* @param {Number} b2 b2 ratio +* @return {String} Not Array, Not Separator, Only Number & Unit +* @return {PropertyObject} Array with Separator. +* @example +dot(1, 3, 0.3, 0.7); +// => 1.6 +*/ + + +function dot(a1, a2, b1, b2) { + if (b2 === 0) { + return a2; + } else if (b1 === 0 || b1 + b2 === 0) { + // prevent division by zero. + return a1; + } // dot Object + + + var type1 = getType(a1); + var type2 = getType(a2); + var isFunction1 = type1 === utils.FUNCTION; + var isFunction2 = type2 === utils.FUNCTION; + + if (isFunction1 || isFunction2) { + return function () { + return dot(isFunction1 ? toPropertyObject(a1()) : a1, isFunction2 ? toPropertyObject(a2()) : a2, b1, b2); + }; + } else if (type1 === type2) { + if (type1 === utils.PROPERTY) { + return dotObject(a1, a2, b1, b2); + } else if (type1 === utils.ARRAY) { + return dotArray(a1, a2, b1, b2); + } else if (type1 !== "value") { + return a1; + } + } else { + return a1; + } + + var v1 = utils.splitUnit("" + a1); + var v2 = utils.splitUnit("" + a2); + var v; // 숫자가 아닐경우 첫번째 값을 반환 b2가 0일경우 두번째 값을 반환 + + if (isNaN(v1.value) || isNaN(v2.value)) { + return a1; + } else { + v = utils.dot(v1.value, v2.value, b1, b2); + } + + var prefix = v1.prefix || v2.prefix; + var unit = v1.unit || v2.unit; + + if (!prefix && !unit) { + return v; + } + + return prefix + v + unit; +} +function dotValue(time, prevTime, nextTime, prevValue, nextValue, easing) { + if (time === prevTime) { + return prevValue; + } else if (time === nextTime) { + return nextValue; + } else if (!easing) { + return dot(prevValue, nextValue, time - prevTime, nextTime - time); + } + + var ratio = easing((time - prevTime) / (nextTime - prevTime)); + var value = dot(prevValue, nextValue, ratio, 1 - ratio); + return value; +} + +function getNearTimeIndex(times, time) { + var length = times.length; + + for (var i = 0; i < length; ++i) { + if (times[i] === time) { + return [i, i]; + } else if (times[i] > time) { + return [i > 0 ? i - 1 : 0, i]; + } + } + + return [length - 1, length - 1]; +} + +function makeAnimationProperties(properties) { + var cssArray = []; + + for (var name in properties) { + cssArray.push(utils.ANIMATION + "-" + utils.decamelize(name) + ":" + properties[name] + ";"); + } + + return cssArray.join(""); +} + +function addTime(times, time) { + var length = times.length; + + for (var i = 0; i < length; ++i) { + if (time < times[i]) { + times.splice(i, 0, time); + return; + } + } + + times[length] = time; +} + +function addEntry(entries, time, keytime) { + var prevEntry = entries[entries.length - 1]; + (!prevEntry || prevEntry[0] !== time || prevEntry[1] !== keytime) && entries.push([toFixed(time), toFixed(keytime)]); +} + +function getEntries(times, states) { + var entries = times.map(function (time) { + return [time, time]; + }); + var nextEntries = []; + states.forEach(function (state) { + var iterationCount = state[ITERATION_COUNT]; + var delay = state[DELAY]; + var playSpeed = state[PLAY_SPEED]; + var direction = state[DIRECTION]; + var intCount = Math.ceil(iterationCount); + var currentDuration = entries[entries.length - 1][0]; + var length = entries.length; + var lastTime = currentDuration * iterationCount; + + for (var i = 0; i < intCount; ++i) { + var isReverse = direction === REVERSE || direction === ALTERNATE && i % 2 || direction === ALTERNATE_REVERSE && !(i % 2); + + for (var j = 0; j < length; ++j) { + var entry = entries[isReverse ? length - j - 1 : j]; + var time = entry[1]; + var currentTime = currentDuration * i + (isReverse ? currentDuration - entry[0] : entry[0]); + var prevEntry = entries[isReverse ? length - j : j - 1]; + + if (currentTime > lastTime) { + if (j !== 0) { + var prevTime = currentDuration * i + (isReverse ? currentDuration - prevEntry[0] : prevEntry[0]); + var divideTime = utils.dot(prevEntry[1], time, lastTime - prevTime, currentTime - lastTime); + addEntry(nextEntries, (delay + currentDuration * iterationCount) / playSpeed, divideTime); + } + + break; + } else if (currentTime === lastTime && nextEntries.length && nextEntries[nextEntries.length - 1][0] === lastTime + delay) { + break; + } + + addEntry(nextEntries, (delay + currentTime) / playSpeed, time); + } + } // delay time + + + delay && nextEntries.unshift([0, nextEntries[0][1]]); + entries = nextEntries; + nextEntries = []; + }); + return entries; +} +/** +* manage Frame Keyframes and play keyframes. +* @extends Animator +* @example +const item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } +}); +*/ + +var SceneItem = +/*#__PURE__*/ +function (_super) { + __extends(SceneItem, _super); + /** + * @param - properties + * @param - options + * @example + const item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } + }); + */ + + + function SceneItem(properties, options) { + var _this = _super.call(this) || this; + + _this.times = []; + _this.items = {}; + _this.names = {}; + _this.elements = []; + _this.needUpdate = true; + + _this.load(properties, options); + + return _this; + } + + var __proto = SceneItem.prototype; + + __proto.getDuration = function () { + var times = this.times; + var length = times.length; + return (length === 0 ? 0 : times[length - 1]) || this.state[DURATION]; + }; + /** + * get size of list + * @return {Number} length of list + */ + + + __proto.size = function () { + return this.times.length; + }; + + __proto.setDuration = function (duration) { + if (!duration) { + return this; + } + + var originalDuration = this.getDuration(); + + if (originalDuration > 0) { + var ratio_1 = duration / originalDuration; + + var _a = this, + times = _a.times, + items_1 = _a.items; + + var obj_1 = {}; + this.times = times.map(function (time) { + var time2 = toFixed(time * ratio_1); + obj_1[time2] = items_1[time]; + return time2; + }); + this.items = obj_1; + } else { + this.newFrame(duration); + } + + return this; + }; + + __proto.setId = function (id) { + var state = this.state; + state.id = id || makeId(!!length); + var elements = this.elements; + + if (elements.length && !state[SELECTOR]) { + var sceneId_1 = toId(this.getId()); + state[SELECTOR] = "[" + DATA_SCENE_ID + "=\"" + sceneId_1 + "\"]"; + elements.forEach(function (element) { + element.setAttribute(DATA_SCENE_ID, sceneId_1); + }); + } + + return this; + }; + /** + * Set properties to the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} [properties] - property names or values + * @return {SceneItem} An instance itself + * @example + item.set(0, "a", "b") // item.getFrame(0).set("a", "b") + console.log(item.get(0, "a")); // "b" + */ + + + __proto.set = function (time) { + var _this = this; + + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + if (utils.isArray(time)) { + var length = time.length; + + for (var i = 0; i < length; ++i) { + var t = length === 1 ? 0 : this.getUnitTime(i / (length - 1) * 100 + "%"); + this.set(t, time[i]); + } + } else if (utils.isObject(time)) { + var _loop_1 = function (t) { + var value = time[t]; + var realTime = this_1.getUnitTime(t); + + if (isNaN(realTime)) { + getNames(value, [t]).forEach(function (names) { + var innerValue = getValueByNames(names.slice(1), value); + var arr = utils.isArray(innerValue) ? innerValue : [getValueByNames(names, _this.target), innerValue]; + var length = arr.length; + + for (var i = 0; i < length; ++i) { + _this.newFrame(i / (length - 1) * 100 + "%").set(names, arr[i]); + } + }); + } else { + this_1.set(realTime, value); + } + }; + + var this_1 = this; + + for (var t in time) { + _loop_1(t); + } + } else { + var value = args[0]; + + if (value instanceof Frame) { + this.setFrame(time, value); + } else if (value instanceof SceneItem) { + var delay = value.getDelay(); + var realTime = this.getUnitTime(time); + var frames = value.toObject(!this.hasFrame(realTime + delay)); + var duration = value.getDuration(); + var direction = value.getDirection(); + var isReverse = direction.indexOf("reverse") > -1; + + for (var frameTime in frames) { + var nextTime = isReverse ? duration - parseFloat(frameTime) : parseFloat(frameTime); + this.set(realTime + nextTime, frames[frameTime]); + } + } else if (args.length === 1 && utils.isArray(value)) { + value.forEach(function (item) { + _this.set(time, item); + }); + } else { + var frame = this.newFrame(time); + frame.set.apply(frame, args); + } + } + + this.needUpdate = true; + return this; + }; + /** + * Get properties of the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} args property's name or properties + * @return {Number|String|PropertyObejct} property value + * @example + item.get(0, "a"); // item.getFrame(0).get("a"); + item.get(0, "transform", "translate"); // item.getFrame(0).get("transform", "translate"); + */ + + + __proto.get = function (time) { + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + var frame = this.getFrame(time); + return frame && frame.get.apply(frame, args); + }; + /** + * remove properties to the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} [properties] - property names or values + * @return {SceneItem} An instance itself + * @example + item.remove(0, "a"); + */ + + + __proto.remove = function (time) { + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + if (args.length) { + var frame = this.getFrame(time); + frame && frame.remove.apply(frame, args); + } else { + this.removeFrame(time); + } + + this.needUpdate = true; + return this; + }; + /** + * Append the item or object at the last time. + * @param - the scene item or item object + * @return An instance itself + * @example + item.append(new SceneItem({ + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + })); + item.append({ + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }); + item.set(item.getDuration(), { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }); + */ + + + __proto.append = function (item) { + if (item instanceof SceneItem) { + this.set(this.getDuration(), item); + } else { + this.append(new SceneItem(item)); + } + + return this; + }; + /** + * Push the front frames for the time and prepend the scene item or item object. + * @param - the scene item or item object + * @return An instance itself + */ + + + __proto.prepend = function (item) { + if (item instanceof SceneItem) { + var unshiftTime = item.getDuration() + item.getDelay(); + var firstFrame = this.getFrame(0); // remove first frame + + this.removeFrame(0); + this.unshift(unshiftTime); + this.set(0, item); + this.set(unshiftTime + THRESHOLD, firstFrame); + } else { + this.prepend(new SceneItem(item)); + } + + return this; + }; + /** + * Push out the amount of time. + * @param - time to push + * @example + item.get(0); // frame 0 + item.unshift(3); + item.get(3) // frame 0 + */ + + + __proto.unshift = function (time) { + var _a = this, + times = _a.times, + items = _a.items; + + var obj = {}; + this.times = times.map(function (t) { + var time2 = toFixed(time + t); + obj[time2] = items[t]; + return time2; + }); + this.items = obj; + return this; + }; + /** + * Get the frames in the item in object form. + * @return {} + * @example + item.toObject(); + // {0: {display: "none"}, 1: {display: "block"}} + */ + + + __proto.toObject = function (isStartZero) { + if (isStartZero === void 0) { + isStartZero = true; + } + + var obj = {}; + var delay = this.getDelay(); + this.forEach(function (frame, time) { + obj[(!time && !isStartZero ? THRESHOLD : 0) + delay + time] = frame.clone(); + }); + return obj; + }; + /** + * Specifies an element to synchronize items' keyframes. + * @param {string} selectors - Selectors to find elements in items. + * @return {SceneItem} An instance itself + * @example + item.setSelector("#id.class"); + */ + + + __proto.setSelector = function (target) { + if (utils.isFunction(target)) { + this.setElement(target(this.getId())); + } else { + this.setElement(target); + } + + return this; + }; + /** + * Get the elements connected to SceneItem. + */ + + + __proto.getElements = function () { + return this.elements; + }; + /** + * Specifies an element to synchronize item's keyframes. + * @param - elements to synchronize item's keyframes. + * @param - Make sure that you have peusdo. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setElement(document.querySelectorAll(".class")); + */ + + + __proto.setElements = function (target) { + return this.setElement(target); + }; + /** + * Specifies an element to synchronize item's keyframes. + * @param - elements to synchronize item's keyframes. + * @param - Make sure that you have peusdo. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setElement(document.querySelectorAll(".class")); + */ + + + __proto.setElement = function (target) { + var state = this.state; + var elements = []; + + if (!target) { + return this; + } else if (target === true || utils.isString(target)) { + var selector = target === true ? "" + state.id : target; + var matches = /([\s\S]+)(:+[a-zA-Z]+)$/g.exec(selector); + elements = utils.toArray(utils.$(matches ? matches[1] : selector, true)); + state[SELECTOR] = selector; + } else { + elements = target instanceof Element ? [target] : utils.toArray(target); + } + + if (!elements.length) { + return this; + } + + this.elements = elements; + this.setId(this.getId()); + this.target = elements[0].style; + + this.targetFunc = function (frame) { + var attributes = frame.get("attribute"); + + if (attributes) { + var _loop_2 = function (name) { + elements.forEach(function (el) { + el.setAttribute(name, attributes[name]); + }); + }; + + for (var name in attributes) { + _loop_2(name); + } + } + + var cssText = frame.toCSS(); + + if (state.cssText !== cssText) { + state.cssText = cssText; + elements.forEach(function (el) { + el.style.cssText += cssText; + }); + return frame; + } + }; + + return this; + }; + + __proto.setTarget = function (target) { + this.target = target; + + this.targetFunc = function (frame) { + var obj = frame.get(); + + for (var name in obj) { + target[name] = obj[name]; + } + }; + + return this; + }; + /** + * add css styles of items's element to the frame at that time. + * @param {Array} properties - elements to synchronize item's keyframes. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setCSS(0, ["opacity"]); + item.setCSS(0, ["opacity", "width", "height"]); + */ + + + __proto.setCSS = function (time, properties) { + this.set(time, utils.fromCSS(this.elements, properties)); + return this; + }; + + __proto.setTime = function (time, isTick, isParent, parentEasing) { + _super.prototype.setTime.call(this, time, isTick, isParent); + + var iterationTime = this.getIterationTime(); + var easing = this.getEasing() || parentEasing; + var frame = this.getNowFrame(iterationTime, easing); + var currentTime = this.getTime(); + this.temp = frame; + /** + * This event is fired when timeupdate and animate. + * @event SceneItem#animate + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.time The iteration time during duration that the animator is running. + * @param {Frame} param.frame frame of that time. + */ + + this.trigger("animate", { + frame: frame, + currentTime: currentTime, + time: iterationTime + }); + this.targetFunc && this.targetFunc(frame); + return this; + }; + /** + * update property names used in frames. + * @return {SceneItem} An instance itself + * @example + item.update(); + */ + + + __proto.update = function () { + var names = {}; + this.forEach(function (frame) { + updateFrame(names, frame.properties); + }); + this.names = names; + this.needUpdate = false; + return this; + }; + /** + * Create and add a frame to the sceneItem at that time + * @param {Number} time - frame's time + * @return {Frame} Created frame. + * @example + item.newFrame(time); + */ + + + __proto.newFrame = function (time) { + var frame = this.getFrame(time); + + if (frame) { + return frame; + } + + frame = new Frame(); + this.setFrame(time, frame); + return frame; + }; + /** + * Add a frame to the sceneItem at that time + * @param {Number} time - frame's time + * @return {SceneItem} An instance itself + * @example + item.setFrame(time, frame); + */ + + + __proto.setFrame = function (time, frame) { + var realTime = this.getUnitTime(time); + this.items[realTime] = frame; + addTime(this.times, realTime); + this.needUpdate = true; + return this; + }; + /** + * get sceneItem's frame at that time + * @param {Number} time - frame's time + * @return {Frame} sceneItem's frame at that time + * @example + const frame = item.getFrame(time); + */ + + + __proto.getFrame = function (time) { + return this.items[this.getUnitTime(time)]; + }; + /** + * remove sceneItem's frame at that time + * @param - frame's time + * @return {SceneItem} An instance itself + * @example + item.removeFrame(time); + */ + + + __proto.removeFrame = function (time) { + var realTime = this.getUnitTime(time); + var items = this.items; + var index = this.times.indexOf(realTime); + delete items[realTime]; // remove time + + if (index > -1) { + this.times.splice(index, 1); + } + + this.needUpdate = true; + return this; + }; + /** + * check if the item has a frame at that time + * @param {Number} time - frame's time + * @return {Boolean} true: the item has a frame // false: not + * @example + if (item.hasFrame(10)) { + // has + } else { + // not + } + */ + + + __proto.hasFrame = function (time) { + return this.getUnitTime(time) in this.items; + }; + /** + * Check if keyframes has propery's name + * @param - property's time + * @return {boolean} true: if has property, false: not + * @example + item.hasName(["transform", "translate"]); // true or not + */ + + + __proto.hasName = function (args) { + this.needUpdate && this.update(); + return isInProperties(this.names, args, true); + }; + /** + * merge frame of the previous time at the next time. + * @param - The time of the frame to merge + * @param - The target frame + * @return {SceneItem} An instance itself + * @example + // getFrame(1) contains getFrame(0) + item.merge(0, 1); + */ + + + __proto.mergeFrame = function (time, frame) { + if (frame) { + var toFrame = this.newFrame(time); + toFrame.merge(frame); + } + + return this; + }; + /** + * Get frame of the current time + * @param {Number} time - the current time + * @param {function} easing - the speed curve of an animation + * @return {Frame} frame of the current time + * @example + let item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } + }); + // opacity: 0.7; display:"block"; + const frame = item.getNowFrame(1.7); + */ + + + __proto.getNowFrame = function (time, easing, isAccurate) { + var _this = this; + + this.needUpdate && this.update(); + var frame = new Frame(); + + var _a = getNearTimeIndex(this.times, time), + left = _a[0], + right = _a[1]; + + var realEasing = this.getEasing() || easing; + var nameObject = this.names; + + if (this.hasName([TIMING_FUNCTION])) { + var nowEasing = this.getNowValue(time, [TIMING_FUNCTION], left, right, false, 0, true); + utils.isFunction(nowEasing) && (realEasing = nowEasing); + } + + if (isAccurate) { + var prevFrame = this.getFrame(time); + var prevNames = updateFrame({}, prevFrame.properties); + + for (var name in ROLES) { + if (name in prevNames) { + prevNames[name] = nameObject[name]; + } + } + + nameObject = prevNames; + } + + var names = getNames(nameObject, []); + names.forEach(function (properties) { + var value = _this.getNowValue(time, properties, left, right, isAccurate, realEasing, isFixed(properties)); + + if (utils.isUndefined(value)) { + return; + } + + frame.set(properties, value); + }); + return frame; + }; + + __proto.load = function (properties, options) { + if (properties === void 0) { + properties = {}; + } + + if (options === void 0) { + options = properties.options; + } + + var _a; + + options && this.setOptions(options); + + if (utils.isArray(properties)) { + this.set(properties); + } else if (properties.keyframes) { + this.set(properties.keyframes); + } else { + for (var time in properties) { + if (time !== "options") { + this.set((_a = {}, _a[time] = properties[time], _a)); + } + } + } + + if (options && options[DURATION]) { + this.setDuration(options[DURATION]); + } + + return this; + }; + /** + * clone SceneItem. + * @return {SceneItem} An instance of clone + * @example + * item.clone(); + */ + + + __proto.clone = function () { + var item = new SceneItem(); + item.setOptions(this.state); + this.forEach(function (frame, time) { + item.setFrame(time, frame.clone()); + }); + return item; + }; + /** + * executes a provided function once for each scene item. + * @param - Function to execute for each element, taking three arguments + * @return {Keyframes} An instance itself + */ + + + __proto.forEach = function (callback) { + var times = this.times; + var items = this.items; + times.forEach(function (time) { + callback(items[time], time, items); + }); + return this; + }; + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + _super.prototype.setOptions.call(this, options); + + var id = options.id, + selector = options.selector, + elements = options.elements, + element = options.element, + target = options.target; + id && this.setId(id); + + if (target) { + this.setTarget(target); + } else if (selector) { + this.setSelector(selector); + } else if (elements || element) { + this.setElement(elements || element); + } + + return this; + }; + + __proto.toCSS = function (playCondition, parentDuration, states) { + if (playCondition === void 0) { + playCondition = { + className: START_ANIMATION + }; + } + + if (parentDuration === void 0) { + parentDuration = this.getDuration(); + } + + if (states === void 0) { + states = []; + } + + var itemState = this.state; + var selector = itemState[SELECTOR]; + + if (!selector) { + return ""; + } + + var originalDuration = this.getDuration(); + itemState[DURATION] = originalDuration; + states.push(itemState); + var reversedStates = utils.toArray(states).reverse(); + var id = toId(getRealId(this)); + var superParent = states[0]; + var infiniteIndex = utils.findIndex(reversedStates, function (state) { + return state[ITERATION_COUNT] === INFINITE || !isFinite(state[DURATION]); + }, states.length - 1); + var finiteStates = reversedStates.slice(0, infiniteIndex); + var duration = parentDuration || finiteStates.reduce(function (prev, cur) { + return (cur[DELAY] + prev * cur[ITERATION_COUNT]) / cur[PLAY_SPEED]; + }, originalDuration); + var delay = reversedStates.slice(infiniteIndex).reduce(function (prev, cur) { + return (prev + cur[DELAY]) / cur[PLAY_SPEED]; + }, 0); + var easingName = utils.find(reversedStates, function (state) { + return state[EASING] && state[EASING_NAME]; + }, itemState)[EASING_NAME]; + var iterationCount = reversedStates[infiniteIndex][ITERATION_COUNT]; + var fillMode = superParent[FILL_MODE]; + var direction = reversedStates[infiniteIndex][DIRECTION]; + var cssText = makeAnimationProperties({ + fillMode: fillMode, + direction: direction, + iterationCount: iterationCount, + delay: delay + "s", + name: PREFIX + "KEYFRAMES_" + id, + duration: duration / superParent[PLAY_SPEED] + "s", + timingFunction: easingName + }); + var selectors = utils.splitComma(selector).map(function (sel) { + var matches = /([\s\S]+)(:+[a-zA-Z]+)$/g.exec(sel); + + if (matches) { + return [matches[0], matches[1]]; + } else { + return [sel, ""]; + } + }); + var className = playCondition.className; + var selectorCallback = playCondition.selector; + var preselector = utils.isFunction(selectorCallback) ? selectorCallback(this, selector) : selectorCallback; + return "\n " + (preselector || selectors.map(function (_a) { + var sel = _a[0], + peusdo = _a[1]; + return sel + "." + className + peusdo; + })) + " {" + cssText + "}\n " + selectors.map(function (_a) { + var sel = _a[0], + peusdo = _a[1]; + return sel + "." + PAUSE_ANIMATION + peusdo; + }) + " {" + utils.ANIMATION + "-play-state: paused;}\n @" + utils.KEYFRAMES + " " + PREFIX + "KEYFRAMES_" + id + "{" + this._toKeyframes(duration, finiteStates, direction) + "}"; + }; + /** + * Export the CSS of the items to the style. + * @param - Add a selector or className to play. + * @return {SceneItem} An instance itself + */ + + + __proto.exportCSS = function (playCondition, duration, options) { + if (!this.elements.length) { + return ""; + } + + var css = this.toCSS(playCondition, duration, options); + var isParent = options && !utils.isUndefined(options[ITERATION_COUNT]); + !isParent && exportCSS(getRealId(this), css); + return this; + }; + + __proto.pause = function () { + _super.prototype.pause.call(this); + + isPausedCSS(this) && this.pauseCSS(); + return this; + }; + + __proto.pauseCSS = function () { + this.elements.forEach(function (element) { + utils.addClass(element, PAUSE_ANIMATION); + }); + return this; + }; + + __proto.endCSS = function () { + this.elements.forEach(function (element) { + utils.removeClass(element, PAUSE_ANIMATION); + utils.removeClass(element, START_ANIMATION); + }); + setPlayCSS(this, false); + return this; + }; + + __proto.end = function () { + isEndedCSS(this) && this.endCSS(); + + _super.prototype.end.call(this); + + return this; + }; + /** + * Play using the css animation and keyframes. + * @param - Check if you want to export css. + * @param [playClassName="startAnimation"] - Add a class name to play. + * @param - The shorthand properties for six of the animation properties. + * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp} + * @example + item.playCSS(); + item.playCSS(false, "startAnimation", { + direction: "reverse", + fillMode: "forwards", + }); + */ + + + __proto.playCSS = function (isExportCSS, playClassName, properties) { + if (isExportCSS === void 0) { + isExportCSS = true; + } + + if (properties === void 0) { + properties = {}; + } + + playCSS(this, isExportCSS, playClassName, properties); + return this; + }; + + __proto.addPlayClass = function (isPaused, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + var elements = this.elements; + var length = elements.length; + var cssText = makeAnimationProperties(properties); + + if (!length) { + return; + } + + if (isPaused) { + elements.forEach(function (element) { + utils.removeClass(element, PAUSE_ANIMATION); + }); + } else { + elements.forEach(function (element) { + element.style.cssText += cssText; + + if (utils.hasClass(element, START_ANIMATION)) { + utils.removeClass(element, START_ANIMATION); + utils.requestAnimationFrame(function () { + utils.requestAnimationFrame(function () { + utils.addClass(element, START_ANIMATION); + }); + }); + } else { + utils.addClass(element, START_ANIMATION); + } + }); + } + + return elements[0]; + }; + + __proto.getNowValue = function (time, properties, left, right, isAccurate, easing, usePrevValue) { + var times = this.times; + var length = times.length; + var prevTime; + var nextTime; + var prevFrame; + var nextFrame; + var isUndefinedLeft = utils.isUndefined(left); + var isUndefinedRight = utils.isUndefined(right); + + if (isUndefinedLeft || isUndefinedRight) { + var indicies = getNearTimeIndex(times, time); + isUndefinedLeft && (left = indicies[0]); + isUndefinedRight && (right = indicies[1]); + } + + for (var i = left; i >= 0; --i) { + var frame = this.getFrame(times[i]); + + if (frame.has.apply(frame, properties)) { + prevTime = times[i]; + prevFrame = frame; + break; + } + } + + var prevValue = prevFrame && prevFrame.raw.apply(prevFrame, properties); + + if (isAccurate && !isRole([properties[0]])) { + return prevTime === time ? prevValue : undefined; + } + + if (usePrevValue) { + return prevValue; + } + + for (var i = right; i < length; ++i) { + var frame = this.getFrame(times[i]); + + if (frame.has.apply(frame, properties)) { + nextTime = times[i]; + nextFrame = frame; + break; + } + } + + var nextValue = nextFrame && nextFrame.raw.apply(nextFrame, properties); + + if (!prevFrame || utils.isUndefined(prevValue)) { + return nextValue; + } + + if (!nextFrame || utils.isUndefined(nextValue) || prevValue === nextValue) { + return prevValue; + } + + return dotValue(time, Math.max(prevTime, 0), nextTime, prevValue, nextValue, easing); + }; + + __proto._toKeyframes = function (duration, states, direction) { + var _this = this; + + var frames = {}; + var times = this.times.slice(); + + if (!times.length) { + return ""; + } + + var originalDuration = this.getDuration(); + !this.getFrame(0) && times.unshift(0); + !this.getFrame(originalDuration) && times.push(originalDuration); + var entries = getEntries(times, states); + var lastEntry = entries[entries.length - 1]; // end delay time + + lastEntry[0] < duration && addEntry(entries, duration, lastEntry[1]); + var prevTime = -1; + return entries.map(function (_a) { + var time = _a[0], + keytime = _a[1]; + + if (!frames[keytime]) { + frames[keytime] = (!_this.hasFrame(keytime) || keytime === 0 || keytime === originalDuration ? _this.getNowFrame(keytime) : _this.getNowFrame(keytime, 0, true)).toCSS(); + } + + var frameTime = time / duration * 100; + + if (frameTime - prevTime < THRESHOLD) { + frameTime += THRESHOLD; + } + + prevTime = frameTime; + return Math.min(frameTime, 100) + "%{\n " + (time === 0 && !isDirectionReverse(0, 1, direction) ? "" : frames[keytime]) + "\n }"; + }).join(""); + }; + + return SceneItem; +}(Animator); + +/** + * manage sceneItems and play Scene. + * @sort 1 + */ + +var Scene = +/*#__PURE__*/ +function (_super) { + __extends(Scene, _super); + /** + * @param - properties + * @param - options + * @example + const scene = new Scene({ + item1: { + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + }, + }, + item2: { + 2: { + opacity: 1, + }, + } + }); + */ + + + function Scene(properties, options) { + var _this = _super.call(this) || this; + + _this.items = new ListMap(); + + _this.load(properties, options); + + return _this; + } + + var __proto = Scene.prototype; + + __proto.getDuration = function () { + var time = 0; + this.forEach(function (item) { + time = Math.max(time, item.getTotalDuration() / item.getPlaySpeed()); + }); + return time || this.state[DURATION]; + }; + + __proto.setDuration = function (duration) { + var items = this.items; + var sceneDuration = this.getDuration(); + + if (duration === 0 || !isFinite(sceneDuration)) { + return this; + } + + if (sceneDuration === 0) { + this.forEach(function (item) { + item.setDuration(duration); + }); + } else { + var ratio_1 = duration / sceneDuration; + this.forEach(function (item) { + item.setDelay(item.getDelay() * ratio_1); + item.setDuration(item.getDuration() * ratio_1); + }); + } + + _super.prototype.setDuration.call(this, duration); + + return this; + }; + /** + * get item in scene by name + * @param - The item's name + * @return {Scene | SceneItem} item + * @example + const item = scene.getItem("item1") + */ + + + __proto.getItem = function (name) { + return this.items.get(name); + }; + /** + * create item in scene + * @param {} name - name of item to create + * @param {} options - The option object of SceneItem + * @return {} Newly created item + * @example + const item = scene.newItem("item1") + */ + + + __proto.newItem = function (name, options) { + if (options === void 0) { + options = {}; + } + + if (this.items.has(name)) { + return this.items.get(name); + } + + var item = new SceneItem(); + this.setItem(name, item); + item.setOptions(options); + return item; + }; + /** + * remove item in scene + * @param - name of item to remove + * @return An instance itself + * @example + const item = scene.newItem("item1") + scene.removeItem("item1"); + */ + + + __proto.removeItem = function (name) { + this.items.remove(name); + return this; + }; + /** + * add a sceneItem to the scene + * @param - name of item to create + * @param - sceneItem + * @example + const item = scene.newItem("item1") + */ + + + __proto.setItem = function (name, item) { + item.setId(name); + this.items.set(name, item); + return this; + }; + + __proto.setTime = function (time, isTick, isParent, parentEasing) { + _super.prototype.setTime.call(this, time, isTick, isParent); + + var iterationTime = this.getIterationTime(); + var easing = this.getEasing() || parentEasing; + var frames = {}; + this.forEach(function (item) { + item.setTime(iterationTime * item.getPlaySpeed() - item.getDelay(), isTick, true, easing); + frames[item.getId()] = item.temp; + }); + this.temp = frames; + /** + * This event is fired when timeupdate and animate. + * @event Scene#animate + * @param {object} param The object of data to be sent to an event. + * @param {number} param.currentTime The total time that the animator is running. + * @param {number} param.time The iteration time during duration that the animator is running. + * @param {object} param.frames frames of that time. + * @example + const scene = new Scene({ + a: { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }, + b: { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + } + }).on("animate", e => { + console.log(e); + // {a: Frame, b: Frame} + console.log(e.a.get("opacity")); + }); + */ + + this.trigger("animate", { + frames: frames, + currentTime: this.getTime(), + time: iterationTime + }); + return this; + }; + /** + * executes a provided function once for each scene item. + * @param - Function to execute for each element, taking three arguments + * @return {Scene} An instance itself + */ + + + __proto.forEach = function (func) { + var items = this.items; + items.forEach(function (item, id, index, obj) { + func(item, id, index, obj); + }); + return this; + }; + + __proto.toCSS = function (playCondition, duration, parentStates) { + if (duration === void 0) { + duration = this.getDuration(); + } + + if (parentStates === void 0) { + parentStates = []; + } + + var totalDuration = !duration || !isFinite(duration) ? 0 : duration; + var styles = []; + var state = this.state; + state[DURATION] = this.getDuration(); + this.forEach(function (item) { + styles.push(item.toCSS(playCondition, totalDuration, parentStates.concat(state))); + }); + return styles.join(""); + }; + /** + * Export the CSS of the items to the style. + * @param - Add a selector or className to play. + * @return {Scene} An instance itself + */ + + + __proto.exportCSS = function (playCondition, duration, parentStates) { + var css = this.toCSS(playCondition, duration, parentStates); + (!parentStates || !parentStates.length) && exportCSS(getRealId(this), css); + return this; + }; + + __proto.append = function (item) { + item.setDelay(item.getDelay() + this.getDuration()); + this.setItem(getRealId(item), item); + }; + + __proto.pauseCSS = function () { + return this.forEach(function (item) { + item.pauseCSS(); + }); + }; + + __proto.pause = function () { + _super.prototype.pause.call(this); + + isPausedCSS(this) && this.pauseCSS(); + this.forEach(function (item) { + item.pause(); + }); + return this; + }; + + __proto.endCSS = function () { + this.forEach(function (item) { + item.endCSS(); + }); + setPlayCSS(this, false); + }; + + __proto.end = function () { + isEndedCSS(this) && this.endCSS(); + + _super.prototype.end.call(this); + + return this; + }; + + __proto.addPlayClass = function (isPaused, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + var animtionElement; + this.forEach(function (item) { + var el = item.addPlayClass(isPaused, playClassName, properties); + !animtionElement && (animtionElement = el); + }); + return animtionElement; + }; + /** + * Play using the css animation and keyframes. + * @param - Check if you want to export css. + * @param [playClassName="startAnimation"] - Add a class name to play. + * @param - The shorthand properties for six of the animation properties. + * @return {Scene} An instance itself + * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp} + * @example + scene.playCSS(); + scene.playCSS(false, { + direction: "reverse", + fillMode: "forwards", + }); + */ + + + __proto.playCSS = function (isExportCSS, playClassName, properties) { + if (isExportCSS === void 0) { + isExportCSS = true; + } + + if (properties === void 0) { + properties = {}; + } + + playCSS(this, isExportCSS, playClassName, properties); + return this; + }; + + __proto.set = function (properties) { + this.load(properties); + return this; + }; + + __proto.load = function (properties, options) { + if (properties === void 0) { + properties = {}; + } + + if (options === void 0) { + options = properties.options; + } + + if (!properties) { + return this; + } + + var selector = options && options[SELECTOR] || this.state[SELECTOR]; + + for (var name in properties) { + if (name === "options") { + continue; + } + + var object = properties[name]; + var item = void 0; + + if (object instanceof Scene || object instanceof SceneItem) { + this.setItem(name, object); + item = object; + } else if (utils.isFunction(object) && selector) { + var elements = utils.IS_WINDOW ? utils.$("" + (utils.isFunction(selector) ? selector(name) : name), true) : []; + var length = elements.length; + var scene = new Scene(); + + for (var i = 0; i < length; ++i) { + scene.newItem(i).setId().setElement(elements[i]).load(object(i, elements[i])); + } + + this.setItem(name, scene); + continue; + } else { + item = this.newItem(name); + item.load(object); + } + + selector && item.setSelector(selector); + } + + this.setOptions(options); + }; + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + _super.prototype.setOptions.call(this, options); + + var selector = options.selector; + + if (selector) { + this.state[SELECTOR] = selector; + } + + return this; + }; + + __proto.setSelector = function (target) { + var state = this.state; + var selector = target || state[SELECTOR]; + state[SELECTOR] = selector; + var isItFunction = utils.isFunction(target); + + if (selector) { + this.forEach(function (item, name) { + item.setSelector(isItFunction ? target(name) : selector); + }); + } + + return this; + }; + + __proto.start = function (delay) { + if (delay === void 0) { + delay = this.state[DELAY]; + } + + var result = _super.prototype.start.call(this, delay); + + if (result) { + this.forEach(function (item) { + item.start(0); + }); + } else { + this.forEach(function (item) { + item.setPlayState(RUNNING); + }); + } + + return result; + }; + /** + * version info + * @type {string} + * @example + * Scene.VERSION // 1.0.1 + */ + + + Scene.VERSION = "1.0.1"; + return Scene; +}(Animator); + +function animate(properties, options) { + return new Scene(properties, options).play(); +} +function animateItem(properties, options) { + return new SceneItem(properties, options).play(); +} + + + +var others = ({ + SceneItem: SceneItem, + Frame: Frame, + Animator: Animator, + 'default': Scene, + OPTIONS: OPTIONS, + EVENTS: EVENTS, + FIXED: FIXED, + ROLES: ROLES, + setRole: setRole, + setAlias: setAlias, + bezier: bezier, + steps: steps, + STEP_START: STEP_START, + STEP_END: STEP_END, + LINEAR: LINEAR, + EASE: EASE, + EASE_IN: EASE_IN, + EASE_OUT: EASE_OUT, + EASE_IN_OUT: EASE_IN_OUT, + animate: animate, + animateItem: animateItem +}); + +for (var name in others) { + Scene[name] = others[name]; +} + +module.exports = Scene; +//# sourceMappingURL=scene.cjs.js.map diff --git a/dist/scene.cjs.js.map b/dist/scene.cjs.js.map new file mode 100644 index 00000000..57b7b6dd --- /dev/null +++ b/dist/scene.cjs.js.map @@ -0,0 +1 @@ +{"version":3,"file":"scene.cjs.js","sources":["../src/easing.ts","../src/consts.ts","../src/EventTrigger.ts","../src/PropertyObject.ts","../src/utils.ts","../src/utils/property.ts","../src/Animator.ts","../src/Frame.ts","../src/utils/dot.ts","../src/SceneItem.ts","../src/Scene.ts","../src/presets.ts","../src/index.umd.ts"],"sourcesContent":["import { EasingFunction } from \"./types\";\n\nfunction cubic(y1: number, y2: number, t: number) {\n const t2 = 1 - t;\n\n // Bezier Curve Formula\n return t * t * t + 3 * t * t * t2 * y2 + 3 * t * t2 * t2 * y1;\n}\nfunction solveFromX(x1: number, x2: number, x: number) {\n // x 0 ~ 1\n // t 0 ~ 1\n let t = x;\n let solveX = x;\n let dx = 1;\n\n while (Math.abs(dx) > 1 / 1000) {\n // 예상 t초에 의한 _x값\n solveX = cubic(x1, x2, t);\n dx = solveX - x;\n // 차이가 미세하면 그 값을 t로 지정\n if (Math.abs(dx) < 1 / 1000) {\n return t;\n }\n t -= dx / 2;\n }\n return t;\n}\n/**\n * @namespace easing\n */\n/**\n* Cubic Bezier curve.\n* @memberof easing\n* @func bezier\n* @param {number} [x1] - point1's x\n* @param {number} [y1] - point1's y\n* @param {number} [x2] - point2's x\n* @param {number} [y2] - point2's y\n* @return {function} the curve function\n* @example\nimport {bezier} from \"scenejs\";\nScene.bezier(0, 0, 1, 1) // LINEAR\nScene.bezier(0.25, 0.1, 0.25, 1) // EASE\n*/\nexport function bezier(x1: number, y1: number, x2: number, y2: number) {\n /*\n\t\tx = f(t)\n\t\tcalculate inverse function by x\n\t\tt = f-1(x)\n\t*/\n const func: EasingFunction = (x: number) => {\n const t = solveFromX(x1, x2, Math.max(Math.min(1, x), 0));\n\n return cubic(y1, y2, t);\n };\n\n func.easingName = `cubic-bezier(${x1},${y1},${x2},${y2})`;\n return func;\n}\n/**\n* Specifies a stepping function\n* @see {@link https://www.w3schools.com/cssref/css3_pr_animation-timing-function.asp|CSS3 Timing Function}\n* @memberof easing\n* @func steps\n* @param {number} count - point1's x\n* @param {\"start\" | \"end\"} postion - point1's y\n* @return {function} the curve function\n* @example\nimport {steps} from \"scenejs\";\nScene.steps(1, \"start\") // Scene.STEP_START\nScene.steps(1, \"end\") // Scene.STEP_END\n*/\nexport function steps(count: number, position: \"start\" | \"end\") {\n const func: EasingFunction = (time: number) => {\n const level = 1 / count;\n\n if (time >= 1) {\n return 1;\n }\n return (position === \"start\" ? level : 0) + Math.floor(time / level) * level;\n };\n\n func.easingName = `steps(${count}, ${position})`;\n\n return func;\n}\n\n/**\n* Equivalent to steps(1, start)\n* @memberof easing\n* @name STEP_START\n* @static\n* @type {function}\n* @example\nimport {STEP_START} from \"scenejs\";\nScene.STEP_START // steps(1, start)\n*/\nexport const STEP_START = /*#__PURE__#*/steps(1, \"start\");\n/**\n* Equivalent to steps(1, end)\n* @memberof easing\n* @name STEP_END\n* @static\n* @type {function}\n* @example\nimport {STEP_END} from \"scenejs\";\nScene.STEP_END // steps(1, end)\n*/\nexport const STEP_END = /*#__PURE__#*/steps(1, \"end\");\n/**\n* Linear Speed (0, 0, 1, 1)\n* @memberof easing\n* @name LINEAR\n* @static\n* @type {function}\n* @example\nimport {LINEAR} from \"scenejs\";\nScene.LINEAR\n*/\nexport const LINEAR = /*#__PURE__#*/bezier(0, 0, 1, 1);\n/**\n* Ease Speed (0.25, 0.1, 0.25, 1)\n* @memberof easing\n* @name EASE\n* @static\n* @type {function}\n* @example\nimport {EASE} from \"scenejs\";\nScene.EASE\n*/\nexport const EASE = /*#__PURE__#*/bezier(0.25, 0.1, 0.25, 1);\n/**\n* Ease In Speed (0.42, 0, 1, 1)\n* @memberof easing\n* @name EASE_IN\n* @static\n* @type {function}\n* @example\nimport {EASE_IN} from \"scenejs\";\nScene.EASE_IN\n*/\nexport const EASE_IN = /*#__PURE__#*/bezier(0.42, 0, 1, 1);\n/**\n* Ease Out Speed (0, 0, 0.58, 1)\n* @memberof easing\n* @name EASE_OUT\n* @static\n* @type {function}\n* @example\nimport {EASE_OUT} from \"scenejs\";\nScene.EASE_OUT\n*/\nexport const EASE_OUT = /*#__PURE__#*/bezier(0, 0, 0.58, 1);\n/**\n* Ease In Out Speed (0.42, 0, 0.58, 1)\n* @memberof easing\n* @name EASE_IN_OUT\n* @static\n* @type {function}\n* @example\nimport {EASE_IN_OUT} from \"scenejs\";\nScene.EASE_IN_OUT\n*/\nexport const EASE_IN_OUT = /*#__PURE__#*/bezier(0.42, 0, 0.58, 1);\n","import { IObject } from \"@daybrush/utils\";\nimport { RoleObject, OptionType, EventType, EasingFunction } from \"./types\";\nimport { EASE, EASE_IN, EASE_IN_OUT, LINEAR, EASE_OUT, STEP_START, STEP_END } from \"./easing\";\n\nexport const PREFIX = \"__SCENEJS_\";\nexport const DATA_SCENE_ID = \"data-scene-id\";\nexport const TIMING_FUNCTION = \"animation-timing-function\";\nexport const ROLES: RoleObject = { transform: {}, filter: {}, attribute: {} };\nexport const ALIAS: IObject = { easing: [TIMING_FUNCTION] };\nexport const FIXED = { [TIMING_FUNCTION]: true, contents: true };\nexport const MAXIMUM = 1000000;\nexport const THRESHOLD = 0.000001;\n\nexport const DURATION = \"duration\";\nexport const FILL_MODE = \"fillMode\";\nexport const DIRECTION = \"direction\";\nexport const ITERATION_COUNT = \"iterationCount\";\nexport const DELAY = \"delay\";\nexport const EASING = \"easing\";\nexport const PLAY_SPEED = \"playSpeed\";\nexport const EASING_NAME = \"easingName\";\nexport const ITERATION_TIME = \"iterationTime\";\nexport const PAUSED = \"paused\";\nexport const ENDED = \"ended\";\nexport const TIMEUPDATE = \"timeupdate\";\nexport const ANIMATE = \"animate\";\nexport const PLAY = \"play\";\nexport const RUNNING = \"running\";\nexport const ITERATION = \"iteration\";\nexport const START_ANIMATION = \"startAnimation\";\nexport const PAUSE_ANIMATION = \"pauseAnimation\";\nexport const ALTERNATE = \"alternate\";\nexport const REVERSE = \"reverse\";\nexport const ALTERNATE_REVERSE = \"alternate-reverse\";\nexport const NORMAL = \"normal\";\nexport const INFINITE = \"infinite\";\nexport const PLAY_STATE = \"playState\";\nexport const PLAY_CSS = \"playCSS\";\nexport const PREV_TIME = \"prevTime\";\nexport const TICK_TIME = \"tickTime\";\nexport const CURRENT_TIME = \"currentTime\";\nexport const SELECTOR = \"selector\";\nexport const TRANSFORM_NAME = \"transform\";\nexport const EASINGS = {\n \"linear\": LINEAR,\n \"ease\": EASE,\n \"ease-in\": EASE_IN,\n \"ease-out\": EASE_OUT,\n \"ease-in-out\": EASE_IN_OUT,\n \"step-start\": STEP_START,\n \"step-end\": STEP_END,\n};\n\n/**\n* option name list\n* @name Scene.OPTIONS\n* @memberof Scene\n* @static\n* @type {$ts:OptionType}\n* @example\n* Scene.OPTIONS // [\"duration\", \"fillMode\", \"direction\", \"iterationCount\", \"delay\", \"easing\", \"playSpeed\"]\n*/\nexport const OPTIONS: OptionType = [DURATION, FILL_MODE, DIRECTION, ITERATION_COUNT, DELAY, EASING, PLAY_SPEED];\n\n/**\n* Event name list\n* @name Scene.EVENTS\n* @memberof Scene\n* @static\n* @type {$ts:EventType}\n* @example\n* Scene.EVENTS // [\"paused\", \"ended\", \"timeupdate\", \"animate\", \"play\", \"iteration\"];\n*/\nexport const EVENTS: EventType = [PAUSED, ENDED, TIMEUPDATE, ANIMATE, PLAY, ITERATION];\n","import { isObject, isArray, toArray } from \"@daybrush/utils\";\nimport { CallbackType, EventParameter } from \"./types\";\n\n/**\n* attach and trigger event handlers.\n*/\nclass EventTrigger {\n public events: { [name: string]: CallbackType[] };\n /**\n * @example\n const et = new Scene.EventTrigger();\n const scene = new Scene();\n\n scene.on(\"call\", e => {\n console.log(e.param);\n });\n et.on(\"call\", e => {\n console.log(e.param);\n });\n scene.trigger(\"call\", {param: 1});\n et.trigger(\"call\", {param: 1});\n */\n constructor() {\n this.events = {};\n }\n public _on(name: string | EventParameter, callback?: CallbackType | CallbackType[], once?: boolean) {\n const events = this.events;\n\n if (isObject(name)) {\n for (const n in name) {\n this._on(n, name[n], once);\n }\n return;\n }\n if (!(name in events)) {\n events[name] = [];\n }\n if (!callback) {\n return;\n }\n if (isArray(callback)) {\n callback.forEach(func => this._on(name, func, once));\n return;\n }\n events[name].push(once ? function callback2(...args) {\n callback(...args);\n this.off(name, callback2);\n } : callback);\n }\n /**\n * Attach an event handler function for one or more events to target\n * @param - event's name\n * @param - function to execute when the event is triggered.\n * @return {EventTrigger} An Instance itself.\n * @example\n target.on(\"animate\", function() {\n console.log(\"animate\");\n });\n\n target.trigger(\"animate\");\n\n */\n public on(name: string | EventParameter, callback?: CallbackType | CallbackType[]) {\n this._on(name, callback);\n return this;\n }\n /**\n * Dettach an event handler function for one or more events to target\n * @param - event's name\n * @param - function to execute when the event is triggered.\n * @return {EventTrigger} An Instance itself.\n * @example\n const callback = function() {\n console.log(\"animate\");\n };\n target.on(\"animate\", callback);\n\n target.off(\"animate\", callback);\n target.off(\"animate\");\n\n */\n public off(name?: string, callback?: CallbackType) {\n if (!name) {\n this.events = {};\n } else if (!callback) {\n this.events[name] = [];\n } else {\n const callbacks = this.events[name];\n\n if (!callbacks) {\n return this;\n }\n const index = callbacks.indexOf(callback);\n\n if (index !== -1) {\n callbacks.splice(index, 1);\n }\n }\n return this;\n }\n /**\n * execute event handler\n * @param - event's name\n * @param - event handler's additional parameter\n * @return {EventTrigger} An Instance itself.\n * @example\n target.on(\"animate\", function(a1, a2) {\n console.log(\"animate\", a1, a2);\n });\n\n target.trigger(\"animate\", [1, 2]); // log => \"animate\", 1, 2\n\n */\n public trigger(name: string, ...data: any[]) {\n const events = this.events;\n\n if (!(name in events)) {\n return this;\n }\n\n const args = data || [];\n\n !args[0] && (args[0] = {});\n const event = events[name];\n const target = args[0];\n\n target.type = name;\n target.currentTarget = this;\n !target.target && (target.target = this);\n toArray(events[name]).forEach(callback => {\n callback.apply(this, data);\n });\n\n return this;\n }\n public once(name: string | EventParameter, callback?: CallbackType | CallbackType[]) {\n this._on(name, callback, true);\n return this;\n }\n}\nexport default EventTrigger;\n","import { isString } from \"@daybrush/utils\";\nimport { PropertyObjectState } from \"./types\";\n\n/**\n* Make string, array to PropertyObject for the dot product\n*/\nclass PropertyObject implements PropertyObjectState {\n public value: any[];\n public prefix: string = \"\";\n public suffix: string = \"\";\n public model: string = \"\";\n public type: string = \"\";\n public separator: string = \",\";\n\n /**\n * @param - This value is in the array format.\n * @param - options\n * @example\n var obj = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n */\n constructor(value: string | any[], options?: Partial) {\n options && this.setOptions(options);\n this.value = isString(value) ? value.split(this.separator) : value;\n }\n public setOptions(newOptions: Partial) {\n for (const name in newOptions) {\n this[name as keyof PropertyObjectState] = newOptions[name as keyof PropertyObjectState];\n }\n return this;\n }\n /**\n * the number of values.\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n\n console.log(obj1.length);\n // 3\n */\n public size() {\n return this.value.length;\n }\n /**\n * retrieve one of values at the index\n * @param {Number} index - index\n * @return {Object} one of values at the index\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n\n console.log(obj1.get(0));\n // 1\n */\n public get(index: number) {\n return this.value[index];\n }\n /**\n * Set the value at that index\n * @param {Number} index - index\n * @param {Object} value - text, a number, object to set\n * @return {PropertyObject} An instance itself\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n obj1.set(0, 2);\n console.log(obj1.toValue());\n // 2,2,3\n */\n public set(index: number, value: any) {\n this.value[index] = value;\n return this;\n }\n /**\n * create a copy of an instance itself.\n * @return {PropertyObject} clone\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n const obj2 = obj1.clone();\n */\n public clone(): PropertyObject {\n const {\n separator,\n prefix,\n suffix,\n model,\n type,\n } = this;\n const arr = this.value.map(v => ((v instanceof PropertyObject) ? v.clone() : v));\n return new PropertyObject(arr, {\n separator,\n prefix,\n suffix,\n model,\n type,\n });\n }\n /**\n * Make Property Object to String\n * @return {String} Make Property Object to String\n * @example\n //rgba(100, 100, 100, 0.5)\n const obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\",\n });\n console.log(obj4.toValue());\n // \"rgba(100,100,100,0.5)\"\n */\n public toValue(): string {\n return this.prefix + this.join() + this.suffix;\n }\n /**\n * Make Property Object's array to String\n * @return {String} Join the elements of an array into a string\n * @example\n //rgba(100, 100, 100, 0.5)\n var obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n obj4.join(); // => \"100,100,100,0.5\"\n */\n public join() {\n return this.value.map(v => ((v instanceof PropertyObject) ? v.toValue() : v)).join(this.separator);\n }\n /**\n * executes a provided function once per array element.\n * @param {Function} callback - Function to execute for each element, taking three arguments\n * @param {All} [callback.currentValue] The current element being processed in the array.\n * @param {Number} [callback.index] The index of the current element being processed in the array.\n * @param {Array} [callback.array] the array.\n * @return {PropertyObject} An instance itself\n * @see {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach|MDN Array.forEach()} reference to MDN document.\n * @example\n //rgba(100, 100, 100, 0.5)\n var obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n\n obj4.forEach(t => {\n console.log(t);\n }); // => \"100,100,100,0.5\"\n */\n public forEach(func: (value?: any, index?: number, array?: any[]) => void) {\n this.value.forEach(func);\n return this;\n }\n}\nexport default PropertyObject;\n","import {\n ROLES, MAXIMUM, FIXED, ALIAS,\n PAUSED, RUNNING, PLAY, ENDED, PREFIX, PLAY_CSS, CURRENT_TIME, START_ANIMATION\n} from \"./consts\";\nimport PropertyObject from \"./PropertyObject\";\nimport Scene from \"./Scene\";\nimport SceneItem from \"./SceneItem\";\nimport {\n isArray, ANIMATION, ARRAY, OBJECT,\n PROPERTY, STRING, NUMBER, IS_WINDOW, IObject, $, document, isObject, addEvent, removeEvent,\n} from \"@daybrush/utils\";\n\nexport function isPropertyObject(value: any): value is PropertyObject {\n return value instanceof PropertyObject;\n}\nexport function setAlias(name: string, alias: string[]) {\n ALIAS[name] = alias;\n}\nexport function setRole(names: string[], isProperty?: boolean, isFixedProperty?: boolean) {\n const length = names.length;\n let roles: any = ROLES;\n let fixed: any = FIXED;\n\n for (let i = 0; i < length - 1; ++i) {\n !roles[names[i]] && (roles[names[i]] = {});\n roles = roles[names[i]];\n if (isFixedProperty) {\n !fixed[names[i]] && (fixed[names[i]] = {});\n fixed = fixed[names[i]];\n }\n }\n isFixedProperty && (fixed[names[length - 1]] = true);\n roles[names[length - 1]] = isProperty ? true : {};\n}\nexport function getType(value: any) {\n const type = typeof value;\n\n if (type === OBJECT) {\n if (isArray(value)) {\n return ARRAY;\n } else if (isPropertyObject(value)) {\n return PROPERTY;\n }\n } else if (type === STRING || type === NUMBER) {\n return \"value\";\n }\n return type;\n}\nexport function isPureObject(obj: any): obj is object {\n return isObject(obj) && obj.constructor === Object;\n}\nexport function getNames(names: IObject, stack: string[]) {\n let arr: string[][] = [];\n\n if (isPureObject(names)) {\n for (const name in names) {\n stack.push(name);\n arr = arr.concat(getNames(names[name], stack));\n stack.pop();\n }\n } else {\n arr.push(stack.slice());\n }\n return arr;\n}\nexport function updateFrame(names: IObject, properties: IObject) {\n for (const name in properties) {\n const value = properties[name];\n\n if (!isPureObject(value)) {\n names[name] = true;\n continue;\n }\n if (!isObject(names[name])) {\n names[name] = {};\n }\n updateFrame(names[name], properties[name]);\n }\n return names;\n}\nexport function toFixed(num: number) {\n return Math.round(num * MAXIMUM) / MAXIMUM;\n}\nexport function getValueByNames(\n names: Array,\n properties: IObject, length: number = names.length) {\n let value = properties;\n\n for (let i = 0; i < length; ++i) {\n if (!isObject(value)) {\n return undefined;\n }\n value = value[names[i]];\n }\n return value;\n}\nexport function isInProperties(roles: IObject, args: string[], isCheckTrue?: boolean) {\n const length = args.length;\n let role: any = roles;\n\n if (length === 0) {\n return false;\n }\n for (let i = 0; i < length; ++i) {\n if (role === true) {\n return false;\n }\n role = role[args[i]];\n if (!role || (!isCheckTrue && role === true)) {\n return false;\n }\n }\n return true;\n}\nexport function isRole(args: string[], isCheckTrue?: boolean) {\n return isInProperties(ROLES, args, isCheckTrue);\n}\nexport function isFixed(args: string[]) {\n return isInProperties(FIXED, args, true);\n}\n\nexport interface IterationInterface {\n currentTime: number;\n iterationCount: number;\n elapsedTime: number;\n}\nexport function setPlayCSS(item: Scene | SceneItem, isActivate: boolean) {\n item.state[PLAY_CSS] = isActivate;\n}\nexport function isPausedCSS(item: Scene | SceneItem) {\n return item.state[PLAY_CSS] && item.isPaused();\n}\nexport function isEndedCSS(item: Scene | SceneItem) {\n return !item.isEnded() && item.state[PLAY_CSS];\n}\n\nexport function exportCSS(id: number | string, css: string) {\n const styleId = `${PREFIX}STYLE_${toId(id)}`;\n const styleElement: HTMLElement = $(`#${styleId}`);\n\n if (styleElement) {\n styleElement.innerText = css;\n } else {\n document.body.insertAdjacentHTML(\"beforeend\",\n ``);\n }\n}\nexport function makeId(selector?: boolean) {\n for (; ;) {\n const id = `${Math.floor(Math.random() * 10000000)}`;\n\n if (!IS_WINDOW || !selector) {\n return id;\n }\n const checkElement = $(`[data-scene-id=\"${id}\"]`);\n\n if (!checkElement) {\n return id;\n }\n }\n}\nexport function getRealId(item: Scene | SceneItem) {\n return item.getId() || item.setId(makeId(false)).getId();\n}\nexport function toId(text: number | string) {\n return `${text}`.match(/[0-9a-zA-Z]+/g).join(\"\");\n}\nexport function playCSS(\n item: Scene | SceneItem, isExportCSS?: boolean,\n playClassName?: string, properties: object = {}) {\n if (!ANIMATION || item.getPlayState() === RUNNING) {\n return;\n }\n const className = playClassName || START_ANIMATION;\n\n if (isPausedCSS(item)) {\n item.addPlayClass(true, className, properties);\n } else {\n if (item.isEnded()) {\n item.setTime(0);\n }\n isExportCSS && item.exportCSS({ className });\n const el = item.addPlayClass(false, className, properties);\n\n if (!el) {\n return;\n }\n addAnimationEvent(item, el);\n setPlayCSS(item, true);\n }\n item.setPlayState(RUNNING);\n}\n\nexport function addAnimationEvent(item: Scene | SceneItem, el: Element) {\n const state = item.state;\n const duration = item.getDuration();\n const isZeroDuration = !duration || !isFinite(duration);\n const animationend = () => {\n setPlayCSS(item, false);\n item.finish();\n };\n const animationstart = () => {\n item.trigger(PLAY);\n };\n item.once(ENDED, () => {\n removeEvent(el, \"animationcancel\", animationend);\n removeEvent(el, \"animationend\", animationend);\n removeEvent(el, \"animationiteration\", animationiteration);\n removeEvent(el, \"animationstart\", animationstart);\n });\n const animationiteration = ({ elapsedTime }: any) => {\n const currentTime = elapsedTime;\n const iterationCount = isZeroDuration ? 0 : (currentTime / duration);\n\n state[CURRENT_TIME] = currentTime;\n item.setIteration(iterationCount);\n };\n addEvent(el, \"animationcancel\", animationend);\n addEvent(el, \"animationend\", animationend);\n addEvent(el, \"animationiteration\", animationiteration);\n addEvent(el, \"animationstart\", animationstart);\n}\n","/**\n* @namespace\n* @name Property\n*/\n\nimport PropertyObject from \"../PropertyObject\";\nimport {\n COLOR_MODELS, isString,\n splitComma, splitSpace, stringToRGBA,\n RGBA, splitBracket, IObject, isArray\n} from \"@daybrush/utils\";\n\nexport function splitStyle(str: string) {\n const properties = str.split(\";\");\n const obj: IObject = {};\n let length = properties.length;\n\n for (let i = 0; i < length; ++i) {\n const matches = /([^:]*):([\\S\\s]*)/g.exec(properties[i]);\n\n if (!matches || matches.length < 3 || !matches[1]) {\n --length;\n continue;\n }\n obj[matches[1].trim()] = toPropertyObject(matches[2].trim());\n }\n return {styles: obj, length};\n}\n/**\n* convert array to PropertyObject[type=color].\n* default model \"rgba\"\n* @memberof Property\n* @function arrayToColorObject\n* @param {Array|PropertyObject} value ex) [0, 0, 0, 1]\n* @return {PropertyObject} PropertyObject[type=color]\n* @example\narrayToColorObject([0, 0, 0])\n// => PropertyObject(type=\"color\", model=\"rgba\", value=[0, 0, 0, 1], separator=\",\")\n*/\nexport function arrayToColorObject(arr: number[]) {\n const model = RGBA;\n\n if (arr.length === 3) {\n arr[3] = 1;\n }\n return new PropertyObject(arr, {\n model,\n separator: \",\",\n type: \"color\",\n prefix: `${model}(`,\n suffix: \")\",\n });\n}\n/**\n* convert text with parentheses to object.\n* @memberof Property\n* @function stringToBracketObject\n* @param {String} value ex) \"rgba(0,0,0,1)\"\n* @return {PropertyObject} PropertyObject\n* @example\nstringToBracketObject(\"abcde(0, 0, 0,1)\")\n// => PropertyObject(model=\"abcde\", value=[0, 0, 0,1], separator=\",\")\n*/\nexport function stringToBracketObject(text: string) {\n // [prefix, value, other]\n const { prefix: model, value, suffix: afterModel } = splitBracket(text);\n\n if (typeof value === \"undefined\") {\n return text;\n }\n if (COLOR_MODELS.indexOf(model) !== -1) {\n return arrayToColorObject(stringToRGBA(text));\n }\n // divide comma(,)\n const obj = toPropertyObject(value);\n\n let arr = [value];\n let separator = \",\";\n let prefix = `${model}(`;\n let suffix = `)${afterModel}`;\n\n if (obj instanceof PropertyObject) {\n separator = obj.separator;\n arr = obj.value;\n prefix += obj.prefix;\n suffix = obj.suffix + suffix;\n }\n return new PropertyObject(arr, {\n separator,\n model,\n prefix,\n suffix,\n });\n}\n\nexport function arrayToPropertyObject(arr: any[], separator: string) {\n return new PropertyObject(arr, {\n type: \"array\",\n separator,\n });\n}\n\n/**\n* convert text with parentheses to PropertyObject[type=color].\n* If the values are not RGBA model, change them RGBA mdoel.\n* @memberof Property\n* @function stringToColorObject\n* @param {String|PropertyObject} value ex) \"rgba(0,0,0,1)\"\n* @return {PropertyObject} PropertyObject[type=color]\n* @example\nstringToColorObject(\"rgba(0, 0, 0,1)\")\n// => PropertyObject(type=\"color\", model=\"rgba\", value=[0, 0, 0,1], separator=\",\")\n*/\nexport function stringToColorObject(value: string): string | PropertyObject {\n const result = stringToRGBA(value);\n\n return result ? arrayToColorObject(result) : value;\n}\n/**\n* convert CSS Value to PropertyObject\n* @memberof Property\n* @function toPropertyObject\n* @param {String} value it's text contains the array.\n* @return {String} Not Array, Not Separator, Only Number & Unit\n* @return {PropertyObject} Array with Separator.\n* @see referenced regular expression {@link http://stackoverflow.com/questions/20215440/parse-css-gradient-rule-with-javascript-regex}\n* @example\ntoPropertyObject(\"1px solid #000\");\n// => PropertyObject([\"1px\", \"solid\", rgba(0, 0, 0, 1)])\n*/\nexport function toPropertyObject(value: any[]): PropertyObject;\nexport function toPropertyObject(value: IObject): IObject;\nexport function toPropertyObject(value: string): PropertyObject | string;\nexport function toPropertyObject(value: string | IObject | any[]) {\n if (!isString(value)) {\n if (isArray(value)) {\n return arrayToPropertyObject(value, \",\");\n }\n return value;\n }\n let values = splitComma(value);\n\n if (values.length > 1) {\n return arrayToPropertyObject(values.map(v => toPropertyObject(v)), \",\");\n }\n values = splitSpace(value);\n if (values.length > 1) {\n return arrayToPropertyObject(values.map(v => toPropertyObject(v)), \" \");\n }\n values = /^(['\"])([^'\"]*)(['\"])$/g.exec(value);\n if (values && values[1] === values[3]) {\n // Quotes\n return new PropertyObject([toPropertyObject(values[2])], {\n prefix: values[1],\n suffix: values[1],\n });\n } else if (value.indexOf(\"(\") !== -1) {\n // color\n return stringToBracketObject(value);\n } else if (value.charAt(0) === \"#\") {\n return stringToColorObject(value);\n }\n return value;\n}\nexport function toObject(object: PropertyObject, result: IObject = {}) {\n const model = object.model;\n\n if (model) {\n object.setOptions({\n model: \"\",\n suffix: \"\",\n prefix: \"\",\n });\n const value = object.size() > 1 ? object : object.get(0);\n\n result[model] = value;\n } else {\n object.forEach(obj => {\n toObject(obj, result);\n });\n }\n return result;\n}\n","import {\n THRESHOLD,\n ALTERNATE, ALTERNATE_REVERSE, REVERSE, INFINITE, NORMAL,\n ITERATION_COUNT, DELAY, FILL_MODE, DIRECTION, PLAY_SPEED,\n DURATION, EASING, ITERATION_TIME, EASING_NAME, PAUSED,\n RUNNING, PLAY, TIMEUPDATE, ENDED, PLAY_STATE, PREV_TIME, TICK_TIME, CURRENT_TIME, ITERATION, OPTIONS, EASINGS\n} from \"./consts\";\nimport EventTrigger from \"./EventTrigger\";\nimport { bezier, steps } from \"./easing\";\nimport { toFixed } from \"./utils\";\nimport { splitUnit, isString, camelize, requestAnimationFrame, isArray, cancelAnimationFrame } from \"@daybrush/utils\";\nimport {\n IterationCountType, DirectionType, AnimatorState,\n EasingFunction, FillModeType, PlayStateType, EasingType, AnimatorOptions,\n} from \"./types\";\nimport { toPropertyObject } from \"./utils/property\";\n\nfunction GetterSetter {}>(\n getter: string[], setter: string[], parent: string) {\n return (constructor: T) => {\n const prototype = constructor.prototype;\n\n getter.forEach(name => {\n prototype[camelize(`get ${name}`)] = function() {\n return this[parent][name];\n };\n });\n setter.forEach(name => {\n prototype[camelize(`set ${name}`)] = function(value: any) {\n this[parent][name] = value;\n return this;\n };\n });\n };\n}\nexport function isDirectionReverse(iteration: number, iteraiontCount: IterationCountType, direction: DirectionType) {\n if (direction === REVERSE) {\n return true;\n } else if (iteraiontCount !== INFINITE && iteration === iteraiontCount && iteraiontCount % 1 === 0) {\n return direction === (iteration % 2 >= 1 ? ALTERNATE_REVERSE : ALTERNATE);\n }\n return direction === (iteration % 2 >= 1 ? ALTERNATE : ALTERNATE_REVERSE);\n}\n/**\n* @typedef {Object} AnimatorState The Animator options. Properties used in css animation.\n* @property {number} [duration] The duration property defines how long an animation should take to complete one cycle.\n* @property {\"none\"|\"forwards\"|\"backwards\"|\"both\"} [fillMode] The fillMode property specifies a style for the element when the animation is not playing (before it starts, after it ends, or both).\n* @property {\"infinite\"|number} [iterationCount] The iterationCount property specifies the number of times an animation should be played.\n* @property {array|function} [easing] The easing(timing-function) specifies the speed curve of an animation.\n* @property {number} [delay] The delay property specifies a delay for the start of an animation.\n* @property {\"normal\"|\"reverse\"|\"alternate\"|\"alternate-reverse\"} [direction] The direction property defines whether an animation should be played forwards, backwards or in alternate cycles.\n*/\n\nconst setters = [\"id\", ITERATION_COUNT, DELAY, FILL_MODE,\n DIRECTION, PLAY_SPEED, DURATION, PLAY_SPEED, ITERATION_TIME, PLAY_STATE];\nconst getters = [...setters, EASING, EASING_NAME];\n\n/**\n* play video, animation, the others\n* @extends EventTrigger\n* @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation}\n*/\n@GetterSetter(getters, setters, \"state\")\nclass Animator\n extends EventTrigger {\n public state: U;\n private timerId: number = 0;\n\n /**\n * @param - animator's options\n * @example\n const animator = new Animator({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.easing.EASE,\n });\n */\n constructor(options?: Partial) {\n super();\n this.state = {\n id: \"\",\n easing: 0,\n easingName: \"linear\",\n iterationCount: 1,\n delay: 0,\n fillMode: \"forwards\",\n direction: NORMAL,\n playSpeed: 1,\n currentTime: 0,\n iterationTime: -1,\n iteration: 0,\n tickTime: 0,\n prevTime: 0,\n playState: PAUSED,\n duration: 0,\n } as U;\n this.setOptions(options);\n }\n /**\n * set animator's easing.\n * @param curverArray - The speed curve of an animation.\n * @return {Animator} An instance itself.\n * @example\n animator.({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.easing.EASE,\n });\n */\n public setEasing(curveArray: string | number[] | EasingFunction): this {\n let easing: EasingFunction;\n\n if (isString(curveArray)) {\n if (curveArray in EASINGS) {\n easing = EASINGS[curveArray];\n } else {\n const obj = toPropertyObject(curveArray);\n\n if (isString(obj)) {\n return this;\n } else {\n if (obj.model === \"cubic-bezier\") {\n curveArray = obj.value.map(v => parseFloat(v));\n easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]);\n } else if (obj.model === \"steps\") {\n easing = steps(parseFloat(obj.value[0]), obj.value[1]);\n } else {\n return this;\n }\n }\n }\n } else if (isArray(curveArray)) {\n easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]);\n } else {\n easing = curveArray;\n }\n const easingName = easing[EASING_NAME] || \"linear\";\n\n const state = this.state;\n\n state[EASING] = easing;\n state[EASING_NAME] = easingName;\n return this;\n }\n /**\n * set animator's options.\n * @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation}\n * @param - animator's options\n * @return {Animator} An instance itself.\n * @example\n animator.({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.eaasing.EASE,\n });\n */\n public setOptions(options: Partial = {}): this {\n for (const name in options) {\n const value = options[name];\n\n if (name === EASING) {\n this.setEasing(value);\n continue;\n } else if (name === DURATION) {\n value && this.setDuration(value);\n continue;\n }\n if (OPTIONS.indexOf(name as any) > -1) {\n this.state[name] = value;\n }\n }\n\n return this;\n }\n /**\n * Get the animator's total duration including delay\n * @return {number} Total duration\n * @example\n animator.getTotalDuration();\n */\n public getTotalDuration(): number {\n return this.getActiveDuration(true);\n }\n /**\n * Get the animator's total duration excluding delay\n * @return {number} Total duration excluding delay\n * @example\n animator.getActiveDuration();\n */\n public getActiveDuration(delay?: boolean): number {\n const state = this.state;\n const count = state[ITERATION_COUNT];\n if (count === INFINITE) {\n return Infinity;\n }\n return (delay ? state[DELAY] : 0) + this.getDuration() * count;\n }\n /**\n * Check if the animator has reached the end.\n * @return {boolean} ended\n * @example\n animator.isEnded(); // true or false\n */\n public isEnded(): boolean {\n if (this.state[TICK_TIME] === 0 && this.state[PLAY_STATE] === PAUSED) {\n return true;\n } else if (this.getTime() < this.getActiveDuration()) {\n return false;\n }\n return true;\n }\n /**\n *Check if the animator is paused:\n * @return {boolean} paused\n * @example\n animator.isPaused(); // true or false\n */\n public isPaused(): boolean {\n return this.state[PLAY_STATE] === PAUSED;\n }\n public start(delay: number = this.state[DELAY]): boolean {\n const state = this.state;\n\n state[PLAY_STATE] = RUNNING;\n if (state[TICK_TIME] >= delay) {\n /**\n * This event is fired when play animator.\n * @event Animator#play\n */\n this.trigger(PLAY);\n return true;\n }\n return false;\n }\n /**\n * play animator\n * @return {Animator} An instance itself.\n */\n public play(toTime?: number) {\n const state = this.state;\n const delay = state[DELAY];\n const currentTime = this.getTime();\n\n state[PLAY_STATE] = RUNNING;\n\n if (this.isEnded() && (currentTime === 0 || currentTime >= this.getActiveDuration())) {\n this.setTime(-delay, true);\n }\n state[TICK_TIME] = this.getTime();\n\n this.timerId = requestAnimationFrame((time: number) => {\n state[PREV_TIME] = time;\n this.tick(time, toTime);\n });\n this.start();\n return this;\n }\n /**\n * pause animator\n * @return {Animator} An instance itself.\n */\n public pause(): this {\n const state = this.state;\n\n if (state[PLAY_STATE] !== PAUSED) {\n state[PLAY_STATE] = PAUSED;\n /**\n * This event is fired when animator is paused.\n * @event Animator#paused\n */\n this.trigger(PAUSED);\n }\n cancelAnimationFrame(this.timerId);\n return this;\n }\n /**\n * end animator\n * @return {Animator} An instance itself.\n */\n public finish() {\n this.setTime(0);\n this.state[TICK_TIME] = 0;\n this.end();\n return this;\n }\n /**\n * end animator\n * @return {Animator} An instance itself.\n */\n public end() {\n this.pause();\n /**\n * This event is fired when animator is ended.\n * @event Animator#ended\n */\n this.trigger(ENDED);\n return this;\n }\n /**\n * set currentTime\n * @param {Number|String} time - currentTime\n * @return {Animator} An instance itself.\n * @example\n\n animator.setTime(\"from\"); // 0\n animator.setTime(\"to\"); // 100%\n animator.setTime(\"50%\");\n animator.setTime(10);\n animator.getTime() // 10\n */\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean) {\n const activeDuration = this.getActiveDuration();\n const state = this.state;\n const prevTime = state[TICK_TIME];\n const delay = state[DELAY];\n let currentTime = isTick ? (time as number) : this.getUnitTime(time);\n\n state[TICK_TIME] = delay + currentTime;\n if (currentTime < 0) {\n currentTime = 0;\n } else if (currentTime > activeDuration) {\n currentTime = activeDuration;\n }\n state[CURRENT_TIME] = currentTime;\n this.calculate();\n\n if (isTick && !isParent) {\n const tickTime = state[TICK_TIME];\n\n if (prevTime < delay && time >= 0) {\n this.start(0);\n }\n if (tickTime < prevTime || this.isEnded()) {\n this.end();\n return;\n }\n }\n if (this.isDelay()) {\n return this;\n }\n /**\n * This event is fired when the animator updates the time.\n * @event Animator#timeupdate\n * @param {Object} param The object of data to be sent to an event.\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.time The iteration time during duration that the animator is running.\n * @param {Number} param.iterationCount The iteration count that the animator is running.\n */\n this.trigger(TIMEUPDATE, {\n currentTime,\n time: this.getIterationTime(),\n iterationCount: state[ITERATION],\n });\n\n return this;\n }\n /**\n * Get the animator's current time\n * @return {number} current time\n * @example\n animator.getTime();\n */\n public getTime(): number {\n return this.state[CURRENT_TIME];\n }\n public getUnitTime(time: string | number) {\n if (isString(time)) {\n const duration = this.getDuration() || 100;\n\n if (time === \"from\") {\n return 0;\n } else if (time === \"to\") {\n return duration;\n }\n const { unit, value } = splitUnit(time);\n\n if (unit === \"%\") {\n !this.getDuration() && (this.setDuration(duration));\n return toFixed(parseFloat(time) / 100 * duration);\n } else if (unit === \">\") {\n return value + THRESHOLD;\n } else {\n return value;\n }\n } else {\n return toFixed(time);\n }\n }\n /**\n * Check if the current state of animator is delayed.\n * @return {boolean} check delay state\n */\n public isDelay() {\n const state = this.state;\n const delay = state[DELAY];\n const tickTime = state[TICK_TIME];\n\n return delay > 0 && (tickTime < delay);\n }\n public setIteration(iterationCount: number): this {\n const state = this.state;\n const passIterationCount = Math.floor(iterationCount);\n const maxIterationCount = state[ITERATION_COUNT] === INFINITE ? Infinity : state[ITERATION_COUNT];\n\n if (state[ITERATION] < passIterationCount && passIterationCount < maxIterationCount) {\n /**\n * The event is fired when an iteration of an animation ends.\n * @event Animator#iteration\n * @param {Object} param The object of data to be sent to an event.\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.iterationCount The iteration count that the animator is running.\n */\n this.trigger(\"iteration\", {\n currentTime: state[CURRENT_TIME],\n iterationCount: passIterationCount,\n });\n }\n state[ITERATION] = iterationCount;\n return this;\n }\n protected calculate() {\n const state = this.state;\n const iterationCount = state[ITERATION_COUNT];\n const fillMode = state[FILL_MODE];\n const direction = state[DIRECTION];\n const duration = this.getDuration();\n const time = this.getTime();\n const iteration = duration === 0 ? 0 : time / duration;\n let currentIterationTime = duration ? time % duration : 0;\n\n if (!duration) {\n this.setIterationTime(0);\n return this;\n }\n this.setIteration(iteration);\n\n // direction : normal, reverse, alternate, alternate-reverse\n // fillMode : forwards, backwards, both, none\n const isReverse = isDirectionReverse(iteration, iterationCount, direction);\n\n const isFiniteDuration = isFinite(duration);\n if (isFiniteDuration && isReverse) {\n currentIterationTime = duration - currentIterationTime;\n }\n if (isFiniteDuration && iterationCount !== INFINITE) {\n const isForwards = fillMode === \"both\" || fillMode === \"forwards\";\n\n // fill forwards\n if (iteration >= iterationCount) {\n currentIterationTime = duration * (isForwards ? (iterationCount % 1) || 1 : 0);\n isReverse && (currentIterationTime = duration - currentIterationTime);\n }\n }\n this.setIterationTime(currentIterationTime);\n return this;\n }\n private tick(now: number, to?: number) {\n if (this.isPaused()) {\n return;\n }\n const state = this.state;\n const playSpeed = state[PLAY_SPEED];\n const prevTime = state[PREV_TIME];\n const delay = state[DELAY];\n const tickTime = state[TICK_TIME];\n const currentTime = tickTime + Math.min(1000, now - prevTime) / 1000 * playSpeed;\n\n state[PREV_TIME] = now;\n this.setTime(currentTime - delay, true);\n if (to && to * 1000 < now) {\n this.pause();\n }\n if (state[PLAY_STATE] === PAUSED) {\n return;\n }\n\n this.timerId = requestAnimationFrame((time: number) => {\n this.tick(time, to);\n });\n }\n}\n/**\n * Specifies the unique indicator of the animator\n * @method Animator#setId\n * @param {number | string} - String or number of id to be set in the animator\n * @return {Animator} An instance itself.\n */\n/**\n * Specifies the unique indicator of the animator\n * @method Animator#getId\n * @return {number | string} the indicator of the item.\n */\n/**\n * Get a delay for the start of an animation.\n * @method Animator#getDelay\n * @return {number} delay\n */\n/**\n * Set a delay for the start of an animation.\n * @method Animator#setDelay\n * @param {number} delay - delay\n * @return {Animator} An instance itself.\n */\n/**\n * Get fill mode for the item when the animation is not playing (before it starts, after it ends, or both)\n * @method Animator#getFillMode\n * @return {FillModeType} fillMode\n */\n/**\n * Set fill mode for the item when the animation is not playing (before it starts, after it ends, or both)\n * @method Animator#setFillMode\n * @param {FillModeType} fillMode - fillMode\n * @return {Animator} An instance itself.\n */\n/**\n * Get the number of times an animation should be played.\n * @method Animator#getIterationCount\n * @return {IterationCountType} iterationCount\n */\n/**\n * Set the number of times an animation should be played.\n * @method Animator#setIterationCount\n * @param {IterationCountType} iterationCount - iterationCount\n * @return {Animator} An instance itself.\n */\n/**\n * Get whether an animation should be played forwards, backwards or in alternate cycles.\n * @method Animator#getDirection\n * @return {DirectionType} direction\n */\n/**\n * Set whether an animation should be played forwards, backwards or in alternate cycles.\n * @method Animator#setDirection\n * @param {DirectionType} direction - direction\n * @return {Animator} An instance itself.\n */\n/**\n * Get whether the animation is running or paused.\n * @method Animator#getPlayState\n * @return {PlayStateType} playState\n */\n/**\n * Set whether the animation is running or paused.\n * @method Animator#setPlayState\n * @param {PlayStateType} playState - playState\n * @return {Animator} An instance itself.\n */\n/**\n * Get the animator's play speed\n * @method Animator#getPlaySpeed\n * @return {number} playSpeed\n */\n/**\n * Set the animator's play speed\n * @method Animator#setPlaySpeed\n * @param {number} playSpeed - playSpeed\n * @return {Animator} An instance itself.\n */\n/**\n * Get how long an animation should take to complete one cycle.\n * @method Animator#getDuration\n * @return {number} duration\n */\n/**\n * Set how long an animation should take to complete one cycle.\n * @method Animator#setDuration\n * @param {number} duration - duration\n * @return {Animator} An instance itself.\n */\n/**\n * Get the speed curve of an animation.\n * @method Animator#getEasing\n * @return {EasingType} easing\n */\n/**\n * Get the speed curve's name\n * @method Animator#getEasingName\n * @return {string} the curve's name.\n */\n/**\n\t* Get the animator's current iteration time\n\t* @method Animator#getIterationTime\n\t* @return {number} current iteration time\n\t* @example\nanimator.getIterationTime();\n\t*/\n\n// tslint:disable-next-line:interface-name\ninterface Animator {\n setId(id: number | string): this;\n getId(): number | string;\n getIterationTime(): number;\n setIterationTime(time: number): this;\n setDelay(delay: number): this;\n getDelay(): number;\n setFillMode(fillMode: FillModeType): this;\n getFillMode(): FillModeType;\n setIterationCount(iterationCount: IterationCountType): this;\n getIterationCount(): IterationCountType;\n setDirection(direction: DirectionType): this;\n getDirection(): DirectionType;\n setPlayState(playState: PlayStateType): this;\n getPlayState(): PlayStateType;\n setPlaySpeed(playSpeed: number): this;\n getPlaySpeed(): number;\n setDuration(duration: number): this;\n getDuration(): number;\n getEasing(): EasingType;\n getEasingName(): string;\n}\nexport default Animator;\n","import {\n ALIAS, TIMING_FUNCTION, TRANSFORM_NAME, EASING_NAME\n} from \"./consts\";\nimport { isRole, getType, isPropertyObject, getValueByNames, isFixed, getNames, updateFrame } from \"./utils\";\nimport { toPropertyObject, splitStyle, toObject } from \"./utils/property\";\nimport {\n isObject, isArray, isString,\n ANIMATION, TRANSFORM, FILTER, PROPERTY, FUNCTION, ARRAY, OBJECT, IObject, isUndefined\n} from \"@daybrush/utils\";\nimport { NameType } from \"./types\";\n\nfunction toInnerProperties(obj: IObject) {\n if (!obj) {\n return \"\";\n }\n const arrObj = [];\n\n for (const name in obj) {\n arrObj.push(`${name.replace(/\\d$/g, \"\")}(${obj[name]})`);\n }\n return arrObj.join(\" \");\n}\n\n/* eslint-disable */\nfunction clone(target: IObject, toValue = false) {\n return merge({}, target, toValue);\n}\nfunction merge(to: IObject, from: IObject, toValue = false) {\n for (const name in from) {\n const value = from[name];\n const type = getType(value);\n\n if (type === PROPERTY) {\n to[name] = toValue ? value.toValue() : value.clone();\n } else if (type === FUNCTION) {\n to[name] = toValue ? getValue([name], value) : value;\n } else if (type === ARRAY) {\n to[name] = value.slice();\n } else if (type === OBJECT) {\n if (isObject(to[name]) && !isPropertyObject(to[name])) {\n merge(to[name], value, toValue);\n } else {\n to[name] = clone(value, toValue);\n }\n } else {\n to[name] = from[name];\n }\n }\n return to;\n}\n/* eslint-enable */\n\nfunction getPropertyName(args: NameType[]) {\n return args[0] in ALIAS ? ALIAS[args[0]] : args;\n}\nfunction getValue(names: NameType[], value: any): any {\n const type = getType(value);\n\n if (type === PROPERTY) {\n return value.toValue();\n } else if (type === FUNCTION) {\n if (names[0] !== TIMING_FUNCTION) {\n return getValue(names, value());\n }\n } else if (type === OBJECT) {\n return clone(value, true);\n }\n return value;\n}\n/**\n* Animation's Frame\n*/\nclass Frame {\n public properties: IObject;\n /**\n * @param - properties\n * @example\n const frame = new Scene.Frame({\n display: \"none\"\n transform: {\n translate: \"50px\",\n scale: \"5, 5\",\n }\n });\n */\n constructor(properties: any = {}) {\n this.properties = {};\n this.set(properties);\n }\n /**\n * get property value\n * @param {...Number|String|PropertyObject} args - property name or value\n * @example\n frame.get(\"display\") // => \"none\", \"block\", ....\n frame.get(\"transform\", \"translate\") // => \"10px,10px\"\n */\n public get(...args: NameType[]) {\n const value = this.raw(...args);\n\n return getValue(getPropertyName(args), value);\n }\n\n public raw(...args: NameType[]) {\n return getValueByNames(getPropertyName(args), this.properties);\n }\n /**\n * remove property value\n * @param {...String} args - property name\n * @return {Frame} An instance itself\n * @example\n frame.remove(\"display\")\n */\n public remove(...args: NameType[]) {\n const params = getPropertyName(args);\n const length = params.length;\n\n if (!length) {\n return this;\n }\n const value = getValueByNames(params, this.properties, length - 1);\n\n if (isObject(value)) {\n delete value[params[length - 1]];\n }\n return this;\n }\n /**\n * set property\n * @param {...Number|String|PropertyObject} args - property names or values\n * @return {Frame} An instance itself\n * @example\n // one parameter\n frame.set({\n display: \"none\",\n transform: {\n translate: \"10px, 10px\",\n scale: \"1\",\n },\n filter: {\n brightness: \"50%\",\n grayscale: \"100%\"\n }\n });\n\n // two parameters\n frame.set(\"transform\", {\n translate: \"10px, 10px\",\n scale: \"1\",\n });\n\n // three parameters\n frame.set(\"transform\", \"translate\", \"50px\");\n */\n public set(...args: any[]) {\n const self = this;\n const length = args.length;\n const params = args.slice(0, -1);\n const value = args[length - 1];\n\n if (params[0] in ALIAS) {\n self._set(ALIAS[params[0]], value);\n } else if (length === 2 && isArray(params[0])) {\n self._set(params[0], value);\n } else if (isArray(value)) {\n self._set(params, value);\n } else if (isPropertyObject(value)) {\n if (isRole(params)) {\n self.set(...params, toObject(value));\n } else {\n self._set(params, value);\n }\n } else if (isObject(value)) {\n for (const name in value) {\n self.set(...params, name, value[name]);\n }\n } else if (isString(value)) {\n if (isRole(params, true)) {\n if (isFixed(params) || !isRole(params)) {\n this._set(params, value);\n } else {\n const obj = toPropertyObject(value);\n\n if (isObject(obj)) {\n self.set(...params, obj);\n }\n }\n return this;\n } else {\n const { styles, length: stylesLength } = splitStyle(value);\n\n for (const name in styles) {\n self.set(...params, name, styles[name]);\n }\n if (stylesLength) {\n return this;\n }\n }\n self._set(params, value);\n } else {\n self._set(params, value);\n }\n return self;\n }\n /**\n * Gets the names of properties.\n * @return the names of properties.\n * @example\n // one parameter\n frame.set({\n display: \"none\",\n transform: {\n translate: \"10px, 10px\",\n scale: \"1\",\n },\n });\n\n // [[\"display\"], [\"transform\", \"translate\"], [\"transform\", \"scale\"]]\n console.log(frame.getNames());\n */\n public getNames(): string[][] {\n return getNames(this.properties, []);\n }\n /**\n * check that has property.\n * @param {...String} args - property name\n * @example\n frame.has(\"property\", \"display\") // => true or false\n */\n public has(...args: NameType[]) {\n const params = getPropertyName(args);\n const length = params.length;\n\n if (!length) {\n return false;\n }\n return !isUndefined(getValueByNames(params, this.properties, length));\n }\n /**\n * clone frame.\n * @return {Frame} An instance of clone\n * @example\n frame.clone();\n */\n public clone() {\n const frame = new Frame();\n\n return frame.merge(this);\n }\n /**\n * merge one frame to other frame.\n * @param - target frame.\n * @return {Frame} An instance itself\n * @example\n frame.merge(frame2);\n */\n public merge(frame: Frame) {\n const properties = this.properties;\n const frameProperties = frame.properties;\n\n if (!frameProperties) {\n return this;\n }\n merge(properties, frameProperties);\n\n return this;\n }\n /**\n * Specifies an css object that coverted the frame.\n * @return {object} cssObject\n */\n public toCSSObject() {\n const properties = this.get();\n const cssObject: IObject = {};\n\n for (const name in properties) {\n if (isRole([name], true)) {\n continue;\n }\n const value = properties[name];\n\n if (name === TIMING_FUNCTION) {\n cssObject[TIMING_FUNCTION.replace(\"animation\", ANIMATION)] =\n (isString(value) ? value : value[EASING_NAME]) || \"initial\";\n continue;\n }\n cssObject[name] = value;\n }\n const transform = toInnerProperties(properties[TRANSFORM_NAME]);\n const filter = toInnerProperties(properties.filter);\n\n TRANSFORM && transform && (cssObject[TRANSFORM] = transform);\n FILTER && filter && (cssObject[FILTER] = filter);\n return cssObject;\n }\n /**\n * Specifies an css text that coverted the frame.\n * @return {string} cssText\n */\n public toCSS() {\n const cssObject = this.toCSSObject();\n const cssArray = [];\n\n for (const name in cssObject) {\n cssArray.push(`${name}:${cssObject[name]};`);\n }\n return cssArray.join(\"\");\n }\n private _set(args: NameType[], value: any) {\n let properties = this.properties;\n const length = args.length;\n\n for (let i = 0; i < length - 1; ++i) {\n const name = args[i];\n\n !(name in properties) && (properties[name] = {});\n properties = properties[name];\n }\n if (!length) {\n return;\n }\n properties[args[length - 1]] = isString(value) ? toPropertyObject(value) : value;\n }\n}\nexport default Frame;\n","\nimport PropertyObject from \"../PropertyObject\";\nimport { getType } from \"../utils\";\nimport { toPropertyObject } from \"./property\";\nimport { splitUnit, PROPERTY, FUNCTION, ARRAY, dot as dotNumber } from \"@daybrush/utils\";\nimport { EasingType } from \"../types\";\n\nfunction dotArray(a1: any[], a2: any, b1: number, b2: number): any {\n const length = a2.length;\n\n return a1.map((v1, i) => {\n if (i >= length) {\n return v1;\n } else {\n return dot(v1, a2[i], b1, b2);\n }\n });\n}\n\nfunction dotColor(color1: PropertyObject, color2: PropertyObject, b1: number, b2: number) {\n // convert array to PropertyObject(type=color)\n const value1 = color1.value;\n const value2 = color2.value;\n // If the model name is not same, the inner product is impossible.\n const model1 = color1.model;\n const model2 = color2.model;\n\n if (model1 !== model2) {\n // It is recognized as a string.\n return dot(color1.toValue(), color2.toValue(), b1, b2);\n }\n if (value1.length === 3) {\n value1[3] = 1;\n }\n if (value2.length === 3) {\n value2[3] = 1;\n }\n const v = dotArray(value1, value2, b1, b2);\n const colorModel = model1;\n\n for (let i = 0; i < 3; ++i) {\n v[i] = parseInt(v[i], 10);\n }\n const object = new PropertyObject(v, {\n type: \"color\",\n model: colorModel,\n prefix: `${colorModel}(`,\n suffix: \")\",\n });\n\n return object;\n}\n\nfunction dotObject(a1: PropertyObject, a2: PropertyObject, b1: number, b2: number) {\n const a1Type = a1.type;\n\n if (a1Type === \"color\") {\n return dotColor(a1, a2, b1, b2);\n }\n const value1 = a1.value;\n const value2 = a2.value;\n const arr = dotArray(value1, value2, b1, b2);\n\n return new PropertyObject(arr, {\n type: a1Type,\n separator: a1.separator || a2.separator,\n prefix: a1.prefix || a2.prefix,\n suffix: a1.suffix || a2.suffix,\n model: a1.model || a2.model,\n });\n}\n/**\n* The dot product of a1 and a2 for the b1 and b2.\n* @memberof Dot\n* @function dot\n* @param {String|Number|PropertyObject} a1 value1\n* @param {String|Number|PropertyObject} a2 value2\n* @param {Number} b1 b1 ratio\n* @param {Number} b2 b2 ratio\n* @return {String} Not Array, Not Separator, Only Number & Unit\n* @return {PropertyObject} Array with Separator.\n* @example\ndot(1, 3, 0.3, 0.7);\n// => 1.6\n*/\nexport function dot(a1: any, a2: any, b1: number, b2: number): any {\n if (b2 === 0) {\n return a2;\n } else if (b1 === 0 || b1 + b2 === 0) {\n // prevent division by zero.\n return a1;\n }\n // dot Object\n\n const type1 = getType(a1);\n const type2 = getType(a2);\n const isFunction1 = type1 === FUNCTION;\n const isFunction2 = type2 === FUNCTION;\n\n if (isFunction1 || isFunction2) {\n return () => {\n return dot(isFunction1 ? toPropertyObject(a1()) : a1, isFunction2 ? toPropertyObject(a2()) : a2, b1, b2);\n };\n } else if (type1 === type2) {\n if (type1 === PROPERTY) {\n return dotObject(a1, a2, b1, b2);\n } else if (type1 === ARRAY) {\n return dotArray(a1, a2, b1, b2);\n } else if (type1 !== \"value\") {\n return a1;\n }\n } else {\n return a1;\n }\n const v1 = splitUnit(`${a1}`);\n const v2 = splitUnit(`${a2}`);\n let v;\n\n // 숫자가 아닐경우 첫번째 값을 반환 b2가 0일경우 두번째 값을 반환\n if (isNaN(v1.value) || isNaN(v2.value)) {\n return a1;\n } else {\n v = dotNumber(v1.value, v2.value, b1, b2);\n }\n const prefix = v1.prefix || v2.prefix;\n const unit = v1.unit || v2.unit;\n\n if (!prefix && !unit) {\n return v;\n }\n return prefix + v + unit;\n}\n\nexport function dotValue(\n time: number,\n prevTime: number,\n nextTime: number,\n prevValue: any,\n nextValue: any,\n easing?: EasingType) {\n if (time === prevTime) {\n return prevValue;\n } else if (time === nextTime) {\n return nextValue;\n } else if (!easing) {\n return dot(prevValue, nextValue, time - prevTime, nextTime - time);\n }\n const ratio = easing((time - prevTime) / (nextTime - prevTime));\n const value = dot(prevValue, nextValue, ratio, 1 - ratio);\n\n return value;\n}\n","import Animator, { isDirectionReverse } from \"./Animator\";\nimport Frame from \"./Frame\";\nimport {\n toFixed,\n isFixed,\n playCSS,\n toId,\n exportCSS,\n getRealId,\n makeId,\n isPausedCSS,\n isRole,\n isInProperties,\n getValueByNames,\n isEndedCSS,\n setPlayCSS,\n getNames,\n updateFrame,\n} from \"./utils\";\nimport { dotValue } from \"./utils/dot\";\nimport {\n START_ANIMATION,\n PREFIX, THRESHOLD,\n TIMING_FUNCTION, ALTERNATE, ALTERNATE_REVERSE, INFINITE,\n REVERSE, EASING, FILL_MODE, DIRECTION, ITERATION_COUNT,\n EASING_NAME, DELAY, PLAY_SPEED, DURATION, PAUSE_ANIMATION, DATA_SCENE_ID, SELECTOR, ROLES, CURRENT_TIME\n} from \"./consts\";\nimport {\n isObject, isArray, isUndefined, decamelize,\n ANIMATION, fromCSS, addClass, removeClass, hasClass,\n KEYFRAMES, requestAnimationFrame, isFunction,\n IObject, $, splitComma, toArray, isString, IArrayFormat,\n dot as dotNumber,\n find,\n findIndex,\n} from \"@daybrush/utils\";\nimport {\n NameType, RoleObject, AnimateElement, AnimatorState,\n SceneItemState, SceneItemOptions, EasingType, PlayCondition, DirectionType\n} from \"./types\";\n\nfunction getNearTimeIndex(times: number[], time: number) {\n const length = times.length;\n\n for (let i = 0; i < length; ++i) {\n if (times[i] === time) {\n return [i, i];\n } else if (times[i] > time) {\n return [i > 0 ? i - 1 : 0, i];\n }\n }\n return [length - 1, length - 1];\n}\nfunction makeAnimationProperties(properties: object) {\n const cssArray = [];\n\n for (const name in properties) {\n cssArray.push(`${ANIMATION}-${decamelize(name)}:${properties[name]};`);\n }\n return cssArray.join(\"\");\n}\nfunction addTime(times: number[], time: number) {\n const length = times.length;\n for (let i = 0; i < length; ++i) {\n if (time < times[i]) {\n times.splice(i, 0, time);\n return;\n }\n }\n times[length] = time;\n}\nfunction addEntry(entries: number[][], time: number, keytime: number) {\n const prevEntry = entries[entries.length - 1];\n\n (!prevEntry || prevEntry[0] !== time || prevEntry[1] !== keytime) &&\n entries.push([toFixed(time), toFixed(keytime)]);\n}\nexport function getEntries(times: number[], states: AnimatorState[]) {\n let entries = times.map(time => ([time, time]));\n let nextEntries = [];\n\n states.forEach(state => {\n const iterationCount = state[ITERATION_COUNT] as number;\n const delay = state[DELAY];\n const playSpeed = state[PLAY_SPEED];\n const direction = state[DIRECTION];\n const intCount = Math.ceil(iterationCount);\n const currentDuration = entries[entries.length - 1][0];\n const length = entries.length;\n const lastTime = currentDuration * iterationCount;\n\n for (let i = 0; i < intCount; ++i) {\n const isReverse =\n direction === REVERSE ||\n direction === ALTERNATE && i % 2 ||\n direction === ALTERNATE_REVERSE && !(i % 2);\n\n for (let j = 0; j < length; ++j) {\n const entry = entries[isReverse ? length - j - 1 : j];\n const time = entry[1];\n const currentTime = currentDuration * i + (isReverse ? currentDuration - entry[0] : entry[0]);\n const prevEntry = entries[isReverse ? length - j : j - 1];\n\n if (currentTime > lastTime) {\n if (j !== 0) {\n const prevTime = currentDuration * i +\n (isReverse ? currentDuration - prevEntry[0] : prevEntry[0]);\n const divideTime = dotNumber(prevEntry[1], time, lastTime - prevTime, currentTime - lastTime);\n\n addEntry(nextEntries, (delay + currentDuration * iterationCount) / playSpeed, divideTime);\n }\n break;\n } else if (\n currentTime === lastTime\n && nextEntries.length\n && nextEntries[nextEntries.length - 1][0] === lastTime + delay\n ) {\n break;\n }\n addEntry(nextEntries, (delay + currentTime) / playSpeed, time);\n }\n }\n // delay time\n delay && nextEntries.unshift([0, nextEntries[0][1]]);\n\n entries = nextEntries;\n nextEntries = [];\n });\n\n return entries;\n}\n/**\n* manage Frame Keyframes and play keyframes.\n* @extends Animator\n* @example\nconst item = new SceneItem({\n\t0: {\n\t\tdisplay: \"none\",\n\t},\n\t1: {\n\t\tdisplay: \"block\",\n\t\topacity: 0,\n\t},\n\t2: {\n\t\topacity: 1,\n\t}\n});\n*/\nclass SceneItem extends Animator {\n public times: number[] = [];\n public items: IObject = {};\n public names: RoleObject = {};\n public elements: AnimateElement[] = [];\n public temp: Frame;\n private needUpdate: boolean = true;\n private target: any;\n private targetFunc: (frame: Frame) => void;\n\n /**\n * @param - properties\n * @param - options\n * @example\n const item = new SceneItem({\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n }\n });\n */\n constructor(properties?: any, options?: Partial) {\n super();\n this.load(properties, options);\n }\n public getDuration() {\n const times = this.times;\n const length = times.length;\n\n return (length === 0 ? 0 : times[length - 1]) || this.state[DURATION];\n }\n /**\n * get size of list\n * @return {Number} length of list\n */\n public size() {\n return this.times.length;\n }\n public setDuration(duration: number) {\n if (!duration) {\n return this;\n }\n const originalDuration = this.getDuration();\n\n if (originalDuration > 0) {\n const ratio = duration / originalDuration;\n const { times, items } = this;\n const obj: IObject = {};\n\n this.times = times.map(time => {\n const time2 = toFixed(time * ratio);\n\n obj[time2] = items[time];\n\n return time2;\n });\n this.items = obj;\n } else {\n this.newFrame(duration);\n }\n return this;\n }\n public setId(id?: number | string) {\n const state = this.state;\n\n state.id = id || makeId(!!length);\n const elements = this.elements;\n\n if (elements.length && !state[SELECTOR]) {\n const sceneId = toId(this.getId());\n\n state[SELECTOR] = `[${DATA_SCENE_ID}=\"${sceneId}\"]`;\n elements.forEach(element => {\n element.setAttribute(DATA_SCENE_ID, sceneId);\n });\n }\n return this;\n }\n\n /**\n * Set properties to the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} [properties] - property names or values\n * @return {SceneItem} An instance itself\n * @example\n item.set(0, \"a\", \"b\") // item.getFrame(0).set(\"a\", \"b\")\n console.log(item.get(0, \"a\")); // \"b\"\n */\n public set(time: any, ...args: any[]) {\n if (isArray(time)) {\n const length = time.length;\n\n for (let i = 0; i < length; ++i) {\n const t = length === 1 ? 0 : this.getUnitTime(`${i / (length - 1) * 100}%`);\n\n this.set(t, time[i]);\n }\n } else if (isObject(time)) {\n for (const t in time) {\n const value = time[t];\n const realTime = this.getUnitTime(t);\n\n if (isNaN(realTime)) {\n getNames(value, [t]).forEach(names => {\n const innerValue = getValueByNames(names.slice(1), value);\n const arr = isArray(innerValue) ?\n innerValue : [getValueByNames(names, this.target), innerValue];\n const length = arr.length;\n\n for (let i = 0; i < length; ++i) {\n this.newFrame(`${i / (length - 1) * 100}%`).set(names, arr[i]);\n }\n });\n } else {\n this.set(realTime, value);\n }\n }\n } else {\n const value = args[0];\n\n if (value instanceof Frame) {\n this.setFrame(time, value);\n } else if (value instanceof SceneItem) {\n const delay = value.getDelay();\n const realTime = this.getUnitTime(time);\n const frames = value.toObject(!this.hasFrame(realTime + delay));\n const duration = value.getDuration();\n const direction = value.getDirection();\n const isReverse = direction.indexOf(\"reverse\") > -1;\n\n for (const frameTime in frames) {\n const nextTime = isReverse ? duration - parseFloat(frameTime) : parseFloat(frameTime);\n this.set(realTime + nextTime, frames[frameTime]);\n }\n } else if (args.length === 1 && isArray(value)) {\n value.forEach((item: any) => {\n this.set(time, item);\n });\n } else {\n const frame = this.newFrame(time);\n\n frame.set(...args);\n }\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * Get properties of the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} args property's name or properties\n * @return {Number|String|PropertyObejct} property value\n * @example\n item.get(0, \"a\"); // item.getFrame(0).get(\"a\");\n item.get(0, \"transform\", \"translate\"); // item.getFrame(0).get(\"transform\", \"translate\");\n */\n public get(time: string | number, ...args: NameType[]) {\n const frame = this.getFrame(time);\n\n return frame && frame.get(...args);\n }\n public remove(time: string | number, ...args: any[]): this;\n /**\n * remove properties to the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} [properties] - property names or values\n * @return {SceneItem} An instance itself\n * @example\n item.remove(0, \"a\");\n */\n public remove(time: string | number, ...args: NameType[]) {\n if (args.length) {\n const frame = this.getFrame(time);\n\n frame && frame.remove(...args);\n } else {\n this.removeFrame(time);\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * Append the item or object at the last time.\n * @param - the scene item or item object\n * @return An instance itself\n * @example\n item.append(new SceneItem({\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n }));\n item.append({\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n });\n item.set(item.getDuration(), {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n });\n */\n public append(item: SceneItem | IObject) {\n if (item instanceof SceneItem) {\n this.set(this.getDuration(), item);\n } else {\n this.append(new SceneItem(item));\n }\n return this;\n }\n /**\n * Push the front frames for the time and prepend the scene item or item object.\n * @param - the scene item or item object\n * @return An instance itself\n */\n public prepend(item: SceneItem | IObject) {\n if (item instanceof SceneItem) {\n const unshiftTime = item.getDuration() + item.getDelay();\n const firstFrame = this.getFrame(0);\n // remove first frame\n this.removeFrame(0);\n this.unshift(unshiftTime);\n this.set(0, item);\n this.set(unshiftTime + THRESHOLD, firstFrame);\n } else {\n this.prepend(new SceneItem(item));\n }\n return this;\n }\n /**\n * Push out the amount of time.\n * @param - time to push\n * @example\n item.get(0); // frame 0\n item.unshift(3);\n item.get(3) // frame 0\n */\n public unshift(time: number) {\n const { times, items } = this;\n const obj: IObject = {};\n\n this.times = times.map(t => {\n const time2 = toFixed(time + t);\n\n obj[time2] = items[t];\n return time2;\n });\n this.items = obj;\n return this;\n }\n /**\n * Get the frames in the item in object form.\n * @return {}\n * @example\n item.toObject();\n // {0: {display: \"none\"}, 1: {display: \"block\"}}\n */\n public toObject(isStartZero = true): IObject {\n const obj: IObject = {};\n const delay = this.getDelay();\n\n this.forEach((frame: Frame, time: number) => {\n obj[(!time && !isStartZero ? THRESHOLD : 0) + delay + time] = frame.clone();\n });\n return obj;\n }\n /**\n * Specifies an element to synchronize items' keyframes.\n * @param {string} selectors - Selectors to find elements in items.\n * @return {SceneItem} An instance itself\n * @example\nitem.setSelector(\"#id.class\");\n */\n public setSelector(target: string | boolean | ((id: number | string) => string)) {\n if (isFunction(target)) {\n this.setElement(target(this.getId()));\n } else {\n this.setElement(target);\n }\n return this;\n }\n /**\n * Get the elements connected to SceneItem.\n */\n public getElements(): AnimateElement[] {\n return this.elements;\n }\n /**\n * Specifies an element to synchronize item's keyframes.\n * @param - elements to synchronize item's keyframes.\n * @param - Make sure that you have peusdo.\n * @return {SceneItem} An instance itself\n * @example\nitem.setElement(document.querySelector(\"#id.class\"));\nitem.setElement(document.querySelectorAll(\".class\"));\n */\n public setElements(target: boolean | string | AnimateElement | IArrayFormat): this {\n return this.setElement(target);\n }\n /**\n * Specifies an element to synchronize item's keyframes.\n * @param - elements to synchronize item's keyframes.\n * @param - Make sure that you have peusdo.\n * @return {SceneItem} An instance itself\n * @example\nitem.setElement(document.querySelector(\"#id.class\"));\nitem.setElement(document.querySelectorAll(\".class\"));\n */\n public setElement(target: boolean | string | AnimateElement | IArrayFormat) {\n const state = this.state;\n let elements: AnimateElement[] = [];\n\n if (!target) {\n return this;\n } else if (target === true || isString(target)) {\n const selector = target === true ? `${state.id}` : target;\n const matches = /([\\s\\S]+)(:+[a-zA-Z]+)$/g.exec(selector);\n\n elements = toArray($(matches ? matches[1] : selector, true));\n state[SELECTOR] = selector;\n } else {\n elements = (target instanceof Element) ? [target] : toArray(target);\n }\n if (!elements.length) {\n return this;\n }\n this.elements = elements;\n this.setId(this.getId());\n this.target = elements[0].style;\n this.targetFunc = (frame: Frame) => {\n const attributes = frame.get(\"attribute\");\n\n if (attributes) {\n for (const name in attributes) {\n elements.forEach(el => {\n el.setAttribute(name, attributes[name]);\n });\n }\n }\n const cssText = frame.toCSS();\n\n if (state.cssText !== cssText) {\n state.cssText = cssText;\n\n elements.forEach(el => {\n el.style.cssText += cssText;\n });\n return frame;\n }\n };\n return this;\n }\n public setTarget(target: any): this {\n this.target = target;\n this.targetFunc = (frame: Frame) => {\n const obj = frame.get();\n\n for (const name in obj) {\n target[name] = obj[name];\n }\n };\n return this;\n }\n /**\n * add css styles of items's element to the frame at that time.\n * @param {Array} properties - elements to synchronize item's keyframes.\n * @return {SceneItem} An instance itself\n * @example\n item.setElement(document.querySelector(\"#id.class\"));\n item.setCSS(0, [\"opacity\"]);\n item.setCSS(0, [\"opacity\", \"width\", \"height\"]);\n */\n public setCSS(time: number, properties: string[]) {\n this.set(time, fromCSS(this.elements, properties));\n return this;\n }\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean, parentEasing?: EasingType) {\n super.setTime(time, isTick, isParent);\n\n const iterationTime = this.getIterationTime();\n const easing = this.getEasing() || parentEasing;\n const frame = this.getNowFrame(iterationTime, easing);\n const currentTime = this.getTime();\n\n this.temp = frame;\n /**\n * This event is fired when timeupdate and animate.\n * @event SceneItem#animate\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.time The iteration time during duration that the animator is running.\n * @param {Frame} param.frame frame of that time.\n */\n this.trigger(\"animate\", {\n frame,\n currentTime,\n time: iterationTime,\n });\n this.targetFunc && this.targetFunc(frame);\n return this;\n }\n /**\n * update property names used in frames.\n * @return {SceneItem} An instance itself\n * @example\n item.update();\n */\n public update() {\n const names = {};\n this.forEach(frame => {\n updateFrame(names, frame.properties);\n });\n this.names = names;\n this.needUpdate = false;\n return this;\n }\n /**\n * Create and add a frame to the sceneItem at that time\n * @param {Number} time - frame's time\n * @return {Frame} Created frame.\n * @example\n item.newFrame(time);\n */\n public newFrame(time: string | number) {\n let frame = this.getFrame(time);\n\n if (frame) {\n return frame;\n }\n frame = new Frame();\n this.setFrame(time, frame);\n return frame;\n }\n /**\n * Add a frame to the sceneItem at that time\n * @param {Number} time - frame's time\n * @return {SceneItem} An instance itself\n * @example\n item.setFrame(time, frame);\n */\n public setFrame(time: string | number, frame: Frame) {\n const realTime = this.getUnitTime(time);\n\n this.items[realTime] = frame;\n addTime(this.times, realTime);\n this.needUpdate = true;\n return this;\n }\n public getFrame(time: number | string, ...names: any[]): Frame;\n /**\n * get sceneItem's frame at that time\n * @param {Number} time - frame's time\n * @return {Frame} sceneItem's frame at that time\n * @example\n const frame = item.getFrame(time);\n */\n public getFrame(time: number | string) {\n return this.items[this.getUnitTime(time)];\n }\n public removeFrame(time: number | string, ...names: any[]): this;\n /**\n * remove sceneItem's frame at that time\n * @param - frame's time\n * @return {SceneItem} An instance itself\n * @example\n item.removeFrame(time);\n */\n public removeFrame(time: number | string) {\n const realTime = this.getUnitTime(time);\n const items = this.items;\n const index = this.times.indexOf(realTime);\n\n delete items[realTime];\n\n // remove time\n if (index > -1) {\n this.times.splice(index, 1);\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * check if the item has a frame at that time\n * @param {Number} time - frame's time\n * @return {Boolean} true: the item has a frame // false: not\n * @example\n if (item.hasFrame(10)) {\n // has\n } else {\n // not\n }\n */\n public hasFrame(time: number | string) {\n return this.getUnitTime(time) in this.items;\n }\n /**\n * Check if keyframes has propery's name\n * @param - property's time\n * @return {boolean} true: if has property, false: not\n * @example\n item.hasName([\"transform\", \"translate\"]); // true or not\n */\n public hasName(args: string[]) {\n this.needUpdate && this.update();\n return isInProperties(this.names, args, true);\n }\n /**\n * merge frame of the previous time at the next time.\n * @param - The time of the frame to merge\n * @param - The target frame\n * @return {SceneItem} An instance itself\n * @example\n // getFrame(1) contains getFrame(0)\n item.merge(0, 1);\n */\n public mergeFrame(time: number | string, frame: Frame) {\n if (frame) {\n const toFrame = this.newFrame(time);\n\n toFrame.merge(frame);\n }\n return this;\n }\n /**\n * Get frame of the current time\n * @param {Number} time - the current time\n * @param {function} easing - the speed curve of an animation\n * @return {Frame} frame of the current time\n * @example\n let item = new SceneItem({\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n }\n });\n // opacity: 0.7; display:\"block\";\n const frame = item.getNowFrame(1.7);\n */\n public getNowFrame(time: number, easing?: EasingType, isAccurate?: boolean) {\n this.needUpdate && this.update();\n const frame = new Frame();\n const [left, right] = getNearTimeIndex(this.times, time);\n let realEasing = this.getEasing() || easing;\n let nameObject = this.names;\n\n if (this.hasName([TIMING_FUNCTION])) {\n const nowEasing = this.getNowValue(time, [TIMING_FUNCTION], left, right, false, 0, true);\n\n isFunction(nowEasing) && (realEasing = nowEasing);\n }\n if (isAccurate) {\n const prevFrame = this.getFrame(time);\n const prevNames = updateFrame({}, prevFrame.properties);\n\n for (const name in ROLES) {\n if (name in prevNames) {\n prevNames[name] = nameObject[name];\n }\n }\n nameObject = prevNames;\n }\n const names = getNames(nameObject, []);\n\n names.forEach(properties => {\n const value = this.getNowValue(time, properties, left, right, isAccurate, realEasing, isFixed(properties));\n\n if (isUndefined(value)) {\n return;\n }\n frame.set(properties, value);\n });\n return frame;\n }\n public load(properties: any = {}, options = properties.options) {\n options && this.setOptions(options);\n\n if (isArray(properties)) {\n this.set(properties);\n } else if (properties.keyframes) {\n this.set(properties.keyframes);\n } else {\n for (const time in properties) {\n if (time !== \"options\") {\n this.set({\n [time]: properties[time],\n });\n }\n }\n }\n if (options && options[DURATION]) {\n this.setDuration(options[DURATION]);\n }\n return this;\n }\n /**\n * clone SceneItem.\n * @return {SceneItem} An instance of clone\n * @example\n * item.clone();\n */\n public clone() {\n const item = new SceneItem();\n\n item.setOptions(this.state);\n this.forEach((frame: Frame, time: number) => {\n item.setFrame(time, frame.clone());\n });\n return item;\n }\n /**\n * executes a provided function once for each scene item.\n * @param - Function to execute for each element, taking three arguments\n * @return {Keyframes} An instance itself\n */\n public forEach(callback: (item: Frame, time: number, items: IObject) => void) {\n const times = this.times;\n const items = this.items;\n\n times.forEach(time => {\n callback(items[time], time, items);\n });\n return this;\n }\n public setOptions(options: Partial = {}) {\n super.setOptions(options);\n const { id, selector, elements, element, target } = options;\n\n id && this.setId(id);\n if (target) {\n this.setTarget(target);\n } else if (selector) {\n this.setSelector(selector);\n } else if (elements || element) {\n this.setElement(elements || element);\n }\n return this;\n }\n public toCSS(\n playCondition: PlayCondition = { className: START_ANIMATION },\n parentDuration = this.getDuration(), states: AnimatorState[] = []) {\n const itemState = this.state;\n const selector = itemState[SELECTOR];\n\n if (!selector) {\n return \"\";\n }\n const originalDuration = this.getDuration();\n itemState[DURATION] = originalDuration;\n states.push(itemState);\n\n const reversedStates = toArray(states).reverse();\n const id = toId(getRealId(this));\n const superParent = states[0];\n const infiniteIndex = findIndex(reversedStates, state => {\n return state[ITERATION_COUNT] === INFINITE || !isFinite(state[DURATION]);\n }, states.length - 1);\n const finiteStates = reversedStates.slice(0, infiniteIndex);\n const duration = parentDuration || finiteStates.reduce((prev, cur) => {\n return (cur[DELAY] + prev * (cur[ITERATION_COUNT] as number)) / cur[PLAY_SPEED];\n }, originalDuration);\n const delay = reversedStates.slice(infiniteIndex).reduce((prev, cur) => {\n return (prev + cur[DELAY]) / cur[PLAY_SPEED];\n }, 0);\n const easingName = find(reversedStates, state => (state[EASING] && state[EASING_NAME]), itemState)[EASING_NAME];\n const iterationCount = reversedStates[infiniteIndex][ITERATION_COUNT];\n const fillMode = superParent[FILL_MODE];\n const direction = reversedStates[infiniteIndex][DIRECTION];\n const cssText = makeAnimationProperties({\n fillMode,\n direction,\n iterationCount,\n delay: `${delay}s`,\n name: `${PREFIX}KEYFRAMES_${id}`,\n duration: `${duration / superParent[PLAY_SPEED]}s`,\n timingFunction: easingName,\n });\n const selectors = splitComma(selector).map(sel => {\n const matches = /([\\s\\S]+)(:+[a-zA-Z]+)$/g.exec(sel);\n\n if (matches) {\n return [matches[0], matches[1]];\n } else {\n return [sel, \"\"];\n }\n });\n const className = playCondition.className;\n const selectorCallback = playCondition.selector;\n const preselector = isFunction(selectorCallback) ? selectorCallback(this, selector) : selectorCallback;\n\n return `\n ${preselector || selectors.map(([sel, peusdo]) => `${sel}.${className}${peusdo}`)} {${cssText}}\n ${selectors.map(([sel, peusdo]) => `${sel}.${PAUSE_ANIMATION}${peusdo}`)} {${ANIMATION}-play-state: paused;}\n @${KEYFRAMES} ${PREFIX}KEYFRAMES_${id}{${this._toKeyframes(duration, finiteStates, direction)}}`;\n }\n /**\n * Export the CSS of the items to the style.\n * @param - Add a selector or className to play.\n * @return {SceneItem} An instance itself\n */\n public exportCSS(\n playCondition?: PlayCondition,\n duration?: number, options?: AnimatorState[]) {\n if (!this.elements.length) {\n return \"\";\n }\n const css = this.toCSS(playCondition, duration, options);\n const isParent = options && !isUndefined(options[ITERATION_COUNT]);\n\n !isParent && exportCSS(getRealId(this), css);\n return this;\n }\n public pause() {\n super.pause();\n isPausedCSS(this) && this.pauseCSS();\n return this;\n }\n public pauseCSS() {\n this.elements.forEach(element => {\n addClass(element, PAUSE_ANIMATION);\n });\n return this;\n }\n public endCSS() {\n this.elements.forEach(element => {\n removeClass(element, PAUSE_ANIMATION);\n removeClass(element, START_ANIMATION);\n });\n setPlayCSS(this, false);\n return this;\n }\n public end() {\n isEndedCSS(this) && this.endCSS();\n super.end();\n return this;\n }\n /**\n * Play using the css animation and keyframes.\n * @param - Check if you want to export css.\n * @param [playClassName=\"startAnimation\"] - Add a class name to play.\n * @param - The shorthand properties for six of the animation properties.\n * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp}\n * @example\n item.playCSS();\n item.playCSS(false, \"startAnimation\", {\n direction: \"reverse\",\n fillMode: \"forwards\",\n });\n */\n public playCSS(isExportCSS = true, playClassName?: string, properties: object = {}) {\n playCSS(this, isExportCSS, playClassName, properties);\n return this;\n }\n public addPlayClass(isPaused: boolean, playClassName?: string, properties: object = {}) {\n const elements = this.elements;\n const length = elements.length;\n const cssText = makeAnimationProperties(properties);\n\n if (!length) {\n return;\n }\n if (isPaused) {\n elements.forEach(element => {\n removeClass(element, PAUSE_ANIMATION);\n });\n } else {\n elements.forEach(element => {\n element.style.cssText += cssText;\n if (hasClass(element, START_ANIMATION)) {\n removeClass(element, START_ANIMATION);\n requestAnimationFrame(() => {\n requestAnimationFrame(() => {\n addClass(element, START_ANIMATION);\n });\n });\n } else {\n addClass(element, START_ANIMATION);\n }\n });\n }\n return elements[0];\n }\n public getNowValue(\n time: number,\n properties: string[],\n left?: number,\n right?: number,\n isAccurate?: boolean,\n easing?: EasingType,\n usePrevValue?: boolean,\n ) {\n const times = this.times;\n const length = times.length;\n\n let prevTime: number;\n let nextTime: number;\n let prevFrame: Frame;\n let nextFrame: Frame;\n const isUndefinedLeft = isUndefined(left);\n const isUndefinedRight = isUndefined(right);\n if (isUndefinedLeft || isUndefinedRight) {\n const indicies = getNearTimeIndex(times, time);\n isUndefinedLeft && (left = indicies[0]);\n isUndefinedRight && (right = indicies[1]);\n }\n\n for (let i = left; i >= 0; --i) {\n const frame = this.getFrame(times[i]);\n\n if (frame.has(...properties)) {\n prevTime = times[i];\n prevFrame = frame;\n break;\n }\n }\n const prevValue = prevFrame && prevFrame.raw(...properties);\n\n if (isAccurate && !isRole([properties[0]])) {\n return prevTime === time ? prevValue : undefined;\n }\n if (usePrevValue) {\n return prevValue;\n }\n for (let i = right; i < length; ++i) {\n const frame = this.getFrame(times[i]);\n\n if (frame.has(...properties)) {\n nextTime = times[i];\n nextFrame = frame;\n break;\n }\n }\n const nextValue = nextFrame && nextFrame.raw(...properties);\n\n if (!prevFrame || isUndefined(prevValue)) {\n return nextValue;\n }\n if (!nextFrame || isUndefined(nextValue) || prevValue === nextValue) {\n return prevValue;\n }\n return dotValue(time, Math.max(prevTime, 0), nextTime, prevValue, nextValue, easing);\n }\n private _toKeyframes(duration: number, states: AnimatorState[], direction: DirectionType) {\n const frames: IObject = {};\n const times = this.times.slice();\n\n if (!times.length) {\n return \"\";\n }\n const originalDuration = this.getDuration();\n (!this.getFrame(0)) && times.unshift(0);\n (!this.getFrame(originalDuration)) && times.push(originalDuration);\n const entries = getEntries(times, states);\n const lastEntry = entries[entries.length - 1];\n\n // end delay time\n lastEntry[0] < duration && addEntry(entries, duration, lastEntry[1]);\n let prevTime = -1;\n\n return entries.map(([time, keytime]) => {\n if (!frames[keytime]) {\n frames[keytime] =\n (!this.hasFrame(keytime) || keytime === 0 || keytime === originalDuration ?\n this.getNowFrame(keytime) : this.getNowFrame(keytime, 0, true)).toCSS();\n }\n\n let frameTime = time / duration * 100;\n\n if (frameTime - prevTime < THRESHOLD) {\n frameTime += THRESHOLD;\n }\n prevTime = frameTime;\n return `${Math.min(frameTime, 100)}%{\n ${time === 0 && !isDirectionReverse(0, 1, direction) ? \"\" : frames[keytime]}\n }`;\n }).join(\"\");\n }\n}\n\nexport default SceneItem;\n","import Animator from \"./Animator\";\nimport SceneItem from \"./SceneItem\";\nimport { SELECTOR, DURATION, DELAY, RUNNING } from \"./consts\";\nimport { playCSS, exportCSS, getRealId, isPausedCSS, isEndedCSS, setPlayCSS } from \"./utils\";\nimport { isFunction, IS_WINDOW, IObject, $, IArrayFormat } from \"@daybrush/utils\";\nimport {\n AnimateElement, SceneState, SceneOptions, EasingType,\n AnimatorState, SceneItemOptions, PlayCondition\n} from \"./types\";\nimport Frame from \"./Frame\";\nimport ListMap from \"list-map\";\n\n/**\n * manage sceneItems and play Scene.\n * @sort 1\n */\nclass Scene extends Animator {\n /**\n * version info\n * @type {string}\n * @example\n * Scene.VERSION // #__VERSION__#\n */\n public static VERSION: string = \"#__VERSION__#\";\n public items: ListMap = new ListMap();\n public temp: IObject;\n /**\n * @param - properties\n * @param - options\n * @example\n const scene = new Scene({\n item1: {\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n },\n },\n item2: {\n 2: {\n opacity: 1,\n },\n }\n });\n */\n constructor(properties?: IObject, options?: Partial) {\n super();\n this.load(properties, options);\n }\n public getDuration() {\n let time = 0;\n\n this.forEach(item => {\n time = Math.max(time, item.getTotalDuration() / item.getPlaySpeed());\n });\n return time || this.state[DURATION];\n }\n public setDuration(duration: number) {\n const items = this.items;\n const sceneDuration = this.getDuration();\n\n if (duration === 0 || !isFinite(sceneDuration)) {\n return this;\n }\n if (sceneDuration === 0) {\n this.forEach(item => {\n item.setDuration(duration);\n });\n } else {\n const ratio = duration / sceneDuration;\n\n this.forEach(item => {\n item.setDelay(item.getDelay() * ratio);\n item.setDuration(item.getDuration() * ratio);\n });\n }\n super.setDuration(duration);\n return this;\n }\n public getItem(name: number | string): T;\n /**\n * get item in scene by name\n * @param - The item's name\n * @return {Scene | SceneItem} item\n * @example\n const item = scene.getItem(\"item1\")\n */\n public getItem(name: number | string) {\n return this.items.get(name);\n }\n /**\n * create item in scene\n * @param {} name - name of item to create\n * @param {} options - The option object of SceneItem\n * @return {} Newly created item\n * @example\n const item = scene.newItem(\"item1\")\n */\n public newItem(name: number | string, options: Partial = {}): Scene | SceneItem {\n if (this.items.has(name)) {\n return this.items.get(name);\n }\n const item = new SceneItem();\n\n this.setItem(name, item);\n item.setOptions(options);\n\n return item;\n }\n /**\n * remove item in scene\n * @param - name of item to remove\n * @return An instance itself\n * @example\n const item = scene.newItem(\"item1\")\n\n scene.removeItem(\"item1\");\n */\n public removeItem(name: number | string): this {\n this.items.remove(name);\n return this;\n }\n /**\n * add a sceneItem to the scene\n * @param - name of item to create\n * @param - sceneItem\n * @example\n const item = scene.newItem(\"item1\")\n */\n public setItem(name: number | string, item: Scene | SceneItem) {\n item.setId(name);\n this.items.set(name, item);\n return this;\n }\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean, parentEasing?: EasingType) {\n super.setTime(time, isTick, isParent);\n\n const iterationTime = this.getIterationTime();\n const easing = this.getEasing() || parentEasing;\n const frames: IObject = {};\n\n this.forEach(item => {\n item.setTime(iterationTime * item.getPlaySpeed() - item.getDelay(), isTick, true, easing);\n\n frames[item.getId()] = item.temp;\n });\n this.temp = frames;\n\n /**\n * This event is fired when timeupdate and animate.\n * @event Scene#animate\n * @param {object} param The object of data to be sent to an event.\n * @param {number} param.currentTime The total time that the animator is running.\n * @param {number} param.time The iteration time during duration that the animator is running.\n * @param {object} param.frames frames of that time.\n * @example\nconst scene = new Scene({\n a: {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n },\n b: {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n }\n}).on(\"animate\", e => {\n console.log(e);\n // {a: Frame, b: Frame}\n console.log(e.a.get(\"opacity\"));\n});\n */\n this.trigger(\"animate\", {\n frames,\n currentTime: this.getTime(),\n time: iterationTime,\n });\n\n return this;\n }\n /**\n * executes a provided function once for each scene item.\n * @param - Function to execute for each element, taking three arguments\n * @return {Scene} An instance itself\n */\n public forEach(\n func: (\n item: Scene | SceneItem,\n id: string | number,\n index: number,\n items: IObject,\n ) => void,\n ) {\n const items = this.items;\n\n items.forEach((item, id, index, obj) => {\n func(item, id, index, obj);\n });\n return this;\n }\n public toCSS(\n playCondition?: PlayCondition,\n duration: number = this.getDuration(), parentStates: AnimatorState[] = []) {\n const totalDuration = !duration || !isFinite(duration) ? 0 : duration;\n const styles: string[] = [];\n const state = this.state;\n\n state[DURATION] = this.getDuration();\n\n this.forEach(item => {\n styles.push(item.toCSS(playCondition, totalDuration, parentStates.concat(state)));\n });\n return styles.join(\"\");\n }\n /**\n * Export the CSS of the items to the style.\n * @param - Add a selector or className to play.\n * @return {Scene} An instance itself\n */\n public exportCSS(\n playCondition?: PlayCondition, duration?: number, parentStates?: AnimatorState[]) {\n const css = this.toCSS(playCondition, duration, parentStates);\n\n (!parentStates || !parentStates.length) && exportCSS(getRealId(this), css);\n return this;\n }\n public append(item: SceneItem | Scene) {\n item.setDelay(item.getDelay() + this.getDuration());\n this.setItem(getRealId(item), item);\n }\n public pauseCSS() {\n return this.forEach(item => {\n item.pauseCSS();\n });\n }\n public pause() {\n super.pause();\n\n isPausedCSS(this) && this.pauseCSS();\n this.forEach(item => {\n item.pause();\n });\n return this;\n }\n public endCSS() {\n this.forEach(item => {\n item.endCSS();\n });\n setPlayCSS(this, false);\n }\n public end() {\n isEndedCSS(this) && this.endCSS();\n super.end();\n return this;\n }\n public addPlayClass(isPaused: boolean, playClassName?: string, properties: object = {}) {\n let animtionElement: AnimateElement;\n\n this.forEach(item => {\n const el = item.addPlayClass(isPaused, playClassName, properties);\n\n !animtionElement && (animtionElement = el);\n });\n return animtionElement;\n }\n /**\n * Play using the css animation and keyframes.\n * @param - Check if you want to export css.\n * @param [playClassName=\"startAnimation\"] - Add a class name to play.\n * @param - The shorthand properties for six of the animation properties.\n * @return {Scene} An instance itself\n * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp}\n * @example\n scene.playCSS();\n scene.playCSS(false, {\n direction: \"reverse\",\n fillMode: \"forwards\",\n });\n */\n public playCSS(isExportCSS = true, playClassName?: string, properties: Partial = {}) {\n playCSS(this, isExportCSS, playClassName, properties);\n return this;\n }\n public set(properties: any, ...args: any[]): this;\n public set(properties: any) {\n this.load(properties);\n return this;\n }\n public load(properties: any = {}, options = properties.options) {\n if (!properties) {\n return this;\n }\n const selector = options && options[SELECTOR] || this.state[SELECTOR];\n for (const name in properties) {\n if (name === \"options\") {\n continue;\n }\n const object = properties[name];\n let item;\n\n if (object instanceof Scene || object instanceof SceneItem) {\n this.setItem(name, object);\n item = object;\n } else if (isFunction(object) && selector) {\n const elements =\n IS_WINDOW\n ? $(`${isFunction(selector) ? selector(name) : name}`, true) as IArrayFormat\n : ([] as AnimateElement[]);\n const length = elements.length;\n const scene = new Scene();\n\n for (let i = 0; i < length; ++i) {\n (scene.newItem(i) as SceneItem).setId().setElement(elements[i]).load(object(i, elements[i]));\n }\n this.setItem(name, scene);\n continue;\n } else {\n item = this.newItem(name);\n item.load(object);\n }\n selector && item.setSelector(selector);\n }\n this.setOptions(options);\n }\n public setOptions(options: Partial = {}): this {\n super.setOptions(options);\n\n const selector = options.selector;\n\n if (selector) {\n this.state[SELECTOR] = selector;\n }\n return this;\n }\n public setSelector(target?: string | boolean | ((id: number | string) => string)) {\n const state = this.state;\n const selector = target || state[SELECTOR];\n\n state[SELECTOR] = selector;\n const isItFunction = isFunction(target);\n if (selector) {\n this.forEach((item, name) => {\n item.setSelector(isItFunction ? 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\ No newline at end of file diff --git a/dist/scene.esm.js b/dist/scene.esm.js new file mode 100644 index 00000000..40f41f23 --- /dev/null +++ b/dist/scene.esm.js @@ -0,0 +1,3783 @@ +/* +Copyright (c) 2016 Daybrush +name: scenejs +license: MIT +author: Daybrush +repository: https://github.com/daybrush/scenejs.git +version: 1.0.1 +*/ +import { isObject, isArray, toArray, isString, $, document, IS_WINDOW, ANIMATION, removeEvent, addEvent, OBJECT, ARRAY, PROPERTY, STRING, NUMBER, splitComma, splitSpace, RGBA, splitBracket, COLOR_MODELS, stringToRGBA, requestAnimationFrame, cancelAnimationFrame, splitUnit, camelize, isUndefined, TRANSFORM, FILTER, FUNCTION, dot as dot$1, isFunction, fromCSS, findIndex, find, KEYFRAMES, addClass, removeClass, hasClass, decamelize } from '@daybrush/utils'; +import ListMap from 'list-map'; + +/*! ***************************************************************************** +Copyright (c) Microsoft Corporation. All rights reserved. +Licensed under the Apache License, Version 2.0 (the "License"); you may not use +this file except in compliance with the License. You may obtain a copy of the +License at http://www.apache.org/licenses/LICENSE-2.0 + +THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY +KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED +WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, +MERCHANTABLITY OR NON-INFRINGEMENT. + +See the Apache Version 2.0 License for specific language governing permissions +and limitations under the License. +***************************************************************************** */ + +/* global Reflect, Promise */ +var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || { + __proto__: [] + } instanceof Array && function (d, b) { + d.__proto__ = b; + } || function (d, b) { + for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; + }; + + return extendStatics(d, b); +}; + +function __extends(d, b) { + extendStatics(d, b); + + function __() { + this.constructor = d; + } + + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); +} +function __decorate(decorators, target, key, desc) { + var c = arguments.length, + r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, + d; + if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; +} + +function cubic(y1, y2, t) { + var t2 = 1 - t; // Bezier Curve Formula + + return t * t * t + 3 * t * t * t2 * y2 + 3 * t * t2 * t2 * y1; +} + +function solveFromX(x1, x2, x) { + // x 0 ~ 1 + // t 0 ~ 1 + var t = x; + var solveX = x; + var dx = 1; + + while (Math.abs(dx) > 1 / 1000) { + // 예상 t초에 의한 _x값 + solveX = cubic(x1, x2, t); + dx = solveX - x; // 차이가 미세하면 그 값을 t로 지정 + + if (Math.abs(dx) < 1 / 1000) { + return t; + } + + t -= dx / 2; + } + + return t; +} +/** + * @namespace easing + */ + +/** +* Cubic Bezier curve. +* @memberof easing +* @func bezier +* @param {number} [x1] - point1's x +* @param {number} [y1] - point1's y +* @param {number} [x2] - point2's x +* @param {number} [y2] - point2's y +* @return {function} the curve function +* @example +import {bezier} from "scenejs"; +Scene.bezier(0, 0, 1, 1) // LINEAR +Scene.bezier(0.25, 0.1, 0.25, 1) // EASE +*/ + + +function bezier(x1, y1, x2, y2) { + /* + x = f(t) + calculate inverse function by x + t = f-1(x) + */ + var func = function (x) { + var t = solveFromX(x1, x2, Math.max(Math.min(1, x), 0)); + return cubic(y1, y2, t); + }; + + func.easingName = "cubic-bezier(" + x1 + "," + y1 + "," + x2 + "," + y2 + ")"; + return func; +} +/** +* Specifies a stepping function +* @see {@link https://www.w3schools.com/cssref/css3_pr_animation-timing-function.asp|CSS3 Timing Function} +* @memberof easing +* @func steps +* @param {number} count - point1's x +* @param {"start" | "end"} postion - point1's y +* @return {function} the curve function +* @example +import {steps} from "scenejs"; +Scene.steps(1, "start") // Scene.STEP_START +Scene.steps(1, "end") // Scene.STEP_END +*/ + +function steps(count, position) { + var func = function (time) { + var level = 1 / count; + + if (time >= 1) { + return 1; + } + + return (position === "start" ? level : 0) + Math.floor(time / level) * level; + }; + + func.easingName = "steps(" + count + ", " + position + ")"; + return func; +} +/** +* Equivalent to steps(1, start) +* @memberof easing +* @name STEP_START +* @static +* @type {function} +* @example +import {STEP_START} from "scenejs"; +Scene.STEP_START // steps(1, start) +*/ + +var STEP_START = +/*#__PURE__#*/ +steps(1, "start"); +/** +* Equivalent to steps(1, end) +* @memberof easing +* @name STEP_END +* @static +* @type {function} +* @example +import {STEP_END} from "scenejs"; +Scene.STEP_END // steps(1, end) +*/ + +var STEP_END = +/*#__PURE__#*/ +steps(1, "end"); +/** +* Linear Speed (0, 0, 1, 1) +* @memberof easing +* @name LINEAR +* @static +* @type {function} +* @example +import {LINEAR} from "scenejs"; +Scene.LINEAR +*/ + +var LINEAR = +/*#__PURE__#*/ +bezier(0, 0, 1, 1); +/** +* Ease Speed (0.25, 0.1, 0.25, 1) +* @memberof easing +* @name EASE +* @static +* @type {function} +* @example +import {EASE} from "scenejs"; +Scene.EASE +*/ + +var EASE = +/*#__PURE__#*/ +bezier(0.25, 0.1, 0.25, 1); +/** +* Ease In Speed (0.42, 0, 1, 1) +* @memberof easing +* @name EASE_IN +* @static +* @type {function} +* @example +import {EASE_IN} from "scenejs"; +Scene.EASE_IN +*/ + +var EASE_IN = +/*#__PURE__#*/ +bezier(0.42, 0, 1, 1); +/** +* Ease Out Speed (0, 0, 0.58, 1) +* @memberof easing +* @name EASE_OUT +* @static +* @type {function} +* @example +import {EASE_OUT} from "scenejs"; +Scene.EASE_OUT +*/ + +var EASE_OUT = +/*#__PURE__#*/ +bezier(0, 0, 0.58, 1); +/** +* Ease In Out Speed (0.42, 0, 0.58, 1) +* @memberof easing +* @name EASE_IN_OUT +* @static +* @type {function} +* @example +import {EASE_IN_OUT} from "scenejs"; +Scene.EASE_IN_OUT +*/ + +var EASE_IN_OUT = +/*#__PURE__#*/ +bezier(0.42, 0, 0.58, 1); + +var _a; +var PREFIX = "__SCENEJS_"; +var DATA_SCENE_ID = "data-scene-id"; +var TIMING_FUNCTION = "animation-timing-function"; +var ROLES = { + transform: {}, + filter: {}, + attribute: {} +}; +var ALIAS = { + easing: [TIMING_FUNCTION] +}; +var FIXED = (_a = {}, _a[TIMING_FUNCTION] = true, _a.contents = true, _a); +var MAXIMUM = 1000000; +var THRESHOLD = 0.000001; +var DURATION = "duration"; +var FILL_MODE = "fillMode"; +var DIRECTION = "direction"; +var ITERATION_COUNT = "iterationCount"; +var DELAY = "delay"; +var EASING = "easing"; +var PLAY_SPEED = "playSpeed"; +var EASING_NAME = "easingName"; +var ITERATION_TIME = "iterationTime"; +var PAUSED = "paused"; +var ENDED = "ended"; +var TIMEUPDATE = "timeupdate"; +var ANIMATE = "animate"; +var PLAY = "play"; +var RUNNING = "running"; +var ITERATION = "iteration"; +var START_ANIMATION = "startAnimation"; +var PAUSE_ANIMATION = "pauseAnimation"; +var ALTERNATE = "alternate"; +var REVERSE = "reverse"; +var ALTERNATE_REVERSE = "alternate-reverse"; +var NORMAL = "normal"; +var INFINITE = "infinite"; +var PLAY_STATE = "playState"; +var PLAY_CSS = "playCSS"; +var PREV_TIME = "prevTime"; +var TICK_TIME = "tickTime"; +var CURRENT_TIME = "currentTime"; +var SELECTOR = "selector"; +var TRANSFORM_NAME = "transform"; +var EASINGS = { + "linear": LINEAR, + "ease": EASE, + "ease-in": EASE_IN, + "ease-out": EASE_OUT, + "ease-in-out": EASE_IN_OUT, + "step-start": STEP_START, + "step-end": STEP_END +}; +/** +* option name list +* @name Scene.OPTIONS +* @memberof Scene +* @static +* @type {$ts:OptionType} +* @example +* Scene.OPTIONS // ["duration", "fillMode", "direction", "iterationCount", "delay", "easing", "playSpeed"] +*/ + +var OPTIONS = [DURATION, FILL_MODE, DIRECTION, ITERATION_COUNT, DELAY, EASING, PLAY_SPEED]; +/** +* Event name list +* @name Scene.EVENTS +* @memberof Scene +* @static +* @type {$ts:EventType} +* @example +* Scene.EVENTS // ["paused", "ended", "timeupdate", "animate", "play", "iteration"]; +*/ + +var EVENTS = [PAUSED, ENDED, TIMEUPDATE, ANIMATE, PLAY, ITERATION]; + +/** +* attach and trigger event handlers. +*/ + +var EventTrigger = +/*#__PURE__*/ +function () { + /** + * @example + const et = new Scene.EventTrigger(); + const scene = new Scene(); + scene.on("call", e => { + console.log(e.param); + }); + et.on("call", e => { + console.log(e.param); + }); + scene.trigger("call", {param: 1}); + et.trigger("call", {param: 1}); + */ + function EventTrigger() { + this.events = {}; + } + + var __proto = EventTrigger.prototype; + + __proto._on = function (name, callback, once) { + var _this = this; + + var events = this.events; + + if (isObject(name)) { + for (var n in name) { + this._on(n, name[n], once); + } + + return; + } + + if (!(name in events)) { + events[name] = []; + } + + if (!callback) { + return; + } + + if (isArray(callback)) { + callback.forEach(function (func) { + return _this._on(name, func, once); + }); + return; + } + + events[name].push(once ? function callback2() { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + callback.apply(void 0, args); + this.off(name, callback2); + } : callback); + }; + /** + * Attach an event handler function for one or more events to target + * @param - event's name + * @param - function to execute when the event is triggered. + * @return {EventTrigger} An Instance itself. + * @example + target.on("animate", function() { + console.log("animate"); + }); + target.trigger("animate"); + */ + + + __proto.on = function (name, callback) { + this._on(name, callback); + + return this; + }; + /** + * Dettach an event handler function for one or more events to target + * @param - event's name + * @param - function to execute when the event is triggered. + * @return {EventTrigger} An Instance itself. + * @example + const callback = function() { + console.log("animate"); + }; + target.on("animate", callback); + target.off("animate", callback); + target.off("animate"); + */ + + + __proto.off = function (name, callback) { + if (!name) { + this.events = {}; + } else if (!callback) { + this.events[name] = []; + } else { + var callbacks = this.events[name]; + + if (!callbacks) { + return this; + } + + var index = callbacks.indexOf(callback); + + if (index !== -1) { + callbacks.splice(index, 1); + } + } + + return this; + }; + /** + * execute event handler + * @param - event's name + * @param - event handler's additional parameter + * @return {EventTrigger} An Instance itself. + * @example + target.on("animate", function(a1, a2) { + console.log("animate", a1, a2); + }); + target.trigger("animate", [1, 2]); // log => "animate", 1, 2 + */ + + + __proto.trigger = function (name) { + var _this = this; + + var data = []; + + for (var _i = 1; _i < arguments.length; _i++) { + data[_i - 1] = arguments[_i]; + } + + var events = this.events; + + if (!(name in events)) { + return this; + } + + var args = data || []; + !args[0] && (args[0] = {}); + var event = events[name]; + var target = args[0]; + target.type = name; + target.currentTarget = this; + !target.target && (target.target = this); + toArray(events[name]).forEach(function (callback) { + callback.apply(_this, data); + }); + return this; + }; + + __proto.once = function (name, callback) { + this._on(name, callback, true); + + return this; + }; + + return EventTrigger; +}(); + +/** +* Make string, array to PropertyObject for the dot product +*/ + +var PropertyObject = +/*#__PURE__*/ +function () { + /** + * @param - This value is in the array format. + * @param - options + * @example + var obj = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + */ + function PropertyObject(value, options) { + this.prefix = ""; + this.suffix = ""; + this.model = ""; + this.type = ""; + this.separator = ","; + options && this.setOptions(options); + this.value = isString(value) ? value.split(this.separator) : value; + } + + var __proto = PropertyObject.prototype; + + __proto.setOptions = function (newOptions) { + for (var name in newOptions) { + this[name] = newOptions[name]; + } + + return this; + }; + /** + * the number of values. + * @example + const obj1 = new PropertyObject("1,2,3", ","); + console.log(obj1.length); + // 3 + */ + + + __proto.size = function () { + return this.value.length; + }; + /** + * retrieve one of values at the index + * @param {Number} index - index + * @return {Object} one of values at the index + * @example + const obj1 = new PropertyObject("1,2,3", ","); + console.log(obj1.get(0)); + // 1 + */ + + + __proto.get = function (index) { + return this.value[index]; + }; + /** + * Set the value at that index + * @param {Number} index - index + * @param {Object} value - text, a number, object to set + * @return {PropertyObject} An instance itself + * @example + const obj1 = new PropertyObject("1,2,3", ","); + obj1.set(0, 2); + console.log(obj1.toValue()); + // 2,2,3 + */ + + + __proto.set = function (index, value) { + this.value[index] = value; + return this; + }; + /** + * create a copy of an instance itself. + * @return {PropertyObject} clone + * @example + const obj1 = new PropertyObject("1,2,3", ","); + const obj2 = obj1.clone(); + */ + + + __proto.clone = function () { + var _a = this, + separator = _a.separator, + prefix = _a.prefix, + suffix = _a.suffix, + model = _a.model, + type = _a.type; + + var arr = this.value.map(function (v) { + return v instanceof PropertyObject ? v.clone() : v; + }); + return new PropertyObject(arr, { + separator: separator, + prefix: prefix, + suffix: suffix, + model: model, + type: type + }); + }; + /** + * Make Property Object to String + * @return {String} Make Property Object to String + * @example + //rgba(100, 100, 100, 0.5) + const obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")", + }); + console.log(obj4.toValue()); + // "rgba(100,100,100,0.5)" + */ + + + __proto.toValue = function () { + return this.prefix + this.join() + this.suffix; + }; + /** + * Make Property Object's array to String + * @return {String} Join the elements of an array into a string + * @example + //rgba(100, 100, 100, 0.5) + var obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + obj4.join(); // => "100,100,100,0.5" + */ + + + __proto.join = function () { + return this.value.map(function (v) { + return v instanceof PropertyObject ? v.toValue() : v; + }).join(this.separator); + }; + /** + * executes a provided function once per array element. + * @param {Function} callback - Function to execute for each element, taking three arguments + * @param {All} [callback.currentValue] The current element being processed in the array. + * @param {Number} [callback.index] The index of the current element being processed in the array. + * @param {Array} [callback.array] the array. + * @return {PropertyObject} An instance itself + * @see {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach|MDN Array.forEach()} reference to MDN document. + * @example + //rgba(100, 100, 100, 0.5) + var obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + obj4.forEach(t => { + console.log(t); + }); // => "100,100,100,0.5" + */ + + + __proto.forEach = function (func) { + this.value.forEach(func); + return this; + }; + + return PropertyObject; +}(); + +function isPropertyObject(value) { + return value instanceof PropertyObject; +} +function setAlias(name, alias) { + ALIAS[name] = alias; +} +function setRole(names, isProperty, isFixedProperty) { + var length = names.length; + var roles = ROLES; + var fixed = FIXED; + + for (var i = 0; i < length - 1; ++i) { + !roles[names[i]] && (roles[names[i]] = {}); + roles = roles[names[i]]; + + if (isFixedProperty) { + !fixed[names[i]] && (fixed[names[i]] = {}); + fixed = fixed[names[i]]; + } + } + + isFixedProperty && (fixed[names[length - 1]] = true); + roles[names[length - 1]] = isProperty ? true : {}; +} +function getType(value) { + var type = typeof value; + + if (type === OBJECT) { + if (isArray(value)) { + return ARRAY; + } else if (isPropertyObject(value)) { + return PROPERTY; + } + } else if (type === STRING || type === NUMBER) { + return "value"; + } + + return type; +} +function isPureObject(obj) { + return isObject(obj) && obj.constructor === Object; +} +function getNames(names, stack) { + var arr = []; + + if (isPureObject(names)) { + for (var name in names) { + stack.push(name); + arr = arr.concat(getNames(names[name], stack)); + stack.pop(); + } + } else { + arr.push(stack.slice()); + } + + return arr; +} +function updateFrame(names, properties) { + for (var name in properties) { + var value = properties[name]; + + if (!isPureObject(value)) { + names[name] = true; + continue; + } + + if (!isObject(names[name])) { + names[name] = {}; + } + + updateFrame(names[name], properties[name]); + } + + return names; +} +function toFixed(num) { + return Math.round(num * MAXIMUM) / MAXIMUM; +} +function getValueByNames(names, properties, length) { + if (length === void 0) { + length = names.length; + } + + var value = properties; + + for (var i = 0; i < length; ++i) { + if (!isObject(value)) { + return undefined; + } + + value = value[names[i]]; + } + + return value; +} +function isInProperties(roles, args, isCheckTrue) { + var length = args.length; + var role = roles; + + if (length === 0) { + return false; + } + + for (var i = 0; i < length; ++i) { + if (role === true) { + return false; + } + + role = role[args[i]]; + + if (!role || !isCheckTrue && role === true) { + return false; + } + } + + return true; +} +function isRole(args, isCheckTrue) { + return isInProperties(ROLES, args, isCheckTrue); +} +function isFixed(args) { + return isInProperties(FIXED, args, true); +} +function setPlayCSS(item, isActivate) { + item.state[PLAY_CSS] = isActivate; +} +function isPausedCSS(item) { + return item.state[PLAY_CSS] && item.isPaused(); +} +function isEndedCSS(item) { + return !item.isEnded() && item.state[PLAY_CSS]; +} +function exportCSS(id, css) { + var styleId = PREFIX + "STYLE_" + toId(id); + var styleElement = $("#" + styleId); + + if (styleElement) { + styleElement.innerText = css; + } else { + document.body.insertAdjacentHTML("beforeend", ""); + } +} +function makeId(selector) { + for (;;) { + var id = "" + Math.floor(Math.random() * 10000000); + + if (!IS_WINDOW || !selector) { + return id; + } + + var checkElement = $("[data-scene-id=\"" + id + "\"]"); + + if (!checkElement) { + return id; + } + } +} +function getRealId(item) { + return item.getId() || item.setId(makeId(false)).getId(); +} +function toId(text) { + return ("" + text).match(/[0-9a-zA-Z]+/g).join(""); +} +function playCSS(item, isExportCSS, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + if (!ANIMATION || item.getPlayState() === RUNNING) { + return; + } + + var className = playClassName || START_ANIMATION; + + if (isPausedCSS(item)) { + item.addPlayClass(true, className, properties); + } else { + if (item.isEnded()) { + item.setTime(0); + } + + isExportCSS && item.exportCSS({ + className: className + }); + var el = item.addPlayClass(false, className, properties); + + if (!el) { + return; + } + + addAnimationEvent(item, el); + setPlayCSS(item, true); + } + + item.setPlayState(RUNNING); +} +function addAnimationEvent(item, el) { + var state = item.state; + var duration = item.getDuration(); + var isZeroDuration = !duration || !isFinite(duration); + + var animationend = function () { + setPlayCSS(item, false); + item.finish(); + }; + + var animationstart = function () { + item.trigger(PLAY); + }; + + item.once(ENDED, function () { + removeEvent(el, "animationcancel", animationend); + removeEvent(el, "animationend", animationend); + removeEvent(el, "animationiteration", animationiteration); + removeEvent(el, "animationstart", animationstart); + }); + + var animationiteration = function (_a) { + var elapsedTime = _a.elapsedTime; + var currentTime = elapsedTime; + var iterationCount = isZeroDuration ? 0 : currentTime / duration; + state[CURRENT_TIME] = currentTime; + item.setIteration(iterationCount); + }; + + addEvent(el, "animationcancel", animationend); + addEvent(el, "animationend", animationend); + addEvent(el, "animationiteration", animationiteration); + addEvent(el, "animationstart", animationstart); +} + +/** +* @namespace +* @name Property +*/ +function splitStyle(str) { + var properties = str.split(";"); + var obj = {}; + var length = properties.length; + + for (var i = 0; i < length; ++i) { + var matches = /([^:]*):([\S\s]*)/g.exec(properties[i]); + + if (!matches || matches.length < 3 || !matches[1]) { + --length; + continue; + } + + obj[matches[1].trim()] = toPropertyObject(matches[2].trim()); + } + + return { + styles: obj, + length: length + }; +} +/** +* convert array to PropertyObject[type=color]. +* default model "rgba" +* @memberof Property +* @function arrayToColorObject +* @param {Array|PropertyObject} value ex) [0, 0, 0, 1] +* @return {PropertyObject} PropertyObject[type=color] +* @example +arrayToColorObject([0, 0, 0]) +// => PropertyObject(type="color", model="rgba", value=[0, 0, 0, 1], separator=",") +*/ + +function arrayToColorObject(arr) { + var model = RGBA; + + if (arr.length === 3) { + arr[3] = 1; + } + + return new PropertyObject(arr, { + model: model, + separator: ",", + type: "color", + prefix: model + "(", + suffix: ")" + }); +} +/** +* convert text with parentheses to object. +* @memberof Property +* @function stringToBracketObject +* @param {String} value ex) "rgba(0,0,0,1)" +* @return {PropertyObject} PropertyObject +* @example +stringToBracketObject("abcde(0, 0, 0,1)") +// => PropertyObject(model="abcde", value=[0, 0, 0,1], separator=",") +*/ + +function stringToBracketObject(text) { + // [prefix, value, other] + var _a = splitBracket(text), + model = _a.prefix, + value = _a.value, + afterModel = _a.suffix; + + if (typeof value === "undefined") { + return text; + } + + if (COLOR_MODELS.indexOf(model) !== -1) { + return arrayToColorObject(stringToRGBA(text)); + } // divide comma(,) + + + var obj = toPropertyObject(value); + var arr = [value]; + var separator = ","; + var prefix = model + "("; + var suffix = ")" + afterModel; + + if (obj instanceof PropertyObject) { + separator = obj.separator; + arr = obj.value; + prefix += obj.prefix; + suffix = obj.suffix + suffix; + } + + return new PropertyObject(arr, { + separator: separator, + model: model, + prefix: prefix, + suffix: suffix + }); +} +function arrayToPropertyObject(arr, separator) { + return new PropertyObject(arr, { + type: "array", + separator: separator + }); +} +/** +* convert text with parentheses to PropertyObject[type=color]. +* If the values are not RGBA model, change them RGBA mdoel. +* @memberof Property +* @function stringToColorObject +* @param {String|PropertyObject} value ex) "rgba(0,0,0,1)" +* @return {PropertyObject} PropertyObject[type=color] +* @example +stringToColorObject("rgba(0, 0, 0,1)") +// => PropertyObject(type="color", model="rgba", value=[0, 0, 0,1], separator=",") +*/ + +function stringToColorObject(value) { + var result = stringToRGBA(value); + return result ? arrayToColorObject(result) : value; +} +function toPropertyObject(value) { + if (!isString(value)) { + if (isArray(value)) { + return arrayToPropertyObject(value, ","); + } + + return value; + } + + var values = splitComma(value); + + if (values.length > 1) { + return arrayToPropertyObject(values.map(function (v) { + return toPropertyObject(v); + }), ","); + } + + values = splitSpace(value); + + if (values.length > 1) { + return arrayToPropertyObject(values.map(function (v) { + return toPropertyObject(v); + }), " "); + } + + values = /^(['"])([^'"]*)(['"])$/g.exec(value); + + if (values && values[1] === values[3]) { + // Quotes + return new PropertyObject([toPropertyObject(values[2])], { + prefix: values[1], + suffix: values[1] + }); + } else if (value.indexOf("(") !== -1) { + // color + return stringToBracketObject(value); + } else if (value.charAt(0) === "#") { + return stringToColorObject(value); + } + + return value; +} +function toObject(object, result) { + if (result === void 0) { + result = {}; + } + + var model = object.model; + + if (model) { + object.setOptions({ + model: "", + suffix: "", + prefix: "" + }); + var value = object.size() > 1 ? object : object.get(0); + result[model] = value; + } else { + object.forEach(function (obj) { + toObject(obj, result); + }); + } + + return result; +} + +function GetterSetter(getter, setter, parent) { + return function (constructor) { + var prototype = constructor.prototype; + getter.forEach(function (name) { + prototype[camelize("get " + name)] = function () { + return this[parent][name]; + }; + }); + setter.forEach(function (name) { + prototype[camelize("set " + name)] = function (value) { + this[parent][name] = value; + return this; + }; + }); + }; +} + +function isDirectionReverse(iteration, iteraiontCount, direction) { + if (direction === REVERSE) { + return true; + } else if (iteraiontCount !== INFINITE && iteration === iteraiontCount && iteraiontCount % 1 === 0) { + return direction === (iteration % 2 >= 1 ? ALTERNATE_REVERSE : ALTERNATE); + } + + return direction === (iteration % 2 >= 1 ? ALTERNATE : ALTERNATE_REVERSE); +} +/** +* @typedef {Object} AnimatorState The Animator options. Properties used in css animation. +* @property {number} [duration] The duration property defines how long an animation should take to complete one cycle. +* @property {"none"|"forwards"|"backwards"|"both"} [fillMode] The fillMode property specifies a style for the element when the animation is not playing (before it starts, after it ends, or both). +* @property {"infinite"|number} [iterationCount] The iterationCount property specifies the number of times an animation should be played. +* @property {array|function} [easing] The easing(timing-function) specifies the speed curve of an animation. +* @property {number} [delay] The delay property specifies a delay for the start of an animation. +* @property {"normal"|"reverse"|"alternate"|"alternate-reverse"} [direction] The direction property defines whether an animation should be played forwards, backwards or in alternate cycles. +*/ + +var setters = ["id", ITERATION_COUNT, DELAY, FILL_MODE, DIRECTION, PLAY_SPEED, DURATION, PLAY_SPEED, ITERATION_TIME, PLAY_STATE]; +var getters = setters.concat([EASING, EASING_NAME]); +/** +* play video, animation, the others +* @extends EventTrigger +* @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation} +*/ + +var Animator = +/*#__PURE__*/ +function (_super) { + __extends(Animator, _super); + /** + * @param - animator's options + * @example + const animator = new Animator({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.easing.EASE, + }); + */ + + + function Animator(options) { + var _this = _super.call(this) || this; + + _this.timerId = 0; + _this.state = { + id: "", + easing: 0, + easingName: "linear", + iterationCount: 1, + delay: 0, + fillMode: "forwards", + direction: NORMAL, + playSpeed: 1, + currentTime: 0, + iterationTime: -1, + iteration: 0, + tickTime: 0, + prevTime: 0, + playState: PAUSED, + duration: 0 + }; + + _this.setOptions(options); + + return _this; + } + /** + * set animator's easing. + * @param curverArray - The speed curve of an animation. + * @return {Animator} An instance itself. + * @example + animator.({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.easing.EASE, + }); + */ + + + var __proto = Animator.prototype; + + __proto.setEasing = function (curveArray) { + var easing; + + if (isString(curveArray)) { + if (curveArray in EASINGS) { + easing = EASINGS[curveArray]; + } else { + var obj = toPropertyObject(curveArray); + + if (isString(obj)) { + return this; + } else { + if (obj.model === "cubic-bezier") { + curveArray = obj.value.map(function (v) { + return parseFloat(v); + }); + easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]); + } else if (obj.model === "steps") { + easing = steps(parseFloat(obj.value[0]), obj.value[1]); + } else { + return this; + } + } + } + } else if (isArray(curveArray)) { + easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]); + } else { + easing = curveArray; + } + + var easingName = easing[EASING_NAME] || "linear"; + var state = this.state; + state[EASING] = easing; + state[EASING_NAME] = easingName; + return this; + }; + /** + * set animator's options. + * @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation} + * @param - animator's options + * @return {Animator} An instance itself. + * @example + animator.({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.eaasing.EASE, + }); + */ + + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + for (var name in options) { + var value = options[name]; + + if (name === EASING) { + this.setEasing(value); + continue; + } else if (name === DURATION) { + value && this.setDuration(value); + continue; + } + + if (OPTIONS.indexOf(name) > -1) { + this.state[name] = value; + } + } + + return this; + }; + /** + * Get the animator's total duration including delay + * @return {number} Total duration + * @example + animator.getTotalDuration(); + */ + + + __proto.getTotalDuration = function () { + return this.getActiveDuration(true); + }; + /** + * Get the animator's total duration excluding delay + * @return {number} Total duration excluding delay + * @example + animator.getActiveDuration(); + */ + + + __proto.getActiveDuration = function (delay) { + var state = this.state; + var count = state[ITERATION_COUNT]; + + if (count === INFINITE) { + return Infinity; + } + + return (delay ? state[DELAY] : 0) + this.getDuration() * count; + }; + /** + * Check if the animator has reached the end. + * @return {boolean} ended + * @example + animator.isEnded(); // true or false + */ + + + __proto.isEnded = function () { + if (this.state[TICK_TIME] === 0 && this.state[PLAY_STATE] === PAUSED) { + return true; + } else if (this.getTime() < this.getActiveDuration()) { + return false; + } + + return true; + }; + /** + *Check if the animator is paused: + * @return {boolean} paused + * @example + animator.isPaused(); // true or false + */ + + + __proto.isPaused = function () { + return this.state[PLAY_STATE] === PAUSED; + }; + + __proto.start = function (delay) { + if (delay === void 0) { + delay = this.state[DELAY]; + } + + var state = this.state; + state[PLAY_STATE] = RUNNING; + + if (state[TICK_TIME] >= delay) { + /** + * This event is fired when play animator. + * @event Animator#play + */ + this.trigger(PLAY); + return true; + } + + return false; + }; + /** + * play animator + * @return {Animator} An instance itself. + */ + + + __proto.play = function (toTime) { + var _this = this; + + var state = this.state; + var delay = state[DELAY]; + var currentTime = this.getTime(); + state[PLAY_STATE] = RUNNING; + + if (this.isEnded() && (currentTime === 0 || currentTime >= this.getActiveDuration())) { + this.setTime(-delay, true); + } + + state[TICK_TIME] = this.getTime(); + this.timerId = requestAnimationFrame(function (time) { + state[PREV_TIME] = time; + + _this.tick(time, toTime); + }); + this.start(); + return this; + }; + /** + * pause animator + * @return {Animator} An instance itself. + */ + + + __proto.pause = function () { + var state = this.state; + + if (state[PLAY_STATE] !== PAUSED) { + state[PLAY_STATE] = PAUSED; + /** + * This event is fired when animator is paused. + * @event Animator#paused + */ + + this.trigger(PAUSED); + } + + cancelAnimationFrame(this.timerId); + return this; + }; + /** + * end animator + * @return {Animator} An instance itself. + */ + + + __proto.finish = function () { + this.setTime(0); + this.state[TICK_TIME] = 0; + this.end(); + return this; + }; + /** + * end animator + * @return {Animator} An instance itself. + */ + + + __proto.end = function () { + this.pause(); + /** + * This event is fired when animator is ended. + * @event Animator#ended + */ + + this.trigger(ENDED); + return this; + }; + /** + * set currentTime + * @param {Number|String} time - currentTime + * @return {Animator} An instance itself. + * @example + animator.setTime("from"); // 0 + animator.setTime("to"); // 100% + animator.setTime("50%"); + animator.setTime(10); + animator.getTime() // 10 + */ + + + __proto.setTime = function (time, isTick, isParent) { + var activeDuration = this.getActiveDuration(); + var state = this.state; + var prevTime = state[TICK_TIME]; + var delay = state[DELAY]; + var currentTime = isTick ? time : this.getUnitTime(time); + state[TICK_TIME] = delay + currentTime; + + if (currentTime < 0) { + currentTime = 0; + } else if (currentTime > activeDuration) { + currentTime = activeDuration; + } + + state[CURRENT_TIME] = currentTime; + this.calculate(); + + if (isTick && !isParent) { + var tickTime = state[TICK_TIME]; + + if (prevTime < delay && time >= 0) { + this.start(0); + } + + if (tickTime < prevTime || this.isEnded()) { + this.end(); + return; + } + } + + if (this.isDelay()) { + return this; + } + /** + * This event is fired when the animator updates the time. + * @event Animator#timeupdate + * @param {Object} param The object of data to be sent to an event. + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.time The iteration time during duration that the animator is running. + * @param {Number} param.iterationCount The iteration count that the animator is running. + */ + + + this.trigger(TIMEUPDATE, { + currentTime: currentTime, + time: this.getIterationTime(), + iterationCount: state[ITERATION] + }); + return this; + }; + /** + * Get the animator's current time + * @return {number} current time + * @example + animator.getTime(); + */ + + + __proto.getTime = function () { + return this.state[CURRENT_TIME]; + }; + + __proto.getUnitTime = function (time) { + if (isString(time)) { + var duration = this.getDuration() || 100; + + if (time === "from") { + return 0; + } else if (time === "to") { + return duration; + } + + var _a = splitUnit(time), + unit = _a.unit, + value = _a.value; + + if (unit === "%") { + !this.getDuration() && this.setDuration(duration); + return toFixed(parseFloat(time) / 100 * duration); + } else if (unit === ">") { + return value + THRESHOLD; + } else { + return value; + } + } else { + return toFixed(time); + } + }; + /** + * Check if the current state of animator is delayed. + * @return {boolean} check delay state + */ + + + __proto.isDelay = function () { + var state = this.state; + var delay = state[DELAY]; + var tickTime = state[TICK_TIME]; + return delay > 0 && tickTime < delay; + }; + + __proto.setIteration = function (iterationCount) { + var state = this.state; + var passIterationCount = Math.floor(iterationCount); + var maxIterationCount = state[ITERATION_COUNT] === INFINITE ? Infinity : state[ITERATION_COUNT]; + + if (state[ITERATION] < passIterationCount && passIterationCount < maxIterationCount) { + /** + * The event is fired when an iteration of an animation ends. + * @event Animator#iteration + * @param {Object} param The object of data to be sent to an event. + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.iterationCount The iteration count that the animator is running. + */ + this.trigger("iteration", { + currentTime: state[CURRENT_TIME], + iterationCount: passIterationCount + }); + } + + state[ITERATION] = iterationCount; + return this; + }; + + __proto.calculate = function () { + var state = this.state; + var iterationCount = state[ITERATION_COUNT]; + var fillMode = state[FILL_MODE]; + var direction = state[DIRECTION]; + var duration = this.getDuration(); + var time = this.getTime(); + var iteration = duration === 0 ? 0 : time / duration; + var currentIterationTime = duration ? time % duration : 0; + + if (!duration) { + this.setIterationTime(0); + return this; + } + + this.setIteration(iteration); // direction : normal, reverse, alternate, alternate-reverse + // fillMode : forwards, backwards, both, none + + var isReverse = isDirectionReverse(iteration, iterationCount, direction); + var isFiniteDuration = isFinite(duration); + + if (isFiniteDuration && isReverse) { + currentIterationTime = duration - currentIterationTime; + } + + if (isFiniteDuration && iterationCount !== INFINITE) { + var isForwards = fillMode === "both" || fillMode === "forwards"; // fill forwards + + if (iteration >= iterationCount) { + currentIterationTime = duration * (isForwards ? iterationCount % 1 || 1 : 0); + isReverse && (currentIterationTime = duration - currentIterationTime); + } + } + + this.setIterationTime(currentIterationTime); + return this; + }; + + __proto.tick = function (now, to) { + var _this = this; + + if (this.isPaused()) { + return; + } + + var state = this.state; + var playSpeed = state[PLAY_SPEED]; + var prevTime = state[PREV_TIME]; + var delay = state[DELAY]; + var tickTime = state[TICK_TIME]; + var currentTime = tickTime + Math.min(1000, now - prevTime) / 1000 * playSpeed; + state[PREV_TIME] = now; + this.setTime(currentTime - delay, true); + + if (to && to * 1000 < now) { + this.pause(); + } + + if (state[PLAY_STATE] === PAUSED) { + return; + } + + this.timerId = requestAnimationFrame(function (time) { + _this.tick(time, to); + }); + }; + + Animator = __decorate([GetterSetter(getters, setters, "state")], Animator); + return Animator; +}(EventTrigger); + +function toInnerProperties(obj) { + if (!obj) { + return ""; + } + + var arrObj = []; + + for (var name in obj) { + arrObj.push(name.replace(/\d$/g, "") + "(" + obj[name] + ")"); + } + + return arrObj.join(" "); +} +/* eslint-disable */ + + +function clone(target, toValue) { + if (toValue === void 0) { + toValue = false; + } + + return merge({}, target, toValue); +} + +function merge(to, from, toValue) { + if (toValue === void 0) { + toValue = false; + } + + for (var name in from) { + var value = from[name]; + var type = getType(value); + + if (type === PROPERTY) { + to[name] = toValue ? value.toValue() : value.clone(); + } else if (type === FUNCTION) { + to[name] = toValue ? getValue([name], value) : value; + } else if (type === ARRAY) { + to[name] = value.slice(); + } else if (type === OBJECT) { + if (isObject(to[name]) && !isPropertyObject(to[name])) { + merge(to[name], value, toValue); + } else { + to[name] = clone(value, toValue); + } + } else { + to[name] = from[name]; + } + } + + return to; +} +/* eslint-enable */ + + +function getPropertyName(args) { + return args[0] in ALIAS ? ALIAS[args[0]] : args; +} + +function getValue(names, value) { + var type = getType(value); + + if (type === PROPERTY) { + return value.toValue(); + } else if (type === FUNCTION) { + if (names[0] !== TIMING_FUNCTION) { + return getValue(names, value()); + } + } else if (type === OBJECT) { + return clone(value, true); + } + + return value; +} +/** +* Animation's Frame +*/ + + +var Frame = +/*#__PURE__*/ +function () { + /** + * @param - properties + * @example + const frame = new Scene.Frame({ + display: "none" + transform: { + translate: "50px", + scale: "5, 5", + } + }); + */ + function Frame(properties) { + if (properties === void 0) { + properties = {}; + } + + this.properties = {}; + this.set(properties); + } + /** + * get property value + * @param {...Number|String|PropertyObject} args - property name or value + * @example + frame.get("display") // => "none", "block", .... + frame.get("transform", "translate") // => "10px,10px" + */ + + + var __proto = Frame.prototype; + + __proto.get = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var value = this.raw.apply(this, args); + return getValue(getPropertyName(args), value); + }; + + __proto.raw = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + return getValueByNames(getPropertyName(args), this.properties); + }; + /** + * remove property value + * @param {...String} args - property name + * @return {Frame} An instance itself + * @example + frame.remove("display") + */ + + + __proto.remove = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var params = getPropertyName(args); + var length = params.length; + + if (!length) { + return this; + } + + var value = getValueByNames(params, this.properties, length - 1); + + if (isObject(value)) { + delete value[params[length - 1]]; + } + + return this; + }; + /** + * set property + * @param {...Number|String|PropertyObject} args - property names or values + * @return {Frame} An instance itself + * @example + // one parameter + frame.set({ + display: "none", + transform: { + translate: "10px, 10px", + scale: "1", + }, + filter: { + brightness: "50%", + grayscale: "100%" + } + }); + // two parameters + frame.set("transform", { + translate: "10px, 10px", + scale: "1", + }); + // three parameters + frame.set("transform", "translate", "50px"); + */ + + + __proto.set = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var self = this; + var length = args.length; + var params = args.slice(0, -1); + var value = args[length - 1]; + + if (params[0] in ALIAS) { + self._set(ALIAS[params[0]], value); + } else if (length === 2 && isArray(params[0])) { + self._set(params[0], value); + } else if (isArray(value)) { + self._set(params, value); + } else if (isPropertyObject(value)) { + if (isRole(params)) { + self.set.apply(self, params.concat([toObject(value)])); + } else { + self._set(params, value); + } + } else if (isObject(value)) { + for (var name in value) { + self.set.apply(self, params.concat([name, value[name]])); + } + } else if (isString(value)) { + if (isRole(params, true)) { + if (isFixed(params) || !isRole(params)) { + this._set(params, value); + } else { + var obj = toPropertyObject(value); + + if (isObject(obj)) { + self.set.apply(self, params.concat([obj])); + } + } + + return this; + } else { + var _a = splitStyle(value), + styles = _a.styles, + stylesLength = _a.length; + + for (var name in styles) { + self.set.apply(self, params.concat([name, styles[name]])); + } + + if (stylesLength) { + return this; + } + } + + self._set(params, value); + } else { + self._set(params, value); + } + + return self; + }; + /** + * Gets the names of properties. + * @return the names of properties. + * @example + // one parameter + frame.set({ + display: "none", + transform: { + translate: "10px, 10px", + scale: "1", + }, + }); + // [["display"], ["transform", "translate"], ["transform", "scale"]] + console.log(frame.getNames()); + */ + + + __proto.getNames = function () { + return getNames(this.properties, []); + }; + /** + * check that has property. + * @param {...String} args - property name + * @example + frame.has("property", "display") // => true or false + */ + + + __proto.has = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var params = getPropertyName(args); + var length = params.length; + + if (!length) { + return false; + } + + return !isUndefined(getValueByNames(params, this.properties, length)); + }; + /** + * clone frame. + * @return {Frame} An instance of clone + * @example + frame.clone(); + */ + + + __proto.clone = function () { + var frame = new Frame(); + return frame.merge(this); + }; + /** + * merge one frame to other frame. + * @param - target frame. + * @return {Frame} An instance itself + * @example + frame.merge(frame2); + */ + + + __proto.merge = function (frame) { + var properties = this.properties; + var frameProperties = frame.properties; + + if (!frameProperties) { + return this; + } + + merge(properties, frameProperties); + return this; + }; + /** + * Specifies an css object that coverted the frame. + * @return {object} cssObject + */ + + + __proto.toCSSObject = function () { + var properties = this.get(); + var cssObject = {}; + + for (var name in properties) { + if (isRole([name], true)) { + continue; + } + + var value = properties[name]; + + if (name === TIMING_FUNCTION) { + cssObject[TIMING_FUNCTION.replace("animation", ANIMATION)] = (isString(value) ? value : value[EASING_NAME]) || "initial"; + continue; + } + + cssObject[name] = value; + } + + var transform = toInnerProperties(properties[TRANSFORM_NAME]); + var filter = toInnerProperties(properties.filter); + TRANSFORM && transform && (cssObject[TRANSFORM] = transform); + FILTER && filter && (cssObject[FILTER] = filter); + return cssObject; + }; + /** + * Specifies an css text that coverted the frame. + * @return {string} cssText + */ + + + __proto.toCSS = function () { + var cssObject = this.toCSSObject(); + var cssArray = []; + + for (var name in cssObject) { + cssArray.push(name + ":" + cssObject[name] + ";"); + } + + return cssArray.join(""); + }; + + __proto._set = function (args, value) { + var properties = this.properties; + var length = args.length; + + for (var i = 0; i < length - 1; ++i) { + var name = args[i]; + !(name in properties) && (properties[name] = {}); + properties = properties[name]; + } + + if (!length) { + return; + } + + properties[args[length - 1]] = isString(value) ? toPropertyObject(value) : value; + }; + + return Frame; +}(); + +function dotArray(a1, a2, b1, b2) { + var length = a2.length; + return a1.map(function (v1, i) { + if (i >= length) { + return v1; + } else { + return dot(v1, a2[i], b1, b2); + } + }); +} + +function dotColor(color1, color2, b1, b2) { + // convert array to PropertyObject(type=color) + var value1 = color1.value; + var value2 = color2.value; // If the model name is not same, the inner product is impossible. + + var model1 = color1.model; + var model2 = color2.model; + + if (model1 !== model2) { + // It is recognized as a string. + return dot(color1.toValue(), color2.toValue(), b1, b2); + } + + if (value1.length === 3) { + value1[3] = 1; + } + + if (value2.length === 3) { + value2[3] = 1; + } + + var v = dotArray(value1, value2, b1, b2); + var colorModel = model1; + + for (var i = 0; i < 3; ++i) { + v[i] = parseInt(v[i], 10); + } + + var object = new PropertyObject(v, { + type: "color", + model: colorModel, + prefix: colorModel + "(", + suffix: ")" + }); + return object; +} + +function dotObject(a1, a2, b1, b2) { + var a1Type = a1.type; + + if (a1Type === "color") { + return dotColor(a1, a2, b1, b2); + } + + var value1 = a1.value; + var value2 = a2.value; + var arr = dotArray(value1, value2, b1, b2); + return new PropertyObject(arr, { + type: a1Type, + separator: a1.separator || a2.separator, + prefix: a1.prefix || a2.prefix, + suffix: a1.suffix || a2.suffix, + model: a1.model || a2.model + }); +} +/** +* The dot product of a1 and a2 for the b1 and b2. +* @memberof Dot +* @function dot +* @param {String|Number|PropertyObject} a1 value1 +* @param {String|Number|PropertyObject} a2 value2 +* @param {Number} b1 b1 ratio +* @param {Number} b2 b2 ratio +* @return {String} Not Array, Not Separator, Only Number & Unit +* @return {PropertyObject} Array with Separator. +* @example +dot(1, 3, 0.3, 0.7); +// => 1.6 +*/ + + +function dot(a1, a2, b1, b2) { + if (b2 === 0) { + return a2; + } else if (b1 === 0 || b1 + b2 === 0) { + // prevent division by zero. + return a1; + } // dot Object + + + var type1 = getType(a1); + var type2 = getType(a2); + var isFunction1 = type1 === FUNCTION; + var isFunction2 = type2 === FUNCTION; + + if (isFunction1 || isFunction2) { + return function () { + return dot(isFunction1 ? toPropertyObject(a1()) : a1, isFunction2 ? toPropertyObject(a2()) : a2, b1, b2); + }; + } else if (type1 === type2) { + if (type1 === PROPERTY) { + return dotObject(a1, a2, b1, b2); + } else if (type1 === ARRAY) { + return dotArray(a1, a2, b1, b2); + } else if (type1 !== "value") { + return a1; + } + } else { + return a1; + } + + var v1 = splitUnit("" + a1); + var v2 = splitUnit("" + a2); + var v; // 숫자가 아닐경우 첫번째 값을 반환 b2가 0일경우 두번째 값을 반환 + + if (isNaN(v1.value) || isNaN(v2.value)) { + return a1; + } else { + v = dot$1(v1.value, v2.value, b1, b2); + } + + var prefix = v1.prefix || v2.prefix; + var unit = v1.unit || v2.unit; + + if (!prefix && !unit) { + return v; + } + + return prefix + v + unit; +} +function dotValue(time, prevTime, nextTime, prevValue, nextValue, easing) { + if (time === prevTime) { + return prevValue; + } else if (time === nextTime) { + return nextValue; + } else if (!easing) { + return dot(prevValue, nextValue, time - prevTime, nextTime - time); + } + + var ratio = easing((time - prevTime) / (nextTime - prevTime)); + var value = dot(prevValue, nextValue, ratio, 1 - ratio); + return value; +} + +function getNearTimeIndex(times, time) { + var length = times.length; + + for (var i = 0; i < length; ++i) { + if (times[i] === time) { + return [i, i]; + } else if (times[i] > time) { + return [i > 0 ? i - 1 : 0, i]; + } + } + + return [length - 1, length - 1]; +} + +function makeAnimationProperties(properties) { + var cssArray = []; + + for (var name in properties) { + cssArray.push(ANIMATION + "-" + decamelize(name) + ":" + properties[name] + ";"); + } + + return cssArray.join(""); +} + +function addTime(times, time) { + var length = times.length; + + for (var i = 0; i < length; ++i) { + if (time < times[i]) { + times.splice(i, 0, time); + return; + } + } + + times[length] = time; +} + +function addEntry(entries, time, keytime) { + var prevEntry = entries[entries.length - 1]; + (!prevEntry || prevEntry[0] !== time || prevEntry[1] !== keytime) && entries.push([toFixed(time), toFixed(keytime)]); +} + +function getEntries(times, states) { + var entries = times.map(function (time) { + return [time, time]; + }); + var nextEntries = []; + states.forEach(function (state) { + var iterationCount = state[ITERATION_COUNT]; + var delay = state[DELAY]; + var playSpeed = state[PLAY_SPEED]; + var direction = state[DIRECTION]; + var intCount = Math.ceil(iterationCount); + var currentDuration = entries[entries.length - 1][0]; + var length = entries.length; + var lastTime = currentDuration * iterationCount; + + for (var i = 0; i < intCount; ++i) { + var isReverse = direction === REVERSE || direction === ALTERNATE && i % 2 || direction === ALTERNATE_REVERSE && !(i % 2); + + for (var j = 0; j < length; ++j) { + var entry = entries[isReverse ? length - j - 1 : j]; + var time = entry[1]; + var currentTime = currentDuration * i + (isReverse ? currentDuration - entry[0] : entry[0]); + var prevEntry = entries[isReverse ? length - j : j - 1]; + + if (currentTime > lastTime) { + if (j !== 0) { + var prevTime = currentDuration * i + (isReverse ? currentDuration - prevEntry[0] : prevEntry[0]); + var divideTime = dot$1(prevEntry[1], time, lastTime - prevTime, currentTime - lastTime); + addEntry(nextEntries, (delay + currentDuration * iterationCount) / playSpeed, divideTime); + } + + break; + } else if (currentTime === lastTime && nextEntries.length && nextEntries[nextEntries.length - 1][0] === lastTime + delay) { + break; + } + + addEntry(nextEntries, (delay + currentTime) / playSpeed, time); + } + } // delay time + + + delay && nextEntries.unshift([0, nextEntries[0][1]]); + entries = nextEntries; + nextEntries = []; + }); + return entries; +} +/** +* manage Frame Keyframes and play keyframes. +* @extends Animator +* @example +const item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } +}); +*/ + +var SceneItem = +/*#__PURE__*/ +function (_super) { + __extends(SceneItem, _super); + /** + * @param - properties + * @param - options + * @example + const item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } + }); + */ + + + function SceneItem(properties, options) { + var _this = _super.call(this) || this; + + _this.times = []; + _this.items = {}; + _this.names = {}; + _this.elements = []; + _this.needUpdate = true; + + _this.load(properties, options); + + return _this; + } + + var __proto = SceneItem.prototype; + + __proto.getDuration = function () { + var times = this.times; + var length = times.length; + return (length === 0 ? 0 : times[length - 1]) || this.state[DURATION]; + }; + /** + * get size of list + * @return {Number} length of list + */ + + + __proto.size = function () { + return this.times.length; + }; + + __proto.setDuration = function (duration) { + if (!duration) { + return this; + } + + var originalDuration = this.getDuration(); + + if (originalDuration > 0) { + var ratio_1 = duration / originalDuration; + + var _a = this, + times = _a.times, + items_1 = _a.items; + + var obj_1 = {}; + this.times = times.map(function (time) { + var time2 = toFixed(time * ratio_1); + obj_1[time2] = items_1[time]; + return time2; + }); + this.items = obj_1; + } else { + this.newFrame(duration); + } + + return this; + }; + + __proto.setId = function (id) { + var state = this.state; + state.id = id || makeId(!!length); + var elements = this.elements; + + if (elements.length && !state[SELECTOR]) { + var sceneId_1 = toId(this.getId()); + state[SELECTOR] = "[" + DATA_SCENE_ID + "=\"" + sceneId_1 + "\"]"; + elements.forEach(function (element) { + element.setAttribute(DATA_SCENE_ID, sceneId_1); + }); + } + + return this; + }; + /** + * Set properties to the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} [properties] - property names or values + * @return {SceneItem} An instance itself + * @example + item.set(0, "a", "b") // item.getFrame(0).set("a", "b") + console.log(item.get(0, "a")); // "b" + */ + + + __proto.set = function (time) { + var _this = this; + + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + if (isArray(time)) { + var length = time.length; + + for (var i = 0; i < length; ++i) { + var t = length === 1 ? 0 : this.getUnitTime(i / (length - 1) * 100 + "%"); + this.set(t, time[i]); + } + } else if (isObject(time)) { + var _loop_1 = function (t) { + var value = time[t]; + var realTime = this_1.getUnitTime(t); + + if (isNaN(realTime)) { + getNames(value, [t]).forEach(function (names) { + var innerValue = getValueByNames(names.slice(1), value); + var arr = isArray(innerValue) ? innerValue : [getValueByNames(names, _this.target), innerValue]; + var length = arr.length; + + for (var i = 0; i < length; ++i) { + _this.newFrame(i / (length - 1) * 100 + "%").set(names, arr[i]); + } + }); + } else { + this_1.set(realTime, value); + } + }; + + var this_1 = this; + + for (var t in time) { + _loop_1(t); + } + } else { + var value = args[0]; + + if (value instanceof Frame) { + this.setFrame(time, value); + } else if (value instanceof SceneItem) { + var delay = value.getDelay(); + var realTime = this.getUnitTime(time); + var frames = value.toObject(!this.hasFrame(realTime + delay)); + var duration = value.getDuration(); + var direction = value.getDirection(); + var isReverse = direction.indexOf("reverse") > -1; + + for (var frameTime in frames) { + var nextTime = isReverse ? duration - parseFloat(frameTime) : parseFloat(frameTime); + this.set(realTime + nextTime, frames[frameTime]); + } + } else if (args.length === 1 && isArray(value)) { + value.forEach(function (item) { + _this.set(time, item); + }); + } else { + var frame = this.newFrame(time); + frame.set.apply(frame, args); + } + } + + this.needUpdate = true; + return this; + }; + /** + * Get properties of the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} args property's name or properties + * @return {Number|String|PropertyObejct} property value + * @example + item.get(0, "a"); // item.getFrame(0).get("a"); + item.get(0, "transform", "translate"); // item.getFrame(0).get("transform", "translate"); + */ + + + __proto.get = function (time) { + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + var frame = this.getFrame(time); + return frame && frame.get.apply(frame, args); + }; + /** + * remove properties to the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} [properties] - property names or values + * @return {SceneItem} An instance itself + * @example + item.remove(0, "a"); + */ + + + __proto.remove = function (time) { + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + if (args.length) { + var frame = this.getFrame(time); + frame && frame.remove.apply(frame, args); + } else { + this.removeFrame(time); + } + + this.needUpdate = true; + return this; + }; + /** + * Append the item or object at the last time. + * @param - the scene item or item object + * @return An instance itself + * @example + item.append(new SceneItem({ + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + })); + item.append({ + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }); + item.set(item.getDuration(), { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }); + */ + + + __proto.append = function (item) { + if (item instanceof SceneItem) { + this.set(this.getDuration(), item); + } else { + this.append(new SceneItem(item)); + } + + return this; + }; + /** + * Push the front frames for the time and prepend the scene item or item object. + * @param - the scene item or item object + * @return An instance itself + */ + + + __proto.prepend = function (item) { + if (item instanceof SceneItem) { + var unshiftTime = item.getDuration() + item.getDelay(); + var firstFrame = this.getFrame(0); // remove first frame + + this.removeFrame(0); + this.unshift(unshiftTime); + this.set(0, item); + this.set(unshiftTime + THRESHOLD, firstFrame); + } else { + this.prepend(new SceneItem(item)); + } + + return this; + }; + /** + * Push out the amount of time. + * @param - time to push + * @example + item.get(0); // frame 0 + item.unshift(3); + item.get(3) // frame 0 + */ + + + __proto.unshift = function (time) { + var _a = this, + times = _a.times, + items = _a.items; + + var obj = {}; + this.times = times.map(function (t) { + var time2 = toFixed(time + t); + obj[time2] = items[t]; + return time2; + }); + this.items = obj; + return this; + }; + /** + * Get the frames in the item in object form. + * @return {} + * @example + item.toObject(); + // {0: {display: "none"}, 1: {display: "block"}} + */ + + + __proto.toObject = function (isStartZero) { + if (isStartZero === void 0) { + isStartZero = true; + } + + var obj = {}; + var delay = this.getDelay(); + this.forEach(function (frame, time) { + obj[(!time && !isStartZero ? THRESHOLD : 0) + delay + time] = frame.clone(); + }); + return obj; + }; + /** + * Specifies an element to synchronize items' keyframes. + * @param {string} selectors - Selectors to find elements in items. + * @return {SceneItem} An instance itself + * @example + item.setSelector("#id.class"); + */ + + + __proto.setSelector = function (target) { + if (isFunction(target)) { + this.setElement(target(this.getId())); + } else { + this.setElement(target); + } + + return this; + }; + /** + * Get the elements connected to SceneItem. + */ + + + __proto.getElements = function () { + return this.elements; + }; + /** + * Specifies an element to synchronize item's keyframes. + * @param - elements to synchronize item's keyframes. + * @param - Make sure that you have peusdo. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setElement(document.querySelectorAll(".class")); + */ + + + __proto.setElements = function (target) { + return this.setElement(target); + }; + /** + * Specifies an element to synchronize item's keyframes. + * @param - elements to synchronize item's keyframes. + * @param - Make sure that you have peusdo. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setElement(document.querySelectorAll(".class")); + */ + + + __proto.setElement = function (target) { + var state = this.state; + var elements = []; + + if (!target) { + return this; + } else if (target === true || isString(target)) { + var selector = target === true ? "" + state.id : target; + var matches = /([\s\S]+)(:+[a-zA-Z]+)$/g.exec(selector); + elements = toArray($(matches ? matches[1] : selector, true)); + state[SELECTOR] = selector; + } else { + elements = target instanceof Element ? [target] : toArray(target); + } + + if (!elements.length) { + return this; + } + + this.elements = elements; + this.setId(this.getId()); + this.target = elements[0].style; + + this.targetFunc = function (frame) { + var attributes = frame.get("attribute"); + + if (attributes) { + var _loop_2 = function (name) { + elements.forEach(function (el) { + el.setAttribute(name, attributes[name]); + }); + }; + + for (var name in attributes) { + _loop_2(name); + } + } + + var cssText = frame.toCSS(); + + if (state.cssText !== cssText) { + state.cssText = cssText; + elements.forEach(function (el) { + el.style.cssText += cssText; + }); + return frame; + } + }; + + return this; + }; + + __proto.setTarget = function (target) { + this.target = target; + + this.targetFunc = function (frame) { + var obj = frame.get(); + + for (var name in obj) { + target[name] = obj[name]; + } + }; + + return this; + }; + /** + * add css styles of items's element to the frame at that time. + * @param {Array} properties - elements to synchronize item's keyframes. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setCSS(0, ["opacity"]); + item.setCSS(0, ["opacity", "width", "height"]); + */ + + + __proto.setCSS = function (time, properties) { + this.set(time, fromCSS(this.elements, properties)); + return this; + }; + + __proto.setTime = function (time, isTick, isParent, parentEasing) { + _super.prototype.setTime.call(this, time, isTick, isParent); + + var iterationTime = this.getIterationTime(); + var easing = this.getEasing() || parentEasing; + var frame = this.getNowFrame(iterationTime, easing); + var currentTime = this.getTime(); + this.temp = frame; + /** + * This event is fired when timeupdate and animate. + * @event SceneItem#animate + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.time The iteration time during duration that the animator is running. + * @param {Frame} param.frame frame of that time. + */ + + this.trigger("animate", { + frame: frame, + currentTime: currentTime, + time: iterationTime + }); + this.targetFunc && this.targetFunc(frame); + return this; + }; + /** + * update property names used in frames. + * @return {SceneItem} An instance itself + * @example + item.update(); + */ + + + __proto.update = function () { + var names = {}; + this.forEach(function (frame) { + updateFrame(names, frame.properties); + }); + this.names = names; + this.needUpdate = false; + return this; + }; + /** + * Create and add a frame to the sceneItem at that time + * @param {Number} time - frame's time + * @return {Frame} Created frame. + * @example + item.newFrame(time); + */ + + + __proto.newFrame = function (time) { + var frame = this.getFrame(time); + + if (frame) { + return frame; + } + + frame = new Frame(); + this.setFrame(time, frame); + return frame; + }; + /** + * Add a frame to the sceneItem at that time + * @param {Number} time - frame's time + * @return {SceneItem} An instance itself + * @example + item.setFrame(time, frame); + */ + + + __proto.setFrame = function (time, frame) { + var realTime = this.getUnitTime(time); + this.items[realTime] = frame; + addTime(this.times, realTime); + this.needUpdate = true; + return this; + }; + /** + * get sceneItem's frame at that time + * @param {Number} time - frame's time + * @return {Frame} sceneItem's frame at that time + * @example + const frame = item.getFrame(time); + */ + + + __proto.getFrame = function (time) { + return this.items[this.getUnitTime(time)]; + }; + /** + * remove sceneItem's frame at that time + * @param - frame's time + * @return {SceneItem} An instance itself + * @example + item.removeFrame(time); + */ + + + __proto.removeFrame = function (time) { + var realTime = this.getUnitTime(time); + var items = this.items; + var index = this.times.indexOf(realTime); + delete items[realTime]; // remove time + + if (index > -1) { + this.times.splice(index, 1); + } + + this.needUpdate = true; + return this; + }; + /** + * check if the item has a frame at that time + * @param {Number} time - frame's time + * @return {Boolean} true: the item has a frame // false: not + * @example + if (item.hasFrame(10)) { + // has + } else { + // not + } + */ + + + __proto.hasFrame = function (time) { + return this.getUnitTime(time) in this.items; + }; + /** + * Check if keyframes has propery's name + * @param - property's time + * @return {boolean} true: if has property, false: not + * @example + item.hasName(["transform", "translate"]); // true or not + */ + + + __proto.hasName = function (args) { + this.needUpdate && this.update(); + return isInProperties(this.names, args, true); + }; + /** + * merge frame of the previous time at the next time. + * @param - The time of the frame to merge + * @param - The target frame + * @return {SceneItem} An instance itself + * @example + // getFrame(1) contains getFrame(0) + item.merge(0, 1); + */ + + + __proto.mergeFrame = function (time, frame) { + if (frame) { + var toFrame = this.newFrame(time); + toFrame.merge(frame); + } + + return this; + }; + /** + * Get frame of the current time + * @param {Number} time - the current time + * @param {function} easing - the speed curve of an animation + * @return {Frame} frame of the current time + * @example + let item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } + }); + // opacity: 0.7; display:"block"; + const frame = item.getNowFrame(1.7); + */ + + + __proto.getNowFrame = function (time, easing, isAccurate) { + var _this = this; + + this.needUpdate && this.update(); + var frame = new Frame(); + + var _a = getNearTimeIndex(this.times, time), + left = _a[0], + right = _a[1]; + + var realEasing = this.getEasing() || easing; + var nameObject = this.names; + + if (this.hasName([TIMING_FUNCTION])) { + var nowEasing = this.getNowValue(time, [TIMING_FUNCTION], left, right, false, 0, true); + isFunction(nowEasing) && (realEasing = nowEasing); + } + + if (isAccurate) { + var prevFrame = this.getFrame(time); + var prevNames = updateFrame({}, prevFrame.properties); + + for (var name in ROLES) { + if (name in prevNames) { + prevNames[name] = nameObject[name]; + } + } + + nameObject = prevNames; + } + + var names = getNames(nameObject, []); + names.forEach(function (properties) { + var value = _this.getNowValue(time, properties, left, right, isAccurate, realEasing, isFixed(properties)); + + if (isUndefined(value)) { + return; + } + + frame.set(properties, value); + }); + return frame; + }; + + __proto.load = function (properties, options) { + if (properties === void 0) { + properties = {}; + } + + if (options === void 0) { + options = properties.options; + } + + var _a; + + options && this.setOptions(options); + + if (isArray(properties)) { + this.set(properties); + } else if (properties.keyframes) { + this.set(properties.keyframes); + } else { + for (var time in properties) { + if (time !== "options") { + this.set((_a = {}, _a[time] = properties[time], _a)); + } + } + } + + if (options && options[DURATION]) { + this.setDuration(options[DURATION]); + } + + return this; + }; + /** + * clone SceneItem. + * @return {SceneItem} An instance of clone + * @example + * item.clone(); + */ + + + __proto.clone = function () { + var item = new SceneItem(); + item.setOptions(this.state); + this.forEach(function (frame, time) { + item.setFrame(time, frame.clone()); + }); + return item; + }; + /** + * executes a provided function once for each scene item. + * @param - Function to execute for each element, taking three arguments + * @return {Keyframes} An instance itself + */ + + + __proto.forEach = function (callback) { + var times = this.times; + var items = this.items; + times.forEach(function (time) { + callback(items[time], time, items); + }); + return this; + }; + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + _super.prototype.setOptions.call(this, options); + + var id = options.id, + selector = options.selector, + elements = options.elements, + element = options.element, + target = options.target; + id && this.setId(id); + + if (target) { + this.setTarget(target); + } else if (selector) { + this.setSelector(selector); + } else if (elements || element) { + this.setElement(elements || element); + } + + return this; + }; + + __proto.toCSS = function (playCondition, parentDuration, states) { + if (playCondition === void 0) { + playCondition = { + className: START_ANIMATION + }; + } + + if (parentDuration === void 0) { + parentDuration = this.getDuration(); + } + + if (states === void 0) { + states = []; + } + + var itemState = this.state; + var selector = itemState[SELECTOR]; + + if (!selector) { + return ""; + } + + var originalDuration = this.getDuration(); + itemState[DURATION] = originalDuration; + states.push(itemState); + var reversedStates = toArray(states).reverse(); + var id = toId(getRealId(this)); + var superParent = states[0]; + var infiniteIndex = findIndex(reversedStates, function (state) { + return state[ITERATION_COUNT] === INFINITE || !isFinite(state[DURATION]); + }, states.length - 1); + var finiteStates = reversedStates.slice(0, infiniteIndex); + var duration = parentDuration || finiteStates.reduce(function (prev, cur) { + return (cur[DELAY] + prev * cur[ITERATION_COUNT]) / cur[PLAY_SPEED]; + }, originalDuration); + var delay = reversedStates.slice(infiniteIndex).reduce(function (prev, cur) { + return (prev + cur[DELAY]) / cur[PLAY_SPEED]; + }, 0); + var easingName = find(reversedStates, function (state) { + return state[EASING] && state[EASING_NAME]; + }, itemState)[EASING_NAME]; + var iterationCount = reversedStates[infiniteIndex][ITERATION_COUNT]; + var fillMode = superParent[FILL_MODE]; + var direction = reversedStates[infiniteIndex][DIRECTION]; + var cssText = makeAnimationProperties({ + fillMode: fillMode, + direction: direction, + iterationCount: iterationCount, + delay: delay + "s", + name: PREFIX + "KEYFRAMES_" + id, + duration: duration / superParent[PLAY_SPEED] + "s", + timingFunction: easingName + }); + var selectors = splitComma(selector).map(function (sel) { + var matches = /([\s\S]+)(:+[a-zA-Z]+)$/g.exec(sel); + + if (matches) { + return [matches[0], matches[1]]; + } else { + return [sel, ""]; + } + }); + var className = playCondition.className; + var selectorCallback = playCondition.selector; + var preselector = isFunction(selectorCallback) ? selectorCallback(this, selector) : selectorCallback; + return "\n " + (preselector || selectors.map(function (_a) { + var sel = _a[0], + peusdo = _a[1]; + return sel + "." + className + peusdo; + })) + " {" + cssText + "}\n " + selectors.map(function (_a) { + var sel = _a[0], + peusdo = _a[1]; + return sel + "." + PAUSE_ANIMATION + peusdo; + }) + " {" + ANIMATION + "-play-state: paused;}\n @" + KEYFRAMES + " " + PREFIX + "KEYFRAMES_" + id + "{" + this._toKeyframes(duration, finiteStates, direction) + "}"; + }; + /** + * Export the CSS of the items to the style. + * @param - Add a selector or className to play. + * @return {SceneItem} An instance itself + */ + + + __proto.exportCSS = function (playCondition, duration, options) { + if (!this.elements.length) { + return ""; + } + + var css = this.toCSS(playCondition, duration, options); + var isParent = options && !isUndefined(options[ITERATION_COUNT]); + !isParent && exportCSS(getRealId(this), css); + return this; + }; + + __proto.pause = function () { + _super.prototype.pause.call(this); + + isPausedCSS(this) && this.pauseCSS(); + return this; + }; + + __proto.pauseCSS = function () { + this.elements.forEach(function (element) { + addClass(element, PAUSE_ANIMATION); + }); + return this; + }; + + __proto.endCSS = function () { + this.elements.forEach(function (element) { + removeClass(element, PAUSE_ANIMATION); + removeClass(element, START_ANIMATION); + }); + setPlayCSS(this, false); + return this; + }; + + __proto.end = function () { + isEndedCSS(this) && this.endCSS(); + + _super.prototype.end.call(this); + + return this; + }; + /** + * Play using the css animation and keyframes. + * @param - Check if you want to export css. + * @param [playClassName="startAnimation"] - Add a class name to play. + * @param - The shorthand properties for six of the animation properties. + * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp} + * @example + item.playCSS(); + item.playCSS(false, "startAnimation", { + direction: "reverse", + fillMode: "forwards", + }); + */ + + + __proto.playCSS = function (isExportCSS, playClassName, properties) { + if (isExportCSS === void 0) { + isExportCSS = true; + } + + if (properties === void 0) { + properties = {}; + } + + playCSS(this, isExportCSS, playClassName, properties); + return this; + }; + + __proto.addPlayClass = function (isPaused, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + var elements = this.elements; + var length = elements.length; + var cssText = makeAnimationProperties(properties); + + if (!length) { + return; + } + + if (isPaused) { + elements.forEach(function (element) { + removeClass(element, PAUSE_ANIMATION); + }); + } else { + elements.forEach(function (element) { + element.style.cssText += cssText; + + if (hasClass(element, START_ANIMATION)) { + removeClass(element, START_ANIMATION); + requestAnimationFrame(function () { + requestAnimationFrame(function () { + addClass(element, START_ANIMATION); + }); + }); + } else { + addClass(element, START_ANIMATION); + } + }); + } + + return elements[0]; + }; + + __proto.getNowValue = function (time, properties, left, right, isAccurate, easing, usePrevValue) { + var times = this.times; + var length = times.length; + var prevTime; + var nextTime; + var prevFrame; + var nextFrame; + var isUndefinedLeft = isUndefined(left); + var isUndefinedRight = isUndefined(right); + + if (isUndefinedLeft || isUndefinedRight) { + var indicies = getNearTimeIndex(times, time); + isUndefinedLeft && (left = indicies[0]); + isUndefinedRight && (right = indicies[1]); + } + + for (var i = left; i >= 0; --i) { + var frame = this.getFrame(times[i]); + + if (frame.has.apply(frame, properties)) { + prevTime = times[i]; + prevFrame = frame; + break; + } + } + + var prevValue = prevFrame && prevFrame.raw.apply(prevFrame, properties); + + if (isAccurate && !isRole([properties[0]])) { + return prevTime === time ? prevValue : undefined; + } + + if (usePrevValue) { + return prevValue; + } + + for (var i = right; i < length; ++i) { + var frame = this.getFrame(times[i]); + + if (frame.has.apply(frame, properties)) { + nextTime = times[i]; + nextFrame = frame; + break; + } + } + + var nextValue = nextFrame && nextFrame.raw.apply(nextFrame, properties); + + if (!prevFrame || isUndefined(prevValue)) { + return nextValue; + } + + if (!nextFrame || isUndefined(nextValue) || prevValue === nextValue) { + return prevValue; + } + + return dotValue(time, Math.max(prevTime, 0), nextTime, prevValue, nextValue, easing); + }; + + __proto._toKeyframes = function (duration, states, direction) { + var _this = this; + + var frames = {}; + var times = this.times.slice(); + + if (!times.length) { + return ""; + } + + var originalDuration = this.getDuration(); + !this.getFrame(0) && times.unshift(0); + !this.getFrame(originalDuration) && times.push(originalDuration); + var entries = getEntries(times, states); + var lastEntry = entries[entries.length - 1]; // end delay time + + lastEntry[0] < duration && addEntry(entries, duration, lastEntry[1]); + var prevTime = -1; + return entries.map(function (_a) { + var time = _a[0], + keytime = _a[1]; + + if (!frames[keytime]) { + frames[keytime] = (!_this.hasFrame(keytime) || keytime === 0 || keytime === originalDuration ? _this.getNowFrame(keytime) : _this.getNowFrame(keytime, 0, true)).toCSS(); + } + + var frameTime = time / duration * 100; + + if (frameTime - prevTime < THRESHOLD) { + frameTime += THRESHOLD; + } + + prevTime = frameTime; + return Math.min(frameTime, 100) + "%{\n " + (time === 0 && !isDirectionReverse(0, 1, direction) ? "" : frames[keytime]) + "\n }"; + }).join(""); + }; + + return SceneItem; +}(Animator); + +/** + * manage sceneItems and play Scene. + * @sort 1 + */ + +var Scene = +/*#__PURE__*/ +function (_super) { + __extends(Scene, _super); + /** + * @param - properties + * @param - options + * @example + const scene = new Scene({ + item1: { + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + }, + }, + item2: { + 2: { + opacity: 1, + }, + } + }); + */ + + + function Scene(properties, options) { + var _this = _super.call(this) || this; + + _this.items = new ListMap(); + + _this.load(properties, options); + + return _this; + } + + var __proto = Scene.prototype; + + __proto.getDuration = function () { + var time = 0; + this.forEach(function (item) { + time = Math.max(time, item.getTotalDuration() / item.getPlaySpeed()); + }); + return time || this.state[DURATION]; + }; + + __proto.setDuration = function (duration) { + var items = this.items; + var sceneDuration = this.getDuration(); + + if (duration === 0 || !isFinite(sceneDuration)) { + return this; + } + + if (sceneDuration === 0) { + this.forEach(function (item) { + item.setDuration(duration); + }); + } else { + var ratio_1 = duration / sceneDuration; + this.forEach(function (item) { + item.setDelay(item.getDelay() * ratio_1); + item.setDuration(item.getDuration() * ratio_1); + }); + } + + _super.prototype.setDuration.call(this, duration); + + return this; + }; + /** + * get item in scene by name + * @param - The item's name + * @return {Scene | SceneItem} item + * @example + const item = scene.getItem("item1") + */ + + + __proto.getItem = function (name) { + return this.items.get(name); + }; + /** + * create item in scene + * @param {} name - name of item to create + * @param {} options - The option object of SceneItem + * @return {} Newly created item + * @example + const item = scene.newItem("item1") + */ + + + __proto.newItem = function (name, options) { + if (options === void 0) { + options = {}; + } + + if (this.items.has(name)) { + return this.items.get(name); + } + + var item = new SceneItem(); + this.setItem(name, item); + item.setOptions(options); + return item; + }; + /** + * remove item in scene + * @param - name of item to remove + * @return An instance itself + * @example + const item = scene.newItem("item1") + scene.removeItem("item1"); + */ + + + __proto.removeItem = function (name) { + this.items.remove(name); + return this; + }; + /** + * add a sceneItem to the scene + * @param - name of item to create + * @param - sceneItem + * @example + const item = scene.newItem("item1") + */ + + + __proto.setItem = function (name, item) { + item.setId(name); + this.items.set(name, item); + return this; + }; + + __proto.setTime = function (time, isTick, isParent, parentEasing) { + _super.prototype.setTime.call(this, time, isTick, isParent); + + var iterationTime = this.getIterationTime(); + var easing = this.getEasing() || parentEasing; + var frames = {}; + this.forEach(function (item) { + item.setTime(iterationTime * item.getPlaySpeed() - item.getDelay(), isTick, true, easing); + frames[item.getId()] = item.temp; + }); + this.temp = frames; + /** + * This event is fired when timeupdate and animate. + * @event Scene#animate + * @param {object} param The object of data to be sent to an event. + * @param {number} param.currentTime The total time that the animator is running. + * @param {number} param.time The iteration time during duration that the animator is running. + * @param {object} param.frames frames of that time. + * @example + const scene = new Scene({ + a: { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }, + b: { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + } + }).on("animate", e => { + console.log(e); + // {a: Frame, b: Frame} + console.log(e.a.get("opacity")); + }); + */ + + this.trigger("animate", { + frames: frames, + currentTime: this.getTime(), + time: iterationTime + }); + return this; + }; + /** + * executes a provided function once for each scene item. + * @param - Function to execute for each element, taking three arguments + * @return {Scene} An instance itself + */ + + + __proto.forEach = function (func) { + var items = this.items; + items.forEach(function (item, id, index, obj) { + func(item, id, index, obj); + }); + return this; + }; + + __proto.toCSS = function (playCondition, duration, parentStates) { + if (duration === void 0) { + duration = this.getDuration(); + } + + if (parentStates === void 0) { + parentStates = []; + } + + var totalDuration = !duration || !isFinite(duration) ? 0 : duration; + var styles = []; + var state = this.state; + state[DURATION] = this.getDuration(); + this.forEach(function (item) { + styles.push(item.toCSS(playCondition, totalDuration, parentStates.concat(state))); + }); + return styles.join(""); + }; + /** + * Export the CSS of the items to the style. + * @param - Add a selector or className to play. + * @return {Scene} An instance itself + */ + + + __proto.exportCSS = function (playCondition, duration, parentStates) { + var css = this.toCSS(playCondition, duration, parentStates); + (!parentStates || !parentStates.length) && exportCSS(getRealId(this), css); + return this; + }; + + __proto.append = function (item) { + item.setDelay(item.getDelay() + this.getDuration()); + this.setItem(getRealId(item), item); + }; + + __proto.pauseCSS = function () { + return this.forEach(function (item) { + item.pauseCSS(); + }); + }; + + __proto.pause = function () { + _super.prototype.pause.call(this); + + isPausedCSS(this) && this.pauseCSS(); + this.forEach(function (item) { + item.pause(); + }); + return this; + }; + + __proto.endCSS = function () { + this.forEach(function (item) { + item.endCSS(); + }); + setPlayCSS(this, false); + }; + + __proto.end = function () { + isEndedCSS(this) && this.endCSS(); + + _super.prototype.end.call(this); + + return this; + }; + + __proto.addPlayClass = function (isPaused, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + var animtionElement; + this.forEach(function (item) { + var el = item.addPlayClass(isPaused, playClassName, properties); + !animtionElement && (animtionElement = el); + }); + return animtionElement; + }; + /** + * Play using the css animation and keyframes. + * @param - Check if you want to export css. + * @param [playClassName="startAnimation"] - Add a class name to play. + * @param - The shorthand properties for six of the animation properties. + * @return {Scene} An instance itself + * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp} + * @example + scene.playCSS(); + scene.playCSS(false, { + direction: "reverse", + fillMode: "forwards", + }); + */ + + + __proto.playCSS = function (isExportCSS, playClassName, properties) { + if (isExportCSS === void 0) { + isExportCSS = true; + } + + if (properties === void 0) { + properties = {}; + } + + playCSS(this, isExportCSS, playClassName, properties); + return this; + }; + + __proto.set = function (properties) { + this.load(properties); + return this; + }; + + __proto.load = function (properties, options) { + if (properties === void 0) { + properties = {}; + } + + if (options === void 0) { + options = properties.options; + } + + if (!properties) { + return this; + } + + var selector = options && options[SELECTOR] || this.state[SELECTOR]; + + for (var name in properties) { + if (name === "options") { + continue; + } + + var object = properties[name]; + var item = void 0; + + if (object instanceof Scene || object instanceof SceneItem) { + this.setItem(name, object); + item = object; + } else if (isFunction(object) && selector) { + var elements = IS_WINDOW ? $("" + (isFunction(selector) ? selector(name) : name), true) : []; + var length = elements.length; + var scene = new Scene(); + + for (var i = 0; i < length; ++i) { + scene.newItem(i).setId().setElement(elements[i]).load(object(i, elements[i])); + } + + this.setItem(name, scene); + continue; + } else { + item = this.newItem(name); + item.load(object); + } + + selector && item.setSelector(selector); + } + + this.setOptions(options); + }; + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + _super.prototype.setOptions.call(this, options); + + var selector = options.selector; + + if (selector) { + this.state[SELECTOR] = selector; + } + + return this; + }; + + __proto.setSelector = function (target) { + var state = this.state; + var selector = target || state[SELECTOR]; + state[SELECTOR] = selector; + var isItFunction = isFunction(target); + + if (selector) { + this.forEach(function (item, name) { + item.setSelector(isItFunction ? target(name) : selector); + }); + } + + return this; + }; + + __proto.start = function (delay) { + if (delay === void 0) { + delay = this.state[DELAY]; + } + + var result = _super.prototype.start.call(this, delay); + + if (result) { + this.forEach(function (item) { + item.start(0); + }); + } else { + this.forEach(function (item) { + item.setPlayState(RUNNING); + }); + } + + return result; + }; + /** + * version info + * @type {string} + * @example + * Scene.VERSION // 1.0.1 + */ + + + Scene.VERSION = "1.0.1"; + return Scene; +}(Animator); + +function animate(properties, options) { + return new Scene(properties, options).play(); +} +function animateItem(properties, options) { + return new SceneItem(properties, options).play(); +} + +export default Scene; +export { Animator, EASE, EASE_IN, EASE_IN_OUT, EASE_OUT, EVENTS, FIXED, Frame, LINEAR, OPTIONS, ROLES, STEP_END, STEP_START, SceneItem, animate, animateItem, bezier, setAlias, setRole, steps }; +//# sourceMappingURL=scene.esm.js.map diff --git a/dist/scene.esm.js.map b/dist/scene.esm.js.map new file mode 100644 index 00000000..a788f603 --- /dev/null +++ b/dist/scene.esm.js.map @@ -0,0 +1 @@ +{"version":3,"file":"scene.esm.js","sources":["../src/easing.ts","../src/consts.ts","../src/EventTrigger.ts","../src/PropertyObject.ts","../src/utils.ts","../src/utils/property.ts","../src/Animator.ts","../src/Frame.ts","../src/utils/dot.ts","../src/SceneItem.ts","../src/Scene.ts","../src/presets.ts"],"sourcesContent":["import { EasingFunction } from \"./types\";\n\nfunction cubic(y1: number, y2: number, t: number) {\n const t2 = 1 - t;\n\n // Bezier Curve Formula\n return t * t * t + 3 * t * t * t2 * y2 + 3 * t * t2 * t2 * y1;\n}\nfunction solveFromX(x1: number, x2: number, x: number) {\n // x 0 ~ 1\n // t 0 ~ 1\n let t = x;\n let solveX = x;\n let dx = 1;\n\n while (Math.abs(dx) > 1 / 1000) {\n // 예상 t초에 의한 _x값\n solveX = cubic(x1, x2, t);\n dx = solveX - x;\n // 차이가 미세하면 그 값을 t로 지정\n if (Math.abs(dx) < 1 / 1000) {\n return t;\n }\n t -= dx / 2;\n }\n return t;\n}\n/**\n * @namespace easing\n */\n/**\n* Cubic Bezier curve.\n* @memberof easing\n* @func bezier\n* @param {number} [x1] - point1's x\n* @param {number} [y1] - point1's y\n* @param {number} [x2] - point2's x\n* @param {number} [y2] - point2's y\n* @return {function} the curve function\n* @example\nimport {bezier} from \"scenejs\";\nScene.bezier(0, 0, 1, 1) // LINEAR\nScene.bezier(0.25, 0.1, 0.25, 1) // EASE\n*/\nexport function bezier(x1: number, y1: number, x2: number, y2: number) {\n /*\n\t\tx = f(t)\n\t\tcalculate inverse function by x\n\t\tt = f-1(x)\n\t*/\n const func: EasingFunction = (x: number) => {\n const t = solveFromX(x1, x2, Math.max(Math.min(1, x), 0));\n\n return cubic(y1, y2, t);\n };\n\n func.easingName = `cubic-bezier(${x1},${y1},${x2},${y2})`;\n return func;\n}\n/**\n* Specifies a stepping function\n* @see {@link https://www.w3schools.com/cssref/css3_pr_animation-timing-function.asp|CSS3 Timing Function}\n* @memberof easing\n* @func steps\n* @param {number} count - point1's x\n* @param {\"start\" | \"end\"} postion - point1's y\n* @return {function} the curve function\n* @example\nimport {steps} from \"scenejs\";\nScene.steps(1, \"start\") // Scene.STEP_START\nScene.steps(1, \"end\") // Scene.STEP_END\n*/\nexport function steps(count: number, position: \"start\" | \"end\") {\n const func: EasingFunction = (time: number) => {\n const level = 1 / count;\n\n if (time >= 1) {\n return 1;\n }\n return (position === \"start\" ? level : 0) + Math.floor(time / level) * level;\n };\n\n func.easingName = `steps(${count}, ${position})`;\n\n return func;\n}\n\n/**\n* Equivalent to steps(1, start)\n* @memberof easing\n* @name STEP_START\n* @static\n* @type {function}\n* @example\nimport {STEP_START} from \"scenejs\";\nScene.STEP_START // steps(1, start)\n*/\nexport const STEP_START = /*#__PURE__#*/steps(1, \"start\");\n/**\n* Equivalent to steps(1, end)\n* @memberof easing\n* @name STEP_END\n* @static\n* @type {function}\n* @example\nimport {STEP_END} from \"scenejs\";\nScene.STEP_END // steps(1, end)\n*/\nexport const STEP_END = /*#__PURE__#*/steps(1, \"end\");\n/**\n* Linear Speed (0, 0, 1, 1)\n* @memberof easing\n* @name LINEAR\n* @static\n* @type {function}\n* @example\nimport {LINEAR} from \"scenejs\";\nScene.LINEAR\n*/\nexport const LINEAR = /*#__PURE__#*/bezier(0, 0, 1, 1);\n/**\n* Ease Speed (0.25, 0.1, 0.25, 1)\n* @memberof easing\n* @name EASE\n* @static\n* @type {function}\n* @example\nimport {EASE} from \"scenejs\";\nScene.EASE\n*/\nexport const EASE = /*#__PURE__#*/bezier(0.25, 0.1, 0.25, 1);\n/**\n* Ease In Speed (0.42, 0, 1, 1)\n* @memberof easing\n* @name EASE_IN\n* @static\n* @type {function}\n* @example\nimport {EASE_IN} from \"scenejs\";\nScene.EASE_IN\n*/\nexport const EASE_IN = /*#__PURE__#*/bezier(0.42, 0, 1, 1);\n/**\n* Ease Out Speed (0, 0, 0.58, 1)\n* @memberof easing\n* @name EASE_OUT\n* @static\n* @type {function}\n* @example\nimport {EASE_OUT} from \"scenejs\";\nScene.EASE_OUT\n*/\nexport const EASE_OUT = /*#__PURE__#*/bezier(0, 0, 0.58, 1);\n/**\n* Ease In Out Speed (0.42, 0, 0.58, 1)\n* @memberof easing\n* @name EASE_IN_OUT\n* @static\n* @type {function}\n* @example\nimport {EASE_IN_OUT} from \"scenejs\";\nScene.EASE_IN_OUT\n*/\nexport const EASE_IN_OUT = /*#__PURE__#*/bezier(0.42, 0, 0.58, 1);\n","import { IObject } from \"@daybrush/utils\";\nimport { RoleObject, OptionType, EventType, EasingFunction } from \"./types\";\nimport { EASE, EASE_IN, EASE_IN_OUT, LINEAR, EASE_OUT, STEP_START, STEP_END } from \"./easing\";\n\nexport const PREFIX = \"__SCENEJS_\";\nexport const DATA_SCENE_ID = \"data-scene-id\";\nexport const TIMING_FUNCTION = \"animation-timing-function\";\nexport const ROLES: RoleObject = { transform: {}, filter: {}, attribute: {} };\nexport const ALIAS: IObject = { easing: [TIMING_FUNCTION] };\nexport const FIXED = { [TIMING_FUNCTION]: true, contents: true };\nexport const MAXIMUM = 1000000;\nexport const THRESHOLD = 0.000001;\n\nexport const DURATION = \"duration\";\nexport const FILL_MODE = \"fillMode\";\nexport const DIRECTION = \"direction\";\nexport const ITERATION_COUNT = \"iterationCount\";\nexport const DELAY = \"delay\";\nexport const EASING = \"easing\";\nexport const PLAY_SPEED = \"playSpeed\";\nexport const EASING_NAME = \"easingName\";\nexport const ITERATION_TIME = \"iterationTime\";\nexport const PAUSED = \"paused\";\nexport const ENDED = \"ended\";\nexport const TIMEUPDATE = \"timeupdate\";\nexport const ANIMATE = \"animate\";\nexport const PLAY = \"play\";\nexport const RUNNING = \"running\";\nexport const ITERATION = \"iteration\";\nexport const START_ANIMATION = \"startAnimation\";\nexport const PAUSE_ANIMATION = \"pauseAnimation\";\nexport const ALTERNATE = \"alternate\";\nexport const REVERSE = \"reverse\";\nexport const ALTERNATE_REVERSE = \"alternate-reverse\";\nexport const NORMAL = \"normal\";\nexport const INFINITE = \"infinite\";\nexport const PLAY_STATE = \"playState\";\nexport const PLAY_CSS = \"playCSS\";\nexport const PREV_TIME = \"prevTime\";\nexport const TICK_TIME = \"tickTime\";\nexport const CURRENT_TIME = \"currentTime\";\nexport const SELECTOR = \"selector\";\nexport const TRANSFORM_NAME = \"transform\";\nexport const EASINGS = {\n \"linear\": LINEAR,\n \"ease\": EASE,\n \"ease-in\": EASE_IN,\n \"ease-out\": EASE_OUT,\n \"ease-in-out\": EASE_IN_OUT,\n \"step-start\": STEP_START,\n \"step-end\": STEP_END,\n};\n\n/**\n* option name list\n* @name Scene.OPTIONS\n* @memberof Scene\n* @static\n* @type {$ts:OptionType}\n* @example\n* Scene.OPTIONS // [\"duration\", \"fillMode\", \"direction\", \"iterationCount\", \"delay\", \"easing\", \"playSpeed\"]\n*/\nexport const OPTIONS: OptionType = [DURATION, FILL_MODE, DIRECTION, ITERATION_COUNT, DELAY, EASING, PLAY_SPEED];\n\n/**\n* Event name list\n* @name Scene.EVENTS\n* @memberof Scene\n* @static\n* @type {$ts:EventType}\n* @example\n* Scene.EVENTS // [\"paused\", \"ended\", \"timeupdate\", \"animate\", \"play\", \"iteration\"];\n*/\nexport const EVENTS: EventType = [PAUSED, ENDED, TIMEUPDATE, ANIMATE, PLAY, ITERATION];\n","import { isObject, isArray, toArray } from \"@daybrush/utils\";\nimport { CallbackType, EventParameter } from \"./types\";\n\n/**\n* attach and trigger event handlers.\n*/\nclass EventTrigger {\n public events: { [name: string]: CallbackType[] };\n /**\n * @example\n const et = new Scene.EventTrigger();\n const scene = new Scene();\n\n scene.on(\"call\", e => {\n console.log(e.param);\n });\n et.on(\"call\", e => {\n console.log(e.param);\n });\n scene.trigger(\"call\", {param: 1});\n et.trigger(\"call\", {param: 1});\n */\n constructor() {\n this.events = {};\n }\n public _on(name: string | EventParameter, callback?: CallbackType | CallbackType[], once?: boolean) {\n const events = this.events;\n\n if (isObject(name)) {\n for (const n in name) {\n this._on(n, name[n], once);\n }\n return;\n }\n if (!(name in events)) {\n events[name] = [];\n }\n if (!callback) {\n return;\n }\n if (isArray(callback)) {\n callback.forEach(func => this._on(name, func, once));\n return;\n }\n events[name].push(once ? function callback2(...args) {\n callback(...args);\n this.off(name, callback2);\n } : callback);\n }\n /**\n * Attach an event handler function for one or more events to target\n * @param - event's name\n * @param - function to execute when the event is triggered.\n * @return {EventTrigger} An Instance itself.\n * @example\n target.on(\"animate\", function() {\n console.log(\"animate\");\n });\n\n target.trigger(\"animate\");\n\n */\n public on(name: string | EventParameter, callback?: CallbackType | CallbackType[]) {\n this._on(name, callback);\n return this;\n }\n /**\n * Dettach an event handler function for one or more events to target\n * @param - event's name\n * @param - function to execute when the event is triggered.\n * @return {EventTrigger} An Instance itself.\n * @example\n const callback = function() {\n console.log(\"animate\");\n };\n target.on(\"animate\", callback);\n\n target.off(\"animate\", callback);\n target.off(\"animate\");\n\n */\n public off(name?: string, callback?: CallbackType) {\n if (!name) {\n this.events = {};\n } else if (!callback) {\n this.events[name] = [];\n } else {\n const callbacks = this.events[name];\n\n if (!callbacks) {\n return this;\n }\n const index = callbacks.indexOf(callback);\n\n if (index !== -1) {\n callbacks.splice(index, 1);\n }\n }\n return this;\n }\n /**\n * execute event handler\n * @param - event's name\n * @param - event handler's additional parameter\n * @return {EventTrigger} An Instance itself.\n * @example\n target.on(\"animate\", function(a1, a2) {\n console.log(\"animate\", a1, a2);\n });\n\n target.trigger(\"animate\", [1, 2]); // log => \"animate\", 1, 2\n\n */\n public trigger(name: string, ...data: any[]) {\n const events = this.events;\n\n if (!(name in events)) {\n return this;\n }\n\n const args = data || [];\n\n !args[0] && (args[0] = {});\n const event = events[name];\n const target = args[0];\n\n target.type = name;\n target.currentTarget = this;\n !target.target && (target.target = this);\n toArray(events[name]).forEach(callback => {\n callback.apply(this, data);\n });\n\n return this;\n }\n public once(name: string | EventParameter, callback?: CallbackType | CallbackType[]) {\n this._on(name, callback, true);\n return this;\n }\n}\nexport default EventTrigger;\n","import { isString } from \"@daybrush/utils\";\nimport { PropertyObjectState } from \"./types\";\n\n/**\n* Make string, array to PropertyObject for the dot product\n*/\nclass PropertyObject implements PropertyObjectState {\n public value: any[];\n public prefix: string = \"\";\n public suffix: string = \"\";\n public model: string = \"\";\n public type: string = \"\";\n public separator: string = \",\";\n\n /**\n * @param - This value is in the array format.\n * @param - options\n * @example\n var obj = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n */\n constructor(value: string | any[], options?: Partial) {\n options && this.setOptions(options);\n this.value = isString(value) ? value.split(this.separator) : value;\n }\n public setOptions(newOptions: Partial) {\n for (const name in newOptions) {\n this[name as keyof PropertyObjectState] = newOptions[name as keyof PropertyObjectState];\n }\n return this;\n }\n /**\n * the number of values.\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n\n console.log(obj1.length);\n // 3\n */\n public size() {\n return this.value.length;\n }\n /**\n * retrieve one of values at the index\n * @param {Number} index - index\n * @return {Object} one of values at the index\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n\n console.log(obj1.get(0));\n // 1\n */\n public get(index: number) {\n return this.value[index];\n }\n /**\n * Set the value at that index\n * @param {Number} index - index\n * @param {Object} value - text, a number, object to set\n * @return {PropertyObject} An instance itself\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n obj1.set(0, 2);\n console.log(obj1.toValue());\n // 2,2,3\n */\n public set(index: number, value: any) {\n this.value[index] = value;\n return this;\n }\n /**\n * create a copy of an instance itself.\n * @return {PropertyObject} clone\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n const obj2 = obj1.clone();\n */\n public clone(): PropertyObject {\n const {\n separator,\n prefix,\n suffix,\n model,\n type,\n } = this;\n const arr = this.value.map(v => ((v instanceof PropertyObject) ? v.clone() : v));\n return new PropertyObject(arr, {\n separator,\n prefix,\n suffix,\n model,\n type,\n });\n }\n /**\n * Make Property Object to String\n * @return {String} Make Property Object to String\n * @example\n //rgba(100, 100, 100, 0.5)\n const obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\",\n });\n console.log(obj4.toValue());\n // \"rgba(100,100,100,0.5)\"\n */\n public toValue(): string {\n return this.prefix + this.join() + this.suffix;\n }\n /**\n * Make Property Object's array to String\n * @return {String} Join the elements of an array into a string\n * @example\n //rgba(100, 100, 100, 0.5)\n var obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n obj4.join(); // => \"100,100,100,0.5\"\n */\n public join() {\n return this.value.map(v => ((v instanceof PropertyObject) ? v.toValue() : v)).join(this.separator);\n }\n /**\n * executes a provided function once per array element.\n * @param {Function} callback - Function to execute for each element, taking three arguments\n * @param {All} [callback.currentValue] The current element being processed in the array.\n * @param {Number} [callback.index] The index of the current element being processed in the array.\n * @param {Array} [callback.array] the array.\n * @return {PropertyObject} An instance itself\n * @see {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach|MDN Array.forEach()} reference to MDN document.\n * @example\n //rgba(100, 100, 100, 0.5)\n var obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n\n obj4.forEach(t => {\n console.log(t);\n }); // => \"100,100,100,0.5\"\n */\n public forEach(func: (value?: any, index?: number, array?: any[]) => void) {\n this.value.forEach(func);\n return this;\n }\n}\nexport default PropertyObject;\n","import {\n ROLES, MAXIMUM, FIXED, ALIAS,\n PAUSED, RUNNING, PLAY, ENDED, PREFIX, PLAY_CSS, CURRENT_TIME, START_ANIMATION\n} from \"./consts\";\nimport PropertyObject from \"./PropertyObject\";\nimport Scene from \"./Scene\";\nimport SceneItem from \"./SceneItem\";\nimport {\n isArray, ANIMATION, ARRAY, OBJECT,\n PROPERTY, STRING, NUMBER, IS_WINDOW, IObject, $, document, isObject, addEvent, removeEvent,\n} from \"@daybrush/utils\";\n\nexport function isPropertyObject(value: any): value is PropertyObject {\n return value instanceof PropertyObject;\n}\nexport function setAlias(name: string, alias: string[]) {\n ALIAS[name] = alias;\n}\nexport function setRole(names: string[], isProperty?: boolean, isFixedProperty?: boolean) {\n const length = names.length;\n let roles: any = ROLES;\n let fixed: any = FIXED;\n\n for (let i = 0; i < length - 1; ++i) {\n !roles[names[i]] && (roles[names[i]] = {});\n roles = roles[names[i]];\n if (isFixedProperty) {\n !fixed[names[i]] && (fixed[names[i]] = {});\n fixed = fixed[names[i]];\n }\n }\n isFixedProperty && (fixed[names[length - 1]] = true);\n roles[names[length - 1]] = isProperty ? true : {};\n}\nexport function getType(value: any) {\n const type = typeof value;\n\n if (type === OBJECT) {\n if (isArray(value)) {\n return ARRAY;\n } else if (isPropertyObject(value)) {\n return PROPERTY;\n }\n } else if (type === STRING || type === NUMBER) {\n return \"value\";\n }\n return type;\n}\nexport function isPureObject(obj: any): obj is object {\n return isObject(obj) && obj.constructor === Object;\n}\nexport function getNames(names: IObject, stack: string[]) {\n let arr: string[][] = [];\n\n if (isPureObject(names)) {\n for (const name in names) {\n stack.push(name);\n arr = arr.concat(getNames(names[name], stack));\n stack.pop();\n }\n } else {\n arr.push(stack.slice());\n }\n return arr;\n}\nexport function updateFrame(names: IObject, properties: IObject) {\n for (const name in properties) {\n const value = properties[name];\n\n if (!isPureObject(value)) {\n names[name] = true;\n continue;\n }\n if (!isObject(names[name])) {\n names[name] = {};\n }\n updateFrame(names[name], properties[name]);\n }\n return names;\n}\nexport function toFixed(num: number) {\n return Math.round(num * MAXIMUM) / MAXIMUM;\n}\nexport function getValueByNames(\n names: Array,\n properties: IObject, length: number = names.length) {\n let value = properties;\n\n for (let i = 0; i < length; ++i) {\n if (!isObject(value)) {\n return undefined;\n }\n value = value[names[i]];\n }\n return value;\n}\nexport function isInProperties(roles: IObject, args: string[], isCheckTrue?: boolean) {\n const length = args.length;\n let role: any = roles;\n\n if (length === 0) {\n return false;\n }\n for (let i = 0; i < length; ++i) {\n if (role === true) {\n return false;\n }\n role = role[args[i]];\n if (!role || (!isCheckTrue && role === true)) {\n return false;\n }\n }\n return true;\n}\nexport function isRole(args: string[], isCheckTrue?: boolean) {\n return isInProperties(ROLES, args, isCheckTrue);\n}\nexport function isFixed(args: string[]) {\n return isInProperties(FIXED, args, true);\n}\n\nexport interface IterationInterface {\n currentTime: number;\n iterationCount: number;\n elapsedTime: number;\n}\nexport function setPlayCSS(item: Scene | SceneItem, isActivate: boolean) {\n item.state[PLAY_CSS] = isActivate;\n}\nexport function isPausedCSS(item: Scene | SceneItem) {\n return item.state[PLAY_CSS] && item.isPaused();\n}\nexport function isEndedCSS(item: Scene | SceneItem) {\n return !item.isEnded() && item.state[PLAY_CSS];\n}\n\nexport function exportCSS(id: number | string, css: string) {\n const styleId = `${PREFIX}STYLE_${toId(id)}`;\n const styleElement: HTMLElement = $(`#${styleId}`);\n\n if (styleElement) {\n styleElement.innerText = css;\n } else {\n document.body.insertAdjacentHTML(\"beforeend\",\n ``);\n }\n}\nexport function makeId(selector?: boolean) {\n for (; ;) {\n const id = `${Math.floor(Math.random() * 10000000)}`;\n\n if (!IS_WINDOW || !selector) {\n return id;\n }\n const checkElement = $(`[data-scene-id=\"${id}\"]`);\n\n if (!checkElement) {\n return id;\n }\n }\n}\nexport function getRealId(item: Scene | SceneItem) {\n return item.getId() || item.setId(makeId(false)).getId();\n}\nexport function toId(text: number | string) {\n return `${text}`.match(/[0-9a-zA-Z]+/g).join(\"\");\n}\nexport function playCSS(\n item: Scene | SceneItem, isExportCSS?: boolean,\n playClassName?: string, properties: object = {}) {\n if (!ANIMATION || item.getPlayState() === RUNNING) {\n return;\n }\n const className = playClassName || START_ANIMATION;\n\n if (isPausedCSS(item)) {\n item.addPlayClass(true, className, properties);\n } else {\n if (item.isEnded()) {\n item.setTime(0);\n }\n isExportCSS && item.exportCSS({ className });\n const el = item.addPlayClass(false, className, properties);\n\n if (!el) {\n return;\n }\n addAnimationEvent(item, el);\n setPlayCSS(item, true);\n }\n item.setPlayState(RUNNING);\n}\n\nexport function addAnimationEvent(item: Scene | SceneItem, el: Element) {\n const state = item.state;\n const duration = item.getDuration();\n const isZeroDuration = !duration || !isFinite(duration);\n const animationend = () => {\n setPlayCSS(item, false);\n item.finish();\n };\n const animationstart = () => {\n item.trigger(PLAY);\n };\n item.once(ENDED, () => {\n removeEvent(el, \"animationcancel\", animationend);\n removeEvent(el, \"animationend\", animationend);\n removeEvent(el, \"animationiteration\", animationiteration);\n removeEvent(el, \"animationstart\", animationstart);\n });\n const animationiteration = ({ elapsedTime }: any) => {\n const currentTime = elapsedTime;\n const iterationCount = isZeroDuration ? 0 : (currentTime / duration);\n\n state[CURRENT_TIME] = currentTime;\n item.setIteration(iterationCount);\n };\n addEvent(el, \"animationcancel\", animationend);\n addEvent(el, \"animationend\", animationend);\n addEvent(el, \"animationiteration\", animationiteration);\n addEvent(el, \"animationstart\", animationstart);\n}\n","/**\n* @namespace\n* @name Property\n*/\n\nimport PropertyObject from \"../PropertyObject\";\nimport {\n COLOR_MODELS, isString,\n splitComma, splitSpace, stringToRGBA,\n RGBA, splitBracket, IObject, isArray\n} from \"@daybrush/utils\";\n\nexport function splitStyle(str: string) {\n const properties = str.split(\";\");\n const obj: IObject = {};\n let length = properties.length;\n\n for (let i = 0; i < length; ++i) {\n const matches = /([^:]*):([\\S\\s]*)/g.exec(properties[i]);\n\n if (!matches || matches.length < 3 || !matches[1]) {\n --length;\n continue;\n }\n obj[matches[1].trim()] = toPropertyObject(matches[2].trim());\n }\n return {styles: obj, length};\n}\n/**\n* convert array to PropertyObject[type=color].\n* default model \"rgba\"\n* @memberof Property\n* @function arrayToColorObject\n* @param {Array|PropertyObject} value ex) [0, 0, 0, 1]\n* @return {PropertyObject} PropertyObject[type=color]\n* @example\narrayToColorObject([0, 0, 0])\n// => PropertyObject(type=\"color\", model=\"rgba\", value=[0, 0, 0, 1], separator=\",\")\n*/\nexport function arrayToColorObject(arr: number[]) {\n const model = RGBA;\n\n if (arr.length === 3) {\n arr[3] = 1;\n }\n return new PropertyObject(arr, {\n model,\n separator: \",\",\n type: \"color\",\n prefix: `${model}(`,\n suffix: \")\",\n });\n}\n/**\n* convert text with parentheses to object.\n* @memberof Property\n* @function stringToBracketObject\n* @param {String} value ex) \"rgba(0,0,0,1)\"\n* @return {PropertyObject} PropertyObject\n* @example\nstringToBracketObject(\"abcde(0, 0, 0,1)\")\n// => PropertyObject(model=\"abcde\", value=[0, 0, 0,1], separator=\",\")\n*/\nexport function stringToBracketObject(text: string) {\n // [prefix, value, other]\n const { prefix: model, value, suffix: afterModel } = splitBracket(text);\n\n if (typeof value === \"undefined\") {\n return text;\n }\n if (COLOR_MODELS.indexOf(model) !== -1) {\n return arrayToColorObject(stringToRGBA(text));\n }\n // divide comma(,)\n const obj = toPropertyObject(value);\n\n let arr = [value];\n let separator = \",\";\n let prefix = `${model}(`;\n let suffix = `)${afterModel}`;\n\n if (obj instanceof PropertyObject) {\n separator = obj.separator;\n arr = obj.value;\n prefix += obj.prefix;\n suffix = obj.suffix + suffix;\n }\n return new PropertyObject(arr, {\n separator,\n model,\n prefix,\n suffix,\n });\n}\n\nexport function arrayToPropertyObject(arr: any[], separator: string) {\n return new PropertyObject(arr, {\n type: \"array\",\n separator,\n });\n}\n\n/**\n* convert text with parentheses to PropertyObject[type=color].\n* If the values are not RGBA model, change them RGBA mdoel.\n* @memberof Property\n* @function stringToColorObject\n* @param {String|PropertyObject} value ex) \"rgba(0,0,0,1)\"\n* @return {PropertyObject} PropertyObject[type=color]\n* @example\nstringToColorObject(\"rgba(0, 0, 0,1)\")\n// => PropertyObject(type=\"color\", model=\"rgba\", value=[0, 0, 0,1], separator=\",\")\n*/\nexport function stringToColorObject(value: string): string | PropertyObject {\n const result = stringToRGBA(value);\n\n return result ? arrayToColorObject(result) : value;\n}\n/**\n* convert CSS Value to PropertyObject\n* @memberof Property\n* @function toPropertyObject\n* @param {String} value it's text contains the array.\n* @return {String} Not Array, Not Separator, Only Number & Unit\n* @return {PropertyObject} Array with Separator.\n* @see referenced regular expression {@link http://stackoverflow.com/questions/20215440/parse-css-gradient-rule-with-javascript-regex}\n* @example\ntoPropertyObject(\"1px solid #000\");\n// => PropertyObject([\"1px\", \"solid\", rgba(0, 0, 0, 1)])\n*/\nexport function toPropertyObject(value: any[]): PropertyObject;\nexport function toPropertyObject(value: IObject): IObject;\nexport function toPropertyObject(value: string): PropertyObject | string;\nexport function toPropertyObject(value: string | IObject | any[]) {\n if (!isString(value)) {\n if (isArray(value)) {\n return arrayToPropertyObject(value, \",\");\n }\n return value;\n }\n let values = splitComma(value);\n\n if (values.length > 1) {\n return arrayToPropertyObject(values.map(v => toPropertyObject(v)), \",\");\n }\n values = splitSpace(value);\n if (values.length > 1) {\n return arrayToPropertyObject(values.map(v => toPropertyObject(v)), \" \");\n }\n values = /^(['\"])([^'\"]*)(['\"])$/g.exec(value);\n if (values && values[1] === values[3]) {\n // Quotes\n return new PropertyObject([toPropertyObject(values[2])], {\n prefix: values[1],\n suffix: values[1],\n });\n } else if (value.indexOf(\"(\") !== -1) {\n // color\n return stringToBracketObject(value);\n } else if (value.charAt(0) === \"#\") {\n return stringToColorObject(value);\n }\n return value;\n}\nexport function toObject(object: PropertyObject, result: IObject = {}) {\n const model = object.model;\n\n if (model) {\n object.setOptions({\n model: \"\",\n suffix: \"\",\n prefix: \"\",\n });\n const value = object.size() > 1 ? object : object.get(0);\n\n result[model] = value;\n } else {\n object.forEach(obj => {\n toObject(obj, result);\n });\n }\n return result;\n}\n","import {\n THRESHOLD,\n ALTERNATE, ALTERNATE_REVERSE, REVERSE, INFINITE, NORMAL,\n ITERATION_COUNT, DELAY, FILL_MODE, DIRECTION, PLAY_SPEED,\n DURATION, EASING, ITERATION_TIME, EASING_NAME, PAUSED,\n RUNNING, PLAY, TIMEUPDATE, ENDED, PLAY_STATE, PREV_TIME, TICK_TIME, CURRENT_TIME, ITERATION, OPTIONS, EASINGS\n} from \"./consts\";\nimport EventTrigger from \"./EventTrigger\";\nimport { bezier, steps } from \"./easing\";\nimport { toFixed } from \"./utils\";\nimport { splitUnit, isString, camelize, requestAnimationFrame, isArray, cancelAnimationFrame } from \"@daybrush/utils\";\nimport {\n IterationCountType, DirectionType, AnimatorState,\n EasingFunction, FillModeType, PlayStateType, EasingType, AnimatorOptions,\n} from \"./types\";\nimport { toPropertyObject } from \"./utils/property\";\n\nfunction GetterSetter {}>(\n getter: string[], setter: string[], parent: string) {\n return (constructor: T) => {\n const prototype = constructor.prototype;\n\n getter.forEach(name => {\n prototype[camelize(`get ${name}`)] = function() {\n return this[parent][name];\n };\n });\n setter.forEach(name => {\n prototype[camelize(`set ${name}`)] = function(value: any) {\n this[parent][name] = value;\n return this;\n };\n });\n };\n}\nexport function isDirectionReverse(iteration: number, iteraiontCount: IterationCountType, direction: DirectionType) {\n if (direction === REVERSE) {\n return true;\n } else if (iteraiontCount !== INFINITE && iteration === iteraiontCount && iteraiontCount % 1 === 0) {\n return direction === (iteration % 2 >= 1 ? ALTERNATE_REVERSE : ALTERNATE);\n }\n return direction === (iteration % 2 >= 1 ? ALTERNATE : ALTERNATE_REVERSE);\n}\n/**\n* @typedef {Object} AnimatorState The Animator options. Properties used in css animation.\n* @property {number} [duration] The duration property defines how long an animation should take to complete one cycle.\n* @property {\"none\"|\"forwards\"|\"backwards\"|\"both\"} [fillMode] The fillMode property specifies a style for the element when the animation is not playing (before it starts, after it ends, or both).\n* @property {\"infinite\"|number} [iterationCount] The iterationCount property specifies the number of times an animation should be played.\n* @property {array|function} [easing] The easing(timing-function) specifies the speed curve of an animation.\n* @property {number} [delay] The delay property specifies a delay for the start of an animation.\n* @property {\"normal\"|\"reverse\"|\"alternate\"|\"alternate-reverse\"} [direction] The direction property defines whether an animation should be played forwards, backwards or in alternate cycles.\n*/\n\nconst setters = [\"id\", ITERATION_COUNT, DELAY, FILL_MODE,\n DIRECTION, PLAY_SPEED, DURATION, PLAY_SPEED, ITERATION_TIME, PLAY_STATE];\nconst getters = [...setters, EASING, EASING_NAME];\n\n/**\n* play video, animation, the others\n* @extends EventTrigger\n* @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation}\n*/\n@GetterSetter(getters, setters, \"state\")\nclass Animator\n extends EventTrigger {\n public state: U;\n private timerId: number = 0;\n\n /**\n * @param - animator's options\n * @example\n const animator = new Animator({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.easing.EASE,\n });\n */\n constructor(options?: Partial) {\n super();\n this.state = {\n id: \"\",\n easing: 0,\n easingName: \"linear\",\n iterationCount: 1,\n delay: 0,\n fillMode: \"forwards\",\n direction: NORMAL,\n playSpeed: 1,\n currentTime: 0,\n iterationTime: -1,\n iteration: 0,\n tickTime: 0,\n prevTime: 0,\n playState: PAUSED,\n duration: 0,\n } as U;\n this.setOptions(options);\n }\n /**\n * set animator's easing.\n * @param curverArray - The speed curve of an animation.\n * @return {Animator} An instance itself.\n * @example\n animator.({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.easing.EASE,\n });\n */\n public setEasing(curveArray: string | number[] | EasingFunction): this {\n let easing: EasingFunction;\n\n if (isString(curveArray)) {\n if (curveArray in EASINGS) {\n easing = EASINGS[curveArray];\n } else {\n const obj = toPropertyObject(curveArray);\n\n if (isString(obj)) {\n return this;\n } else {\n if (obj.model === \"cubic-bezier\") {\n curveArray = obj.value.map(v => parseFloat(v));\n easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]);\n } else if (obj.model === \"steps\") {\n easing = steps(parseFloat(obj.value[0]), obj.value[1]);\n } else {\n return this;\n }\n }\n }\n } else if (isArray(curveArray)) {\n easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]);\n } else {\n easing = curveArray;\n }\n const easingName = easing[EASING_NAME] || \"linear\";\n\n const state = this.state;\n\n state[EASING] = easing;\n state[EASING_NAME] = easingName;\n return this;\n }\n /**\n * set animator's options.\n * @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation}\n * @param - animator's options\n * @return {Animator} An instance itself.\n * @example\n animator.({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.eaasing.EASE,\n });\n */\n public setOptions(options: Partial = {}): this {\n for (const name in options) {\n const value = options[name];\n\n if (name === EASING) {\n this.setEasing(value);\n continue;\n } else if (name === DURATION) {\n value && this.setDuration(value);\n continue;\n }\n if (OPTIONS.indexOf(name as any) > -1) {\n this.state[name] = value;\n }\n }\n\n return this;\n }\n /**\n * Get the animator's total duration including delay\n * @return {number} Total duration\n * @example\n animator.getTotalDuration();\n */\n public getTotalDuration(): number {\n return this.getActiveDuration(true);\n }\n /**\n * Get the animator's total duration excluding delay\n * @return {number} Total duration excluding delay\n * @example\n animator.getActiveDuration();\n */\n public getActiveDuration(delay?: boolean): number {\n const state = this.state;\n const count = state[ITERATION_COUNT];\n if (count === INFINITE) {\n return Infinity;\n }\n return (delay ? state[DELAY] : 0) + this.getDuration() * count;\n }\n /**\n * Check if the animator has reached the end.\n * @return {boolean} ended\n * @example\n animator.isEnded(); // true or false\n */\n public isEnded(): boolean {\n if (this.state[TICK_TIME] === 0 && this.state[PLAY_STATE] === PAUSED) {\n return true;\n } else if (this.getTime() < this.getActiveDuration()) {\n return false;\n }\n return true;\n }\n /**\n *Check if the animator is paused:\n * @return {boolean} paused\n * @example\n animator.isPaused(); // true or false\n */\n public isPaused(): boolean {\n return this.state[PLAY_STATE] === PAUSED;\n }\n public start(delay: number = this.state[DELAY]): boolean {\n const state = this.state;\n\n state[PLAY_STATE] = RUNNING;\n if (state[TICK_TIME] >= delay) {\n /**\n * This event is fired when play animator.\n * @event Animator#play\n */\n this.trigger(PLAY);\n return true;\n }\n return false;\n }\n /**\n * play animator\n * @return {Animator} An instance itself.\n */\n public play(toTime?: number) {\n const state = this.state;\n const delay = state[DELAY];\n const currentTime = this.getTime();\n\n state[PLAY_STATE] = RUNNING;\n\n if (this.isEnded() && (currentTime === 0 || currentTime >= this.getActiveDuration())) {\n this.setTime(-delay, true);\n }\n state[TICK_TIME] = this.getTime();\n\n this.timerId = requestAnimationFrame((time: number) => {\n state[PREV_TIME] = time;\n this.tick(time, toTime);\n });\n this.start();\n return this;\n }\n /**\n * pause animator\n * @return {Animator} An instance itself.\n */\n public pause(): this {\n const state = this.state;\n\n if (state[PLAY_STATE] !== PAUSED) {\n state[PLAY_STATE] = PAUSED;\n /**\n * This event is fired when animator is paused.\n * @event Animator#paused\n */\n this.trigger(PAUSED);\n }\n cancelAnimationFrame(this.timerId);\n return this;\n }\n /**\n * end animator\n * @return {Animator} An instance itself.\n */\n public finish() {\n this.setTime(0);\n this.state[TICK_TIME] = 0;\n this.end();\n return this;\n }\n /**\n * end animator\n * @return {Animator} An instance itself.\n */\n public end() {\n this.pause();\n /**\n * This event is fired when animator is ended.\n * @event Animator#ended\n */\n this.trigger(ENDED);\n return this;\n }\n /**\n * set currentTime\n * @param {Number|String} time - currentTime\n * @return {Animator} An instance itself.\n * @example\n\n animator.setTime(\"from\"); // 0\n animator.setTime(\"to\"); // 100%\n animator.setTime(\"50%\");\n animator.setTime(10);\n animator.getTime() // 10\n */\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean) {\n const activeDuration = this.getActiveDuration();\n const state = this.state;\n const prevTime = state[TICK_TIME];\n const delay = state[DELAY];\n let currentTime = isTick ? (time as number) : this.getUnitTime(time);\n\n state[TICK_TIME] = delay + currentTime;\n if (currentTime < 0) {\n currentTime = 0;\n } else if (currentTime > activeDuration) {\n currentTime = activeDuration;\n }\n state[CURRENT_TIME] = currentTime;\n this.calculate();\n\n if (isTick && !isParent) {\n const tickTime = state[TICK_TIME];\n\n if (prevTime < delay && time >= 0) {\n this.start(0);\n }\n if (tickTime < prevTime || this.isEnded()) {\n this.end();\n return;\n }\n }\n if (this.isDelay()) {\n return this;\n }\n /**\n * This event is fired when the animator updates the time.\n * @event Animator#timeupdate\n * @param {Object} param The object of data to be sent to an event.\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.time The iteration time during duration that the animator is running.\n * @param {Number} param.iterationCount The iteration count that the animator is running.\n */\n this.trigger(TIMEUPDATE, {\n currentTime,\n time: this.getIterationTime(),\n iterationCount: state[ITERATION],\n });\n\n return this;\n }\n /**\n * Get the animator's current time\n * @return {number} current time\n * @example\n animator.getTime();\n */\n public getTime(): number {\n return this.state[CURRENT_TIME];\n }\n public getUnitTime(time: string | number) {\n if (isString(time)) {\n const duration = this.getDuration() || 100;\n\n if (time === \"from\") {\n return 0;\n } else if (time === \"to\") {\n return duration;\n }\n const { unit, value } = splitUnit(time);\n\n if (unit === \"%\") {\n !this.getDuration() && (this.setDuration(duration));\n return toFixed(parseFloat(time) / 100 * duration);\n } else if (unit === \">\") {\n return value + THRESHOLD;\n } else {\n return value;\n }\n } else {\n return toFixed(time);\n }\n }\n /**\n * Check if the current state of animator is delayed.\n * @return {boolean} check delay state\n */\n public isDelay() {\n const state = this.state;\n const delay = state[DELAY];\n const tickTime = state[TICK_TIME];\n\n return delay > 0 && (tickTime < delay);\n }\n public setIteration(iterationCount: number): this {\n const state = this.state;\n const passIterationCount = Math.floor(iterationCount);\n const maxIterationCount = state[ITERATION_COUNT] === INFINITE ? Infinity : state[ITERATION_COUNT];\n\n if (state[ITERATION] < passIterationCount && passIterationCount < maxIterationCount) {\n /**\n * The event is fired when an iteration of an animation ends.\n * @event Animator#iteration\n * @param {Object} param The object of data to be sent to an event.\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.iterationCount The iteration count that the animator is running.\n */\n this.trigger(\"iteration\", {\n currentTime: state[CURRENT_TIME],\n iterationCount: passIterationCount,\n });\n }\n state[ITERATION] = iterationCount;\n return this;\n }\n protected calculate() {\n const state = this.state;\n const iterationCount = state[ITERATION_COUNT];\n const fillMode = state[FILL_MODE];\n const direction = state[DIRECTION];\n const duration = this.getDuration();\n const time = this.getTime();\n const iteration = duration === 0 ? 0 : time / duration;\n let currentIterationTime = duration ? time % duration : 0;\n\n if (!duration) {\n this.setIterationTime(0);\n return this;\n }\n this.setIteration(iteration);\n\n // direction : normal, reverse, alternate, alternate-reverse\n // fillMode : forwards, backwards, both, none\n const isReverse = isDirectionReverse(iteration, iterationCount, direction);\n\n const isFiniteDuration = isFinite(duration);\n if (isFiniteDuration && isReverse) {\n currentIterationTime = duration - currentIterationTime;\n }\n if (isFiniteDuration && iterationCount !== INFINITE) {\n const isForwards = fillMode === \"both\" || fillMode === \"forwards\";\n\n // fill forwards\n if (iteration >= iterationCount) {\n currentIterationTime = duration * (isForwards ? (iterationCount % 1) || 1 : 0);\n isReverse && (currentIterationTime = duration - currentIterationTime);\n }\n }\n this.setIterationTime(currentIterationTime);\n return this;\n }\n private tick(now: number, to?: number) {\n if (this.isPaused()) {\n return;\n }\n const state = this.state;\n const playSpeed = state[PLAY_SPEED];\n const prevTime = state[PREV_TIME];\n const delay = state[DELAY];\n const tickTime = state[TICK_TIME];\n const currentTime = tickTime + Math.min(1000, now - prevTime) / 1000 * playSpeed;\n\n state[PREV_TIME] = now;\n this.setTime(currentTime - delay, true);\n if (to && to * 1000 < now) {\n this.pause();\n }\n if (state[PLAY_STATE] === PAUSED) {\n return;\n }\n\n this.timerId = requestAnimationFrame((time: number) => {\n this.tick(time, to);\n });\n }\n}\n/**\n * Specifies the unique indicator of the animator\n * @method Animator#setId\n * @param {number | string} - String or number of id to be set in the animator\n * @return {Animator} An instance itself.\n */\n/**\n * Specifies the unique indicator of the animator\n * @method Animator#getId\n * @return {number | string} the indicator of the item.\n */\n/**\n * Get a delay for the start of an animation.\n * @method Animator#getDelay\n * @return {number} delay\n */\n/**\n * Set a delay for the start of an animation.\n * @method Animator#setDelay\n * @param {number} delay - delay\n * @return {Animator} An instance itself.\n */\n/**\n * Get fill mode for the item when the animation is not playing (before it starts, after it ends, or both)\n * @method Animator#getFillMode\n * @return {FillModeType} fillMode\n */\n/**\n * Set fill mode for the item when the animation is not playing (before it starts, after it ends, or both)\n * @method Animator#setFillMode\n * @param {FillModeType} fillMode - fillMode\n * @return {Animator} An instance itself.\n */\n/**\n * Get the number of times an animation should be played.\n * @method Animator#getIterationCount\n * @return {IterationCountType} iterationCount\n */\n/**\n * Set the number of times an animation should be played.\n * @method Animator#setIterationCount\n * @param {IterationCountType} iterationCount - iterationCount\n * @return {Animator} An instance itself.\n */\n/**\n * Get whether an animation should be played forwards, backwards or in alternate cycles.\n * @method Animator#getDirection\n * @return {DirectionType} direction\n */\n/**\n * Set whether an animation should be played forwards, backwards or in alternate cycles.\n * @method Animator#setDirection\n * @param {DirectionType} direction - direction\n * @return {Animator} An instance itself.\n */\n/**\n * Get whether the animation is running or paused.\n * @method Animator#getPlayState\n * @return {PlayStateType} playState\n */\n/**\n * Set whether the animation is running or paused.\n * @method Animator#setPlayState\n * @param {PlayStateType} playState - playState\n * @return {Animator} An instance itself.\n */\n/**\n * Get the animator's play speed\n * @method Animator#getPlaySpeed\n * @return {number} playSpeed\n */\n/**\n * Set the animator's play speed\n * @method Animator#setPlaySpeed\n * @param {number} playSpeed - playSpeed\n * @return {Animator} An instance itself.\n */\n/**\n * Get how long an animation should take to complete one cycle.\n * @method Animator#getDuration\n * @return {number} duration\n */\n/**\n * Set how long an animation should take to complete one cycle.\n * @method Animator#setDuration\n * @param {number} duration - duration\n * @return {Animator} An instance itself.\n */\n/**\n * Get the speed curve of an animation.\n * @method Animator#getEasing\n * @return {EasingType} easing\n */\n/**\n * Get the speed curve's name\n * @method Animator#getEasingName\n * @return {string} the curve's name.\n */\n/**\n\t* Get the animator's current iteration time\n\t* @method Animator#getIterationTime\n\t* @return {number} current iteration time\n\t* @example\nanimator.getIterationTime();\n\t*/\n\n// tslint:disable-next-line:interface-name\ninterface Animator {\n setId(id: number | string): this;\n getId(): number | string;\n getIterationTime(): number;\n setIterationTime(time: number): this;\n setDelay(delay: number): this;\n getDelay(): number;\n setFillMode(fillMode: FillModeType): this;\n getFillMode(): FillModeType;\n setIterationCount(iterationCount: IterationCountType): this;\n getIterationCount(): IterationCountType;\n setDirection(direction: DirectionType): this;\n getDirection(): DirectionType;\n setPlayState(playState: PlayStateType): this;\n getPlayState(): PlayStateType;\n setPlaySpeed(playSpeed: number): this;\n getPlaySpeed(): number;\n setDuration(duration: number): this;\n getDuration(): number;\n getEasing(): EasingType;\n getEasingName(): string;\n}\nexport default Animator;\n","import {\n ALIAS, TIMING_FUNCTION, TRANSFORM_NAME, EASING_NAME\n} from \"./consts\";\nimport { isRole, getType, isPropertyObject, getValueByNames, isFixed, getNames, updateFrame } from \"./utils\";\nimport { toPropertyObject, splitStyle, toObject } from \"./utils/property\";\nimport {\n isObject, isArray, isString,\n ANIMATION, TRANSFORM, FILTER, PROPERTY, FUNCTION, ARRAY, OBJECT, IObject, isUndefined\n} from \"@daybrush/utils\";\nimport { NameType } from \"./types\";\n\nfunction toInnerProperties(obj: IObject) {\n if (!obj) {\n return \"\";\n }\n const arrObj = [];\n\n for (const name in obj) {\n arrObj.push(`${name.replace(/\\d$/g, \"\")}(${obj[name]})`);\n }\n return arrObj.join(\" \");\n}\n\n/* eslint-disable */\nfunction clone(target: IObject, toValue = false) {\n return merge({}, target, toValue);\n}\nfunction merge(to: IObject, from: IObject, toValue = false) {\n for (const name in from) {\n const value = from[name];\n const type = getType(value);\n\n if (type === PROPERTY) {\n to[name] = toValue ? value.toValue() : value.clone();\n } else if (type === FUNCTION) {\n to[name] = toValue ? getValue([name], value) : value;\n } else if (type === ARRAY) {\n to[name] = value.slice();\n } else if (type === OBJECT) {\n if (isObject(to[name]) && !isPropertyObject(to[name])) {\n merge(to[name], value, toValue);\n } else {\n to[name] = clone(value, toValue);\n }\n } else {\n to[name] = from[name];\n }\n }\n return to;\n}\n/* eslint-enable */\n\nfunction getPropertyName(args: NameType[]) {\n return args[0] in ALIAS ? ALIAS[args[0]] : args;\n}\nfunction getValue(names: NameType[], value: any): any {\n const type = getType(value);\n\n if (type === PROPERTY) {\n return value.toValue();\n } else if (type === FUNCTION) {\n if (names[0] !== TIMING_FUNCTION) {\n return getValue(names, value());\n }\n } else if (type === OBJECT) {\n return clone(value, true);\n }\n return value;\n}\n/**\n* Animation's Frame\n*/\nclass Frame {\n public properties: IObject;\n /**\n * @param - properties\n * @example\n const frame = new Scene.Frame({\n display: \"none\"\n transform: {\n translate: \"50px\",\n scale: \"5, 5\",\n }\n });\n */\n constructor(properties: any = {}) {\n this.properties = {};\n this.set(properties);\n }\n /**\n * get property value\n * @param {...Number|String|PropertyObject} args - property name or value\n * @example\n frame.get(\"display\") // => \"none\", \"block\", ....\n frame.get(\"transform\", \"translate\") // => \"10px,10px\"\n */\n public get(...args: NameType[]) {\n const value = this.raw(...args);\n\n return getValue(getPropertyName(args), value);\n }\n\n public raw(...args: NameType[]) {\n return getValueByNames(getPropertyName(args), this.properties);\n }\n /**\n * remove property value\n * @param {...String} args - property name\n * @return {Frame} An instance itself\n * @example\n frame.remove(\"display\")\n */\n public remove(...args: NameType[]) {\n const params = getPropertyName(args);\n const length = params.length;\n\n if (!length) {\n return this;\n }\n const value = getValueByNames(params, this.properties, length - 1);\n\n if (isObject(value)) {\n delete value[params[length - 1]];\n }\n return this;\n }\n /**\n * set property\n * @param {...Number|String|PropertyObject} args - property names or values\n * @return {Frame} An instance itself\n * @example\n // one parameter\n frame.set({\n display: \"none\",\n transform: {\n translate: \"10px, 10px\",\n scale: \"1\",\n },\n filter: {\n brightness: \"50%\",\n grayscale: \"100%\"\n }\n });\n\n // two parameters\n frame.set(\"transform\", {\n translate: \"10px, 10px\",\n scale: \"1\",\n });\n\n // three parameters\n frame.set(\"transform\", \"translate\", \"50px\");\n */\n public set(...args: any[]) {\n const self = this;\n const length = args.length;\n const params = args.slice(0, -1);\n const value = args[length - 1];\n\n if (params[0] in ALIAS) {\n self._set(ALIAS[params[0]], value);\n } else if (length === 2 && isArray(params[0])) {\n self._set(params[0], value);\n } else if (isArray(value)) {\n self._set(params, value);\n } else if (isPropertyObject(value)) {\n if (isRole(params)) {\n self.set(...params, toObject(value));\n } else {\n self._set(params, value);\n }\n } else if (isObject(value)) {\n for (const name in value) {\n self.set(...params, name, value[name]);\n }\n } else if (isString(value)) {\n if (isRole(params, true)) {\n if (isFixed(params) || !isRole(params)) {\n this._set(params, value);\n } else {\n const obj = toPropertyObject(value);\n\n if (isObject(obj)) {\n self.set(...params, obj);\n }\n }\n return this;\n } else {\n const { styles, length: stylesLength } = splitStyle(value);\n\n for (const name in styles) {\n self.set(...params, name, styles[name]);\n }\n if (stylesLength) {\n return this;\n }\n }\n self._set(params, value);\n } else {\n self._set(params, value);\n }\n return self;\n }\n /**\n * Gets the names of properties.\n * @return the names of properties.\n * @example\n // one parameter\n frame.set({\n display: \"none\",\n transform: {\n translate: \"10px, 10px\",\n scale: \"1\",\n },\n });\n\n // [[\"display\"], [\"transform\", \"translate\"], [\"transform\", \"scale\"]]\n console.log(frame.getNames());\n */\n public getNames(): string[][] {\n return getNames(this.properties, []);\n }\n /**\n * check that has property.\n * @param {...String} args - property name\n * @example\n frame.has(\"property\", \"display\") // => true or false\n */\n public has(...args: NameType[]) {\n const params = getPropertyName(args);\n const length = params.length;\n\n if (!length) {\n return false;\n }\n return !isUndefined(getValueByNames(params, this.properties, length));\n }\n /**\n * clone frame.\n * @return {Frame} An instance of clone\n * @example\n frame.clone();\n */\n public clone() {\n const frame = new Frame();\n\n return frame.merge(this);\n }\n /**\n * merge one frame to other frame.\n * @param - target frame.\n * @return {Frame} An instance itself\n * @example\n frame.merge(frame2);\n */\n public merge(frame: Frame) {\n const properties = this.properties;\n const frameProperties = frame.properties;\n\n if (!frameProperties) {\n return this;\n }\n merge(properties, frameProperties);\n\n return this;\n }\n /**\n * Specifies an css object that coverted the frame.\n * @return {object} cssObject\n */\n public toCSSObject() {\n const properties = this.get();\n const cssObject: IObject = {};\n\n for (const name in properties) {\n if (isRole([name], true)) {\n continue;\n }\n const value = properties[name];\n\n if (name === TIMING_FUNCTION) {\n cssObject[TIMING_FUNCTION.replace(\"animation\", ANIMATION)] =\n (isString(value) ? value : value[EASING_NAME]) || \"initial\";\n continue;\n }\n cssObject[name] = value;\n }\n const transform = toInnerProperties(properties[TRANSFORM_NAME]);\n const filter = toInnerProperties(properties.filter);\n\n TRANSFORM && transform && (cssObject[TRANSFORM] = transform);\n FILTER && filter && (cssObject[FILTER] = filter);\n return cssObject;\n }\n /**\n * Specifies an css text that coverted the frame.\n * @return {string} cssText\n */\n public toCSS() {\n const cssObject = this.toCSSObject();\n const cssArray = [];\n\n for (const name in cssObject) {\n cssArray.push(`${name}:${cssObject[name]};`);\n }\n return cssArray.join(\"\");\n }\n private _set(args: NameType[], value: any) {\n let properties = this.properties;\n const length = args.length;\n\n for (let i = 0; i < length - 1; ++i) {\n const name = args[i];\n\n !(name in properties) && (properties[name] = {});\n properties = properties[name];\n }\n if (!length) {\n return;\n }\n properties[args[length - 1]] = isString(value) ? toPropertyObject(value) : value;\n }\n}\nexport default Frame;\n","\nimport PropertyObject from \"../PropertyObject\";\nimport { getType } from \"../utils\";\nimport { toPropertyObject } from \"./property\";\nimport { splitUnit, PROPERTY, FUNCTION, ARRAY, dot as dotNumber } from \"@daybrush/utils\";\nimport { EasingType } from \"../types\";\n\nfunction dotArray(a1: any[], a2: any, b1: number, b2: number): any {\n const length = a2.length;\n\n return a1.map((v1, i) => {\n if (i >= length) {\n return v1;\n } else {\n return dot(v1, a2[i], b1, b2);\n }\n });\n}\n\nfunction dotColor(color1: PropertyObject, color2: PropertyObject, b1: number, b2: number) {\n // convert array to PropertyObject(type=color)\n const value1 = color1.value;\n const value2 = color2.value;\n // If the model name is not same, the inner product is impossible.\n const model1 = color1.model;\n const model2 = color2.model;\n\n if (model1 !== model2) {\n // It is recognized as a string.\n return dot(color1.toValue(), color2.toValue(), b1, b2);\n }\n if (value1.length === 3) {\n value1[3] = 1;\n }\n if (value2.length === 3) {\n value2[3] = 1;\n }\n const v = dotArray(value1, value2, b1, b2);\n const colorModel = model1;\n\n for (let i = 0; i < 3; ++i) {\n v[i] = parseInt(v[i], 10);\n }\n const object = new PropertyObject(v, {\n type: \"color\",\n model: colorModel,\n prefix: `${colorModel}(`,\n suffix: \")\",\n });\n\n return object;\n}\n\nfunction dotObject(a1: PropertyObject, a2: PropertyObject, b1: number, b2: number) {\n const a1Type = a1.type;\n\n if (a1Type === \"color\") {\n return dotColor(a1, a2, b1, b2);\n }\n const value1 = a1.value;\n const value2 = a2.value;\n const arr = dotArray(value1, value2, b1, b2);\n\n return new PropertyObject(arr, {\n type: a1Type,\n separator: a1.separator || a2.separator,\n prefix: a1.prefix || a2.prefix,\n suffix: a1.suffix || a2.suffix,\n model: a1.model || a2.model,\n });\n}\n/**\n* The dot product of a1 and a2 for the b1 and b2.\n* @memberof Dot\n* @function dot\n* @param {String|Number|PropertyObject} a1 value1\n* @param {String|Number|PropertyObject} a2 value2\n* @param {Number} b1 b1 ratio\n* @param {Number} b2 b2 ratio\n* @return {String} Not Array, Not Separator, Only Number & Unit\n* @return {PropertyObject} Array with Separator.\n* @example\ndot(1, 3, 0.3, 0.7);\n// => 1.6\n*/\nexport function dot(a1: any, a2: any, b1: number, b2: number): any {\n if (b2 === 0) {\n return a2;\n } else if (b1 === 0 || b1 + b2 === 0) {\n // prevent division by zero.\n return a1;\n }\n // dot Object\n\n const type1 = getType(a1);\n const type2 = getType(a2);\n const isFunction1 = type1 === FUNCTION;\n const isFunction2 = type2 === FUNCTION;\n\n if (isFunction1 || isFunction2) {\n return () => {\n return dot(isFunction1 ? toPropertyObject(a1()) : a1, isFunction2 ? toPropertyObject(a2()) : a2, b1, b2);\n };\n } else if (type1 === type2) {\n if (type1 === PROPERTY) {\n return dotObject(a1, a2, b1, b2);\n } else if (type1 === ARRAY) {\n return dotArray(a1, a2, b1, b2);\n } else if (type1 !== \"value\") {\n return a1;\n }\n } else {\n return a1;\n }\n const v1 = splitUnit(`${a1}`);\n const v2 = splitUnit(`${a2}`);\n let v;\n\n // 숫자가 아닐경우 첫번째 값을 반환 b2가 0일경우 두번째 값을 반환\n if (isNaN(v1.value) || isNaN(v2.value)) {\n return a1;\n } else {\n v = dotNumber(v1.value, v2.value, b1, b2);\n }\n const prefix = v1.prefix || v2.prefix;\n const unit = v1.unit || v2.unit;\n\n if (!prefix && !unit) {\n return v;\n }\n return prefix + v + unit;\n}\n\nexport function dotValue(\n time: number,\n prevTime: number,\n nextTime: number,\n prevValue: any,\n nextValue: any,\n easing?: EasingType) {\n if (time === prevTime) {\n return prevValue;\n } else if (time === nextTime) {\n return nextValue;\n } else if (!easing) {\n return dot(prevValue, nextValue, time - prevTime, nextTime - time);\n }\n const ratio = easing((time - prevTime) / (nextTime - prevTime));\n const value = dot(prevValue, nextValue, ratio, 1 - ratio);\n\n return value;\n}\n","import Animator, { isDirectionReverse } from \"./Animator\";\nimport Frame from \"./Frame\";\nimport {\n toFixed,\n isFixed,\n playCSS,\n toId,\n exportCSS,\n getRealId,\n makeId,\n isPausedCSS,\n isRole,\n isInProperties,\n getValueByNames,\n isEndedCSS,\n setPlayCSS,\n getNames,\n updateFrame,\n} from \"./utils\";\nimport { dotValue } from \"./utils/dot\";\nimport {\n START_ANIMATION,\n PREFIX, THRESHOLD,\n TIMING_FUNCTION, ALTERNATE, ALTERNATE_REVERSE, INFINITE,\n REVERSE, EASING, FILL_MODE, DIRECTION, ITERATION_COUNT,\n EASING_NAME, DELAY, PLAY_SPEED, DURATION, PAUSE_ANIMATION, DATA_SCENE_ID, SELECTOR, ROLES, CURRENT_TIME\n} from \"./consts\";\nimport {\n isObject, isArray, isUndefined, decamelize,\n ANIMATION, fromCSS, addClass, removeClass, hasClass,\n KEYFRAMES, requestAnimationFrame, isFunction,\n IObject, $, splitComma, toArray, isString, IArrayFormat,\n dot as dotNumber,\n find,\n findIndex,\n} from \"@daybrush/utils\";\nimport {\n NameType, RoleObject, AnimateElement, AnimatorState,\n SceneItemState, SceneItemOptions, EasingType, PlayCondition, DirectionType\n} from \"./types\";\n\nfunction getNearTimeIndex(times: number[], time: number) {\n const length = times.length;\n\n for (let i = 0; i < length; ++i) {\n if (times[i] === time) {\n return [i, i];\n } else if (times[i] > time) {\n return [i > 0 ? i - 1 : 0, i];\n }\n }\n return [length - 1, length - 1];\n}\nfunction makeAnimationProperties(properties: object) {\n const cssArray = [];\n\n for (const name in properties) {\n cssArray.push(`${ANIMATION}-${decamelize(name)}:${properties[name]};`);\n }\n return cssArray.join(\"\");\n}\nfunction addTime(times: number[], time: number) {\n const length = times.length;\n for (let i = 0; i < length; ++i) {\n if (time < times[i]) {\n times.splice(i, 0, time);\n return;\n }\n }\n times[length] = time;\n}\nfunction addEntry(entries: number[][], time: number, keytime: number) {\n const prevEntry = entries[entries.length - 1];\n\n (!prevEntry || prevEntry[0] !== time || prevEntry[1] !== keytime) &&\n entries.push([toFixed(time), toFixed(keytime)]);\n}\nexport function getEntries(times: number[], states: AnimatorState[]) {\n let entries = times.map(time => ([time, time]));\n let nextEntries = [];\n\n states.forEach(state => {\n const iterationCount = state[ITERATION_COUNT] as number;\n const delay = state[DELAY];\n const playSpeed = state[PLAY_SPEED];\n const direction = state[DIRECTION];\n const intCount = Math.ceil(iterationCount);\n const currentDuration = entries[entries.length - 1][0];\n const length = entries.length;\n const lastTime = currentDuration * iterationCount;\n\n for (let i = 0; i < intCount; ++i) {\n const isReverse =\n direction === REVERSE ||\n direction === ALTERNATE && i % 2 ||\n direction === ALTERNATE_REVERSE && !(i % 2);\n\n for (let j = 0; j < length; ++j) {\n const entry = entries[isReverse ? length - j - 1 : j];\n const time = entry[1];\n const currentTime = currentDuration * i + (isReverse ? currentDuration - entry[0] : entry[0]);\n const prevEntry = entries[isReverse ? length - j : j - 1];\n\n if (currentTime > lastTime) {\n if (j !== 0) {\n const prevTime = currentDuration * i +\n (isReverse ? currentDuration - prevEntry[0] : prevEntry[0]);\n const divideTime = dotNumber(prevEntry[1], time, lastTime - prevTime, currentTime - lastTime);\n\n addEntry(nextEntries, (delay + currentDuration * iterationCount) / playSpeed, divideTime);\n }\n break;\n } else if (\n currentTime === lastTime\n && nextEntries.length\n && nextEntries[nextEntries.length - 1][0] === lastTime + delay\n ) {\n break;\n }\n addEntry(nextEntries, (delay + currentTime) / playSpeed, time);\n }\n }\n // delay time\n delay && nextEntries.unshift([0, nextEntries[0][1]]);\n\n entries = nextEntries;\n nextEntries = [];\n });\n\n return entries;\n}\n/**\n* manage Frame Keyframes and play keyframes.\n* @extends Animator\n* @example\nconst item = new SceneItem({\n\t0: {\n\t\tdisplay: \"none\",\n\t},\n\t1: {\n\t\tdisplay: \"block\",\n\t\topacity: 0,\n\t},\n\t2: {\n\t\topacity: 1,\n\t}\n});\n*/\nclass SceneItem extends Animator {\n public times: number[] = [];\n public items: IObject = {};\n public names: RoleObject = {};\n public elements: AnimateElement[] = [];\n public temp: Frame;\n private needUpdate: boolean = true;\n private target: any;\n private targetFunc: (frame: Frame) => void;\n\n /**\n * @param - properties\n * @param - options\n * @example\n const item = new SceneItem({\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n }\n });\n */\n constructor(properties?: any, options?: Partial) {\n super();\n this.load(properties, options);\n }\n public getDuration() {\n const times = this.times;\n const length = times.length;\n\n return (length === 0 ? 0 : times[length - 1]) || this.state[DURATION];\n }\n /**\n * get size of list\n * @return {Number} length of list\n */\n public size() {\n return this.times.length;\n }\n public setDuration(duration: number) {\n if (!duration) {\n return this;\n }\n const originalDuration = this.getDuration();\n\n if (originalDuration > 0) {\n const ratio = duration / originalDuration;\n const { times, items } = this;\n const obj: IObject = {};\n\n this.times = times.map(time => {\n const time2 = toFixed(time * ratio);\n\n obj[time2] = items[time];\n\n return time2;\n });\n this.items = obj;\n } else {\n this.newFrame(duration);\n }\n return this;\n }\n public setId(id?: number | string) {\n const state = this.state;\n\n state.id = id || makeId(!!length);\n const elements = this.elements;\n\n if (elements.length && !state[SELECTOR]) {\n const sceneId = toId(this.getId());\n\n state[SELECTOR] = `[${DATA_SCENE_ID}=\"${sceneId}\"]`;\n elements.forEach(element => {\n element.setAttribute(DATA_SCENE_ID, sceneId);\n });\n }\n return this;\n }\n\n /**\n * Set properties to the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} [properties] - property names or values\n * @return {SceneItem} An instance itself\n * @example\n item.set(0, \"a\", \"b\") // item.getFrame(0).set(\"a\", \"b\")\n console.log(item.get(0, \"a\")); // \"b\"\n */\n public set(time: any, ...args: any[]) {\n if (isArray(time)) {\n const length = time.length;\n\n for (let i = 0; i < length; ++i) {\n const t = length === 1 ? 0 : this.getUnitTime(`${i / (length - 1) * 100}%`);\n\n this.set(t, time[i]);\n }\n } else if (isObject(time)) {\n for (const t in time) {\n const value = time[t];\n const realTime = this.getUnitTime(t);\n\n if (isNaN(realTime)) {\n getNames(value, [t]).forEach(names => {\n const innerValue = getValueByNames(names.slice(1), value);\n const arr = isArray(innerValue) ?\n innerValue : [getValueByNames(names, this.target), innerValue];\n const length = arr.length;\n\n for (let i = 0; i < length; ++i) {\n this.newFrame(`${i / (length - 1) * 100}%`).set(names, arr[i]);\n }\n });\n } else {\n this.set(realTime, value);\n }\n }\n } else {\n const value = args[0];\n\n if (value instanceof Frame) {\n this.setFrame(time, value);\n } else if (value instanceof SceneItem) {\n const delay = value.getDelay();\n const realTime = this.getUnitTime(time);\n const frames = value.toObject(!this.hasFrame(realTime + delay));\n const duration = value.getDuration();\n const direction = value.getDirection();\n const isReverse = direction.indexOf(\"reverse\") > -1;\n\n for (const frameTime in frames) {\n const nextTime = isReverse ? duration - parseFloat(frameTime) : parseFloat(frameTime);\n this.set(realTime + nextTime, frames[frameTime]);\n }\n } else if (args.length === 1 && isArray(value)) {\n value.forEach((item: any) => {\n this.set(time, item);\n });\n } else {\n const frame = this.newFrame(time);\n\n frame.set(...args);\n }\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * Get properties of the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} args property's name or properties\n * @return {Number|String|PropertyObejct} property value\n * @example\n item.get(0, \"a\"); // item.getFrame(0).get(\"a\");\n item.get(0, \"transform\", \"translate\"); // item.getFrame(0).get(\"transform\", \"translate\");\n */\n public get(time: string | number, ...args: NameType[]) {\n const frame = this.getFrame(time);\n\n return frame && frame.get(...args);\n }\n public remove(time: string | number, ...args: any[]): this;\n /**\n * remove properties to the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} [properties] - property names or values\n * @return {SceneItem} An instance itself\n * @example\n item.remove(0, \"a\");\n */\n public remove(time: string | number, ...args: NameType[]) {\n if (args.length) {\n const frame = this.getFrame(time);\n\n frame && frame.remove(...args);\n } else {\n this.removeFrame(time);\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * Append the item or object at the last time.\n * @param - the scene item or item object\n * @return An instance itself\n * @example\n item.append(new SceneItem({\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n }));\n item.append({\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n });\n item.set(item.getDuration(), {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n });\n */\n public append(item: SceneItem | IObject) {\n if (item instanceof SceneItem) {\n this.set(this.getDuration(), item);\n } else {\n this.append(new SceneItem(item));\n }\n return this;\n }\n /**\n * Push the front frames for the time and prepend the scene item or item object.\n * @param - the scene item or item object\n * @return An instance itself\n */\n public prepend(item: SceneItem | IObject) {\n if (item instanceof SceneItem) {\n const unshiftTime = item.getDuration() + item.getDelay();\n const firstFrame = this.getFrame(0);\n // remove first frame\n this.removeFrame(0);\n this.unshift(unshiftTime);\n this.set(0, item);\n this.set(unshiftTime + THRESHOLD, firstFrame);\n } else {\n this.prepend(new SceneItem(item));\n }\n return this;\n }\n /**\n * Push out the amount of time.\n * @param - time to push\n * @example\n item.get(0); // frame 0\n item.unshift(3);\n item.get(3) // frame 0\n */\n public unshift(time: number) {\n const { times, items } = this;\n const obj: IObject = {};\n\n this.times = times.map(t => {\n const time2 = toFixed(time + t);\n\n obj[time2] = items[t];\n return time2;\n });\n this.items = obj;\n return this;\n }\n /**\n * Get the frames in the item in object form.\n * @return {}\n * @example\n item.toObject();\n // {0: {display: \"none\"}, 1: {display: \"block\"}}\n */\n public toObject(isStartZero = true): IObject {\n const obj: IObject = {};\n const delay = this.getDelay();\n\n this.forEach((frame: Frame, time: number) => {\n obj[(!time && !isStartZero ? THRESHOLD : 0) + delay + time] = frame.clone();\n });\n return obj;\n }\n /**\n * Specifies an element to synchronize items' keyframes.\n * @param {string} selectors - Selectors to find elements in items.\n * @return {SceneItem} An instance itself\n * @example\nitem.setSelector(\"#id.class\");\n */\n public setSelector(target: string | boolean | ((id: number | string) => string)) {\n if (isFunction(target)) {\n this.setElement(target(this.getId()));\n } else {\n this.setElement(target);\n }\n return this;\n }\n /**\n * Get the elements connected to SceneItem.\n */\n public getElements(): AnimateElement[] {\n return this.elements;\n }\n /**\n * Specifies an element to synchronize item's keyframes.\n * @param - elements to synchronize item's keyframes.\n * @param - Make sure that you have peusdo.\n * @return {SceneItem} An instance itself\n * @example\nitem.setElement(document.querySelector(\"#id.class\"));\nitem.setElement(document.querySelectorAll(\".class\"));\n */\n public setElements(target: boolean | string | AnimateElement | IArrayFormat): this {\n return this.setElement(target);\n }\n /**\n * Specifies an element to synchronize item's keyframes.\n * @param - elements to synchronize item's keyframes.\n * @param - Make sure that you have peusdo.\n * @return {SceneItem} An instance itself\n * @example\nitem.setElement(document.querySelector(\"#id.class\"));\nitem.setElement(document.querySelectorAll(\".class\"));\n */\n public setElement(target: boolean | string | AnimateElement | IArrayFormat) {\n const state = this.state;\n let elements: AnimateElement[] = [];\n\n if (!target) {\n return this;\n } else if (target === true || isString(target)) {\n const selector = target === true ? `${state.id}` : target;\n const matches = /([\\s\\S]+)(:+[a-zA-Z]+)$/g.exec(selector);\n\n elements = toArray($(matches ? matches[1] : selector, true));\n state[SELECTOR] = selector;\n } else {\n elements = (target instanceof Element) ? [target] : toArray(target);\n }\n if (!elements.length) {\n return this;\n }\n this.elements = elements;\n this.setId(this.getId());\n this.target = elements[0].style;\n this.targetFunc = (frame: Frame) => {\n const attributes = frame.get(\"attribute\");\n\n if (attributes) {\n for (const name in attributes) {\n elements.forEach(el => {\n el.setAttribute(name, attributes[name]);\n });\n }\n }\n const cssText = frame.toCSS();\n\n if (state.cssText !== cssText) {\n state.cssText = cssText;\n\n elements.forEach(el => {\n el.style.cssText += cssText;\n });\n return frame;\n }\n };\n return this;\n }\n public setTarget(target: any): this {\n this.target = target;\n this.targetFunc = (frame: Frame) => {\n const obj = frame.get();\n\n for (const name in obj) {\n target[name] = obj[name];\n }\n };\n return this;\n }\n /**\n * add css styles of items's element to the frame at that time.\n * @param {Array} properties - elements to synchronize item's keyframes.\n * @return {SceneItem} An instance itself\n * @example\n item.setElement(document.querySelector(\"#id.class\"));\n item.setCSS(0, [\"opacity\"]);\n item.setCSS(0, [\"opacity\", \"width\", \"height\"]);\n */\n public setCSS(time: number, properties: string[]) {\n this.set(time, fromCSS(this.elements, properties));\n return this;\n }\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean, parentEasing?: EasingType) {\n super.setTime(time, isTick, isParent);\n\n const iterationTime = this.getIterationTime();\n const easing = this.getEasing() || parentEasing;\n const frame = this.getNowFrame(iterationTime, easing);\n const currentTime = this.getTime();\n\n this.temp = frame;\n /**\n * This event is fired when timeupdate and animate.\n * @event SceneItem#animate\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.time The iteration time during duration that the animator is running.\n * @param {Frame} param.frame frame of that time.\n */\n this.trigger(\"animate\", {\n frame,\n currentTime,\n time: iterationTime,\n });\n this.targetFunc && this.targetFunc(frame);\n return this;\n }\n /**\n * update property names used in frames.\n * @return {SceneItem} An instance itself\n * @example\n item.update();\n */\n public update() {\n const names = {};\n this.forEach(frame => {\n updateFrame(names, frame.properties);\n });\n this.names = names;\n this.needUpdate = false;\n return this;\n }\n /**\n * Create and add a frame to the sceneItem at that time\n * @param {Number} time - frame's time\n * @return {Frame} Created frame.\n * @example\n item.newFrame(time);\n */\n public newFrame(time: string | number) {\n let frame = this.getFrame(time);\n\n if (frame) {\n return frame;\n }\n frame = new Frame();\n this.setFrame(time, frame);\n return frame;\n }\n /**\n * Add a frame to the sceneItem at that time\n * @param {Number} time - frame's time\n * @return {SceneItem} An instance itself\n * @example\n item.setFrame(time, frame);\n */\n public setFrame(time: string | number, frame: Frame) {\n const realTime = this.getUnitTime(time);\n\n this.items[realTime] = frame;\n addTime(this.times, realTime);\n this.needUpdate = true;\n return this;\n }\n public getFrame(time: number | string, ...names: any[]): Frame;\n /**\n * get sceneItem's frame at that time\n * @param {Number} time - frame's time\n * @return {Frame} sceneItem's frame at that time\n * @example\n const frame = item.getFrame(time);\n */\n public getFrame(time: number | string) {\n return this.items[this.getUnitTime(time)];\n }\n public removeFrame(time: number | string, ...names: any[]): this;\n /**\n * remove sceneItem's frame at that time\n * @param - frame's time\n * @return {SceneItem} An instance itself\n * @example\n item.removeFrame(time);\n */\n public removeFrame(time: number | string) {\n const realTime = this.getUnitTime(time);\n const items = this.items;\n const index = this.times.indexOf(realTime);\n\n delete items[realTime];\n\n // remove time\n if (index > -1) {\n this.times.splice(index, 1);\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * check if the item has a frame at that time\n * @param {Number} time - frame's time\n * @return {Boolean} true: the item has a frame // false: not\n * @example\n if (item.hasFrame(10)) {\n // has\n } else {\n // not\n }\n */\n public hasFrame(time: number | string) {\n return this.getUnitTime(time) in this.items;\n }\n /**\n * Check if keyframes has propery's name\n * @param - property's time\n * @return {boolean} true: if has property, false: not\n * @example\n item.hasName([\"transform\", \"translate\"]); // true or not\n */\n public hasName(args: string[]) {\n this.needUpdate && this.update();\n return isInProperties(this.names, args, true);\n }\n /**\n * merge frame of the previous time at the next time.\n * @param - The time of the frame to merge\n * @param - The target frame\n * @return {SceneItem} An instance itself\n * @example\n // getFrame(1) contains getFrame(0)\n item.merge(0, 1);\n */\n public mergeFrame(time: number | string, frame: Frame) {\n if (frame) {\n const toFrame = this.newFrame(time);\n\n toFrame.merge(frame);\n }\n return this;\n }\n /**\n * Get frame of the current time\n * @param {Number} time - the current time\n * @param {function} easing - the speed curve of an animation\n * @return {Frame} frame of the current time\n * @example\n let item = new SceneItem({\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n }\n });\n // opacity: 0.7; display:\"block\";\n const frame = item.getNowFrame(1.7);\n */\n public getNowFrame(time: number, easing?: EasingType, isAccurate?: boolean) {\n this.needUpdate && this.update();\n const frame = new Frame();\n const [left, right] = getNearTimeIndex(this.times, time);\n let realEasing = this.getEasing() || easing;\n let nameObject = this.names;\n\n if (this.hasName([TIMING_FUNCTION])) {\n const nowEasing = this.getNowValue(time, [TIMING_FUNCTION], left, right, false, 0, true);\n\n isFunction(nowEasing) && (realEasing = nowEasing);\n }\n if (isAccurate) {\n const prevFrame = this.getFrame(time);\n const prevNames = updateFrame({}, prevFrame.properties);\n\n for (const name in ROLES) {\n if (name in prevNames) {\n prevNames[name] = nameObject[name];\n }\n }\n nameObject = prevNames;\n }\n const names = getNames(nameObject, []);\n\n names.forEach(properties => {\n const value = this.getNowValue(time, properties, left, right, isAccurate, realEasing, isFixed(properties));\n\n if (isUndefined(value)) {\n return;\n }\n frame.set(properties, value);\n });\n return frame;\n }\n public load(properties: any = {}, options = properties.options) {\n options && this.setOptions(options);\n\n if (isArray(properties)) {\n this.set(properties);\n } else if (properties.keyframes) {\n this.set(properties.keyframes);\n } else {\n for (const time in properties) {\n if (time !== \"options\") {\n this.set({\n [time]: properties[time],\n });\n }\n }\n }\n if (options && options[DURATION]) {\n this.setDuration(options[DURATION]);\n }\n return this;\n }\n /**\n * clone SceneItem.\n * @return {SceneItem} An instance of clone\n * @example\n * item.clone();\n */\n public clone() {\n const item = new SceneItem();\n\n item.setOptions(this.state);\n this.forEach((frame: Frame, time: number) => {\n item.setFrame(time, frame.clone());\n });\n return item;\n }\n /**\n * executes a provided function once for each scene item.\n * @param - Function to execute for each element, taking three arguments\n * @return {Keyframes} An instance itself\n */\n public forEach(callback: (item: Frame, time: number, items: IObject) => void) {\n const times = this.times;\n const items = this.items;\n\n times.forEach(time => {\n callback(items[time], time, items);\n });\n return this;\n }\n public setOptions(options: Partial = {}) {\n super.setOptions(options);\n const { id, selector, elements, element, target } = options;\n\n id && this.setId(id);\n if (target) {\n this.setTarget(target);\n } else if (selector) {\n this.setSelector(selector);\n } else if (elements || element) {\n this.setElement(elements || element);\n }\n return this;\n }\n public toCSS(\n playCondition: PlayCondition = { className: START_ANIMATION },\n parentDuration = this.getDuration(), states: AnimatorState[] = []) {\n const itemState = this.state;\n const selector = itemState[SELECTOR];\n\n if (!selector) {\n return \"\";\n }\n const originalDuration = this.getDuration();\n itemState[DURATION] = originalDuration;\n states.push(itemState);\n\n const reversedStates = toArray(states).reverse();\n const id = toId(getRealId(this));\n const superParent = states[0];\n const infiniteIndex = findIndex(reversedStates, state => {\n return state[ITERATION_COUNT] === INFINITE || !isFinite(state[DURATION]);\n }, states.length - 1);\n const finiteStates = reversedStates.slice(0, infiniteIndex);\n const duration = parentDuration || finiteStates.reduce((prev, cur) => {\n return (cur[DELAY] + prev * (cur[ITERATION_COUNT] as number)) / cur[PLAY_SPEED];\n }, originalDuration);\n const delay = reversedStates.slice(infiniteIndex).reduce((prev, cur) => {\n return (prev + cur[DELAY]) / cur[PLAY_SPEED];\n }, 0);\n const easingName = find(reversedStates, state => (state[EASING] && state[EASING_NAME]), itemState)[EASING_NAME];\n const iterationCount = reversedStates[infiniteIndex][ITERATION_COUNT];\n const fillMode = superParent[FILL_MODE];\n const direction = reversedStates[infiniteIndex][DIRECTION];\n const cssText = makeAnimationProperties({\n fillMode,\n direction,\n iterationCount,\n delay: `${delay}s`,\n name: `${PREFIX}KEYFRAMES_${id}`,\n duration: `${duration / superParent[PLAY_SPEED]}s`,\n timingFunction: easingName,\n });\n const selectors = splitComma(selector).map(sel => {\n const matches = /([\\s\\S]+)(:+[a-zA-Z]+)$/g.exec(sel);\n\n if (matches) {\n return [matches[0], matches[1]];\n } else {\n return [sel, \"\"];\n }\n });\n const className = playCondition.className;\n const selectorCallback = playCondition.selector;\n const preselector = isFunction(selectorCallback) ? selectorCallback(this, selector) : selectorCallback;\n\n return `\n ${preselector || selectors.map(([sel, peusdo]) => `${sel}.${className}${peusdo}`)} {${cssText}}\n ${selectors.map(([sel, peusdo]) => `${sel}.${PAUSE_ANIMATION}${peusdo}`)} {${ANIMATION}-play-state: paused;}\n @${KEYFRAMES} ${PREFIX}KEYFRAMES_${id}{${this._toKeyframes(duration, finiteStates, direction)}}`;\n }\n /**\n * Export the CSS of the items to the style.\n * @param - Add a selector or className to play.\n * @return {SceneItem} An instance itself\n */\n public exportCSS(\n playCondition?: PlayCondition,\n duration?: number, options?: AnimatorState[]) {\n if (!this.elements.length) {\n return \"\";\n }\n const css = this.toCSS(playCondition, duration, options);\n const isParent = options && !isUndefined(options[ITERATION_COUNT]);\n\n !isParent && exportCSS(getRealId(this), css);\n return this;\n }\n public pause() {\n super.pause();\n isPausedCSS(this) && this.pauseCSS();\n return this;\n }\n public pauseCSS() {\n this.elements.forEach(element => {\n addClass(element, PAUSE_ANIMATION);\n });\n return this;\n }\n public endCSS() {\n this.elements.forEach(element => {\n removeClass(element, PAUSE_ANIMATION);\n removeClass(element, START_ANIMATION);\n });\n setPlayCSS(this, false);\n return this;\n }\n public end() {\n isEndedCSS(this) && this.endCSS();\n super.end();\n return this;\n }\n /**\n * Play using the css animation and keyframes.\n * @param - Check if you want to export css.\n * @param [playClassName=\"startAnimation\"] - Add a class name to play.\n * @param - The shorthand properties for six of the animation properties.\n * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp}\n * @example\n item.playCSS();\n item.playCSS(false, \"startAnimation\", {\n direction: \"reverse\",\n fillMode: \"forwards\",\n });\n */\n public playCSS(isExportCSS = true, playClassName?: string, properties: object = {}) {\n playCSS(this, isExportCSS, playClassName, properties);\n return this;\n }\n public addPlayClass(isPaused: boolean, playClassName?: string, properties: object = {}) {\n const elements = this.elements;\n const length = elements.length;\n const cssText = makeAnimationProperties(properties);\n\n if (!length) {\n return;\n }\n if (isPaused) {\n elements.forEach(element => {\n removeClass(element, PAUSE_ANIMATION);\n });\n } else {\n elements.forEach(element => {\n element.style.cssText += cssText;\n if (hasClass(element, START_ANIMATION)) {\n removeClass(element, START_ANIMATION);\n requestAnimationFrame(() => {\n requestAnimationFrame(() => {\n addClass(element, START_ANIMATION);\n });\n });\n } else {\n addClass(element, START_ANIMATION);\n }\n });\n }\n return elements[0];\n }\n public getNowValue(\n time: number,\n properties: string[],\n left?: number,\n right?: number,\n isAccurate?: boolean,\n easing?: EasingType,\n usePrevValue?: boolean,\n ) {\n const times = this.times;\n const length = times.length;\n\n let prevTime: number;\n let nextTime: number;\n let prevFrame: Frame;\n let nextFrame: Frame;\n const isUndefinedLeft = isUndefined(left);\n const isUndefinedRight = isUndefined(right);\n if (isUndefinedLeft || isUndefinedRight) {\n const indicies = getNearTimeIndex(times, time);\n isUndefinedLeft && (left = indicies[0]);\n isUndefinedRight && (right = indicies[1]);\n }\n\n for (let i = left; i >= 0; --i) {\n const frame = this.getFrame(times[i]);\n\n if (frame.has(...properties)) {\n prevTime = times[i];\n prevFrame = frame;\n break;\n }\n }\n const prevValue = prevFrame && prevFrame.raw(...properties);\n\n if (isAccurate && !isRole([properties[0]])) {\n return prevTime === time ? prevValue : undefined;\n }\n if (usePrevValue) {\n return prevValue;\n }\n for (let i = right; i < length; ++i) {\n const frame = this.getFrame(times[i]);\n\n if (frame.has(...properties)) {\n nextTime = times[i];\n nextFrame = frame;\n break;\n }\n }\n const nextValue = nextFrame && nextFrame.raw(...properties);\n\n if (!prevFrame || isUndefined(prevValue)) {\n return nextValue;\n }\n if (!nextFrame || isUndefined(nextValue) || prevValue === nextValue) {\n return prevValue;\n }\n return dotValue(time, Math.max(prevTime, 0), nextTime, prevValue, nextValue, easing);\n }\n private _toKeyframes(duration: number, states: AnimatorState[], direction: DirectionType) {\n const frames: IObject = {};\n const times = this.times.slice();\n\n if (!times.length) {\n return \"\";\n }\n const originalDuration = this.getDuration();\n (!this.getFrame(0)) && times.unshift(0);\n (!this.getFrame(originalDuration)) && times.push(originalDuration);\n const entries = getEntries(times, states);\n const lastEntry = entries[entries.length - 1];\n\n // end delay time\n lastEntry[0] < duration && addEntry(entries, duration, lastEntry[1]);\n let prevTime = -1;\n\n return entries.map(([time, keytime]) => {\n if (!frames[keytime]) {\n frames[keytime] =\n (!this.hasFrame(keytime) || keytime === 0 || keytime === originalDuration ?\n this.getNowFrame(keytime) : this.getNowFrame(keytime, 0, true)).toCSS();\n }\n\n let frameTime = time / duration * 100;\n\n if (frameTime - prevTime < THRESHOLD) {\n frameTime += THRESHOLD;\n }\n prevTime = frameTime;\n return `${Math.min(frameTime, 100)}%{\n ${time === 0 && !isDirectionReverse(0, 1, direction) ? \"\" : frames[keytime]}\n }`;\n }).join(\"\");\n }\n}\n\nexport default SceneItem;\n","import Animator from \"./Animator\";\nimport SceneItem from \"./SceneItem\";\nimport { SELECTOR, DURATION, DELAY, RUNNING } from \"./consts\";\nimport { playCSS, exportCSS, getRealId, isPausedCSS, isEndedCSS, setPlayCSS } from \"./utils\";\nimport { isFunction, IS_WINDOW, IObject, $, IArrayFormat } from \"@daybrush/utils\";\nimport {\n AnimateElement, SceneState, SceneOptions, EasingType,\n AnimatorState, SceneItemOptions, PlayCondition\n} from \"./types\";\nimport Frame from \"./Frame\";\nimport ListMap from \"list-map\";\n\n/**\n * manage sceneItems and play Scene.\n * @sort 1\n */\nclass Scene extends Animator {\n /**\n * version info\n * @type {string}\n * @example\n * Scene.VERSION // #__VERSION__#\n */\n public static VERSION: string = \"#__VERSION__#\";\n public items: ListMap = new ListMap();\n public temp: IObject;\n /**\n * @param - properties\n * @param - options\n * @example\n const scene = new Scene({\n item1: {\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n },\n },\n item2: {\n 2: {\n opacity: 1,\n },\n }\n });\n */\n constructor(properties?: IObject, options?: Partial) {\n super();\n this.load(properties, options);\n }\n public getDuration() {\n let time = 0;\n\n this.forEach(item => {\n time = Math.max(time, item.getTotalDuration() / item.getPlaySpeed());\n });\n return time || this.state[DURATION];\n }\n public setDuration(duration: number) {\n const items = this.items;\n const sceneDuration = this.getDuration();\n\n if (duration === 0 || !isFinite(sceneDuration)) {\n return this;\n }\n if (sceneDuration === 0) {\n this.forEach(item => {\n item.setDuration(duration);\n });\n } else {\n const ratio = duration / sceneDuration;\n\n this.forEach(item => {\n item.setDelay(item.getDelay() * ratio);\n item.setDuration(item.getDuration() * ratio);\n });\n }\n super.setDuration(duration);\n return this;\n }\n public getItem(name: number | string): T;\n /**\n * get item in scene by name\n * @param - The item's name\n * @return {Scene | SceneItem} item\n * @example\n const item = scene.getItem(\"item1\")\n */\n public getItem(name: number | string) {\n return this.items.get(name);\n }\n /**\n * create item in scene\n * @param {} name - name of item to create\n * @param {} options - The option object of SceneItem\n * @return {} Newly created item\n * @example\n const item = scene.newItem(\"item1\")\n */\n public newItem(name: number | string, options: Partial = {}): Scene | SceneItem {\n if (this.items.has(name)) {\n return this.items.get(name);\n }\n const item = new SceneItem();\n\n this.setItem(name, item);\n item.setOptions(options);\n\n return item;\n }\n /**\n * remove item in scene\n * @param - name of item to remove\n * @return An instance itself\n * @example\n const item = scene.newItem(\"item1\")\n\n scene.removeItem(\"item1\");\n */\n public removeItem(name: number | string): this {\n this.items.remove(name);\n return this;\n }\n /**\n * add a sceneItem to the scene\n * @param - name of item to create\n * @param - sceneItem\n * @example\n const item = scene.newItem(\"item1\")\n */\n public setItem(name: number | string, item: Scene | SceneItem) {\n item.setId(name);\n this.items.set(name, item);\n return this;\n }\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean, parentEasing?: EasingType) {\n super.setTime(time, isTick, isParent);\n\n const iterationTime = this.getIterationTime();\n const easing = this.getEasing() || parentEasing;\n const frames: IObject = {};\n\n this.forEach(item => {\n item.setTime(iterationTime * item.getPlaySpeed() - item.getDelay(), isTick, true, easing);\n\n frames[item.getId()] = item.temp;\n });\n this.temp = frames;\n\n /**\n * This event is fired when timeupdate and animate.\n * @event Scene#animate\n * @param {object} param The object of data to be sent to an event.\n * @param {number} param.currentTime The total time that the animator is running.\n * @param {number} param.time The iteration time during duration that the animator is running.\n * @param {object} param.frames frames of that time.\n * @example\nconst scene = new Scene({\n a: {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n },\n b: {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n }\n}).on(\"animate\", e => {\n console.log(e);\n // {a: Frame, b: Frame}\n console.log(e.a.get(\"opacity\"));\n});\n */\n this.trigger(\"animate\", {\n frames,\n currentTime: this.getTime(),\n time: iterationTime,\n });\n\n return this;\n }\n /**\n * executes a provided function once for each scene item.\n * @param - Function to execute for each element, taking three arguments\n * @return {Scene} An instance itself\n */\n public forEach(\n func: (\n item: Scene | SceneItem,\n id: string | number,\n index: number,\n items: IObject,\n ) => void,\n ) {\n const items = this.items;\n\n items.forEach((item, id, index, obj) => {\n func(item, id, index, obj);\n });\n return this;\n }\n public toCSS(\n playCondition?: PlayCondition,\n duration: number = this.getDuration(), parentStates: AnimatorState[] = []) {\n const totalDuration = !duration || !isFinite(duration) ? 0 : duration;\n const styles: string[] = [];\n const state = this.state;\n\n state[DURATION] = this.getDuration();\n\n this.forEach(item => {\n styles.push(item.toCSS(playCondition, totalDuration, parentStates.concat(state)));\n });\n return styles.join(\"\");\n }\n /**\n * Export the CSS of the items to the style.\n * @param - Add a selector or className to play.\n * @return {Scene} An instance itself\n */\n public exportCSS(\n playCondition?: PlayCondition, duration?: number, parentStates?: AnimatorState[]) {\n const css = this.toCSS(playCondition, duration, parentStates);\n\n (!parentStates || !parentStates.length) && exportCSS(getRealId(this), css);\n return this;\n }\n public append(item: SceneItem | Scene) {\n item.setDelay(item.getDelay() + this.getDuration());\n this.setItem(getRealId(item), item);\n }\n public pauseCSS() {\n return this.forEach(item => {\n item.pauseCSS();\n });\n }\n public pause() {\n super.pause();\n\n isPausedCSS(this) && this.pauseCSS();\n this.forEach(item => {\n item.pause();\n });\n return this;\n }\n public endCSS() {\n this.forEach(item => {\n item.endCSS();\n });\n setPlayCSS(this, false);\n }\n public end() {\n isEndedCSS(this) && this.endCSS();\n super.end();\n return this;\n }\n public addPlayClass(isPaused: boolean, playClassName?: string, properties: object = {}) {\n let animtionElement: AnimateElement;\n\n this.forEach(item => {\n const el = item.addPlayClass(isPaused, playClassName, properties);\n\n !animtionElement && (animtionElement = el);\n });\n return animtionElement;\n }\n /**\n * Play using the css animation and keyframes.\n * @param - 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\ No newline at end of file diff --git a/dist/scene.js b/dist/scene.js new file mode 100644 index 00000000..fb00a52d --- /dev/null +++ b/dist/scene.js @@ -0,0 +1,4958 @@ +/* +Copyright (c) 2016 Daybrush +name: scenejs +license: MIT +author: Daybrush +repository: https://github.com/daybrush/scenejs.git +version: 1.0.1 +*/ +(function (global, factory) { + typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() : + typeof define === 'function' && define.amd ? define(factory) : + (global = global || self, global.Scene = factory()); +}(this, function () { 'use strict'; + + /*! ***************************************************************************** + Copyright (c) Microsoft Corporation. All rights reserved. + Licensed under the Apache License, Version 2.0 (the "License"); you may not use + this file except in compliance with the License. You may obtain a copy of the + License at http://www.apache.org/licenses/LICENSE-2.0 + + THIS CODE IS PROVIDED ON AN *AS IS* BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY + KIND, EITHER EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED + WARRANTIES OR CONDITIONS OF TITLE, FITNESS FOR A PARTICULAR PURPOSE, + MERCHANTABLITY OR NON-INFRINGEMENT. + + See the Apache Version 2.0 License for specific language governing permissions + and limitations under the License. + ***************************************************************************** */ + + /* global Reflect, Promise */ + var extendStatics = function (d, b) { + extendStatics = Object.setPrototypeOf || { + __proto__: [] + } instanceof Array && function (d, b) { + d.__proto__ = b; + } || function (d, b) { + for (var p in b) if (b.hasOwnProperty(p)) d[p] = b[p]; + }; + + return extendStatics(d, b); + }; + + function __extends(d, b) { + extendStatics(d, b); + + function __() { + this.constructor = d; + } + + d.prototype = b === null ? Object.create(b) : (__.prototype = b.prototype, new __()); + } + function __decorate(decorators, target, key, desc) { + var c = arguments.length, + r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, + d; + if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r; + return c > 3 && r && Object.defineProperty(target, key, r), r; + } + + function cubic(y1, y2, t) { + var t2 = 1 - t; // Bezier Curve Formula + + return t * t * t + 3 * t * t * t2 * y2 + 3 * t * t2 * t2 * y1; + } + + function solveFromX(x1, x2, x) { + // x 0 ~ 1 + // t 0 ~ 1 + var t = x; + var solveX = x; + var dx = 1; + + while (Math.abs(dx) > 1 / 1000) { + // 예상 t초에 의한 _x값 + solveX = cubic(x1, x2, t); + dx = solveX - x; // 차이가 미세하면 그 값을 t로 지정 + + if (Math.abs(dx) < 1 / 1000) { + return t; + } + + t -= dx / 2; + } + + return t; + } + /** + * @namespace easing + */ + + /** + * Cubic Bezier curve. + * @memberof easing + * @func bezier + * @param {number} [x1] - point1's x + * @param {number} [y1] - point1's y + * @param {number} [x2] - point2's x + * @param {number} [y2] - point2's y + * @return {function} the curve function + * @example + import {bezier} from "scenejs"; + Scene.bezier(0, 0, 1, 1) // LINEAR + Scene.bezier(0.25, 0.1, 0.25, 1) // EASE + */ + + + function bezier(x1, y1, x2, y2) { + /* + x = f(t) + calculate inverse function by x + t = f-1(x) + */ + var func = function (x) { + var t = solveFromX(x1, x2, Math.max(Math.min(1, x), 0)); + return cubic(y1, y2, t); + }; + + func.easingName = "cubic-bezier(" + x1 + "," + y1 + "," + x2 + "," + y2 + ")"; + return func; + } + /** + * Specifies a stepping function + * @see {@link https://www.w3schools.com/cssref/css3_pr_animation-timing-function.asp|CSS3 Timing Function} + * @memberof easing + * @func steps + * @param {number} count - point1's x + * @param {"start" | "end"} postion - point1's y + * @return {function} the curve function + * @example + import {steps} from "scenejs"; + Scene.steps(1, "start") // Scene.STEP_START + Scene.steps(1, "end") // Scene.STEP_END + */ + + function steps(count, position) { + var func = function (time) { + var level = 1 / count; + + if (time >= 1) { + return 1; + } + + return (position === "start" ? level : 0) + Math.floor(time / level) * level; + }; + + func.easingName = "steps(" + count + ", " + position + ")"; + return func; + } + /** + * Equivalent to steps(1, start) + * @memberof easing + * @name STEP_START + * @static + * @type {function} + * @example + import {STEP_START} from "scenejs"; + Scene.STEP_START // steps(1, start) + */ + + var STEP_START = + /*#__PURE__#*/ + steps(1, "start"); + /** + * Equivalent to steps(1, end) + * @memberof easing + * @name STEP_END + * @static + * @type {function} + * @example + import {STEP_END} from "scenejs"; + Scene.STEP_END // steps(1, end) + */ + + var STEP_END = + /*#__PURE__#*/ + steps(1, "end"); + /** + * Linear Speed (0, 0, 1, 1) + * @memberof easing + * @name LINEAR + * @static + * @type {function} + * @example + import {LINEAR} from "scenejs"; + Scene.LINEAR + */ + + var LINEAR = + /*#__PURE__#*/ + bezier(0, 0, 1, 1); + /** + * Ease Speed (0.25, 0.1, 0.25, 1) + * @memberof easing + * @name EASE + * @static + * @type {function} + * @example + import {EASE} from "scenejs"; + Scene.EASE + */ + + var EASE = + /*#__PURE__#*/ + bezier(0.25, 0.1, 0.25, 1); + /** + * Ease In Speed (0.42, 0, 1, 1) + * @memberof easing + * @name EASE_IN + * @static + * @type {function} + * @example + import {EASE_IN} from "scenejs"; + Scene.EASE_IN + */ + + var EASE_IN = + /*#__PURE__#*/ + bezier(0.42, 0, 1, 1); + /** + * Ease Out Speed (0, 0, 0.58, 1) + * @memberof easing + * @name EASE_OUT + * @static + * @type {function} + * @example + import {EASE_OUT} from "scenejs"; + Scene.EASE_OUT + */ + + var EASE_OUT = + /*#__PURE__#*/ + bezier(0, 0, 0.58, 1); + /** + * Ease In Out Speed (0.42, 0, 0.58, 1) + * @memberof easing + * @name EASE_IN_OUT + * @static + * @type {function} + * @example + import {EASE_IN_OUT} from "scenejs"; + Scene.EASE_IN_OUT + */ + + var EASE_IN_OUT = + /*#__PURE__#*/ + bezier(0.42, 0, 0.58, 1); + + var _a; + var PREFIX = "__SCENEJS_"; + var DATA_SCENE_ID = "data-scene-id"; + var TIMING_FUNCTION = "animation-timing-function"; + var ROLES = { + transform: {}, + filter: {}, + attribute: {} + }; + var ALIAS = { + easing: [TIMING_FUNCTION] + }; + var FIXED = (_a = {}, _a[TIMING_FUNCTION] = true, _a.contents = true, _a); + var MAXIMUM = 1000000; + var THRESHOLD = 0.000001; + var DURATION = "duration"; + var FILL_MODE = "fillMode"; + var DIRECTION = "direction"; + var ITERATION_COUNT = "iterationCount"; + var DELAY = "delay"; + var EASING = "easing"; + var PLAY_SPEED = "playSpeed"; + var EASING_NAME = "easingName"; + var ITERATION_TIME = "iterationTime"; + var PAUSED = "paused"; + var ENDED = "ended"; + var TIMEUPDATE = "timeupdate"; + var ANIMATE = "animate"; + var PLAY = "play"; + var RUNNING = "running"; + var ITERATION = "iteration"; + var START_ANIMATION = "startAnimation"; + var PAUSE_ANIMATION = "pauseAnimation"; + var ALTERNATE = "alternate"; + var REVERSE = "reverse"; + var ALTERNATE_REVERSE = "alternate-reverse"; + var NORMAL = "normal"; + var INFINITE = "infinite"; + var PLAY_STATE = "playState"; + var PLAY_CSS = "playCSS"; + var PREV_TIME = "prevTime"; + var TICK_TIME = "tickTime"; + var CURRENT_TIME = "currentTime"; + var SELECTOR = "selector"; + var TRANSFORM_NAME = "transform"; + var EASINGS = { + "linear": LINEAR, + "ease": EASE, + "ease-in": EASE_IN, + "ease-out": EASE_OUT, + "ease-in-out": EASE_IN_OUT, + "step-start": STEP_START, + "step-end": STEP_END + }; + /** + * option name list + * @name Scene.OPTIONS + * @memberof Scene + * @static + * @type {$ts:OptionType} + * @example + * Scene.OPTIONS // ["duration", "fillMode", "direction", "iterationCount", "delay", "easing", "playSpeed"] + */ + + var OPTIONS = [DURATION, FILL_MODE, DIRECTION, ITERATION_COUNT, DELAY, EASING, PLAY_SPEED]; + /** + * Event name list + * @name Scene.EVENTS + * @memberof Scene + * @static + * @type {$ts:EventType} + * @example + * Scene.EVENTS // ["paused", "ended", "timeupdate", "animate", "play", "iteration"]; + */ + + var EVENTS = [PAUSED, ENDED, TIMEUPDATE, ANIMATE, PLAY, ITERATION]; + + /* + Copyright (c) 2018 Daybrush + @name: @daybrush/utils + license: MIT + author: Daybrush + repository: https://github.com/daybrush/utils + @version 0.10.0 + */ + /** + * @namespace + * @name Consts + */ + + /** + * get string "rgb" + * @memberof Color + * @example + import {RGB} from "@daybrush/utils"; + + console.log(RGB); // "rgb" + */ + var RGB = "rgb"; + /** + * get string "rgba" + * @memberof Color + * @example + import {RGBA} from "@daybrush/utils"; + + console.log(RGBA); // "rgba" + */ + + var RGBA = "rgba"; + /** + * get string "hsl" + * @memberof Color + * @example + import {HSL} from "@daybrush/utils"; + + console.log(HSL); // "hsl" + */ + + var HSL = "hsl"; + /** + * get string "hsla" + * @memberof Color + * @example + import {HSLA} from "@daybrush/utils"; + + console.log(HSLA); // "hsla" + */ + + var HSLA = "hsla"; + /** + * gets an array of color models. + * @memberof Color + * @example + import {COLOR_MODELS} from "@daybrush/utils"; + + console.log(COLOR_MODELS); // ["rgb", "rgba", "hsl", "hsla"]; + */ + + var COLOR_MODELS = [RGB, RGBA, HSL, HSLA]; + /** + * get string "function" + * @memberof Consts + * @example + import {FUNCTION} from "@daybrush/utils"; + + console.log(FUNCTION); // "function" + */ + + var FUNCTION = "function"; + /** + * get string "property" + * @memberof Consts + * @example + import {PROPERTY} from "@daybrush/utils"; + + console.log(PROPERTY); // "property" + */ + + var PROPERTY = "property"; + /** + * get string "array" + * @memberof Consts + * @example + import {ARRAY} from "@daybrush/utils"; + + console.log(ARRAY); // "array" + */ + + var ARRAY = "array"; + /** + * get string "object" + * @memberof Consts + * @example + import {OBJECT} from "@daybrush/utils"; + + console.log(OBJECT); // "object" + */ + + var OBJECT = "object"; + /** + * get string "string" + * @memberof Consts + * @example + import {STRING} from "@daybrush/utils"; + + console.log(STRING); // "string" + */ + + var STRING = "string"; + /** + * get string "number" + * @memberof Consts + * @example + import {NUMBER} from "@daybrush/utils"; + + console.log(NUMBER); // "number" + */ + + var NUMBER = "number"; + /** + * get string "undefined" + * @memberof Consts + * @example + import {UNDEFINED} from "@daybrush/utils"; + + console.log(UNDEFINED); // "undefined" + */ + + var UNDEFINED = "undefined"; + /** + * Check whether the environment is window or node.js. + * @memberof Consts + * @example + import {IS_WINDOW} from "@daybrush/utils"; + + console.log(IS_WINDOW); // false in node.js + console.log(IS_WINDOW); // true in browser + */ + + var IS_WINDOW = typeof window !== UNDEFINED; + /** + * Check whether the environment is window or node.js. + * @memberof Consts + * @name document + * @example + import {IS_WINDOW} from "@daybrush/utils"; + + console.log(IS_WINDOW); // false in node.js + console.log(IS_WINDOW); // true in browser + */ + + var doc = typeof document !== UNDEFINED && document; + var prefixes = ["webkit", "ms", "moz", "o"]; + /** + * @namespace CrossBrowser + */ + + /** + * Get a CSS property with a vendor prefix that supports cross browser. + * @function + * @param {string} property - A CSS property + * @return {string} CSS property with cross-browser vendor prefix + * @memberof CrossBrowser + * @example + import {getCrossBrowserProperty} from "@daybrush/utils"; + + console.log(getCrossBrowserProperty("transform")); // "transform", "-ms-transform", "-webkit-transform" + console.log(getCrossBrowserProperty("filter")); // "filter", "-webkit-filter" + */ + + var getCrossBrowserProperty = + /*#__PURE__*/ + function (property) { + if (!doc) { + return ""; + } + + var styles = (doc.body || doc.documentElement).style; + var length = prefixes.length; + + if (typeof styles[property] !== UNDEFINED) { + return property; + } + + for (var i = 0; i < length; ++i) { + var name = "-" + prefixes[i] + "-" + property; + + if (typeof styles[name] !== UNDEFINED) { + return name; + } + } + + return ""; + }; + /** + * get string "transfrom" with the vendor prefix. + * @memberof CrossBrowser + * @example + import {TRANSFORM} from "@daybrush/utils"; + + console.log(TRANSFORM); // "transform", "-ms-transform", "-webkit-transform" + */ + + var TRANSFORM = + /*#__PURE__*/ + getCrossBrowserProperty("transform"); + /** + * get string "filter" with the vendor prefix. + * @memberof CrossBrowser + * @example + import {FILTER} from "@daybrush/utils"; + + console.log(FILTER); // "filter", "-ms-filter", "-webkit-filter" + */ + + var FILTER = + /*#__PURE__*/ + getCrossBrowserProperty("filter"); + /** + * get string "animation" with the vendor prefix. + * @memberof CrossBrowser + * @example + import {ANIMATION} from "@daybrush/utils"; + + console.log(ANIMATION); // "animation", "-ms-animation", "-webkit-animation" + */ + + var ANIMATION = + /*#__PURE__*/ + getCrossBrowserProperty("animation"); + /** + * get string "keyframes" with the vendor prefix. + * @memberof CrossBrowser + * @example + import {KEYFRAMES} from "@daybrush/utils"; + + console.log(KEYFRAMES); // "keyframes", "-ms-keyframes", "-webkit-keyframes" + */ + + var KEYFRAMES = + /*#__PURE__*/ + ANIMATION.replace("animation", "keyframes"); + + /** + * @namespace + * @name Utils + */ + + /** + * Returns the inner product of two numbers(`a1`, `a2`) by two criteria(`b1`, `b2`). + * @memberof Utils + * @param - The first number + * @param - The second number + * @param - The first number to base on the inner product + * @param - The second number to base on the inner product + * @return - Returns the inner product + import { dot } from "@daybrush/utils"; + + console.log(dot(0, 15, 2, 3)); // 6 + console.log(dot(5, 15, 2, 3)); // 9 + console.log(dot(5, 15, 1, 1)); // 10 + */ + + function dot(a1, a2, b1, b2) { + return (a1 * b2 + a2 * b1) / (b1 + b2); + } + /** + * Check the type that the value is undefined. + * @memberof Utils + * @param {string} value - Value to check the type + * @return {boolean} true if the type is correct, false otherwise + * @example + import {isUndefined} from "@daybrush/utils"; + + console.log(isUndefined(undefined)); // true + console.log(isUndefined("")); // false + console.log(isUndefined(1)); // false + console.log(isUndefined(null)); // false + */ + + function isUndefined(value) { + return typeof value === UNDEFINED; + } + /** + * Check the type that the value is object. + * @memberof Utils + * @param {string} value - Value to check the type + * @return {} true if the type is correct, false otherwise + * @example + import {isObject} from "@daybrush/utils"; + + console.log(isObject({})); // true + console.log(isObject(undefined)); // false + console.log(isObject("")); // false + console.log(isObject(null)); // false + */ + + function isObject(value) { + return value && typeof value === OBJECT; + } + /** + * Check the type that the value is isArray. + * @memberof Utils + * @param {string} value - Value to check the type + * @return {} true if the type is correct, false otherwise + * @example + import {isArray} from "@daybrush/utils"; + + console.log(isArray([])); // true + console.log(isArray({})); // false + console.log(isArray(undefined)); // false + console.log(isArray(null)); // false + */ + + function isArray(value) { + return Array.isArray(value); + } + /** + * Check the type that the value is string. + * @memberof Utils + * @param {string} value - Value to check the type + * @return {} true if the type is correct, false otherwise + * @example + import {isString} from "@daybrush/utils"; + + console.log(isString("1234")); // true + console.log(isString(undefined)); // false + console.log(isString(1)); // false + console.log(isString(null)); // false + */ + + function isString(value) { + return typeof value === STRING; + } + /** + * Check the type that the value is function. + * @memberof Utils + * @param {string} value - Value to check the type + * @return {} true if the type is correct, false otherwise + * @example + import {isFunction} from "@daybrush/utils"; + + console.log(isFunction(function a() {})); // true + console.log(isFunction(() => {})); // true + console.log(isFunction("1234")); // false + console.log(isFunction(1)); // false + console.log(isFunction(null)); // false + */ + + function isFunction(value) { + return typeof value === FUNCTION; + } + /** + * divide text by space. + * @memberof Utils + * @param {string} text - text to divide + * @return {Array} divided texts + * @example + import {spliceSpace} from "@daybrush/utils"; + + console.log(splitSpace("a b c d e f g")); + // ["a", "b", "c", "d", "e", "f", "g"] + console.log(splitSpace("'a,b' c 'd,e' f g")); + // ["'a,b'", "c", "'d,e'", "f", "g"] + */ + + function splitSpace(text) { + // divide comma(,) + var matches = text.match(/("[^"]*")|('[^']*')|([^\s()]*(?:\((?:[^()]*|\([^()]*\))*\))[^\s()]*)|\S+/g); + return matches || []; + } + /** + * divide text by comma. + * @memberof Utils + * @param {string} text - text to divide + * @return {Array} divided texts + * @example + import {splitComma} from "@daybrush/utils"; + + console.log(splitComma("a,b,c,d,e,f,g")); + // ["a", "b", "c", "d", "e", "f", "g"] + console.log(splitComma("'a,b',c,'d,e',f,g")); + // ["'a,b'", "c", "'d,e'", "f", "g"] + */ + + function splitComma(text) { + // divide comma(,) + // "[^"]*"|'[^']*' + var matches = text.match(/("[^"]*"|'[^']*'|[^,\s()]*\((?:[^()]*|\([^()]*\))*\)[^,\s()]*|[^,])+/g); + return matches ? matches.map(function (str) { + return str.trim(); + }) : []; + } + /** + * divide text by bracket "(", ")". + * @memberof Utils + * @param {string} text - text to divide + * @return {object} divided texts + * @example + import {splitBracket} from "@daybrush/utils"; + + console.log(splitBracket("a(1, 2)")); + // {prefix: "a", value: "1, 2", suffix: ""} + console.log(splitBracket("a(1, 2)b")); + // {prefix: "a", value: "1, 2", suffix: "b"} + */ + + function splitBracket(text) { + var matches = /([^(]*)\(([\s\S]*)\)([\s\S]*)/g.exec(text); + + if (!matches || matches.length < 4) { + return {}; + } else { + return { + prefix: matches[1], + value: matches[2], + suffix: matches[3] + }; + } + } + /** + * divide text by number and unit. + * @memberof Utils + * @param {string} text - text to divide + * @return {} divided texts + * @example + import {splitUnit} from "@daybrush/utils"; + + console.log(splitUnit("10px")); + // {prefix: "", value: 10, unit: "px"} + console.log(splitUnit("-10px")); + // {prefix: "", value: -10, unit: "px"} + console.log(splitUnit("a10%")); + // {prefix: "a", value: 10, unit: "%"} + */ + + function splitUnit(text) { + var matches = /^([^\d|e|\-|\+]*)((?:\d|\.|-|e-|e\+)+)(\S*)$/g.exec(text); + + if (!matches) { + return { + prefix: "", + unit: "", + value: NaN + }; + } + + var prefix = matches[1]; + var value = matches[2]; + var unit = matches[3]; + return { + prefix: prefix, + unit: unit, + value: parseFloat(value) + }; + } + /** + * transform strings to camel-case + * @memberof Utils + * @param {String} text - string + * @return {String} camel-case string + * @example + import {camelize} from "@daybrush/utils"; + + console.log(camelize("transform-origin")); // transformOrigin + console.log(camelize("abcd_efg")); // abcdEfg + console.log(camelize("abcd efg")); // abcdEfg + */ + + function camelize(str) { + return str.replace(/[\s-_]([a-z])/g, function (all, letter) { + return letter.toUpperCase(); + }); + } + /** + * transform a camelized string into a lowercased string. + * @memberof Utils + * @param {string} text - a camel-cased string + * @param {string} [separator="-"] - a separator + * @return {string} a lowercased string + * @example + import {decamelize} from "@daybrush/utils"; + + console.log(decamelize("transformOrigin")); // transform-origin + console.log(decamelize("abcdEfg", "_")); // abcd_efg + */ + + function decamelize(str, separator) { + if (separator === void 0) { + separator = "-"; + } + + return str.replace(/([a-z])([A-Z])/g, function (all, letter, letter2) { + return "" + letter + separator + letter2.toLowerCase(); + }); + } + /** + * transforms something in an array into an array. + * @memberof Utils + * @param - Array form + * @return an array + * @example + import {toArray} from "@daybrush/utils"; + + const arr1 = toArray(document.querySelectorAll(".a")); // Element[] + const arr2 = toArray(document.querySelectorAll(".a")); // HTMLElement[] + */ + + function toArray(value) { + return [].slice.call(value); + } + /** + * Date.now() method + * @memberof CrossBrowser + * @return {number} milliseconds + * @example + import {now} from "@daybrush/utils"; + + console.log(now()); // 12121324241(milliseconds) + */ + + function now() { + return Date.now ? Date.now() : new Date().getTime(); + } + /** + * Returns the index of the first element in the array that satisfies the provided testing function. + * @function + * @memberof CrossBrowser + * @param - The array `findIndex` was called upon. + * @param - A function to execute on each value in the array until the function returns true, indicating that the satisfying element was found. + * @param - Returns defaultIndex if not found by the function. + * @example + import { findIndex } from "@daybrush/utils"; + + findIndex([{a: 1}, {a: 2}, {a: 3}, {a: 4}], ({ a }) => a === 2); // 1 + */ + + function findIndex(arr, callback, defaultIndex) { + if (defaultIndex === void 0) { + defaultIndex = -1; + } + + var length = arr.length; + + for (var i = 0; i < length; ++i) { + if (callback(arr[i], i, arr)) { + return i; + } + } + + return defaultIndex; + } + /** + * Returns the value of the first element in the array that satisfies the provided testing function. + * @function + * @memberof CrossBrowser + * @param - The array `find` was called upon. + * @param - A function to execute on each value in the array, + * @param - Returns defalutValue if not found by the function. + * @example + import { find } from "@daybrush/utils"; + + find([{a: 1}, {a: 2}, {a: 3}, {a: 4}], ({ a }) => a === 2); // {a: 2} + */ + + function find(arr, callback, defalutValue) { + var index = findIndex(arr, callback); + return index > -1 ? arr[index] : defalutValue; + } + /** + * window.requestAnimationFrame() method with cross browser. + * @function + * @memberof CrossBrowser + * @param {FrameRequestCallback} callback - The function to call when it's time to update your animation for the next repaint. + * @return {number} id + * @example + import {requestAnimationFrame} from "@daybrush/utils"; + + requestAnimationFrame((timestamp) => { + console.log(timestamp); + }); + */ + + var requestAnimationFrame = + /*#__PURE__*/ + function () { + var firstTime = now(); + var raf = IS_WINDOW && (window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame); + return raf ? raf.bind(window) : function (callback) { + var currTime = now(); + var id = window.setTimeout(function () { + callback(currTime - firstTime); + }, 1000 / 60); + return id; + }; + }(); + /** + * window.cancelAnimationFrame() method with cross browser. + * @function + * @memberof CrossBrowser + * @param {number} handle - the id obtained through requestAnimationFrame method + * @return {void} + * @example + import { requestAnimationFrame, cancelAnimationFrame } from "@daybrush/utils"; + + const id = requestAnimationFrame((timestamp) => { + console.log(timestamp); + }); + + cancelAnimationFrame(id); + */ + + var cancelAnimationFrame = + /*#__PURE__*/ + function () { + var caf = IS_WINDOW && (window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.msCancelAnimationFrame); + return caf ? caf.bind(window) : function (handle) { + clearTimeout(handle); + }; + }(); + + /** + * @namespace + * @name Color + */ + + /** + * Remove the # from the hex color. + * @memberof Color + * @param {} hex - hex color + * @return {} hex color + * @example + import {cutHex} from "@daybrush/utils"; + + console.log(cutHex("#000000")) // "000000" + */ + + function cutHex(hex) { + return hex.replace("#", ""); + } + /** + * convert hex color to rgb color. + * @memberof Color + * @param {} hex - hex color + * @return {} rgb color + * @example + import {hexToRGBA} from "@daybrush/utils"; + + console.log(hexToRGBA("#00000005")); + // [0, 0, 0, 1] + console.log(hexToRGBA("#201045")); + // [32, 16, 69, 1] + */ + + function hexToRGBA(hex) { + var h = cutHex(hex); + var r = parseInt(h.substring(0, 2), 16); + var g = parseInt(h.substring(2, 4), 16); + var b = parseInt(h.substring(4, 6), 16); + var a = parseInt(h.substring(6, 8), 16) / 255; + + if (isNaN(a)) { + a = 1; + } + + return [r, g, b, a]; + } + /** + * convert 3(or 4)-digit hex color to 6(or 8)-digit hex color. + * @memberof Color + * @param {} hex - 3(or 4)-digit hex color + * @return {} 6(or 8)-digit hex color + * @example + import {toFullHex} from "@daybrush/utils"; + + console.log(toFullHex("#123")); // "#112233" + console.log(toFullHex("#123a")); // "#112233aa" + */ + + function toFullHex(h) { + var r = h.charAt(1); + var g = h.charAt(2); + var b = h.charAt(3); + var a = h.charAt(4); + var arr = ["#", r, r, g, g, b, b, a, a]; + return arr.join(""); + } + /** + * convert hsl color to rgba color. + * @memberof Color + * @param {} hsl - hsl color(hue: 0 ~ 360, saturation: 0 ~ 1, lightness: 0 ~ 1, alpha: 0 ~ 1) + * @return {} rgba color + * @example + import {hslToRGBA} from "@daybrush/utils"; + + console.log(hslToRGBA([150, 0.5, 0.4])); + // [51, 153, 102, 1] + */ + + function hslToRGBA(hsl) { + var h = hsl[0]; + var s = hsl[1]; + var l = hsl[2]; + + if (h < 0) { + h += Math.floor((Math.abs(h) + 360) / 360) * 360; + } + + h %= 360; + var c = (1 - Math.abs(2 * l - 1)) * s; + var x = c * (1 - Math.abs(h / 60 % 2 - 1)); + var m = l - c / 2; + var rgb; + + if (h < 60) { + rgb = [c, x, 0]; + } else if (h < 120) { + rgb = [x, c, 0]; + } else if (h < 180) { + rgb = [0, c, x]; + } else if (h < 240) { + rgb = [0, x, c]; + } else if (h < 300) { + rgb = [x, 0, c]; + } else if (h < 360) { + rgb = [c, 0, x]; + } + + var result = [Math.round((rgb[0] + m) * 255), Math.round((rgb[1] + m) * 255), Math.round((rgb[2] + m) * 255), hsl.length > 3 ? hsl[3] : 1]; + return result; + } + /** + * convert string to rgba color. + * @memberof Color + * @param {} - 3-hex(#000), 4-hex(#0000) 6-hex(#000000), 8-hex(#00000000) or RGB(A), or HSL(A) + * @return {} rgba color + * @example + import {stringToRGBA} from "@daybrush/utils"; + + console.log(stringToRGBA("#000000")); // [0, 0, 0, 1] + console.log(stringToRGBA("rgb(100, 100, 100)")); // [100, 100, 100, 1] + console.log(stringToRGBA("hsl(150, 0.5, 0.4)")); // [51, 153, 102, 1] + */ + + function stringToRGBA(color) { + if (color.charAt(0) === "#") { + if (color.length === 4 || color.length === 5) { + return hexToRGBA(toFullHex(color)); + } else { + return hexToRGBA(color); + } + } else if (color.indexOf("(") !== -1) { + // in bracket. + var _a = splitBracket(color), + prefix = _a.prefix, + value = _a.value; + + if (!prefix || !value) { + return; + } + + var arr = splitComma(value); + var colorArr = []; + var length = arr.length; + + switch (prefix) { + case RGB: + case RGBA: + for (var i = 0; i < length; ++i) { + colorArr[i] = parseFloat(arr[i]); + } + + return colorArr; + + case HSL: + case HSLA: + for (var i = 0; i < length; ++i) { + if (arr[i].indexOf("%") !== -1) { + colorArr[i] = parseFloat(arr[i]) / 100; + } else { + colorArr[i] = parseFloat(arr[i]); + } + } // hsl, hsla to rgba + + + return hslToRGBA(colorArr); + } + } + + return; + } + + /** + * Returns all element descendants of node that + * match selectors. + */ + + /** + * Checks if the specified class value exists in the element's class attribute. + * @memberof DOM + * @param - A DOMString containing one or more selectors to match + * @param - If multi is true, a DOMString containing one or more selectors to match against. + * @example + import {$} from "@daybrush/utils"; + + console.log($("div")); // div element + console.log($("div", true)); // [div, div] elements + */ + + function $(selectors, multi) { + return multi ? doc.querySelectorAll(selectors) : doc.querySelector(selectors); + } + /** + * Checks if the specified class value exists in the element's class attribute. + * @memberof DOM + * @param element - target + * @param className - the class name to search + * @return {boolean} return false if the class is not found. + * @example + import {hasClass} from "@daybrush/utils"; + + console.log(hasClass(element, "start")); // true or false + */ + + function hasClass(element, className) { + if (element.classList) { + return element.classList.contains(className); + } + + return !!element.className.match(new RegExp("(\\s|^)" + className + "(\\s|$)")); + } + /** + * Add the specified class value. If these classe already exist in the element's class attribute they are ignored. + * @memberof DOM + * @param element - target + * @param className - the class name to add + * @example + import {addClass} from "@daybrush/utils"; + + addClass(element, "start"); + */ + + function addClass(element, className) { + if (element.classList) { + element.classList.add(className); + } else { + element.className += " " + className; + } + } + /** + * Removes the specified class value. + * @memberof DOM + * @param element - target + * @param className - the class name to remove + * @example + import {removeClass} from "@daybrush/utils"; + + removeClass(element, "start"); + */ + + function removeClass(element, className) { + if (element.classList) { + element.classList.remove(className); + } else { + var reg = new RegExp("(\\s|^)" + className + "(\\s|$)"); + element.className = element.className.replace(reg, " "); + } + } + /** + * Gets the CSS properties from the element. + * @memberof DOM + * @param elements - elements + * @param properites - the CSS properties + * @return returns CSS properties and values. + * @example + import {fromCSS} from "@daybrush/utils"; + + console.log(fromCSS(element, ["left", "opacity", "top"])); // {"left": "10px", "opacity": 1, "top": "10px"} + */ + + function fromCSS(elements, properties) { + if (!elements || !properties || !properties.length) { + return {}; + } + + var element; + + if (elements instanceof Element) { + element = elements; + } else if (elements.length) { + element = elements[0]; + } else { + return {}; + } + + var cssObject = {}; + var styles = window.getComputedStyle(element); + var length = properties.length; + + for (var i = 0; i < length; ++i) { + cssObject[properties[i]] = styles[properties[i]]; + } + + return cssObject; + } + /** + * Sets up a function that will be called whenever the specified event is delivered to the target + * @memberof DOM + * @param - event target + * @param - A case-sensitive string representing the event type to listen for. + * @param - The object which receives a notification (an object that implements the Event interface) when an event of the specified type occurs + * @param - An options object that specifies characteristics about the event listener. The available options are: + * @example + import {addEvent} from "@daybrush/utils"; + + addEvent(el, "click", e => { + console.log(e); + }); + */ + + function addEvent(el, type, listener, options) { + el.addEventListener(type, listener, options); + } + /** + * removes from the EventTarget an event listener previously registered with EventTarget.addEventListener() + * @memberof DOM + * @param - event target + * @param - A case-sensitive string representing the event type to listen for. + * @param - The EventListener function of the event handler to remove from the event target. + * @example + import {addEvent, removeEvent} from "@daybrush/utils"; + const listener = e => { + console.log(e); + }; + addEvent(el, "click", listener); + removeEvent(el, "click", listener); + */ + + function removeEvent(el, type, listener) { + el.removeEventListener(type, listener); + } + + /** + * attach and trigger event handlers. + */ + + var EventTrigger = + /*#__PURE__*/ + function () { + /** + * @example + const et = new Scene.EventTrigger(); + const scene = new Scene(); + scene.on("call", e => { + console.log(e.param); + }); + et.on("call", e => { + console.log(e.param); + }); + scene.trigger("call", {param: 1}); + et.trigger("call", {param: 1}); + */ + function EventTrigger() { + this.events = {}; + } + + var __proto = EventTrigger.prototype; + + __proto._on = function (name, callback, once) { + var _this = this; + + var events = this.events; + + if (isObject(name)) { + for (var n in name) { + this._on(n, name[n], once); + } + + return; + } + + if (!(name in events)) { + events[name] = []; + } + + if (!callback) { + return; + } + + if (isArray(callback)) { + callback.forEach(function (func) { + return _this._on(name, func, once); + }); + return; + } + + events[name].push(once ? function callback2() { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + callback.apply(void 0, args); + this.off(name, callback2); + } : callback); + }; + /** + * Attach an event handler function for one or more events to target + * @param - event's name + * @param - function to execute when the event is triggered. + * @return {EventTrigger} An Instance itself. + * @example + target.on("animate", function() { + console.log("animate"); + }); + target.trigger("animate"); + */ + + + __proto.on = function (name, callback) { + this._on(name, callback); + + return this; + }; + /** + * Dettach an event handler function for one or more events to target + * @param - event's name + * @param - function to execute when the event is triggered. + * @return {EventTrigger} An Instance itself. + * @example + const callback = function() { + console.log("animate"); + }; + target.on("animate", callback); + target.off("animate", callback); + target.off("animate"); + */ + + + __proto.off = function (name, callback) { + if (!name) { + this.events = {}; + } else if (!callback) { + this.events[name] = []; + } else { + var callbacks = this.events[name]; + + if (!callbacks) { + return this; + } + + var index = callbacks.indexOf(callback); + + if (index !== -1) { + callbacks.splice(index, 1); + } + } + + return this; + }; + /** + * execute event handler + * @param - event's name + * @param - event handler's additional parameter + * @return {EventTrigger} An Instance itself. + * @example + target.on("animate", function(a1, a2) { + console.log("animate", a1, a2); + }); + target.trigger("animate", [1, 2]); // log => "animate", 1, 2 + */ + + + __proto.trigger = function (name) { + var _this = this; + + var data = []; + + for (var _i = 1; _i < arguments.length; _i++) { + data[_i - 1] = arguments[_i]; + } + + var events = this.events; + + if (!(name in events)) { + return this; + } + + var args = data || []; + !args[0] && (args[0] = {}); + var event = events[name]; + var target = args[0]; + target.type = name; + target.currentTarget = this; + !target.target && (target.target = this); + toArray(events[name]).forEach(function (callback) { + callback.apply(_this, data); + }); + return this; + }; + + __proto.once = function (name, callback) { + this._on(name, callback, true); + + return this; + }; + + return EventTrigger; + }(); + + /** + * Make string, array to PropertyObject for the dot product + */ + + var PropertyObject = + /*#__PURE__*/ + function () { + /** + * @param - This value is in the array format. + * @param - options + * @example + var obj = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + */ + function PropertyObject(value, options) { + this.prefix = ""; + this.suffix = ""; + this.model = ""; + this.type = ""; + this.separator = ","; + options && this.setOptions(options); + this.value = isString(value) ? value.split(this.separator) : value; + } + + var __proto = PropertyObject.prototype; + + __proto.setOptions = function (newOptions) { + for (var name in newOptions) { + this[name] = newOptions[name]; + } + + return this; + }; + /** + * the number of values. + * @example + const obj1 = new PropertyObject("1,2,3", ","); + console.log(obj1.length); + // 3 + */ + + + __proto.size = function () { + return this.value.length; + }; + /** + * retrieve one of values at the index + * @param {Number} index - index + * @return {Object} one of values at the index + * @example + const obj1 = new PropertyObject("1,2,3", ","); + console.log(obj1.get(0)); + // 1 + */ + + + __proto.get = function (index) { + return this.value[index]; + }; + /** + * Set the value at that index + * @param {Number} index - index + * @param {Object} value - text, a number, object to set + * @return {PropertyObject} An instance itself + * @example + const obj1 = new PropertyObject("1,2,3", ","); + obj1.set(0, 2); + console.log(obj1.toValue()); + // 2,2,3 + */ + + + __proto.set = function (index, value) { + this.value[index] = value; + return this; + }; + /** + * create a copy of an instance itself. + * @return {PropertyObject} clone + * @example + const obj1 = new PropertyObject("1,2,3", ","); + const obj2 = obj1.clone(); + */ + + + __proto.clone = function () { + var _a = this, + separator = _a.separator, + prefix = _a.prefix, + suffix = _a.suffix, + model = _a.model, + type = _a.type; + + var arr = this.value.map(function (v) { + return v instanceof PropertyObject ? v.clone() : v; + }); + return new PropertyObject(arr, { + separator: separator, + prefix: prefix, + suffix: suffix, + model: model, + type: type + }); + }; + /** + * Make Property Object to String + * @return {String} Make Property Object to String + * @example + //rgba(100, 100, 100, 0.5) + const obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")", + }); + console.log(obj4.toValue()); + // "rgba(100,100,100,0.5)" + */ + + + __proto.toValue = function () { + return this.prefix + this.join() + this.suffix; + }; + /** + * Make Property Object's array to String + * @return {String} Join the elements of an array into a string + * @example + //rgba(100, 100, 100, 0.5) + var obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + obj4.join(); // => "100,100,100,0.5" + */ + + + __proto.join = function () { + return this.value.map(function (v) { + return v instanceof PropertyObject ? v.toValue() : v; + }).join(this.separator); + }; + /** + * executes a provided function once per array element. + * @param {Function} callback - Function to execute for each element, taking three arguments + * @param {All} [callback.currentValue] The current element being processed in the array. + * @param {Number} [callback.index] The index of the current element being processed in the array. + * @param {Array} [callback.array] the array. + * @return {PropertyObject} An instance itself + * @see {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach|MDN Array.forEach()} reference to MDN document. + * @example + //rgba(100, 100, 100, 0.5) + var obj4 = new PropertyObject([100,100,100,0.5], { + "separator" : ",", + "prefix" : "rgba(", + "suffix" : ")" + }); + obj4.forEach(t => { + console.log(t); + }); // => "100,100,100,0.5" + */ + + + __proto.forEach = function (func) { + this.value.forEach(func); + return this; + }; + + return PropertyObject; + }(); + + function isPropertyObject(value) { + return value instanceof PropertyObject; + } + function setAlias(name, alias) { + ALIAS[name] = alias; + } + function setRole(names, isProperty, isFixedProperty) { + var length = names.length; + var roles = ROLES; + var fixed = FIXED; + + for (var i = 0; i < length - 1; ++i) { + !roles[names[i]] && (roles[names[i]] = {}); + roles = roles[names[i]]; + + if (isFixedProperty) { + !fixed[names[i]] && (fixed[names[i]] = {}); + fixed = fixed[names[i]]; + } + } + + isFixedProperty && (fixed[names[length - 1]] = true); + roles[names[length - 1]] = isProperty ? true : {}; + } + function getType(value) { + var type = typeof value; + + if (type === OBJECT) { + if (isArray(value)) { + return ARRAY; + } else if (isPropertyObject(value)) { + return PROPERTY; + } + } else if (type === STRING || type === NUMBER) { + return "value"; + } + + return type; + } + function isPureObject(obj) { + return isObject(obj) && obj.constructor === Object; + } + function getNames(names, stack) { + var arr = []; + + if (isPureObject(names)) { + for (var name in names) { + stack.push(name); + arr = arr.concat(getNames(names[name], stack)); + stack.pop(); + } + } else { + arr.push(stack.slice()); + } + + return arr; + } + function updateFrame(names, properties) { + for (var name in properties) { + var value = properties[name]; + + if (!isPureObject(value)) { + names[name] = true; + continue; + } + + if (!isObject(names[name])) { + names[name] = {}; + } + + updateFrame(names[name], properties[name]); + } + + return names; + } + function toFixed(num) { + return Math.round(num * MAXIMUM) / MAXIMUM; + } + function getValueByNames(names, properties, length) { + if (length === void 0) { + length = names.length; + } + + var value = properties; + + for (var i = 0; i < length; ++i) { + if (!isObject(value)) { + return undefined; + } + + value = value[names[i]]; + } + + return value; + } + function isInProperties(roles, args, isCheckTrue) { + var length = args.length; + var role = roles; + + if (length === 0) { + return false; + } + + for (var i = 0; i < length; ++i) { + if (role === true) { + return false; + } + + role = role[args[i]]; + + if (!role || !isCheckTrue && role === true) { + return false; + } + } + + return true; + } + function isRole(args, isCheckTrue) { + return isInProperties(ROLES, args, isCheckTrue); + } + function isFixed(args) { + return isInProperties(FIXED, args, true); + } + function setPlayCSS(item, isActivate) { + item.state[PLAY_CSS] = isActivate; + } + function isPausedCSS(item) { + return item.state[PLAY_CSS] && item.isPaused(); + } + function isEndedCSS(item) { + return !item.isEnded() && item.state[PLAY_CSS]; + } + function exportCSS(id, css) { + var styleId = PREFIX + "STYLE_" + toId(id); + var styleElement = $("#" + styleId); + + if (styleElement) { + styleElement.innerText = css; + } else { + doc.body.insertAdjacentHTML("beforeend", ""); + } + } + function makeId(selector) { + for (;;) { + var id = "" + Math.floor(Math.random() * 10000000); + + if (!IS_WINDOW || !selector) { + return id; + } + + var checkElement = $("[data-scene-id=\"" + id + "\"]"); + + if (!checkElement) { + return id; + } + } + } + function getRealId(item) { + return item.getId() || item.setId(makeId(false)).getId(); + } + function toId(text) { + return ("" + text).match(/[0-9a-zA-Z]+/g).join(""); + } + function playCSS(item, isExportCSS, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + if (!ANIMATION || item.getPlayState() === RUNNING) { + return; + } + + var className = playClassName || START_ANIMATION; + + if (isPausedCSS(item)) { + item.addPlayClass(true, className, properties); + } else { + if (item.isEnded()) { + item.setTime(0); + } + + isExportCSS && item.exportCSS({ + className: className + }); + var el = item.addPlayClass(false, className, properties); + + if (!el) { + return; + } + + addAnimationEvent(item, el); + setPlayCSS(item, true); + } + + item.setPlayState(RUNNING); + } + function addAnimationEvent(item, el) { + var state = item.state; + var duration = item.getDuration(); + var isZeroDuration = !duration || !isFinite(duration); + + var animationend = function () { + setPlayCSS(item, false); + item.finish(); + }; + + var animationstart = function () { + item.trigger(PLAY); + }; + + item.once(ENDED, function () { + removeEvent(el, "animationcancel", animationend); + removeEvent(el, "animationend", animationend); + removeEvent(el, "animationiteration", animationiteration); + removeEvent(el, "animationstart", animationstart); + }); + + var animationiteration = function (_a) { + var elapsedTime = _a.elapsedTime; + var currentTime = elapsedTime; + var iterationCount = isZeroDuration ? 0 : currentTime / duration; + state[CURRENT_TIME] = currentTime; + item.setIteration(iterationCount); + }; + + addEvent(el, "animationcancel", animationend); + addEvent(el, "animationend", animationend); + addEvent(el, "animationiteration", animationiteration); + addEvent(el, "animationstart", animationstart); + } + + /** + * @namespace + * @name Property + */ + function splitStyle(str) { + var properties = str.split(";"); + var obj = {}; + var length = properties.length; + + for (var i = 0; i < length; ++i) { + var matches = /([^:]*):([\S\s]*)/g.exec(properties[i]); + + if (!matches || matches.length < 3 || !matches[1]) { + --length; + continue; + } + + obj[matches[1].trim()] = toPropertyObject(matches[2].trim()); + } + + return { + styles: obj, + length: length + }; + } + /** + * convert array to PropertyObject[type=color]. + * default model "rgba" + * @memberof Property + * @function arrayToColorObject + * @param {Array|PropertyObject} value ex) [0, 0, 0, 1] + * @return {PropertyObject} PropertyObject[type=color] + * @example + arrayToColorObject([0, 0, 0]) + // => PropertyObject(type="color", model="rgba", value=[0, 0, 0, 1], separator=",") + */ + + function arrayToColorObject(arr) { + var model = RGBA; + + if (arr.length === 3) { + arr[3] = 1; + } + + return new PropertyObject(arr, { + model: model, + separator: ",", + type: "color", + prefix: model + "(", + suffix: ")" + }); + } + /** + * convert text with parentheses to object. + * @memberof Property + * @function stringToBracketObject + * @param {String} value ex) "rgba(0,0,0,1)" + * @return {PropertyObject} PropertyObject + * @example + stringToBracketObject("abcde(0, 0, 0,1)") + // => PropertyObject(model="abcde", value=[0, 0, 0,1], separator=",") + */ + + function stringToBracketObject(text) { + // [prefix, value, other] + var _a = splitBracket(text), + model = _a.prefix, + value = _a.value, + afterModel = _a.suffix; + + if (typeof value === "undefined") { + return text; + } + + if (COLOR_MODELS.indexOf(model) !== -1) { + return arrayToColorObject(stringToRGBA(text)); + } // divide comma(,) + + + var obj = toPropertyObject(value); + var arr = [value]; + var separator = ","; + var prefix = model + "("; + var suffix = ")" + afterModel; + + if (obj instanceof PropertyObject) { + separator = obj.separator; + arr = obj.value; + prefix += obj.prefix; + suffix = obj.suffix + suffix; + } + + return new PropertyObject(arr, { + separator: separator, + model: model, + prefix: prefix, + suffix: suffix + }); + } + function arrayToPropertyObject(arr, separator) { + return new PropertyObject(arr, { + type: "array", + separator: separator + }); + } + /** + * convert text with parentheses to PropertyObject[type=color]. + * If the values are not RGBA model, change them RGBA mdoel. + * @memberof Property + * @function stringToColorObject + * @param {String|PropertyObject} value ex) "rgba(0,0,0,1)" + * @return {PropertyObject} PropertyObject[type=color] + * @example + stringToColorObject("rgba(0, 0, 0,1)") + // => PropertyObject(type="color", model="rgba", value=[0, 0, 0,1], separator=",") + */ + + function stringToColorObject(value) { + var result = stringToRGBA(value); + return result ? arrayToColorObject(result) : value; + } + function toPropertyObject(value) { + if (!isString(value)) { + if (isArray(value)) { + return arrayToPropertyObject(value, ","); + } + + return value; + } + + var values = splitComma(value); + + if (values.length > 1) { + return arrayToPropertyObject(values.map(function (v) { + return toPropertyObject(v); + }), ","); + } + + values = splitSpace(value); + + if (values.length > 1) { + return arrayToPropertyObject(values.map(function (v) { + return toPropertyObject(v); + }), " "); + } + + values = /^(['"])([^'"]*)(['"])$/g.exec(value); + + if (values && values[1] === values[3]) { + // Quotes + return new PropertyObject([toPropertyObject(values[2])], { + prefix: values[1], + suffix: values[1] + }); + } else if (value.indexOf("(") !== -1) { + // color + return stringToBracketObject(value); + } else if (value.charAt(0) === "#") { + return stringToColorObject(value); + } + + return value; + } + function toObject(object, result) { + if (result === void 0) { + result = {}; + } + + var model = object.model; + + if (model) { + object.setOptions({ + model: "", + suffix: "", + prefix: "" + }); + var value = object.size() > 1 ? object : object.get(0); + result[model] = value; + } else { + object.forEach(function (obj) { + toObject(obj, result); + }); + } + + return result; + } + + function GetterSetter(getter, setter, parent) { + return function (constructor) { + var prototype = constructor.prototype; + getter.forEach(function (name) { + prototype[camelize("get " + name)] = function () { + return this[parent][name]; + }; + }); + setter.forEach(function (name) { + prototype[camelize("set " + name)] = function (value) { + this[parent][name] = value; + return this; + }; + }); + }; + } + + function isDirectionReverse(iteration, iteraiontCount, direction) { + if (direction === REVERSE) { + return true; + } else if (iteraiontCount !== INFINITE && iteration === iteraiontCount && iteraiontCount % 1 === 0) { + return direction === (iteration % 2 >= 1 ? ALTERNATE_REVERSE : ALTERNATE); + } + + return direction === (iteration % 2 >= 1 ? ALTERNATE : ALTERNATE_REVERSE); + } + /** + * @typedef {Object} AnimatorState The Animator options. Properties used in css animation. + * @property {number} [duration] The duration property defines how long an animation should take to complete one cycle. + * @property {"none"|"forwards"|"backwards"|"both"} [fillMode] The fillMode property specifies a style for the element when the animation is not playing (before it starts, after it ends, or both). + * @property {"infinite"|number} [iterationCount] The iterationCount property specifies the number of times an animation should be played. + * @property {array|function} [easing] The easing(timing-function) specifies the speed curve of an animation. + * @property {number} [delay] The delay property specifies a delay for the start of an animation. + * @property {"normal"|"reverse"|"alternate"|"alternate-reverse"} [direction] The direction property defines whether an animation should be played forwards, backwards or in alternate cycles. + */ + + var setters = ["id", ITERATION_COUNT, DELAY, FILL_MODE, DIRECTION, PLAY_SPEED, DURATION, PLAY_SPEED, ITERATION_TIME, PLAY_STATE]; + var getters = setters.concat([EASING, EASING_NAME]); + /** + * play video, animation, the others + * @extends EventTrigger + * @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation} + */ + + var Animator = + /*#__PURE__*/ + function (_super) { + __extends(Animator, _super); + /** + * @param - animator's options + * @example + const animator = new Animator({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.easing.EASE, + }); + */ + + + function Animator(options) { + var _this = _super.call(this) || this; + + _this.timerId = 0; + _this.state = { + id: "", + easing: 0, + easingName: "linear", + iterationCount: 1, + delay: 0, + fillMode: "forwards", + direction: NORMAL, + playSpeed: 1, + currentTime: 0, + iterationTime: -1, + iteration: 0, + tickTime: 0, + prevTime: 0, + playState: PAUSED, + duration: 0 + }; + + _this.setOptions(options); + + return _this; + } + /** + * set animator's easing. + * @param curverArray - The speed curve of an animation. + * @return {Animator} An instance itself. + * @example + animator.({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.easing.EASE, + }); + */ + + + var __proto = Animator.prototype; + + __proto.setEasing = function (curveArray) { + var easing; + + if (isString(curveArray)) { + if (curveArray in EASINGS) { + easing = EASINGS[curveArray]; + } else { + var obj = toPropertyObject(curveArray); + + if (isString(obj)) { + return this; + } else { + if (obj.model === "cubic-bezier") { + curveArray = obj.value.map(function (v) { + return parseFloat(v); + }); + easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]); + } else if (obj.model === "steps") { + easing = steps(parseFloat(obj.value[0]), obj.value[1]); + } else { + return this; + } + } + } + } else if (isArray(curveArray)) { + easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]); + } else { + easing = curveArray; + } + + var easingName = easing[EASING_NAME] || "linear"; + var state = this.state; + state[EASING] = easing; + state[EASING_NAME] = easingName; + return this; + }; + /** + * set animator's options. + * @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation} + * @param - animator's options + * @return {Animator} An instance itself. + * @example + animator.({ + delay: 2, + diretion: "alternate", + duration: 2, + fillMode: "forwards", + iterationCount: 3, + easing: Scene.eaasing.EASE, + }); + */ + + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + for (var name in options) { + var value = options[name]; + + if (name === EASING) { + this.setEasing(value); + continue; + } else if (name === DURATION) { + value && this.setDuration(value); + continue; + } + + if (OPTIONS.indexOf(name) > -1) { + this.state[name] = value; + } + } + + return this; + }; + /** + * Get the animator's total duration including delay + * @return {number} Total duration + * @example + animator.getTotalDuration(); + */ + + + __proto.getTotalDuration = function () { + return this.getActiveDuration(true); + }; + /** + * Get the animator's total duration excluding delay + * @return {number} Total duration excluding delay + * @example + animator.getActiveDuration(); + */ + + + __proto.getActiveDuration = function (delay) { + var state = this.state; + var count = state[ITERATION_COUNT]; + + if (count === INFINITE) { + return Infinity; + } + + return (delay ? state[DELAY] : 0) + this.getDuration() * count; + }; + /** + * Check if the animator has reached the end. + * @return {boolean} ended + * @example + animator.isEnded(); // true or false + */ + + + __proto.isEnded = function () { + if (this.state[TICK_TIME] === 0 && this.state[PLAY_STATE] === PAUSED) { + return true; + } else if (this.getTime() < this.getActiveDuration()) { + return false; + } + + return true; + }; + /** + *Check if the animator is paused: + * @return {boolean} paused + * @example + animator.isPaused(); // true or false + */ + + + __proto.isPaused = function () { + return this.state[PLAY_STATE] === PAUSED; + }; + + __proto.start = function (delay) { + if (delay === void 0) { + delay = this.state[DELAY]; + } + + var state = this.state; + state[PLAY_STATE] = RUNNING; + + if (state[TICK_TIME] >= delay) { + /** + * This event is fired when play animator. + * @event Animator#play + */ + this.trigger(PLAY); + return true; + } + + return false; + }; + /** + * play animator + * @return {Animator} An instance itself. + */ + + + __proto.play = function (toTime) { + var _this = this; + + var state = this.state; + var delay = state[DELAY]; + var currentTime = this.getTime(); + state[PLAY_STATE] = RUNNING; + + if (this.isEnded() && (currentTime === 0 || currentTime >= this.getActiveDuration())) { + this.setTime(-delay, true); + } + + state[TICK_TIME] = this.getTime(); + this.timerId = requestAnimationFrame(function (time) { + state[PREV_TIME] = time; + + _this.tick(time, toTime); + }); + this.start(); + return this; + }; + /** + * pause animator + * @return {Animator} An instance itself. + */ + + + __proto.pause = function () { + var state = this.state; + + if (state[PLAY_STATE] !== PAUSED) { + state[PLAY_STATE] = PAUSED; + /** + * This event is fired when animator is paused. + * @event Animator#paused + */ + + this.trigger(PAUSED); + } + + cancelAnimationFrame(this.timerId); + return this; + }; + /** + * end animator + * @return {Animator} An instance itself. + */ + + + __proto.finish = function () { + this.setTime(0); + this.state[TICK_TIME] = 0; + this.end(); + return this; + }; + /** + * end animator + * @return {Animator} An instance itself. + */ + + + __proto.end = function () { + this.pause(); + /** + * This event is fired when animator is ended. + * @event Animator#ended + */ + + this.trigger(ENDED); + return this; + }; + /** + * set currentTime + * @param {Number|String} time - currentTime + * @return {Animator} An instance itself. + * @example + animator.setTime("from"); // 0 + animator.setTime("to"); // 100% + animator.setTime("50%"); + animator.setTime(10); + animator.getTime() // 10 + */ + + + __proto.setTime = function (time, isTick, isParent) { + var activeDuration = this.getActiveDuration(); + var state = this.state; + var prevTime = state[TICK_TIME]; + var delay = state[DELAY]; + var currentTime = isTick ? time : this.getUnitTime(time); + state[TICK_TIME] = delay + currentTime; + + if (currentTime < 0) { + currentTime = 0; + } else if (currentTime > activeDuration) { + currentTime = activeDuration; + } + + state[CURRENT_TIME] = currentTime; + this.calculate(); + + if (isTick && !isParent) { + var tickTime = state[TICK_TIME]; + + if (prevTime < delay && time >= 0) { + this.start(0); + } + + if (tickTime < prevTime || this.isEnded()) { + this.end(); + return; + } + } + + if (this.isDelay()) { + return this; + } + /** + * This event is fired when the animator updates the time. + * @event Animator#timeupdate + * @param {Object} param The object of data to be sent to an event. + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.time The iteration time during duration that the animator is running. + * @param {Number} param.iterationCount The iteration count that the animator is running. + */ + + + this.trigger(TIMEUPDATE, { + currentTime: currentTime, + time: this.getIterationTime(), + iterationCount: state[ITERATION] + }); + return this; + }; + /** + * Get the animator's current time + * @return {number} current time + * @example + animator.getTime(); + */ + + + __proto.getTime = function () { + return this.state[CURRENT_TIME]; + }; + + __proto.getUnitTime = function (time) { + if (isString(time)) { + var duration = this.getDuration() || 100; + + if (time === "from") { + return 0; + } else if (time === "to") { + return duration; + } + + var _a = splitUnit(time), + unit = _a.unit, + value = _a.value; + + if (unit === "%") { + !this.getDuration() && this.setDuration(duration); + return toFixed(parseFloat(time) / 100 * duration); + } else if (unit === ">") { + return value + THRESHOLD; + } else { + return value; + } + } else { + return toFixed(time); + } + }; + /** + * Check if the current state of animator is delayed. + * @return {boolean} check delay state + */ + + + __proto.isDelay = function () { + var state = this.state; + var delay = state[DELAY]; + var tickTime = state[TICK_TIME]; + return delay > 0 && tickTime < delay; + }; + + __proto.setIteration = function (iterationCount) { + var state = this.state; + var passIterationCount = Math.floor(iterationCount); + var maxIterationCount = state[ITERATION_COUNT] === INFINITE ? Infinity : state[ITERATION_COUNT]; + + if (state[ITERATION] < passIterationCount && passIterationCount < maxIterationCount) { + /** + * The event is fired when an iteration of an animation ends. + * @event Animator#iteration + * @param {Object} param The object of data to be sent to an event. + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.iterationCount The iteration count that the animator is running. + */ + this.trigger("iteration", { + currentTime: state[CURRENT_TIME], + iterationCount: passIterationCount + }); + } + + state[ITERATION] = iterationCount; + return this; + }; + + __proto.calculate = function () { + var state = this.state; + var iterationCount = state[ITERATION_COUNT]; + var fillMode = state[FILL_MODE]; + var direction = state[DIRECTION]; + var duration = this.getDuration(); + var time = this.getTime(); + var iteration = duration === 0 ? 0 : time / duration; + var currentIterationTime = duration ? time % duration : 0; + + if (!duration) { + this.setIterationTime(0); + return this; + } + + this.setIteration(iteration); // direction : normal, reverse, alternate, alternate-reverse + // fillMode : forwards, backwards, both, none + + var isReverse = isDirectionReverse(iteration, iterationCount, direction); + var isFiniteDuration = isFinite(duration); + + if (isFiniteDuration && isReverse) { + currentIterationTime = duration - currentIterationTime; + } + + if (isFiniteDuration && iterationCount !== INFINITE) { + var isForwards = fillMode === "both" || fillMode === "forwards"; // fill forwards + + if (iteration >= iterationCount) { + currentIterationTime = duration * (isForwards ? iterationCount % 1 || 1 : 0); + isReverse && (currentIterationTime = duration - currentIterationTime); + } + } + + this.setIterationTime(currentIterationTime); + return this; + }; + + __proto.tick = function (now, to) { + var _this = this; + + if (this.isPaused()) { + return; + } + + var state = this.state; + var playSpeed = state[PLAY_SPEED]; + var prevTime = state[PREV_TIME]; + var delay = state[DELAY]; + var tickTime = state[TICK_TIME]; + var currentTime = tickTime + Math.min(1000, now - prevTime) / 1000 * playSpeed; + state[PREV_TIME] = now; + this.setTime(currentTime - delay, true); + + if (to && to * 1000 < now) { + this.pause(); + } + + if (state[PLAY_STATE] === PAUSED) { + return; + } + + this.timerId = requestAnimationFrame(function (time) { + _this.tick(time, to); + }); + }; + + Animator = __decorate([GetterSetter(getters, setters, "state")], Animator); + return Animator; + }(EventTrigger); + + function toInnerProperties(obj) { + if (!obj) { + return ""; + } + + var arrObj = []; + + for (var name in obj) { + arrObj.push(name.replace(/\d$/g, "") + "(" + obj[name] + ")"); + } + + return arrObj.join(" "); + } + /* eslint-disable */ + + + function clone(target, toValue) { + if (toValue === void 0) { + toValue = false; + } + + return merge({}, target, toValue); + } + + function merge(to, from, toValue) { + if (toValue === void 0) { + toValue = false; + } + + for (var name in from) { + var value = from[name]; + var type = getType(value); + + if (type === PROPERTY) { + to[name] = toValue ? value.toValue() : value.clone(); + } else if (type === FUNCTION) { + to[name] = toValue ? getValue([name], value) : value; + } else if (type === ARRAY) { + to[name] = value.slice(); + } else if (type === OBJECT) { + if (isObject(to[name]) && !isPropertyObject(to[name])) { + merge(to[name], value, toValue); + } else { + to[name] = clone(value, toValue); + } + } else { + to[name] = from[name]; + } + } + + return to; + } + /* eslint-enable */ + + + function getPropertyName(args) { + return args[0] in ALIAS ? ALIAS[args[0]] : args; + } + + function getValue(names, value) { + var type = getType(value); + + if (type === PROPERTY) { + return value.toValue(); + } else if (type === FUNCTION) { + if (names[0] !== TIMING_FUNCTION) { + return getValue(names, value()); + } + } else if (type === OBJECT) { + return clone(value, true); + } + + return value; + } + /** + * Animation's Frame + */ + + + var Frame = + /*#__PURE__*/ + function () { + /** + * @param - properties + * @example + const frame = new Scene.Frame({ + display: "none" + transform: { + translate: "50px", + scale: "5, 5", + } + }); + */ + function Frame(properties) { + if (properties === void 0) { + properties = {}; + } + + this.properties = {}; + this.set(properties); + } + /** + * get property value + * @param {...Number|String|PropertyObject} args - property name or value + * @example + frame.get("display") // => "none", "block", .... + frame.get("transform", "translate") // => "10px,10px" + */ + + + var __proto = Frame.prototype; + + __proto.get = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var value = this.raw.apply(this, args); + return getValue(getPropertyName(args), value); + }; + + __proto.raw = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + return getValueByNames(getPropertyName(args), this.properties); + }; + /** + * remove property value + * @param {...String} args - property name + * @return {Frame} An instance itself + * @example + frame.remove("display") + */ + + + __proto.remove = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var params = getPropertyName(args); + var length = params.length; + + if (!length) { + return this; + } + + var value = getValueByNames(params, this.properties, length - 1); + + if (isObject(value)) { + delete value[params[length - 1]]; + } + + return this; + }; + /** + * set property + * @param {...Number|String|PropertyObject} args - property names or values + * @return {Frame} An instance itself + * @example + // one parameter + frame.set({ + display: "none", + transform: { + translate: "10px, 10px", + scale: "1", + }, + filter: { + brightness: "50%", + grayscale: "100%" + } + }); + // two parameters + frame.set("transform", { + translate: "10px, 10px", + scale: "1", + }); + // three parameters + frame.set("transform", "translate", "50px"); + */ + + + __proto.set = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var self = this; + var length = args.length; + var params = args.slice(0, -1); + var value = args[length - 1]; + + if (params[0] in ALIAS) { + self._set(ALIAS[params[0]], value); + } else if (length === 2 && isArray(params[0])) { + self._set(params[0], value); + } else if (isArray(value)) { + self._set(params, value); + } else if (isPropertyObject(value)) { + if (isRole(params)) { + self.set.apply(self, params.concat([toObject(value)])); + } else { + self._set(params, value); + } + } else if (isObject(value)) { + for (var name in value) { + self.set.apply(self, params.concat([name, value[name]])); + } + } else if (isString(value)) { + if (isRole(params, true)) { + if (isFixed(params) || !isRole(params)) { + this._set(params, value); + } else { + var obj = toPropertyObject(value); + + if (isObject(obj)) { + self.set.apply(self, params.concat([obj])); + } + } + + return this; + } else { + var _a = splitStyle(value), + styles = _a.styles, + stylesLength = _a.length; + + for (var name in styles) { + self.set.apply(self, params.concat([name, styles[name]])); + } + + if (stylesLength) { + return this; + } + } + + self._set(params, value); + } else { + self._set(params, value); + } + + return self; + }; + /** + * Gets the names of properties. + * @return the names of properties. + * @example + // one parameter + frame.set({ + display: "none", + transform: { + translate: "10px, 10px", + scale: "1", + }, + }); + // [["display"], ["transform", "translate"], ["transform", "scale"]] + console.log(frame.getNames()); + */ + + + __proto.getNames = function () { + return getNames(this.properties, []); + }; + /** + * check that has property. + * @param {...String} args - property name + * @example + frame.has("property", "display") // => true or false + */ + + + __proto.has = function () { + var args = []; + + for (var _i = 0; _i < arguments.length; _i++) { + args[_i] = arguments[_i]; + } + + var params = getPropertyName(args); + var length = params.length; + + if (!length) { + return false; + } + + return !isUndefined(getValueByNames(params, this.properties, length)); + }; + /** + * clone frame. + * @return {Frame} An instance of clone + * @example + frame.clone(); + */ + + + __proto.clone = function () { + var frame = new Frame(); + return frame.merge(this); + }; + /** + * merge one frame to other frame. + * @param - target frame. + * @return {Frame} An instance itself + * @example + frame.merge(frame2); + */ + + + __proto.merge = function (frame) { + var properties = this.properties; + var frameProperties = frame.properties; + + if (!frameProperties) { + return this; + } + + merge(properties, frameProperties); + return this; + }; + /** + * Specifies an css object that coverted the frame. + * @return {object} cssObject + */ + + + __proto.toCSSObject = function () { + var properties = this.get(); + var cssObject = {}; + + for (var name in properties) { + if (isRole([name], true)) { + continue; + } + + var value = properties[name]; + + if (name === TIMING_FUNCTION) { + cssObject[TIMING_FUNCTION.replace("animation", ANIMATION)] = (isString(value) ? value : value[EASING_NAME]) || "initial"; + continue; + } + + cssObject[name] = value; + } + + var transform = toInnerProperties(properties[TRANSFORM_NAME]); + var filter = toInnerProperties(properties.filter); + TRANSFORM && transform && (cssObject[TRANSFORM] = transform); + FILTER && filter && (cssObject[FILTER] = filter); + return cssObject; + }; + /** + * Specifies an css text that coverted the frame. + * @return {string} cssText + */ + + + __proto.toCSS = function () { + var cssObject = this.toCSSObject(); + var cssArray = []; + + for (var name in cssObject) { + cssArray.push(name + ":" + cssObject[name] + ";"); + } + + return cssArray.join(""); + }; + + __proto._set = function (args, value) { + var properties = this.properties; + var length = args.length; + + for (var i = 0; i < length - 1; ++i) { + var name = args[i]; + !(name in properties) && (properties[name] = {}); + properties = properties[name]; + } + + if (!length) { + return; + } + + properties[args[length - 1]] = isString(value) ? toPropertyObject(value) : value; + }; + + return Frame; + }(); + + function dotArray(a1, a2, b1, b2) { + var length = a2.length; + return a1.map(function (v1, i) { + if (i >= length) { + return v1; + } else { + return dot$1(v1, a2[i], b1, b2); + } + }); + } + + function dotColor(color1, color2, b1, b2) { + // convert array to PropertyObject(type=color) + var value1 = color1.value; + var value2 = color2.value; // If the model name is not same, the inner product is impossible. + + var model1 = color1.model; + var model2 = color2.model; + + if (model1 !== model2) { + // It is recognized as a string. + return dot$1(color1.toValue(), color2.toValue(), b1, b2); + } + + if (value1.length === 3) { + value1[3] = 1; + } + + if (value2.length === 3) { + value2[3] = 1; + } + + var v = dotArray(value1, value2, b1, b2); + var colorModel = model1; + + for (var i = 0; i < 3; ++i) { + v[i] = parseInt(v[i], 10); + } + + var object = new PropertyObject(v, { + type: "color", + model: colorModel, + prefix: colorModel + "(", + suffix: ")" + }); + return object; + } + + function dotObject(a1, a2, b1, b2) { + var a1Type = a1.type; + + if (a1Type === "color") { + return dotColor(a1, a2, b1, b2); + } + + var value1 = a1.value; + var value2 = a2.value; + var arr = dotArray(value1, value2, b1, b2); + return new PropertyObject(arr, { + type: a1Type, + separator: a1.separator || a2.separator, + prefix: a1.prefix || a2.prefix, + suffix: a1.suffix || a2.suffix, + model: a1.model || a2.model + }); + } + /** + * The dot product of a1 and a2 for the b1 and b2. + * @memberof Dot + * @function dot + * @param {String|Number|PropertyObject} a1 value1 + * @param {String|Number|PropertyObject} a2 value2 + * @param {Number} b1 b1 ratio + * @param {Number} b2 b2 ratio + * @return {String} Not Array, Not Separator, Only Number & Unit + * @return {PropertyObject} Array with Separator. + * @example + dot(1, 3, 0.3, 0.7); + // => 1.6 + */ + + + function dot$1(a1, a2, b1, b2) { + if (b2 === 0) { + return a2; + } else if (b1 === 0 || b1 + b2 === 0) { + // prevent division by zero. + return a1; + } // dot Object + + + var type1 = getType(a1); + var type2 = getType(a2); + var isFunction1 = type1 === FUNCTION; + var isFunction2 = type2 === FUNCTION; + + if (isFunction1 || isFunction2) { + return function () { + return dot$1(isFunction1 ? toPropertyObject(a1()) : a1, isFunction2 ? toPropertyObject(a2()) : a2, b1, b2); + }; + } else if (type1 === type2) { + if (type1 === PROPERTY) { + return dotObject(a1, a2, b1, b2); + } else if (type1 === ARRAY) { + return dotArray(a1, a2, b1, b2); + } else if (type1 !== "value") { + return a1; + } + } else { + return a1; + } + + var v1 = splitUnit("" + a1); + var v2 = splitUnit("" + a2); + var v; // 숫자가 아닐경우 첫번째 값을 반환 b2가 0일경우 두번째 값을 반환 + + if (isNaN(v1.value) || isNaN(v2.value)) { + return a1; + } else { + v = dot(v1.value, v2.value, b1, b2); + } + + var prefix = v1.prefix || v2.prefix; + var unit = v1.unit || v2.unit; + + if (!prefix && !unit) { + return v; + } + + return prefix + v + unit; + } + function dotValue(time, prevTime, nextTime, prevValue, nextValue, easing) { + if (time === prevTime) { + return prevValue; + } else if (time === nextTime) { + return nextValue; + } else if (!easing) { + return dot$1(prevValue, nextValue, time - prevTime, nextTime - time); + } + + var ratio = easing((time - prevTime) / (nextTime - prevTime)); + var value = dot$1(prevValue, nextValue, ratio, 1 - ratio); + return value; + } + + function getNearTimeIndex(times, time) { + var length = times.length; + + for (var i = 0; i < length; ++i) { + if (times[i] === time) { + return [i, i]; + } else if (times[i] > time) { + return [i > 0 ? i - 1 : 0, i]; + } + } + + return [length - 1, length - 1]; + } + + function makeAnimationProperties(properties) { + var cssArray = []; + + for (var name in properties) { + cssArray.push(ANIMATION + "-" + decamelize(name) + ":" + properties[name] + ";"); + } + + return cssArray.join(""); + } + + function addTime(times, time) { + var length = times.length; + + for (var i = 0; i < length; ++i) { + if (time < times[i]) { + times.splice(i, 0, time); + return; + } + } + + times[length] = time; + } + + function addEntry(entries, time, keytime) { + var prevEntry = entries[entries.length - 1]; + (!prevEntry || prevEntry[0] !== time || prevEntry[1] !== keytime) && entries.push([toFixed(time), toFixed(keytime)]); + } + + function getEntries(times, states) { + var entries = times.map(function (time) { + return [time, time]; + }); + var nextEntries = []; + states.forEach(function (state) { + var iterationCount = state[ITERATION_COUNT]; + var delay = state[DELAY]; + var playSpeed = state[PLAY_SPEED]; + var direction = state[DIRECTION]; + var intCount = Math.ceil(iterationCount); + var currentDuration = entries[entries.length - 1][0]; + var length = entries.length; + var lastTime = currentDuration * iterationCount; + + for (var i = 0; i < intCount; ++i) { + var isReverse = direction === REVERSE || direction === ALTERNATE && i % 2 || direction === ALTERNATE_REVERSE && !(i % 2); + + for (var j = 0; j < length; ++j) { + var entry = entries[isReverse ? length - j - 1 : j]; + var time = entry[1]; + var currentTime = currentDuration * i + (isReverse ? currentDuration - entry[0] : entry[0]); + var prevEntry = entries[isReverse ? length - j : j - 1]; + + if (currentTime > lastTime) { + if (j !== 0) { + var prevTime = currentDuration * i + (isReverse ? currentDuration - prevEntry[0] : prevEntry[0]); + var divideTime = dot(prevEntry[1], time, lastTime - prevTime, currentTime - lastTime); + addEntry(nextEntries, (delay + currentDuration * iterationCount) / playSpeed, divideTime); + } + + break; + } else if (currentTime === lastTime && nextEntries.length && nextEntries[nextEntries.length - 1][0] === lastTime + delay) { + break; + } + + addEntry(nextEntries, (delay + currentTime) / playSpeed, time); + } + } // delay time + + + delay && nextEntries.unshift([0, nextEntries[0][1]]); + entries = nextEntries; + nextEntries = []; + }); + return entries; + } + /** + * manage Frame Keyframes and play keyframes. + * @extends Animator + * @example + const item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } + }); + */ + + var SceneItem = + /*#__PURE__*/ + function (_super) { + __extends(SceneItem, _super); + /** + * @param - properties + * @param - options + * @example + const item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } + }); + */ + + + function SceneItem(properties, options) { + var _this = _super.call(this) || this; + + _this.times = []; + _this.items = {}; + _this.names = {}; + _this.elements = []; + _this.needUpdate = true; + + _this.load(properties, options); + + return _this; + } + + var __proto = SceneItem.prototype; + + __proto.getDuration = function () { + var times = this.times; + var length = times.length; + return (length === 0 ? 0 : times[length - 1]) || this.state[DURATION]; + }; + /** + * get size of list + * @return {Number} length of list + */ + + + __proto.size = function () { + return this.times.length; + }; + + __proto.setDuration = function (duration) { + if (!duration) { + return this; + } + + var originalDuration = this.getDuration(); + + if (originalDuration > 0) { + var ratio_1 = duration / originalDuration; + + var _a = this, + times = _a.times, + items_1 = _a.items; + + var obj_1 = {}; + this.times = times.map(function (time) { + var time2 = toFixed(time * ratio_1); + obj_1[time2] = items_1[time]; + return time2; + }); + this.items = obj_1; + } else { + this.newFrame(duration); + } + + return this; + }; + + __proto.setId = function (id) { + var state = this.state; + state.id = id || makeId(!!length); + var elements = this.elements; + + if (elements.length && !state[SELECTOR]) { + var sceneId_1 = toId(this.getId()); + state[SELECTOR] = "[" + DATA_SCENE_ID + "=\"" + sceneId_1 + "\"]"; + elements.forEach(function (element) { + element.setAttribute(DATA_SCENE_ID, sceneId_1); + }); + } + + return this; + }; + /** + * Set properties to the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} [properties] - property names or values + * @return {SceneItem} An instance itself + * @example + item.set(0, "a", "b") // item.getFrame(0).set("a", "b") + console.log(item.get(0, "a")); // "b" + */ + + + __proto.set = function (time) { + var _this = this; + + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + if (isArray(time)) { + var length = time.length; + + for (var i = 0; i < length; ++i) { + var t = length === 1 ? 0 : this.getUnitTime(i / (length - 1) * 100 + "%"); + this.set(t, time[i]); + } + } else if (isObject(time)) { + var _loop_1 = function (t) { + var value = time[t]; + var realTime = this_1.getUnitTime(t); + + if (isNaN(realTime)) { + getNames(value, [t]).forEach(function (names) { + var innerValue = getValueByNames(names.slice(1), value); + var arr = isArray(innerValue) ? innerValue : [getValueByNames(names, _this.target), innerValue]; + var length = arr.length; + + for (var i = 0; i < length; ++i) { + _this.newFrame(i / (length - 1) * 100 + "%").set(names, arr[i]); + } + }); + } else { + this_1.set(realTime, value); + } + }; + + var this_1 = this; + + for (var t in time) { + _loop_1(t); + } + } else { + var value = args[0]; + + if (value instanceof Frame) { + this.setFrame(time, value); + } else if (value instanceof SceneItem) { + var delay = value.getDelay(); + var realTime = this.getUnitTime(time); + var frames = value.toObject(!this.hasFrame(realTime + delay)); + var duration = value.getDuration(); + var direction = value.getDirection(); + var isReverse = direction.indexOf("reverse") > -1; + + for (var frameTime in frames) { + var nextTime = isReverse ? duration - parseFloat(frameTime) : parseFloat(frameTime); + this.set(realTime + nextTime, frames[frameTime]); + } + } else if (args.length === 1 && isArray(value)) { + value.forEach(function (item) { + _this.set(time, item); + }); + } else { + var frame = this.newFrame(time); + frame.set.apply(frame, args); + } + } + + this.needUpdate = true; + return this; + }; + /** + * Get properties of the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} args property's name or properties + * @return {Number|String|PropertyObejct} property value + * @example + item.get(0, "a"); // item.getFrame(0).get("a"); + item.get(0, "transform", "translate"); // item.getFrame(0).get("transform", "translate"); + */ + + + __proto.get = function (time) { + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + var frame = this.getFrame(time); + return frame && frame.get.apply(frame, args); + }; + /** + * remove properties to the sceneItem at that time + * @param {Number} time - time + * @param {...String|Object} [properties] - property names or values + * @return {SceneItem} An instance itself + * @example + item.remove(0, "a"); + */ + + + __proto.remove = function (time) { + var args = []; + + for (var _i = 1; _i < arguments.length; _i++) { + args[_i - 1] = arguments[_i]; + } + + if (args.length) { + var frame = this.getFrame(time); + frame && frame.remove.apply(frame, args); + } else { + this.removeFrame(time); + } + + this.needUpdate = true; + return this; + }; + /** + * Append the item or object at the last time. + * @param - the scene item or item object + * @return An instance itself + * @example + item.append(new SceneItem({ + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + })); + item.append({ + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }); + item.set(item.getDuration(), { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }); + */ + + + __proto.append = function (item) { + if (item instanceof SceneItem) { + this.set(this.getDuration(), item); + } else { + this.append(new SceneItem(item)); + } + + return this; + }; + /** + * Push the front frames for the time and prepend the scene item or item object. + * @param - the scene item or item object + * @return An instance itself + */ + + + __proto.prepend = function (item) { + if (item instanceof SceneItem) { + var unshiftTime = item.getDuration() + item.getDelay(); + var firstFrame = this.getFrame(0); // remove first frame + + this.removeFrame(0); + this.unshift(unshiftTime); + this.set(0, item); + this.set(unshiftTime + THRESHOLD, firstFrame); + } else { + this.prepend(new SceneItem(item)); + } + + return this; + }; + /** + * Push out the amount of time. + * @param - time to push + * @example + item.get(0); // frame 0 + item.unshift(3); + item.get(3) // frame 0 + */ + + + __proto.unshift = function (time) { + var _a = this, + times = _a.times, + items = _a.items; + + var obj = {}; + this.times = times.map(function (t) { + var time2 = toFixed(time + t); + obj[time2] = items[t]; + return time2; + }); + this.items = obj; + return this; + }; + /** + * Get the frames in the item in object form. + * @return {} + * @example + item.toObject(); + // {0: {display: "none"}, 1: {display: "block"}} + */ + + + __proto.toObject = function (isStartZero) { + if (isStartZero === void 0) { + isStartZero = true; + } + + var obj = {}; + var delay = this.getDelay(); + this.forEach(function (frame, time) { + obj[(!time && !isStartZero ? THRESHOLD : 0) + delay + time] = frame.clone(); + }); + return obj; + }; + /** + * Specifies an element to synchronize items' keyframes. + * @param {string} selectors - Selectors to find elements in items. + * @return {SceneItem} An instance itself + * @example + item.setSelector("#id.class"); + */ + + + __proto.setSelector = function (target) { + if (isFunction(target)) { + this.setElement(target(this.getId())); + } else { + this.setElement(target); + } + + return this; + }; + /** + * Get the elements connected to SceneItem. + */ + + + __proto.getElements = function () { + return this.elements; + }; + /** + * Specifies an element to synchronize item's keyframes. + * @param - elements to synchronize item's keyframes. + * @param - Make sure that you have peusdo. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setElement(document.querySelectorAll(".class")); + */ + + + __proto.setElements = function (target) { + return this.setElement(target); + }; + /** + * Specifies an element to synchronize item's keyframes. + * @param - elements to synchronize item's keyframes. + * @param - Make sure that you have peusdo. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setElement(document.querySelectorAll(".class")); + */ + + + __proto.setElement = function (target) { + var state = this.state; + var elements = []; + + if (!target) { + return this; + } else if (target === true || isString(target)) { + var selector = target === true ? "" + state.id : target; + var matches = /([\s\S]+)(:+[a-zA-Z]+)$/g.exec(selector); + elements = toArray($(matches ? matches[1] : selector, true)); + state[SELECTOR] = selector; + } else { + elements = target instanceof Element ? [target] : toArray(target); + } + + if (!elements.length) { + return this; + } + + this.elements = elements; + this.setId(this.getId()); + this.target = elements[0].style; + + this.targetFunc = function (frame) { + var attributes = frame.get("attribute"); + + if (attributes) { + var _loop_2 = function (name) { + elements.forEach(function (el) { + el.setAttribute(name, attributes[name]); + }); + }; + + for (var name in attributes) { + _loop_2(name); + } + } + + var cssText = frame.toCSS(); + + if (state.cssText !== cssText) { + state.cssText = cssText; + elements.forEach(function (el) { + el.style.cssText += cssText; + }); + return frame; + } + }; + + return this; + }; + + __proto.setTarget = function (target) { + this.target = target; + + this.targetFunc = function (frame) { + var obj = frame.get(); + + for (var name in obj) { + target[name] = obj[name]; + } + }; + + return this; + }; + /** + * add css styles of items's element to the frame at that time. + * @param {Array} properties - elements to synchronize item's keyframes. + * @return {SceneItem} An instance itself + * @example + item.setElement(document.querySelector("#id.class")); + item.setCSS(0, ["opacity"]); + item.setCSS(0, ["opacity", "width", "height"]); + */ + + + __proto.setCSS = function (time, properties) { + this.set(time, fromCSS(this.elements, properties)); + return this; + }; + + __proto.setTime = function (time, isTick, isParent, parentEasing) { + _super.prototype.setTime.call(this, time, isTick, isParent); + + var iterationTime = this.getIterationTime(); + var easing = this.getEasing() || parentEasing; + var frame = this.getNowFrame(iterationTime, easing); + var currentTime = this.getTime(); + this.temp = frame; + /** + * This event is fired when timeupdate and animate. + * @event SceneItem#animate + * @param {Number} param.currentTime The total time that the animator is running. + * @param {Number} param.time The iteration time during duration that the animator is running. + * @param {Frame} param.frame frame of that time. + */ + + this.trigger("animate", { + frame: frame, + currentTime: currentTime, + time: iterationTime + }); + this.targetFunc && this.targetFunc(frame); + return this; + }; + /** + * update property names used in frames. + * @return {SceneItem} An instance itself + * @example + item.update(); + */ + + + __proto.update = function () { + var names = {}; + this.forEach(function (frame) { + updateFrame(names, frame.properties); + }); + this.names = names; + this.needUpdate = false; + return this; + }; + /** + * Create and add a frame to the sceneItem at that time + * @param {Number} time - frame's time + * @return {Frame} Created frame. + * @example + item.newFrame(time); + */ + + + __proto.newFrame = function (time) { + var frame = this.getFrame(time); + + if (frame) { + return frame; + } + + frame = new Frame(); + this.setFrame(time, frame); + return frame; + }; + /** + * Add a frame to the sceneItem at that time + * @param {Number} time - frame's time + * @return {SceneItem} An instance itself + * @example + item.setFrame(time, frame); + */ + + + __proto.setFrame = function (time, frame) { + var realTime = this.getUnitTime(time); + this.items[realTime] = frame; + addTime(this.times, realTime); + this.needUpdate = true; + return this; + }; + /** + * get sceneItem's frame at that time + * @param {Number} time - frame's time + * @return {Frame} sceneItem's frame at that time + * @example + const frame = item.getFrame(time); + */ + + + __proto.getFrame = function (time) { + return this.items[this.getUnitTime(time)]; + }; + /** + * remove sceneItem's frame at that time + * @param - frame's time + * @return {SceneItem} An instance itself + * @example + item.removeFrame(time); + */ + + + __proto.removeFrame = function (time) { + var realTime = this.getUnitTime(time); + var items = this.items; + var index = this.times.indexOf(realTime); + delete items[realTime]; // remove time + + if (index > -1) { + this.times.splice(index, 1); + } + + this.needUpdate = true; + return this; + }; + /** + * check if the item has a frame at that time + * @param {Number} time - frame's time + * @return {Boolean} true: the item has a frame // false: not + * @example + if (item.hasFrame(10)) { + // has + } else { + // not + } + */ + + + __proto.hasFrame = function (time) { + return this.getUnitTime(time) in this.items; + }; + /** + * Check if keyframes has propery's name + * @param - property's time + * @return {boolean} true: if has property, false: not + * @example + item.hasName(["transform", "translate"]); // true or not + */ + + + __proto.hasName = function (args) { + this.needUpdate && this.update(); + return isInProperties(this.names, args, true); + }; + /** + * merge frame of the previous time at the next time. + * @param - The time of the frame to merge + * @param - The target frame + * @return {SceneItem} An instance itself + * @example + // getFrame(1) contains getFrame(0) + item.merge(0, 1); + */ + + + __proto.mergeFrame = function (time, frame) { + if (frame) { + var toFrame = this.newFrame(time); + toFrame.merge(frame); + } + + return this; + }; + /** + * Get frame of the current time + * @param {Number} time - the current time + * @param {function} easing - the speed curve of an animation + * @return {Frame} frame of the current time + * @example + let item = new SceneItem({ + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + } + }); + // opacity: 0.7; display:"block"; + const frame = item.getNowFrame(1.7); + */ + + + __proto.getNowFrame = function (time, easing, isAccurate) { + var _this = this; + + this.needUpdate && this.update(); + var frame = new Frame(); + + var _a = getNearTimeIndex(this.times, time), + left = _a[0], + right = _a[1]; + + var realEasing = this.getEasing() || easing; + var nameObject = this.names; + + if (this.hasName([TIMING_FUNCTION])) { + var nowEasing = this.getNowValue(time, [TIMING_FUNCTION], left, right, false, 0, true); + isFunction(nowEasing) && (realEasing = nowEasing); + } + + if (isAccurate) { + var prevFrame = this.getFrame(time); + var prevNames = updateFrame({}, prevFrame.properties); + + for (var name in ROLES) { + if (name in prevNames) { + prevNames[name] = nameObject[name]; + } + } + + nameObject = prevNames; + } + + var names = getNames(nameObject, []); + names.forEach(function (properties) { + var value = _this.getNowValue(time, properties, left, right, isAccurate, realEasing, isFixed(properties)); + + if (isUndefined(value)) { + return; + } + + frame.set(properties, value); + }); + return frame; + }; + + __proto.load = function (properties, options) { + if (properties === void 0) { + properties = {}; + } + + if (options === void 0) { + options = properties.options; + } + + var _a; + + options && this.setOptions(options); + + if (isArray(properties)) { + this.set(properties); + } else if (properties.keyframes) { + this.set(properties.keyframes); + } else { + for (var time in properties) { + if (time !== "options") { + this.set((_a = {}, _a[time] = properties[time], _a)); + } + } + } + + if (options && options[DURATION]) { + this.setDuration(options[DURATION]); + } + + return this; + }; + /** + * clone SceneItem. + * @return {SceneItem} An instance of clone + * @example + * item.clone(); + */ + + + __proto.clone = function () { + var item = new SceneItem(); + item.setOptions(this.state); + this.forEach(function (frame, time) { + item.setFrame(time, frame.clone()); + }); + return item; + }; + /** + * executes a provided function once for each scene item. + * @param - Function to execute for each element, taking three arguments + * @return {Keyframes} An instance itself + */ + + + __proto.forEach = function (callback) { + var times = this.times; + var items = this.items; + times.forEach(function (time) { + callback(items[time], time, items); + }); + return this; + }; + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + _super.prototype.setOptions.call(this, options); + + var id = options.id, + selector = options.selector, + elements = options.elements, + element = options.element, + target = options.target; + id && this.setId(id); + + if (target) { + this.setTarget(target); + } else if (selector) { + this.setSelector(selector); + } else if (elements || element) { + this.setElement(elements || element); + } + + return this; + }; + + __proto.toCSS = function (playCondition, parentDuration, states) { + if (playCondition === void 0) { + playCondition = { + className: START_ANIMATION + }; + } + + if (parentDuration === void 0) { + parentDuration = this.getDuration(); + } + + if (states === void 0) { + states = []; + } + + var itemState = this.state; + var selector = itemState[SELECTOR]; + + if (!selector) { + return ""; + } + + var originalDuration = this.getDuration(); + itemState[DURATION] = originalDuration; + states.push(itemState); + var reversedStates = toArray(states).reverse(); + var id = toId(getRealId(this)); + var superParent = states[0]; + var infiniteIndex = findIndex(reversedStates, function (state) { + return state[ITERATION_COUNT] === INFINITE || !isFinite(state[DURATION]); + }, states.length - 1); + var finiteStates = reversedStates.slice(0, infiniteIndex); + var duration = parentDuration || finiteStates.reduce(function (prev, cur) { + return (cur[DELAY] + prev * cur[ITERATION_COUNT]) / cur[PLAY_SPEED]; + }, originalDuration); + var delay = reversedStates.slice(infiniteIndex).reduce(function (prev, cur) { + return (prev + cur[DELAY]) / cur[PLAY_SPEED]; + }, 0); + var easingName = find(reversedStates, function (state) { + return state[EASING] && state[EASING_NAME]; + }, itemState)[EASING_NAME]; + var iterationCount = reversedStates[infiniteIndex][ITERATION_COUNT]; + var fillMode = superParent[FILL_MODE]; + var direction = reversedStates[infiniteIndex][DIRECTION]; + var cssText = makeAnimationProperties({ + fillMode: fillMode, + direction: direction, + iterationCount: iterationCount, + delay: delay + "s", + name: PREFIX + "KEYFRAMES_" + id, + duration: duration / superParent[PLAY_SPEED] + "s", + timingFunction: easingName + }); + var selectors = splitComma(selector).map(function (sel) { + var matches = /([\s\S]+)(:+[a-zA-Z]+)$/g.exec(sel); + + if (matches) { + return [matches[0], matches[1]]; + } else { + return [sel, ""]; + } + }); + var className = playCondition.className; + var selectorCallback = playCondition.selector; + var preselector = isFunction(selectorCallback) ? selectorCallback(this, selector) : selectorCallback; + return "\n " + (preselector || selectors.map(function (_a) { + var sel = _a[0], + peusdo = _a[1]; + return sel + "." + className + peusdo; + })) + " {" + cssText + "}\n " + selectors.map(function (_a) { + var sel = _a[0], + peusdo = _a[1]; + return sel + "." + PAUSE_ANIMATION + peusdo; + }) + " {" + ANIMATION + "-play-state: paused;}\n @" + KEYFRAMES + " " + PREFIX + "KEYFRAMES_" + id + "{" + this._toKeyframes(duration, finiteStates, direction) + "}"; + }; + /** + * Export the CSS of the items to the style. + * @param - Add a selector or className to play. + * @return {SceneItem} An instance itself + */ + + + __proto.exportCSS = function (playCondition, duration, options) { + if (!this.elements.length) { + return ""; + } + + var css = this.toCSS(playCondition, duration, options); + var isParent = options && !isUndefined(options[ITERATION_COUNT]); + !isParent && exportCSS(getRealId(this), css); + return this; + }; + + __proto.pause = function () { + _super.prototype.pause.call(this); + + isPausedCSS(this) && this.pauseCSS(); + return this; + }; + + __proto.pauseCSS = function () { + this.elements.forEach(function (element) { + addClass(element, PAUSE_ANIMATION); + }); + return this; + }; + + __proto.endCSS = function () { + this.elements.forEach(function (element) { + removeClass(element, PAUSE_ANIMATION); + removeClass(element, START_ANIMATION); + }); + setPlayCSS(this, false); + return this; + }; + + __proto.end = function () { + isEndedCSS(this) && this.endCSS(); + + _super.prototype.end.call(this); + + return this; + }; + /** + * Play using the css animation and keyframes. + * @param - Check if you want to export css. + * @param [playClassName="startAnimation"] - Add a class name to play. + * @param - The shorthand properties for six of the animation properties. + * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp} + * @example + item.playCSS(); + item.playCSS(false, "startAnimation", { + direction: "reverse", + fillMode: "forwards", + }); + */ + + + __proto.playCSS = function (isExportCSS, playClassName, properties) { + if (isExportCSS === void 0) { + isExportCSS = true; + } + + if (properties === void 0) { + properties = {}; + } + + playCSS(this, isExportCSS, playClassName, properties); + return this; + }; + + __proto.addPlayClass = function (isPaused, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + var elements = this.elements; + var length = elements.length; + var cssText = makeAnimationProperties(properties); + + if (!length) { + return; + } + + if (isPaused) { + elements.forEach(function (element) { + removeClass(element, PAUSE_ANIMATION); + }); + } else { + elements.forEach(function (element) { + element.style.cssText += cssText; + + if (hasClass(element, START_ANIMATION)) { + removeClass(element, START_ANIMATION); + requestAnimationFrame(function () { + requestAnimationFrame(function () { + addClass(element, START_ANIMATION); + }); + }); + } else { + addClass(element, START_ANIMATION); + } + }); + } + + return elements[0]; + }; + + __proto.getNowValue = function (time, properties, left, right, isAccurate, easing, usePrevValue) { + var times = this.times; + var length = times.length; + var prevTime; + var nextTime; + var prevFrame; + var nextFrame; + var isUndefinedLeft = isUndefined(left); + var isUndefinedRight = isUndefined(right); + + if (isUndefinedLeft || isUndefinedRight) { + var indicies = getNearTimeIndex(times, time); + isUndefinedLeft && (left = indicies[0]); + isUndefinedRight && (right = indicies[1]); + } + + for (var i = left; i >= 0; --i) { + var frame = this.getFrame(times[i]); + + if (frame.has.apply(frame, properties)) { + prevTime = times[i]; + prevFrame = frame; + break; + } + } + + var prevValue = prevFrame && prevFrame.raw.apply(prevFrame, properties); + + if (isAccurate && !isRole([properties[0]])) { + return prevTime === time ? prevValue : undefined; + } + + if (usePrevValue) { + return prevValue; + } + + for (var i = right; i < length; ++i) { + var frame = this.getFrame(times[i]); + + if (frame.has.apply(frame, properties)) { + nextTime = times[i]; + nextFrame = frame; + break; + } + } + + var nextValue = nextFrame && nextFrame.raw.apply(nextFrame, properties); + + if (!prevFrame || isUndefined(prevValue)) { + return nextValue; + } + + if (!nextFrame || isUndefined(nextValue) || prevValue === nextValue) { + return prevValue; + } + + return dotValue(time, Math.max(prevTime, 0), nextTime, prevValue, nextValue, easing); + }; + + __proto._toKeyframes = function (duration, states, direction) { + var _this = this; + + var frames = {}; + var times = this.times.slice(); + + if (!times.length) { + return ""; + } + + var originalDuration = this.getDuration(); + !this.getFrame(0) && times.unshift(0); + !this.getFrame(originalDuration) && times.push(originalDuration); + var entries = getEntries(times, states); + var lastEntry = entries[entries.length - 1]; // end delay time + + lastEntry[0] < duration && addEntry(entries, duration, lastEntry[1]); + var prevTime = -1; + return entries.map(function (_a) { + var time = _a[0], + keytime = _a[1]; + + if (!frames[keytime]) { + frames[keytime] = (!_this.hasFrame(keytime) || keytime === 0 || keytime === originalDuration ? _this.getNowFrame(keytime) : _this.getNowFrame(keytime, 0, true)).toCSS(); + } + + var frameTime = time / duration * 100; + + if (frameTime - prevTime < THRESHOLD) { + frameTime += THRESHOLD; + } + + prevTime = frameTime; + return Math.min(frameTime, 100) + "%{\n " + (time === 0 && !isDirectionReverse(0, 1, direction) ? "" : frames[keytime]) + "\n }"; + }).join(""); + }; + + return SceneItem; + }(Animator); + + /* + Copyright (c) 2019 Daybrush + name: list-map + license: MIT + author: Daybrush + repository: git+https://github.com/daybrush/list-map.git + version: 0.1.1 + */ + + /** + * + */ + + var ListMap = + /*#__PURE__*/ + function () { + function ListMap() { + this.obj = {}; + this.objKeys = []; + } + /** + * + */ + + + var __proto = ListMap.prototype; + + __proto.has = function (key) { + return key in this.obj; + }; + /** + * + */ + + + __proto.get = function (key) { + return this.obj[key]; + }; + /** + * + */ + + + __proto.set = function (key, value) { + if (!this.has(key)) { + this.objKeys.push(key); + } + + this.setItem(key, value); + return this; + }; + /** + * + */ + + + __proto.size = function () { + return this.objKeys.length; + }; + /** + * + */ + + + __proto.keys = function () { + return this.objKeys.slice(); + }; + /** + * + */ + + + __proto.values = function () { + var obj = this.obj; + var keys = this.objKeys; + return keys.map(function (key) { + return obj[key]; + }); + }; + /** + * + */ + + + __proto.getIndex = function (key) { + return this.objKeys.indexOf(key); + }; + /** + * + */ + + + __proto.findIndex = function (callback) { + var obj = this.obj; + return findIndex(this.objKeys, function (key, i) { + return callback(obj[key], key, i, obj); + }); + }; + /** + * + */ + + + __proto.find = function (callback) { + var obj = this.obj; + var result = find(this.objKeys, function (key, i) { + return callback(obj[key], key, i, obj); + }); + return obj[result]; + }; + /** + * + */ + + + __proto.remove = function (key) { + if (this.has(key)) { + var index = this.getIndex(key); + this.removeItem(key); + this.spliceKeys(index, 1); + } + + return this; + }; + /** + * + */ + + + __proto.splice = function (index, deleteCount) { + var _this = this; + + var items = []; + + for (var _i = 2; _i < arguments.length; _i++) { + items[_i - 2] = arguments[_i]; + } + + var added = items.filter(function (_a) { + var key = _a[0], + value = _a[1]; + + var hasItem = _this.has(key); + + _this.setItem(key, value); + + return !hasItem; + }); + var deletedKeys = this.spliceKeys.apply(this, [index, deleteCount].concat(added.map(function (_a) { + var key = _a[0]; + return key; + }))); + deletedKeys.forEach(function (key) { + _this.removeItem(key); + }); + var obj = this.objKeys; + return deletedKeys.map(function (key) { + return [key, obj[key]]; + }); + }; + /** + * + */ + + + __proto.forEach = function (callback) { + var obj = this.obj; + this.objKeys.forEach(function (key, i) { + return callback(obj[key], key, i, obj); + }); + return this; + }; + + __proto.setItem = function (key, value) { + this.obj[key] = value; + }; + + __proto.removeItem = function (key) { + delete this.obj[key]; + }; + + __proto.spliceKeys = function (index, deleteCount) { + var _a; + + var items = []; + + for (var _i = 2; _i < arguments.length; _i++) { + items[_i - 2] = arguments[_i]; + } + + return (_a = this.objKeys).splice.apply(_a, [index, deleteCount].concat(items)); + }; + + return ListMap; + }(); + + /** + * manage sceneItems and play Scene. + * @sort 1 + */ + + var Scene = + /*#__PURE__*/ + function (_super) { + __extends(Scene, _super); + /** + * @param - properties + * @param - options + * @example + const scene = new Scene({ + item1: { + 0: { + display: "none", + }, + 1: { + display: "block", + opacity: 0, + }, + 2: { + opacity: 1, + }, + }, + item2: { + 2: { + opacity: 1, + }, + } + }); + */ + + + function Scene(properties, options) { + var _this = _super.call(this) || this; + + _this.items = new ListMap(); + + _this.load(properties, options); + + return _this; + } + + var __proto = Scene.prototype; + + __proto.getDuration = function () { + var time = 0; + this.forEach(function (item) { + time = Math.max(time, item.getTotalDuration() / item.getPlaySpeed()); + }); + return time || this.state[DURATION]; + }; + + __proto.setDuration = function (duration) { + var items = this.items; + var sceneDuration = this.getDuration(); + + if (duration === 0 || !isFinite(sceneDuration)) { + return this; + } + + if (sceneDuration === 0) { + this.forEach(function (item) { + item.setDuration(duration); + }); + } else { + var ratio_1 = duration / sceneDuration; + this.forEach(function (item) { + item.setDelay(item.getDelay() * ratio_1); + item.setDuration(item.getDuration() * ratio_1); + }); + } + + _super.prototype.setDuration.call(this, duration); + + return this; + }; + /** + * get item in scene by name + * @param - The item's name + * @return {Scene | SceneItem} item + * @example + const item = scene.getItem("item1") + */ + + + __proto.getItem = function (name) { + return this.items.get(name); + }; + /** + * create item in scene + * @param {} name - name of item to create + * @param {} options - The option object of SceneItem + * @return {} Newly created item + * @example + const item = scene.newItem("item1") + */ + + + __proto.newItem = function (name, options) { + if (options === void 0) { + options = {}; + } + + if (this.items.has(name)) { + return this.items.get(name); + } + + var item = new SceneItem(); + this.setItem(name, item); + item.setOptions(options); + return item; + }; + /** + * remove item in scene + * @param - name of item to remove + * @return An instance itself + * @example + const item = scene.newItem("item1") + scene.removeItem("item1"); + */ + + + __proto.removeItem = function (name) { + this.items.remove(name); + return this; + }; + /** + * add a sceneItem to the scene + * @param - name of item to create + * @param - sceneItem + * @example + const item = scene.newItem("item1") + */ + + + __proto.setItem = function (name, item) { + item.setId(name); + this.items.set(name, item); + return this; + }; + + __proto.setTime = function (time, isTick, isParent, parentEasing) { + _super.prototype.setTime.call(this, time, isTick, isParent); + + var iterationTime = this.getIterationTime(); + var easing = this.getEasing() || parentEasing; + var frames = {}; + this.forEach(function (item) { + item.setTime(iterationTime * item.getPlaySpeed() - item.getDelay(), isTick, true, easing); + frames[item.getId()] = item.temp; + }); + this.temp = frames; + /** + * This event is fired when timeupdate and animate. + * @event Scene#animate + * @param {object} param The object of data to be sent to an event. + * @param {number} param.currentTime The total time that the animator is running. + * @param {number} param.time The iteration time during duration that the animator is running. + * @param {object} param.frames frames of that time. + * @example + const scene = new Scene({ + a: { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + }, + b: { + 0: { + opacity: 0, + }, + 1: { + opacity: 1, + } + } + }).on("animate", e => { + console.log(e); + // {a: Frame, b: Frame} + console.log(e.a.get("opacity")); + }); + */ + + this.trigger("animate", { + frames: frames, + currentTime: this.getTime(), + time: iterationTime + }); + return this; + }; + /** + * executes a provided function once for each scene item. + * @param - Function to execute for each element, taking three arguments + * @return {Scene} An instance itself + */ + + + __proto.forEach = function (func) { + var items = this.items; + items.forEach(function (item, id, index, obj) { + func(item, id, index, obj); + }); + return this; + }; + + __proto.toCSS = function (playCondition, duration, parentStates) { + if (duration === void 0) { + duration = this.getDuration(); + } + + if (parentStates === void 0) { + parentStates = []; + } + + var totalDuration = !duration || !isFinite(duration) ? 0 : duration; + var styles = []; + var state = this.state; + state[DURATION] = this.getDuration(); + this.forEach(function (item) { + styles.push(item.toCSS(playCondition, totalDuration, parentStates.concat(state))); + }); + return styles.join(""); + }; + /** + * Export the CSS of the items to the style. + * @param - Add a selector or className to play. + * @return {Scene} An instance itself + */ + + + __proto.exportCSS = function (playCondition, duration, parentStates) { + var css = this.toCSS(playCondition, duration, parentStates); + (!parentStates || !parentStates.length) && exportCSS(getRealId(this), css); + return this; + }; + + __proto.append = function (item) { + item.setDelay(item.getDelay() + this.getDuration()); + this.setItem(getRealId(item), item); + }; + + __proto.pauseCSS = function () { + return this.forEach(function (item) { + item.pauseCSS(); + }); + }; + + __proto.pause = function () { + _super.prototype.pause.call(this); + + isPausedCSS(this) && this.pauseCSS(); + this.forEach(function (item) { + item.pause(); + }); + return this; + }; + + __proto.endCSS = function () { + this.forEach(function (item) { + item.endCSS(); + }); + setPlayCSS(this, false); + }; + + __proto.end = function () { + isEndedCSS(this) && this.endCSS(); + + _super.prototype.end.call(this); + + return this; + }; + + __proto.addPlayClass = function (isPaused, playClassName, properties) { + if (properties === void 0) { + properties = {}; + } + + var animtionElement; + this.forEach(function (item) { + var el = item.addPlayClass(isPaused, playClassName, properties); + !animtionElement && (animtionElement = el); + }); + return animtionElement; + }; + /** + * Play using the css animation and keyframes. + * @param - Check if you want to export css. + * @param [playClassName="startAnimation"] - Add a class name to play. + * @param - The shorthand properties for six of the animation properties. + * @return {Scene} An instance itself + * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp} + * @example + scene.playCSS(); + scene.playCSS(false, { + direction: "reverse", + fillMode: "forwards", + }); + */ + + + __proto.playCSS = function (isExportCSS, playClassName, properties) { + if (isExportCSS === void 0) { + isExportCSS = true; + } + + if (properties === void 0) { + properties = {}; + } + + playCSS(this, isExportCSS, playClassName, properties); + return this; + }; + + __proto.set = function (properties) { + this.load(properties); + return this; + }; + + __proto.load = function (properties, options) { + if (properties === void 0) { + properties = {}; + } + + if (options === void 0) { + options = properties.options; + } + + if (!properties) { + return this; + } + + var selector = options && options[SELECTOR] || this.state[SELECTOR]; + + for (var name in properties) { + if (name === "options") { + continue; + } + + var object = properties[name]; + var item = void 0; + + if (object instanceof Scene || object instanceof SceneItem) { + this.setItem(name, object); + item = object; + } else if (isFunction(object) && selector) { + var elements = IS_WINDOW ? $("" + (isFunction(selector) ? selector(name) : name), true) : []; + var length = elements.length; + var scene = new Scene(); + + for (var i = 0; i < length; ++i) { + scene.newItem(i).setId().setElement(elements[i]).load(object(i, elements[i])); + } + + this.setItem(name, scene); + continue; + } else { + item = this.newItem(name); + item.load(object); + } + + selector && item.setSelector(selector); + } + + this.setOptions(options); + }; + + __proto.setOptions = function (options) { + if (options === void 0) { + options = {}; + } + + _super.prototype.setOptions.call(this, options); + + var selector = options.selector; + + if (selector) { + this.state[SELECTOR] = selector; + } + + return this; + }; + + __proto.setSelector = function (target) { + var state = this.state; + var selector = target || state[SELECTOR]; + state[SELECTOR] = selector; + var isItFunction = isFunction(target); + + if (selector) { + this.forEach(function (item, name) { + item.setSelector(isItFunction ? target(name) : selector); + }); + } + + return this; + }; + + __proto.start = function (delay) { + if (delay === void 0) { + delay = this.state[DELAY]; + } + + var result = _super.prototype.start.call(this, delay); + + if (result) { + this.forEach(function (item) { + item.start(0); + }); + } else { + this.forEach(function (item) { + item.setPlayState(RUNNING); + }); + } + + return result; + }; + /** + * version info + * @type {string} + * @example + * Scene.VERSION // 1.0.1 + */ + + + Scene.VERSION = "1.0.1"; + return Scene; + }(Animator); + + function animate(properties, options) { + return new Scene(properties, options).play(); + } + function animateItem(properties, options) { + return new SceneItem(properties, options).play(); + } + + + + var others = ({ + SceneItem: SceneItem, + Frame: Frame, + Animator: Animator, + 'default': Scene, + OPTIONS: OPTIONS, + EVENTS: EVENTS, + FIXED: FIXED, + ROLES: ROLES, + setRole: setRole, + setAlias: setAlias, + bezier: bezier, + steps: steps, + STEP_START: STEP_START, + STEP_END: STEP_END, + LINEAR: LINEAR, + EASE: EASE, + EASE_IN: EASE_IN, + EASE_OUT: EASE_OUT, + EASE_IN_OUT: EASE_IN_OUT, + animate: animate, + animateItem: animateItem + }); + + for (var name in others) { + Scene[name] = others[name]; + } + + return Scene; + +})); +//# sourceMappingURL=scene.js.map diff --git a/dist/scene.js.map b/dist/scene.js.map new file mode 100644 index 00000000..481529f1 --- /dev/null +++ b/dist/scene.js.map @@ -0,0 +1 @@ +{"version":3,"file":"scene.js","sources":["../src/easing.ts","../src/consts.ts","../src/EventTrigger.ts","../src/PropertyObject.ts","../src/utils.ts","../src/utils/property.ts","../src/Animator.ts","../src/Frame.ts","../src/utils/dot.ts","../src/SceneItem.ts","../src/Scene.ts","../src/presets.ts","../src/index.umd.ts"],"sourcesContent":["import { EasingFunction } from \"./types\";\n\nfunction cubic(y1: number, y2: number, t: number) {\n const t2 = 1 - t;\n\n // Bezier Curve Formula\n return t * t * t + 3 * t * t * t2 * y2 + 3 * t * t2 * t2 * y1;\n}\nfunction solveFromX(x1: number, x2: number, x: number) {\n // x 0 ~ 1\n // t 0 ~ 1\n let t = x;\n let solveX = x;\n let dx = 1;\n\n while (Math.abs(dx) > 1 / 1000) {\n // 예상 t초에 의한 _x값\n solveX = cubic(x1, x2, t);\n dx = solveX - x;\n // 차이가 미세하면 그 값을 t로 지정\n if (Math.abs(dx) < 1 / 1000) {\n return t;\n }\n t -= dx / 2;\n }\n return t;\n}\n/**\n * @namespace easing\n */\n/**\n* Cubic Bezier curve.\n* @memberof easing\n* @func bezier\n* @param {number} [x1] - point1's x\n* @param {number} [y1] - point1's y\n* @param {number} [x2] - point2's x\n* @param {number} [y2] - point2's y\n* @return {function} the curve function\n* @example\nimport {bezier} from \"scenejs\";\nScene.bezier(0, 0, 1, 1) // LINEAR\nScene.bezier(0.25, 0.1, 0.25, 1) // EASE\n*/\nexport function bezier(x1: number, y1: number, x2: number, y2: number) {\n /*\n\t\tx = f(t)\n\t\tcalculate inverse function by x\n\t\tt = f-1(x)\n\t*/\n const func: EasingFunction = (x: number) => {\n const t = solveFromX(x1, x2, Math.max(Math.min(1, x), 0));\n\n return cubic(y1, y2, t);\n };\n\n func.easingName = `cubic-bezier(${x1},${y1},${x2},${y2})`;\n return func;\n}\n/**\n* Specifies a stepping function\n* @see {@link https://www.w3schools.com/cssref/css3_pr_animation-timing-function.asp|CSS3 Timing Function}\n* @memberof easing\n* @func steps\n* @param {number} count - point1's x\n* @param {\"start\" | \"end\"} postion - point1's y\n* @return {function} the curve function\n* @example\nimport {steps} from \"scenejs\";\nScene.steps(1, \"start\") // Scene.STEP_START\nScene.steps(1, \"end\") // Scene.STEP_END\n*/\nexport function steps(count: number, position: \"start\" | \"end\") {\n const func: EasingFunction = (time: number) => {\n const level = 1 / count;\n\n if (time >= 1) {\n return 1;\n }\n return (position === \"start\" ? level : 0) + Math.floor(time / level) * level;\n };\n\n func.easingName = `steps(${count}, ${position})`;\n\n return func;\n}\n\n/**\n* Equivalent to steps(1, start)\n* @memberof easing\n* @name STEP_START\n* @static\n* @type {function}\n* @example\nimport {STEP_START} from \"scenejs\";\nScene.STEP_START // steps(1, start)\n*/\nexport const STEP_START = /*#__PURE__#*/steps(1, \"start\");\n/**\n* Equivalent to steps(1, end)\n* @memberof easing\n* @name STEP_END\n* @static\n* @type {function}\n* @example\nimport {STEP_END} from \"scenejs\";\nScene.STEP_END // steps(1, end)\n*/\nexport const STEP_END = /*#__PURE__#*/steps(1, \"end\");\n/**\n* Linear Speed (0, 0, 1, 1)\n* @memberof easing\n* @name LINEAR\n* @static\n* @type {function}\n* @example\nimport {LINEAR} from \"scenejs\";\nScene.LINEAR\n*/\nexport const LINEAR = /*#__PURE__#*/bezier(0, 0, 1, 1);\n/**\n* Ease Speed (0.25, 0.1, 0.25, 1)\n* @memberof easing\n* @name EASE\n* @static\n* @type {function}\n* @example\nimport {EASE} from \"scenejs\";\nScene.EASE\n*/\nexport const EASE = /*#__PURE__#*/bezier(0.25, 0.1, 0.25, 1);\n/**\n* Ease In Speed (0.42, 0, 1, 1)\n* @memberof easing\n* @name EASE_IN\n* @static\n* @type {function}\n* @example\nimport {EASE_IN} from \"scenejs\";\nScene.EASE_IN\n*/\nexport const EASE_IN = /*#__PURE__#*/bezier(0.42, 0, 1, 1);\n/**\n* Ease Out Speed (0, 0, 0.58, 1)\n* @memberof easing\n* @name EASE_OUT\n* @static\n* @type {function}\n* @example\nimport {EASE_OUT} from \"scenejs\";\nScene.EASE_OUT\n*/\nexport const EASE_OUT = /*#__PURE__#*/bezier(0, 0, 0.58, 1);\n/**\n* Ease In Out Speed (0.42, 0, 0.58, 1)\n* @memberof easing\n* @name EASE_IN_OUT\n* @static\n* @type {function}\n* @example\nimport {EASE_IN_OUT} from \"scenejs\";\nScene.EASE_IN_OUT\n*/\nexport const EASE_IN_OUT = /*#__PURE__#*/bezier(0.42, 0, 0.58, 1);\n","import { IObject } from \"@daybrush/utils\";\nimport { RoleObject, OptionType, EventType, EasingFunction } from \"./types\";\nimport { EASE, EASE_IN, EASE_IN_OUT, LINEAR, EASE_OUT, STEP_START, STEP_END } from \"./easing\";\n\nexport const PREFIX = \"__SCENEJS_\";\nexport const DATA_SCENE_ID = \"data-scene-id\";\nexport const TIMING_FUNCTION = \"animation-timing-function\";\nexport const ROLES: RoleObject = { transform: {}, filter: {}, attribute: {} };\nexport const ALIAS: IObject = { easing: [TIMING_FUNCTION] };\nexport const FIXED = { [TIMING_FUNCTION]: true, contents: true };\nexport const MAXIMUM = 1000000;\nexport const THRESHOLD = 0.000001;\n\nexport const DURATION = \"duration\";\nexport const FILL_MODE = \"fillMode\";\nexport const DIRECTION = \"direction\";\nexport const ITERATION_COUNT = \"iterationCount\";\nexport const DELAY = \"delay\";\nexport const EASING = \"easing\";\nexport const PLAY_SPEED = \"playSpeed\";\nexport const EASING_NAME = \"easingName\";\nexport const ITERATION_TIME = \"iterationTime\";\nexport const PAUSED = \"paused\";\nexport const ENDED = \"ended\";\nexport const TIMEUPDATE = \"timeupdate\";\nexport const ANIMATE = \"animate\";\nexport const PLAY = \"play\";\nexport const RUNNING = \"running\";\nexport const ITERATION = \"iteration\";\nexport const START_ANIMATION = \"startAnimation\";\nexport const PAUSE_ANIMATION = \"pauseAnimation\";\nexport const ALTERNATE = \"alternate\";\nexport const REVERSE = \"reverse\";\nexport const ALTERNATE_REVERSE = \"alternate-reverse\";\nexport const NORMAL = \"normal\";\nexport const INFINITE = \"infinite\";\nexport const PLAY_STATE = \"playState\";\nexport const PLAY_CSS = \"playCSS\";\nexport const PREV_TIME = \"prevTime\";\nexport const TICK_TIME = \"tickTime\";\nexport const CURRENT_TIME = \"currentTime\";\nexport const SELECTOR = \"selector\";\nexport const TRANSFORM_NAME = \"transform\";\nexport const EASINGS = {\n \"linear\": LINEAR,\n \"ease\": EASE,\n \"ease-in\": EASE_IN,\n \"ease-out\": EASE_OUT,\n \"ease-in-out\": EASE_IN_OUT,\n \"step-start\": STEP_START,\n \"step-end\": STEP_END,\n};\n\n/**\n* option name list\n* @name Scene.OPTIONS\n* @memberof Scene\n* @static\n* @type {$ts:OptionType}\n* @example\n* Scene.OPTIONS // [\"duration\", \"fillMode\", \"direction\", \"iterationCount\", \"delay\", \"easing\", \"playSpeed\"]\n*/\nexport const OPTIONS: OptionType = [DURATION, FILL_MODE, DIRECTION, ITERATION_COUNT, DELAY, EASING, PLAY_SPEED];\n\n/**\n* Event name list\n* @name Scene.EVENTS\n* @memberof Scene\n* @static\n* @type {$ts:EventType}\n* @example\n* Scene.EVENTS // [\"paused\", \"ended\", \"timeupdate\", \"animate\", \"play\", \"iteration\"];\n*/\nexport const EVENTS: EventType = [PAUSED, ENDED, TIMEUPDATE, ANIMATE, PLAY, ITERATION];\n","import { isObject, isArray, toArray } from \"@daybrush/utils\";\nimport { CallbackType, EventParameter } from \"./types\";\n\n/**\n* attach and trigger event handlers.\n*/\nclass EventTrigger {\n public events: { [name: string]: CallbackType[] };\n /**\n * @example\n const et = new Scene.EventTrigger();\n const scene = new Scene();\n\n scene.on(\"call\", e => {\n console.log(e.param);\n });\n et.on(\"call\", e => {\n console.log(e.param);\n });\n scene.trigger(\"call\", {param: 1});\n et.trigger(\"call\", {param: 1});\n */\n constructor() {\n this.events = {};\n }\n public _on(name: string | EventParameter, callback?: CallbackType | CallbackType[], once?: boolean) {\n const events = this.events;\n\n if (isObject(name)) {\n for (const n in name) {\n this._on(n, name[n], once);\n }\n return;\n }\n if (!(name in events)) {\n events[name] = [];\n }\n if (!callback) {\n return;\n }\n if (isArray(callback)) {\n callback.forEach(func => this._on(name, func, once));\n return;\n }\n events[name].push(once ? function callback2(...args) {\n callback(...args);\n this.off(name, callback2);\n } : callback);\n }\n /**\n * Attach an event handler function for one or more events to target\n * @param - event's name\n * @param - function to execute when the event is triggered.\n * @return {EventTrigger} An Instance itself.\n * @example\n target.on(\"animate\", function() {\n console.log(\"animate\");\n });\n\n target.trigger(\"animate\");\n\n */\n public on(name: string | EventParameter, callback?: CallbackType | CallbackType[]) {\n this._on(name, callback);\n return this;\n }\n /**\n * Dettach an event handler function for one or more events to target\n * @param - event's name\n * @param - function to execute when the event is triggered.\n * @return {EventTrigger} An Instance itself.\n * @example\n const callback = function() {\n console.log(\"animate\");\n };\n target.on(\"animate\", callback);\n\n target.off(\"animate\", callback);\n target.off(\"animate\");\n\n */\n public off(name?: string, callback?: CallbackType) {\n if (!name) {\n this.events = {};\n } else if (!callback) {\n this.events[name] = [];\n } else {\n const callbacks = this.events[name];\n\n if (!callbacks) {\n return this;\n }\n const index = callbacks.indexOf(callback);\n\n if (index !== -1) {\n callbacks.splice(index, 1);\n }\n }\n return this;\n }\n /**\n * execute event handler\n * @param - event's name\n * @param - event handler's additional parameter\n * @return {EventTrigger} An Instance itself.\n * @example\n target.on(\"animate\", function(a1, a2) {\n console.log(\"animate\", a1, a2);\n });\n\n target.trigger(\"animate\", [1, 2]); // log => \"animate\", 1, 2\n\n */\n public trigger(name: string, ...data: any[]) {\n const events = this.events;\n\n if (!(name in events)) {\n return this;\n }\n\n const args = data || [];\n\n !args[0] && (args[0] = {});\n const event = events[name];\n const target = args[0];\n\n target.type = name;\n target.currentTarget = this;\n !target.target && (target.target = this);\n toArray(events[name]).forEach(callback => {\n callback.apply(this, data);\n });\n\n return this;\n }\n public once(name: string | EventParameter, callback?: CallbackType | CallbackType[]) {\n this._on(name, callback, true);\n return this;\n }\n}\nexport default EventTrigger;\n","import { isString } from \"@daybrush/utils\";\nimport { PropertyObjectState } from \"./types\";\n\n/**\n* Make string, array to PropertyObject for the dot product\n*/\nclass PropertyObject implements PropertyObjectState {\n public value: any[];\n public prefix: string = \"\";\n public suffix: string = \"\";\n public model: string = \"\";\n public type: string = \"\";\n public separator: string = \",\";\n\n /**\n * @param - This value is in the array format.\n * @param - options\n * @example\n var obj = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n */\n constructor(value: string | any[], options?: Partial) {\n options && this.setOptions(options);\n this.value = isString(value) ? value.split(this.separator) : value;\n }\n public setOptions(newOptions: Partial) {\n for (const name in newOptions) {\n this[name as keyof PropertyObjectState] = newOptions[name as keyof PropertyObjectState];\n }\n return this;\n }\n /**\n * the number of values.\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n\n console.log(obj1.length);\n // 3\n */\n public size() {\n return this.value.length;\n }\n /**\n * retrieve one of values at the index\n * @param {Number} index - index\n * @return {Object} one of values at the index\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n\n console.log(obj1.get(0));\n // 1\n */\n public get(index: number) {\n return this.value[index];\n }\n /**\n * Set the value at that index\n * @param {Number} index - index\n * @param {Object} value - text, a number, object to set\n * @return {PropertyObject} An instance itself\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n obj1.set(0, 2);\n console.log(obj1.toValue());\n // 2,2,3\n */\n public set(index: number, value: any) {\n this.value[index] = value;\n return this;\n }\n /**\n * create a copy of an instance itself.\n * @return {PropertyObject} clone\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n const obj2 = obj1.clone();\n */\n public clone(): PropertyObject {\n const {\n separator,\n prefix,\n suffix,\n model,\n type,\n } = this;\n const arr = this.value.map(v => ((v instanceof PropertyObject) ? v.clone() : v));\n return new PropertyObject(arr, {\n separator,\n prefix,\n suffix,\n model,\n type,\n });\n }\n /**\n * Make Property Object to String\n * @return {String} Make Property Object to String\n * @example\n //rgba(100, 100, 100, 0.5)\n const obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\",\n });\n console.log(obj4.toValue());\n // \"rgba(100,100,100,0.5)\"\n */\n public toValue(): string {\n return this.prefix + this.join() + this.suffix;\n }\n /**\n * Make Property Object's array to String\n * @return {String} Join the elements of an array into a string\n * @example\n //rgba(100, 100, 100, 0.5)\n var obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n obj4.join(); // => \"100,100,100,0.5\"\n */\n public join() {\n return this.value.map(v => ((v instanceof PropertyObject) ? v.toValue() : v)).join(this.separator);\n }\n /**\n * executes a provided function once per array element.\n * @param {Function} callback - Function to execute for each element, taking three arguments\n * @param {All} [callback.currentValue] The current element being processed in the array.\n * @param {Number} [callback.index] The index of the current element being processed in the array.\n * @param {Array} [callback.array] the array.\n * @return {PropertyObject} An instance itself\n * @see {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach|MDN Array.forEach()} reference to MDN document.\n * @example\n //rgba(100, 100, 100, 0.5)\n var obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n\n obj4.forEach(t => {\n console.log(t);\n }); // => \"100,100,100,0.5\"\n */\n public forEach(func: (value?: any, index?: number, array?: any[]) => void) {\n this.value.forEach(func);\n return this;\n }\n}\nexport default PropertyObject;\n","import {\n ROLES, MAXIMUM, FIXED, ALIAS,\n PAUSED, RUNNING, PLAY, ENDED, PREFIX, PLAY_CSS, CURRENT_TIME, START_ANIMATION\n} from \"./consts\";\nimport PropertyObject from \"./PropertyObject\";\nimport Scene from \"./Scene\";\nimport SceneItem from \"./SceneItem\";\nimport {\n isArray, ANIMATION, ARRAY, OBJECT,\n PROPERTY, STRING, NUMBER, IS_WINDOW, IObject, $, document, isObject, addEvent, removeEvent,\n} from \"@daybrush/utils\";\n\nexport function isPropertyObject(value: any): value is PropertyObject {\n return value instanceof PropertyObject;\n}\nexport function setAlias(name: string, alias: string[]) {\n ALIAS[name] = alias;\n}\nexport function setRole(names: string[], isProperty?: boolean, isFixedProperty?: boolean) {\n const length = names.length;\n let roles: any = ROLES;\n let fixed: any = FIXED;\n\n for (let i = 0; i < length - 1; ++i) {\n !roles[names[i]] && (roles[names[i]] = {});\n roles = roles[names[i]];\n if (isFixedProperty) {\n !fixed[names[i]] && (fixed[names[i]] = {});\n fixed = fixed[names[i]];\n }\n }\n isFixedProperty && (fixed[names[length - 1]] = true);\n roles[names[length - 1]] = isProperty ? true : {};\n}\nexport function getType(value: any) {\n const type = typeof value;\n\n if (type === OBJECT) {\n if (isArray(value)) {\n return ARRAY;\n } else if (isPropertyObject(value)) {\n return PROPERTY;\n }\n } else if (type === STRING || type === NUMBER) {\n return \"value\";\n }\n return type;\n}\nexport function isPureObject(obj: any): obj is object {\n return isObject(obj) && obj.constructor === Object;\n}\nexport function getNames(names: IObject, stack: string[]) {\n let arr: string[][] = [];\n\n if (isPureObject(names)) {\n for (const name in names) {\n stack.push(name);\n arr = arr.concat(getNames(names[name], stack));\n stack.pop();\n }\n } else {\n arr.push(stack.slice());\n }\n return arr;\n}\nexport function updateFrame(names: IObject, properties: IObject) {\n for (const name in properties) {\n const value = properties[name];\n\n if (!isPureObject(value)) {\n names[name] = true;\n continue;\n }\n if (!isObject(names[name])) {\n names[name] = {};\n }\n updateFrame(names[name], properties[name]);\n }\n return names;\n}\nexport function toFixed(num: number) {\n return Math.round(num * MAXIMUM) / MAXIMUM;\n}\nexport function getValueByNames(\n names: Array,\n properties: IObject, length: number = names.length) {\n let value = properties;\n\n for (let i = 0; i < length; ++i) {\n if (!isObject(value)) {\n return undefined;\n }\n value = value[names[i]];\n }\n return value;\n}\nexport function isInProperties(roles: IObject, args: string[], isCheckTrue?: boolean) {\n const length = args.length;\n let role: any = roles;\n\n if (length === 0) {\n return false;\n }\n for (let i = 0; i < length; ++i) {\n if (role === true) {\n return false;\n }\n role = role[args[i]];\n if (!role || (!isCheckTrue && role === true)) {\n return false;\n }\n }\n return true;\n}\nexport function isRole(args: string[], isCheckTrue?: boolean) {\n return isInProperties(ROLES, args, isCheckTrue);\n}\nexport function isFixed(args: string[]) {\n return isInProperties(FIXED, args, true);\n}\n\nexport interface IterationInterface {\n currentTime: number;\n iterationCount: number;\n elapsedTime: number;\n}\nexport function setPlayCSS(item: Scene | SceneItem, isActivate: boolean) {\n item.state[PLAY_CSS] = isActivate;\n}\nexport function isPausedCSS(item: Scene | SceneItem) {\n return item.state[PLAY_CSS] && item.isPaused();\n}\nexport function isEndedCSS(item: Scene | SceneItem) {\n return !item.isEnded() && item.state[PLAY_CSS];\n}\n\nexport function exportCSS(id: number | string, css: string) {\n const styleId = `${PREFIX}STYLE_${toId(id)}`;\n const styleElement: HTMLElement = $(`#${styleId}`);\n\n if (styleElement) {\n styleElement.innerText = css;\n } else {\n document.body.insertAdjacentHTML(\"beforeend\",\n ``);\n }\n}\nexport function makeId(selector?: boolean) {\n for (; ;) {\n const id = `${Math.floor(Math.random() * 10000000)}`;\n\n if (!IS_WINDOW || !selector) {\n return id;\n }\n const checkElement = $(`[data-scene-id=\"${id}\"]`);\n\n if (!checkElement) {\n return id;\n }\n }\n}\nexport function getRealId(item: Scene | SceneItem) {\n return item.getId() || item.setId(makeId(false)).getId();\n}\nexport function toId(text: number | string) {\n return `${text}`.match(/[0-9a-zA-Z]+/g).join(\"\");\n}\nexport function playCSS(\n item: Scene | SceneItem, isExportCSS?: boolean,\n playClassName?: string, properties: object = {}) {\n if (!ANIMATION || item.getPlayState() === RUNNING) {\n return;\n }\n const className = playClassName || START_ANIMATION;\n\n if (isPausedCSS(item)) {\n item.addPlayClass(true, className, properties);\n } else {\n if (item.isEnded()) {\n item.setTime(0);\n }\n isExportCSS && item.exportCSS({ className });\n const el = item.addPlayClass(false, className, properties);\n\n if (!el) {\n return;\n }\n addAnimationEvent(item, el);\n setPlayCSS(item, true);\n }\n item.setPlayState(RUNNING);\n}\n\nexport function addAnimationEvent(item: Scene | SceneItem, el: Element) {\n const state = item.state;\n const duration = item.getDuration();\n const isZeroDuration = !duration || !isFinite(duration);\n const animationend = () => {\n setPlayCSS(item, false);\n item.finish();\n };\n const animationstart = () => {\n item.trigger(PLAY);\n };\n item.once(ENDED, () => {\n removeEvent(el, \"animationcancel\", animationend);\n removeEvent(el, \"animationend\", animationend);\n removeEvent(el, \"animationiteration\", animationiteration);\n removeEvent(el, \"animationstart\", animationstart);\n });\n const animationiteration = ({ elapsedTime }: any) => {\n const currentTime = elapsedTime;\n const iterationCount = isZeroDuration ? 0 : (currentTime / duration);\n\n state[CURRENT_TIME] = currentTime;\n item.setIteration(iterationCount);\n };\n addEvent(el, \"animationcancel\", animationend);\n addEvent(el, \"animationend\", animationend);\n addEvent(el, \"animationiteration\", animationiteration);\n addEvent(el, \"animationstart\", animationstart);\n}\n","/**\n* @namespace\n* @name Property\n*/\n\nimport PropertyObject from \"../PropertyObject\";\nimport {\n COLOR_MODELS, isString,\n splitComma, splitSpace, stringToRGBA,\n RGBA, splitBracket, IObject, isArray\n} from \"@daybrush/utils\";\n\nexport function splitStyle(str: string) {\n const properties = str.split(\";\");\n const obj: IObject = {};\n let length = properties.length;\n\n for (let i = 0; i < length; ++i) {\n const matches = /([^:]*):([\\S\\s]*)/g.exec(properties[i]);\n\n if (!matches || matches.length < 3 || !matches[1]) {\n --length;\n continue;\n }\n obj[matches[1].trim()] = toPropertyObject(matches[2].trim());\n }\n return {styles: obj, length};\n}\n/**\n* convert array to PropertyObject[type=color].\n* default model \"rgba\"\n* @memberof Property\n* @function arrayToColorObject\n* @param {Array|PropertyObject} value ex) [0, 0, 0, 1]\n* @return {PropertyObject} PropertyObject[type=color]\n* @example\narrayToColorObject([0, 0, 0])\n// => PropertyObject(type=\"color\", model=\"rgba\", value=[0, 0, 0, 1], separator=\",\")\n*/\nexport function arrayToColorObject(arr: number[]) {\n const model = RGBA;\n\n if (arr.length === 3) {\n arr[3] = 1;\n }\n return new PropertyObject(arr, {\n model,\n separator: \",\",\n type: \"color\",\n prefix: `${model}(`,\n suffix: \")\",\n });\n}\n/**\n* convert text with parentheses to object.\n* @memberof Property\n* @function stringToBracketObject\n* @param {String} value ex) \"rgba(0,0,0,1)\"\n* @return {PropertyObject} PropertyObject\n* @example\nstringToBracketObject(\"abcde(0, 0, 0,1)\")\n// => PropertyObject(model=\"abcde\", value=[0, 0, 0,1], separator=\",\")\n*/\nexport function stringToBracketObject(text: string) {\n // [prefix, value, other]\n const { prefix: model, value, suffix: afterModel } = splitBracket(text);\n\n if (typeof value === \"undefined\") {\n return text;\n }\n if (COLOR_MODELS.indexOf(model) !== -1) {\n return arrayToColorObject(stringToRGBA(text));\n }\n // divide comma(,)\n const obj = toPropertyObject(value);\n\n let arr = [value];\n let separator = \",\";\n let prefix = `${model}(`;\n let suffix = `)${afterModel}`;\n\n if (obj instanceof PropertyObject) {\n separator = obj.separator;\n arr = obj.value;\n prefix += obj.prefix;\n suffix = obj.suffix + suffix;\n }\n return new PropertyObject(arr, {\n separator,\n model,\n prefix,\n suffix,\n });\n}\n\nexport function arrayToPropertyObject(arr: any[], separator: string) {\n return new PropertyObject(arr, {\n type: \"array\",\n separator,\n });\n}\n\n/**\n* convert text with parentheses to PropertyObject[type=color].\n* If the values are not RGBA model, change them RGBA mdoel.\n* @memberof Property\n* @function stringToColorObject\n* @param {String|PropertyObject} value ex) \"rgba(0,0,0,1)\"\n* @return {PropertyObject} PropertyObject[type=color]\n* @example\nstringToColorObject(\"rgba(0, 0, 0,1)\")\n// => PropertyObject(type=\"color\", model=\"rgba\", value=[0, 0, 0,1], separator=\",\")\n*/\nexport function stringToColorObject(value: string): string | PropertyObject {\n const result = stringToRGBA(value);\n\n return result ? arrayToColorObject(result) : value;\n}\n/**\n* convert CSS Value to PropertyObject\n* @memberof Property\n* @function toPropertyObject\n* @param {String} value it's text contains the array.\n* @return {String} Not Array, Not Separator, Only Number & Unit\n* @return {PropertyObject} Array with Separator.\n* @see referenced regular expression {@link http://stackoverflow.com/questions/20215440/parse-css-gradient-rule-with-javascript-regex}\n* @example\ntoPropertyObject(\"1px solid #000\");\n// => PropertyObject([\"1px\", \"solid\", rgba(0, 0, 0, 1)])\n*/\nexport function toPropertyObject(value: any[]): PropertyObject;\nexport function toPropertyObject(value: IObject): IObject;\nexport function toPropertyObject(value: string): PropertyObject | string;\nexport function toPropertyObject(value: string | IObject | any[]) {\n if (!isString(value)) {\n if (isArray(value)) {\n return arrayToPropertyObject(value, \",\");\n }\n return value;\n }\n let values = splitComma(value);\n\n if (values.length > 1) {\n return arrayToPropertyObject(values.map(v => toPropertyObject(v)), \",\");\n }\n values = splitSpace(value);\n if (values.length > 1) {\n return arrayToPropertyObject(values.map(v => toPropertyObject(v)), \" \");\n }\n values = /^(['\"])([^'\"]*)(['\"])$/g.exec(value);\n if (values && values[1] === values[3]) {\n // Quotes\n return new PropertyObject([toPropertyObject(values[2])], {\n prefix: values[1],\n suffix: values[1],\n });\n } else if (value.indexOf(\"(\") !== -1) {\n // color\n return stringToBracketObject(value);\n } else if (value.charAt(0) === \"#\") {\n return stringToColorObject(value);\n }\n return value;\n}\nexport function toObject(object: PropertyObject, result: IObject = {}) {\n const model = object.model;\n\n if (model) {\n object.setOptions({\n model: \"\",\n suffix: \"\",\n prefix: \"\",\n });\n const value = object.size() > 1 ? object : object.get(0);\n\n result[model] = value;\n } else {\n object.forEach(obj => {\n toObject(obj, result);\n });\n }\n return result;\n}\n","import {\n THRESHOLD,\n ALTERNATE, ALTERNATE_REVERSE, REVERSE, INFINITE, NORMAL,\n ITERATION_COUNT, DELAY, FILL_MODE, DIRECTION, PLAY_SPEED,\n DURATION, EASING, ITERATION_TIME, EASING_NAME, PAUSED,\n RUNNING, PLAY, TIMEUPDATE, ENDED, PLAY_STATE, PREV_TIME, TICK_TIME, CURRENT_TIME, ITERATION, OPTIONS, EASINGS\n} from \"./consts\";\nimport EventTrigger from \"./EventTrigger\";\nimport { bezier, steps } from \"./easing\";\nimport { toFixed } from \"./utils\";\nimport { splitUnit, isString, camelize, requestAnimationFrame, isArray, cancelAnimationFrame } from \"@daybrush/utils\";\nimport {\n IterationCountType, DirectionType, AnimatorState,\n EasingFunction, FillModeType, PlayStateType, EasingType, AnimatorOptions,\n} from \"./types\";\nimport { toPropertyObject } from \"./utils/property\";\n\nfunction GetterSetter {}>(\n getter: string[], setter: string[], parent: string) {\n return (constructor: T) => {\n const prototype = constructor.prototype;\n\n getter.forEach(name => {\n prototype[camelize(`get ${name}`)] = function() {\n return this[parent][name];\n };\n });\n setter.forEach(name => {\n prototype[camelize(`set ${name}`)] = function(value: any) {\n this[parent][name] = value;\n return this;\n };\n });\n };\n}\nexport function isDirectionReverse(iteration: number, iteraiontCount: IterationCountType, direction: DirectionType) {\n if (direction === REVERSE) {\n return true;\n } else if (iteraiontCount !== INFINITE && iteration === iteraiontCount && iteraiontCount % 1 === 0) {\n return direction === (iteration % 2 >= 1 ? ALTERNATE_REVERSE : ALTERNATE);\n }\n return direction === (iteration % 2 >= 1 ? ALTERNATE : ALTERNATE_REVERSE);\n}\n/**\n* @typedef {Object} AnimatorState The Animator options. Properties used in css animation.\n* @property {number} [duration] The duration property defines how long an animation should take to complete one cycle.\n* @property {\"none\"|\"forwards\"|\"backwards\"|\"both\"} [fillMode] The fillMode property specifies a style for the element when the animation is not playing (before it starts, after it ends, or both).\n* @property {\"infinite\"|number} [iterationCount] The iterationCount property specifies the number of times an animation should be played.\n* @property {array|function} [easing] The easing(timing-function) specifies the speed curve of an animation.\n* @property {number} [delay] The delay property specifies a delay for the start of an animation.\n* @property {\"normal\"|\"reverse\"|\"alternate\"|\"alternate-reverse\"} [direction] The direction property defines whether an animation should be played forwards, backwards or in alternate cycles.\n*/\n\nconst setters = [\"id\", ITERATION_COUNT, DELAY, FILL_MODE,\n DIRECTION, PLAY_SPEED, DURATION, PLAY_SPEED, ITERATION_TIME, PLAY_STATE];\nconst getters = [...setters, EASING, EASING_NAME];\n\n/**\n* play video, animation, the others\n* @extends EventTrigger\n* @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation}\n*/\n@GetterSetter(getters, setters, \"state\")\nclass Animator\n extends EventTrigger {\n public state: U;\n private timerId: number = 0;\n\n /**\n * @param - animator's options\n * @example\n const animator = new Animator({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.easing.EASE,\n });\n */\n constructor(options?: Partial) {\n super();\n this.state = {\n id: \"\",\n easing: 0,\n easingName: \"linear\",\n iterationCount: 1,\n delay: 0,\n fillMode: \"forwards\",\n direction: NORMAL,\n playSpeed: 1,\n currentTime: 0,\n iterationTime: -1,\n iteration: 0,\n tickTime: 0,\n prevTime: 0,\n playState: PAUSED,\n duration: 0,\n } as U;\n this.setOptions(options);\n }\n /**\n * set animator's easing.\n * @param curverArray - The speed curve of an animation.\n * @return {Animator} An instance itself.\n * @example\n animator.({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.easing.EASE,\n });\n */\n public setEasing(curveArray: string | number[] | EasingFunction): this {\n let easing: EasingFunction;\n\n if (isString(curveArray)) {\n if (curveArray in EASINGS) {\n easing = EASINGS[curveArray];\n } else {\n const obj = toPropertyObject(curveArray);\n\n if (isString(obj)) {\n return this;\n } else {\n if (obj.model === \"cubic-bezier\") {\n curveArray = obj.value.map(v => parseFloat(v));\n easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]);\n } else if (obj.model === \"steps\") {\n easing = steps(parseFloat(obj.value[0]), obj.value[1]);\n } else {\n return this;\n }\n }\n }\n } else if (isArray(curveArray)) {\n easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]);\n } else {\n easing = curveArray;\n }\n const easingName = easing[EASING_NAME] || \"linear\";\n\n const state = this.state;\n\n state[EASING] = easing;\n state[EASING_NAME] = easingName;\n return this;\n }\n /**\n * set animator's options.\n * @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation}\n * @param - animator's options\n * @return {Animator} An instance itself.\n * @example\n animator.({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.eaasing.EASE,\n });\n */\n public setOptions(options: Partial = {}): this {\n for (const name in options) {\n const value = options[name];\n\n if (name === EASING) {\n this.setEasing(value);\n continue;\n } else if (name === DURATION) {\n value && this.setDuration(value);\n continue;\n }\n if (OPTIONS.indexOf(name as any) > -1) {\n this.state[name] = value;\n }\n }\n\n return this;\n }\n /**\n * Get the animator's total duration including delay\n * @return {number} Total duration\n * @example\n animator.getTotalDuration();\n */\n public getTotalDuration(): number {\n return this.getActiveDuration(true);\n }\n /**\n * Get the animator's total duration excluding delay\n * @return {number} Total duration excluding delay\n * @example\n animator.getActiveDuration();\n */\n public getActiveDuration(delay?: boolean): number {\n const state = this.state;\n const count = state[ITERATION_COUNT];\n if (count === INFINITE) {\n return Infinity;\n }\n return (delay ? state[DELAY] : 0) + this.getDuration() * count;\n }\n /**\n * Check if the animator has reached the end.\n * @return {boolean} ended\n * @example\n animator.isEnded(); // true or false\n */\n public isEnded(): boolean {\n if (this.state[TICK_TIME] === 0 && this.state[PLAY_STATE] === PAUSED) {\n return true;\n } else if (this.getTime() < this.getActiveDuration()) {\n return false;\n }\n return true;\n }\n /**\n *Check if the animator is paused:\n * @return {boolean} paused\n * @example\n animator.isPaused(); // true or false\n */\n public isPaused(): boolean {\n return this.state[PLAY_STATE] === PAUSED;\n }\n public start(delay: number = this.state[DELAY]): boolean {\n const state = this.state;\n\n state[PLAY_STATE] = RUNNING;\n if (state[TICK_TIME] >= delay) {\n /**\n * This event is fired when play animator.\n * @event Animator#play\n */\n this.trigger(PLAY);\n return true;\n }\n return false;\n }\n /**\n * play animator\n * @return {Animator} An instance itself.\n */\n public play(toTime?: number) {\n const state = this.state;\n const delay = state[DELAY];\n const currentTime = this.getTime();\n\n state[PLAY_STATE] = RUNNING;\n\n if (this.isEnded() && (currentTime === 0 || currentTime >= this.getActiveDuration())) {\n this.setTime(-delay, true);\n }\n state[TICK_TIME] = this.getTime();\n\n this.timerId = requestAnimationFrame((time: number) => {\n state[PREV_TIME] = time;\n this.tick(time, toTime);\n });\n this.start();\n return this;\n }\n /**\n * pause animator\n * @return {Animator} An instance itself.\n */\n public pause(): this {\n const state = this.state;\n\n if (state[PLAY_STATE] !== PAUSED) {\n state[PLAY_STATE] = PAUSED;\n /**\n * This event is fired when animator is paused.\n * @event Animator#paused\n */\n this.trigger(PAUSED);\n }\n cancelAnimationFrame(this.timerId);\n return this;\n }\n /**\n * end animator\n * @return {Animator} An instance itself.\n */\n public finish() {\n this.setTime(0);\n this.state[TICK_TIME] = 0;\n this.end();\n return this;\n }\n /**\n * end animator\n * @return {Animator} An instance itself.\n */\n public end() {\n this.pause();\n /**\n * This event is fired when animator is ended.\n * @event Animator#ended\n */\n this.trigger(ENDED);\n return this;\n }\n /**\n * set currentTime\n * @param {Number|String} time - currentTime\n * @return {Animator} An instance itself.\n * @example\n\n animator.setTime(\"from\"); // 0\n animator.setTime(\"to\"); // 100%\n animator.setTime(\"50%\");\n animator.setTime(10);\n animator.getTime() // 10\n */\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean) {\n const activeDuration = this.getActiveDuration();\n const state = this.state;\n const prevTime = state[TICK_TIME];\n const delay = state[DELAY];\n let currentTime = isTick ? (time as number) : this.getUnitTime(time);\n\n state[TICK_TIME] = delay + currentTime;\n if (currentTime < 0) {\n currentTime = 0;\n } else if (currentTime > activeDuration) {\n currentTime = activeDuration;\n }\n state[CURRENT_TIME] = currentTime;\n this.calculate();\n\n if (isTick && !isParent) {\n const tickTime = state[TICK_TIME];\n\n if (prevTime < delay && time >= 0) {\n this.start(0);\n }\n if (tickTime < prevTime || this.isEnded()) {\n this.end();\n return;\n }\n }\n if (this.isDelay()) {\n return this;\n }\n /**\n * This event is fired when the animator updates the time.\n * @event Animator#timeupdate\n * @param {Object} param The object of data to be sent to an event.\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.time The iteration time during duration that the animator is running.\n * @param {Number} param.iterationCount The iteration count that the animator is running.\n */\n this.trigger(TIMEUPDATE, {\n currentTime,\n time: this.getIterationTime(),\n iterationCount: state[ITERATION],\n });\n\n return this;\n }\n /**\n * Get the animator's current time\n * @return {number} current time\n * @example\n animator.getTime();\n */\n public getTime(): number {\n return this.state[CURRENT_TIME];\n }\n public getUnitTime(time: string | number) {\n if (isString(time)) {\n const duration = this.getDuration() || 100;\n\n if (time === \"from\") {\n return 0;\n } else if (time === \"to\") {\n return duration;\n }\n const { unit, value } = splitUnit(time);\n\n if (unit === \"%\") {\n !this.getDuration() && (this.setDuration(duration));\n return toFixed(parseFloat(time) / 100 * duration);\n } else if (unit === \">\") {\n return value + THRESHOLD;\n } else {\n return value;\n }\n } else {\n return toFixed(time);\n }\n }\n /**\n * Check if the current state of animator is delayed.\n * @return {boolean} check delay state\n */\n public isDelay() {\n const state = this.state;\n const delay = state[DELAY];\n const tickTime = state[TICK_TIME];\n\n return delay > 0 && (tickTime < delay);\n }\n public setIteration(iterationCount: number): this {\n const state = this.state;\n const passIterationCount = Math.floor(iterationCount);\n const maxIterationCount = state[ITERATION_COUNT] === INFINITE ? Infinity : state[ITERATION_COUNT];\n\n if (state[ITERATION] < passIterationCount && passIterationCount < maxIterationCount) {\n /**\n * The event is fired when an iteration of an animation ends.\n * @event Animator#iteration\n * @param {Object} param The object of data to be sent to an event.\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.iterationCount The iteration count that the animator is running.\n */\n this.trigger(\"iteration\", {\n currentTime: state[CURRENT_TIME],\n iterationCount: passIterationCount,\n });\n }\n state[ITERATION] = iterationCount;\n return this;\n }\n protected calculate() {\n const state = this.state;\n const iterationCount = state[ITERATION_COUNT];\n const fillMode = state[FILL_MODE];\n const direction = state[DIRECTION];\n const duration = this.getDuration();\n const time = this.getTime();\n const iteration = duration === 0 ? 0 : time / duration;\n let currentIterationTime = duration ? time % duration : 0;\n\n if (!duration) {\n this.setIterationTime(0);\n return this;\n }\n this.setIteration(iteration);\n\n // direction : normal, reverse, alternate, alternate-reverse\n // fillMode : forwards, backwards, both, none\n const isReverse = isDirectionReverse(iteration, iterationCount, direction);\n\n const isFiniteDuration = isFinite(duration);\n if (isFiniteDuration && isReverse) {\n currentIterationTime = duration - currentIterationTime;\n }\n if (isFiniteDuration && iterationCount !== INFINITE) {\n const isForwards = fillMode === \"both\" || fillMode === \"forwards\";\n\n // fill forwards\n if (iteration >= iterationCount) {\n currentIterationTime = duration * (isForwards ? (iterationCount % 1) || 1 : 0);\n isReverse && (currentIterationTime = duration - currentIterationTime);\n }\n }\n this.setIterationTime(currentIterationTime);\n return this;\n }\n private tick(now: number, to?: number) {\n if (this.isPaused()) {\n return;\n }\n const state = this.state;\n const playSpeed = state[PLAY_SPEED];\n const prevTime = state[PREV_TIME];\n const delay = state[DELAY];\n const tickTime = state[TICK_TIME];\n const currentTime = tickTime + Math.min(1000, now - prevTime) / 1000 * playSpeed;\n\n state[PREV_TIME] = now;\n this.setTime(currentTime - delay, true);\n if (to && to * 1000 < now) {\n this.pause();\n }\n if (state[PLAY_STATE] === PAUSED) {\n return;\n }\n\n this.timerId = requestAnimationFrame((time: number) => {\n this.tick(time, to);\n });\n }\n}\n/**\n * Specifies the unique indicator of the animator\n * @method Animator#setId\n * @param {number | string} - String or number of id to be set in the animator\n * @return {Animator} An instance itself.\n */\n/**\n * Specifies the unique indicator of the animator\n * @method Animator#getId\n * @return {number | string} the indicator of the item.\n */\n/**\n * Get a delay for the start of an animation.\n * @method Animator#getDelay\n * @return {number} delay\n */\n/**\n * Set a delay for the start of an animation.\n * @method Animator#setDelay\n * @param {number} delay - delay\n * @return {Animator} An instance itself.\n */\n/**\n * Get fill mode for the item when the animation is not playing (before it starts, after it ends, or both)\n * @method Animator#getFillMode\n * @return {FillModeType} fillMode\n */\n/**\n * Set fill mode for the item when the animation is not playing (before it starts, after it ends, or both)\n * @method Animator#setFillMode\n * @param {FillModeType} fillMode - fillMode\n * @return {Animator} An instance itself.\n */\n/**\n * Get the number of times an animation should be played.\n * @method Animator#getIterationCount\n * @return {IterationCountType} iterationCount\n */\n/**\n * Set the number of times an animation should be played.\n * @method Animator#setIterationCount\n * @param {IterationCountType} iterationCount - iterationCount\n * @return {Animator} An instance itself.\n */\n/**\n * Get whether an animation should be played forwards, backwards or in alternate cycles.\n * @method Animator#getDirection\n * @return {DirectionType} direction\n */\n/**\n * Set whether an animation should be played forwards, backwards or in alternate cycles.\n * @method Animator#setDirection\n * @param {DirectionType} direction - direction\n * @return {Animator} An instance itself.\n */\n/**\n * Get whether the animation is running or paused.\n * @method Animator#getPlayState\n * @return {PlayStateType} playState\n */\n/**\n * Set whether the animation is running or paused.\n * @method Animator#setPlayState\n * @param {PlayStateType} playState - playState\n * @return {Animator} An instance itself.\n */\n/**\n * Get the animator's play speed\n * @method Animator#getPlaySpeed\n * @return {number} playSpeed\n */\n/**\n * Set the animator's play speed\n * @method Animator#setPlaySpeed\n * @param {number} playSpeed - playSpeed\n * @return {Animator} An instance itself.\n */\n/**\n * Get how long an animation should take to complete one cycle.\n * @method Animator#getDuration\n * @return {number} duration\n */\n/**\n * Set how long an animation should take to complete one cycle.\n * @method Animator#setDuration\n * @param {number} duration - duration\n * @return {Animator} An instance itself.\n */\n/**\n * Get the speed curve of an animation.\n * @method Animator#getEasing\n * @return {EasingType} easing\n */\n/**\n * Get the speed curve's name\n * @method Animator#getEasingName\n * @return {string} the curve's name.\n */\n/**\n\t* Get the animator's current iteration time\n\t* @method Animator#getIterationTime\n\t* @return {number} current iteration time\n\t* @example\nanimator.getIterationTime();\n\t*/\n\n// tslint:disable-next-line:interface-name\ninterface Animator {\n setId(id: number | string): this;\n getId(): number | string;\n getIterationTime(): number;\n setIterationTime(time: number): this;\n setDelay(delay: number): this;\n getDelay(): number;\n setFillMode(fillMode: FillModeType): this;\n getFillMode(): FillModeType;\n setIterationCount(iterationCount: IterationCountType): this;\n getIterationCount(): IterationCountType;\n setDirection(direction: DirectionType): this;\n getDirection(): DirectionType;\n setPlayState(playState: PlayStateType): this;\n getPlayState(): PlayStateType;\n setPlaySpeed(playSpeed: number): this;\n getPlaySpeed(): number;\n setDuration(duration: number): this;\n getDuration(): number;\n getEasing(): EasingType;\n getEasingName(): string;\n}\nexport default Animator;\n","import {\n ALIAS, TIMING_FUNCTION, TRANSFORM_NAME, EASING_NAME\n} from \"./consts\";\nimport { isRole, getType, isPropertyObject, getValueByNames, isFixed, getNames, updateFrame } from \"./utils\";\nimport { toPropertyObject, splitStyle, toObject } from \"./utils/property\";\nimport {\n isObject, isArray, isString,\n ANIMATION, TRANSFORM, FILTER, PROPERTY, FUNCTION, ARRAY, OBJECT, IObject, isUndefined\n} from \"@daybrush/utils\";\nimport { NameType } from \"./types\";\n\nfunction toInnerProperties(obj: IObject) {\n if (!obj) {\n return \"\";\n }\n const arrObj = [];\n\n for (const name in obj) {\n arrObj.push(`${name.replace(/\\d$/g, \"\")}(${obj[name]})`);\n }\n return arrObj.join(\" \");\n}\n\n/* eslint-disable */\nfunction clone(target: IObject, toValue = false) {\n return merge({}, target, toValue);\n}\nfunction merge(to: IObject, from: IObject, toValue = false) {\n for (const name in from) {\n const value = from[name];\n const type = getType(value);\n\n if (type === PROPERTY) {\n to[name] = toValue ? value.toValue() : value.clone();\n } else if (type === FUNCTION) {\n to[name] = toValue ? getValue([name], value) : value;\n } else if (type === ARRAY) {\n to[name] = value.slice();\n } else if (type === OBJECT) {\n if (isObject(to[name]) && !isPropertyObject(to[name])) {\n merge(to[name], value, toValue);\n } else {\n to[name] = clone(value, toValue);\n }\n } else {\n to[name] = from[name];\n }\n }\n return to;\n}\n/* eslint-enable */\n\nfunction getPropertyName(args: NameType[]) {\n return args[0] in ALIAS ? ALIAS[args[0]] : args;\n}\nfunction getValue(names: NameType[], value: any): any {\n const type = getType(value);\n\n if (type === PROPERTY) {\n return value.toValue();\n } else if (type === FUNCTION) {\n if (names[0] !== TIMING_FUNCTION) {\n return getValue(names, value());\n }\n } else if (type === OBJECT) {\n return clone(value, true);\n }\n return value;\n}\n/**\n* Animation's Frame\n*/\nclass Frame {\n public properties: IObject;\n /**\n * @param - properties\n * @example\n const frame = new Scene.Frame({\n display: \"none\"\n transform: {\n translate: \"50px\",\n scale: \"5, 5\",\n }\n });\n */\n constructor(properties: any = {}) {\n this.properties = {};\n this.set(properties);\n }\n /**\n * get property value\n * @param {...Number|String|PropertyObject} args - property name or value\n * @example\n frame.get(\"display\") // => \"none\", \"block\", ....\n frame.get(\"transform\", \"translate\") // => \"10px,10px\"\n */\n public get(...args: NameType[]) {\n const value = this.raw(...args);\n\n return getValue(getPropertyName(args), value);\n }\n\n public raw(...args: NameType[]) {\n return getValueByNames(getPropertyName(args), this.properties);\n }\n /**\n * remove property value\n * @param {...String} args - property name\n * @return {Frame} An instance itself\n * @example\n frame.remove(\"display\")\n */\n public remove(...args: NameType[]) {\n const params = getPropertyName(args);\n const length = params.length;\n\n if (!length) {\n return this;\n }\n const value = getValueByNames(params, this.properties, length - 1);\n\n if (isObject(value)) {\n delete value[params[length - 1]];\n }\n return this;\n }\n /**\n * set property\n * @param {...Number|String|PropertyObject} args - property names or values\n * @return {Frame} An instance itself\n * @example\n // one parameter\n frame.set({\n display: \"none\",\n transform: {\n translate: \"10px, 10px\",\n scale: \"1\",\n },\n filter: {\n brightness: \"50%\",\n grayscale: \"100%\"\n }\n });\n\n // two parameters\n frame.set(\"transform\", {\n translate: \"10px, 10px\",\n scale: \"1\",\n });\n\n // three parameters\n frame.set(\"transform\", \"translate\", \"50px\");\n */\n public set(...args: any[]) {\n const self = this;\n const length = args.length;\n const params = args.slice(0, -1);\n const value = args[length - 1];\n\n if (params[0] in ALIAS) {\n self._set(ALIAS[params[0]], value);\n } else if (length === 2 && isArray(params[0])) {\n self._set(params[0], value);\n } else if (isArray(value)) {\n self._set(params, value);\n } else if (isPropertyObject(value)) {\n if (isRole(params)) {\n self.set(...params, toObject(value));\n } else {\n self._set(params, value);\n }\n } else if (isObject(value)) {\n for (const name in value) {\n self.set(...params, name, value[name]);\n }\n } else if (isString(value)) {\n if (isRole(params, true)) {\n if (isFixed(params) || !isRole(params)) {\n this._set(params, value);\n } else {\n const obj = toPropertyObject(value);\n\n if (isObject(obj)) {\n self.set(...params, obj);\n }\n }\n return this;\n } else {\n const { styles, length: stylesLength } = splitStyle(value);\n\n for (const name in styles) {\n self.set(...params, name, styles[name]);\n }\n if (stylesLength) {\n return this;\n }\n }\n self._set(params, value);\n } else {\n self._set(params, value);\n }\n return self;\n }\n /**\n * Gets the names of properties.\n * @return the names of properties.\n * @example\n // one parameter\n frame.set({\n display: \"none\",\n transform: {\n translate: \"10px, 10px\",\n scale: \"1\",\n },\n });\n\n // [[\"display\"], [\"transform\", \"translate\"], [\"transform\", \"scale\"]]\n console.log(frame.getNames());\n */\n public getNames(): string[][] {\n return getNames(this.properties, []);\n }\n /**\n * check that has property.\n * @param {...String} args - property name\n * @example\n frame.has(\"property\", \"display\") // => true or false\n */\n public has(...args: NameType[]) {\n const params = getPropertyName(args);\n const length = params.length;\n\n if (!length) {\n return false;\n }\n return !isUndefined(getValueByNames(params, this.properties, length));\n }\n /**\n * clone frame.\n * @return {Frame} An instance of clone\n * @example\n frame.clone();\n */\n public clone() {\n const frame = new Frame();\n\n return frame.merge(this);\n }\n /**\n * merge one frame to other frame.\n * @param - target frame.\n * @return {Frame} An instance itself\n * @example\n frame.merge(frame2);\n */\n public merge(frame: Frame) {\n const properties = this.properties;\n const frameProperties = frame.properties;\n\n if (!frameProperties) {\n return this;\n }\n merge(properties, frameProperties);\n\n return this;\n }\n /**\n * Specifies an css object that coverted the frame.\n * @return {object} cssObject\n */\n public toCSSObject() {\n const properties = this.get();\n const cssObject: IObject = {};\n\n for (const name in properties) {\n if (isRole([name], true)) {\n continue;\n }\n const value = properties[name];\n\n if (name === TIMING_FUNCTION) {\n cssObject[TIMING_FUNCTION.replace(\"animation\", ANIMATION)] =\n (isString(value) ? value : value[EASING_NAME]) || \"initial\";\n continue;\n }\n cssObject[name] = value;\n }\n const transform = toInnerProperties(properties[TRANSFORM_NAME]);\n const filter = toInnerProperties(properties.filter);\n\n TRANSFORM && transform && (cssObject[TRANSFORM] = transform);\n FILTER && filter && (cssObject[FILTER] = filter);\n return cssObject;\n }\n /**\n * Specifies an css text that coverted the frame.\n * @return {string} cssText\n */\n public toCSS() {\n const cssObject = this.toCSSObject();\n const cssArray = [];\n\n for (const name in cssObject) {\n cssArray.push(`${name}:${cssObject[name]};`);\n }\n return cssArray.join(\"\");\n }\n private _set(args: NameType[], value: any) {\n let properties = this.properties;\n const length = args.length;\n\n for (let i = 0; i < length - 1; ++i) {\n const name = args[i];\n\n !(name in properties) && (properties[name] = {});\n properties = properties[name];\n }\n if (!length) {\n return;\n }\n properties[args[length - 1]] = isString(value) ? toPropertyObject(value) : value;\n }\n}\nexport default Frame;\n","\nimport PropertyObject from \"../PropertyObject\";\nimport { getType } from \"../utils\";\nimport { toPropertyObject } from \"./property\";\nimport { splitUnit, PROPERTY, FUNCTION, ARRAY, dot as dotNumber } from \"@daybrush/utils\";\nimport { EasingType } from \"../types\";\n\nfunction dotArray(a1: any[], a2: any, b1: number, b2: number): any {\n const length = a2.length;\n\n return a1.map((v1, i) => {\n if (i >= length) {\n return v1;\n } else {\n return dot(v1, a2[i], b1, b2);\n }\n });\n}\n\nfunction dotColor(color1: PropertyObject, color2: PropertyObject, b1: number, b2: number) {\n // convert array to PropertyObject(type=color)\n const value1 = color1.value;\n const value2 = color2.value;\n // If the model name is not same, the inner product is impossible.\n const model1 = color1.model;\n const model2 = color2.model;\n\n if (model1 !== model2) {\n // It is recognized as a string.\n return dot(color1.toValue(), color2.toValue(), b1, b2);\n }\n if (value1.length === 3) {\n value1[3] = 1;\n }\n if (value2.length === 3) {\n value2[3] = 1;\n }\n const v = dotArray(value1, value2, b1, b2);\n const colorModel = model1;\n\n for (let i = 0; i < 3; ++i) {\n v[i] = parseInt(v[i], 10);\n }\n const object = new PropertyObject(v, {\n type: \"color\",\n model: colorModel,\n prefix: `${colorModel}(`,\n suffix: \")\",\n });\n\n return object;\n}\n\nfunction dotObject(a1: PropertyObject, a2: PropertyObject, b1: number, b2: number) {\n const a1Type = a1.type;\n\n if (a1Type === \"color\") {\n return dotColor(a1, a2, b1, b2);\n }\n const value1 = a1.value;\n const value2 = a2.value;\n const arr = dotArray(value1, value2, b1, b2);\n\n return new PropertyObject(arr, {\n type: a1Type,\n separator: a1.separator || a2.separator,\n prefix: a1.prefix || a2.prefix,\n suffix: a1.suffix || a2.suffix,\n model: a1.model || a2.model,\n });\n}\n/**\n* The dot product of a1 and a2 for the b1 and b2.\n* @memberof Dot\n* @function dot\n* @param {String|Number|PropertyObject} a1 value1\n* @param {String|Number|PropertyObject} a2 value2\n* @param {Number} b1 b1 ratio\n* @param {Number} b2 b2 ratio\n* @return {String} Not Array, Not Separator, Only Number & Unit\n* @return {PropertyObject} Array with Separator.\n* @example\ndot(1, 3, 0.3, 0.7);\n// => 1.6\n*/\nexport function dot(a1: any, a2: any, b1: number, b2: number): any {\n if (b2 === 0) {\n return a2;\n } else if (b1 === 0 || b1 + b2 === 0) {\n // prevent division by zero.\n return a1;\n }\n // dot Object\n\n const type1 = getType(a1);\n const type2 = getType(a2);\n const isFunction1 = type1 === FUNCTION;\n const isFunction2 = type2 === FUNCTION;\n\n if (isFunction1 || isFunction2) {\n return () => {\n return dot(isFunction1 ? toPropertyObject(a1()) : a1, isFunction2 ? toPropertyObject(a2()) : a2, b1, b2);\n };\n } else if (type1 === type2) {\n if (type1 === PROPERTY) {\n return dotObject(a1, a2, b1, b2);\n } else if (type1 === ARRAY) {\n return dotArray(a1, a2, b1, b2);\n } else if (type1 !== \"value\") {\n return a1;\n }\n } else {\n return a1;\n }\n const v1 = splitUnit(`${a1}`);\n const v2 = splitUnit(`${a2}`);\n let v;\n\n // 숫자가 아닐경우 첫번째 값을 반환 b2가 0일경우 두번째 값을 반환\n if (isNaN(v1.value) || isNaN(v2.value)) {\n return a1;\n } else {\n v = dotNumber(v1.value, v2.value, b1, b2);\n }\n const prefix = v1.prefix || v2.prefix;\n const unit = v1.unit || v2.unit;\n\n if (!prefix && !unit) {\n return v;\n }\n return prefix + v + unit;\n}\n\nexport function dotValue(\n time: number,\n prevTime: number,\n nextTime: number,\n prevValue: any,\n nextValue: any,\n easing?: EasingType) {\n if (time === prevTime) {\n return prevValue;\n } else if (time === nextTime) {\n return nextValue;\n } else if (!easing) {\n return dot(prevValue, nextValue, time - prevTime, nextTime - time);\n }\n const ratio = easing((time - prevTime) / (nextTime - prevTime));\n const value = dot(prevValue, nextValue, ratio, 1 - ratio);\n\n return value;\n}\n","import Animator, { isDirectionReverse } from \"./Animator\";\nimport Frame from \"./Frame\";\nimport {\n toFixed,\n isFixed,\n playCSS,\n toId,\n exportCSS,\n getRealId,\n makeId,\n isPausedCSS,\n isRole,\n isInProperties,\n getValueByNames,\n isEndedCSS,\n setPlayCSS,\n getNames,\n updateFrame,\n} from \"./utils\";\nimport { dotValue } from \"./utils/dot\";\nimport {\n START_ANIMATION,\n PREFIX, THRESHOLD,\n TIMING_FUNCTION, ALTERNATE, ALTERNATE_REVERSE, INFINITE,\n REVERSE, EASING, FILL_MODE, DIRECTION, ITERATION_COUNT,\n EASING_NAME, DELAY, PLAY_SPEED, DURATION, PAUSE_ANIMATION, DATA_SCENE_ID, SELECTOR, ROLES, CURRENT_TIME\n} from \"./consts\";\nimport {\n isObject, isArray, isUndefined, decamelize,\n ANIMATION, fromCSS, addClass, removeClass, hasClass,\n KEYFRAMES, requestAnimationFrame, isFunction,\n IObject, $, splitComma, toArray, isString, IArrayFormat,\n dot as dotNumber,\n find,\n findIndex,\n} from \"@daybrush/utils\";\nimport {\n NameType, RoleObject, AnimateElement, AnimatorState,\n SceneItemState, SceneItemOptions, EasingType, PlayCondition, DirectionType\n} from \"./types\";\n\nfunction getNearTimeIndex(times: number[], time: number) {\n const length = times.length;\n\n for (let i = 0; i < length; ++i) {\n if (times[i] === time) {\n return [i, i];\n } else if (times[i] > time) {\n return [i > 0 ? i - 1 : 0, i];\n }\n }\n return [length - 1, length - 1];\n}\nfunction makeAnimationProperties(properties: object) {\n const cssArray = [];\n\n for (const name in properties) {\n cssArray.push(`${ANIMATION}-${decamelize(name)}:${properties[name]};`);\n }\n return cssArray.join(\"\");\n}\nfunction addTime(times: number[], time: number) {\n const length = times.length;\n for (let i = 0; i < length; ++i) {\n if (time < times[i]) {\n times.splice(i, 0, time);\n return;\n }\n }\n times[length] = time;\n}\nfunction addEntry(entries: number[][], time: number, keytime: number) {\n const prevEntry = entries[entries.length - 1];\n\n (!prevEntry || prevEntry[0] !== time || prevEntry[1] !== keytime) &&\n entries.push([toFixed(time), toFixed(keytime)]);\n}\nexport function getEntries(times: number[], states: AnimatorState[]) {\n let entries = times.map(time => ([time, time]));\n let nextEntries = [];\n\n states.forEach(state => {\n const iterationCount = state[ITERATION_COUNT] as number;\n const delay = state[DELAY];\n const playSpeed = state[PLAY_SPEED];\n const direction = state[DIRECTION];\n const intCount = Math.ceil(iterationCount);\n const currentDuration = entries[entries.length - 1][0];\n const length = entries.length;\n const lastTime = currentDuration * iterationCount;\n\n for (let i = 0; i < intCount; ++i) {\n const isReverse =\n direction === REVERSE ||\n direction === ALTERNATE && i % 2 ||\n direction === ALTERNATE_REVERSE && !(i % 2);\n\n for (let j = 0; j < length; ++j) {\n const entry = entries[isReverse ? length - j - 1 : j];\n const time = entry[1];\n const currentTime = currentDuration * i + (isReverse ? currentDuration - entry[0] : entry[0]);\n const prevEntry = entries[isReverse ? length - j : j - 1];\n\n if (currentTime > lastTime) {\n if (j !== 0) {\n const prevTime = currentDuration * i +\n (isReverse ? currentDuration - prevEntry[0] : prevEntry[0]);\n const divideTime = dotNumber(prevEntry[1], time, lastTime - prevTime, currentTime - lastTime);\n\n addEntry(nextEntries, (delay + currentDuration * iterationCount) / playSpeed, divideTime);\n }\n break;\n } else if (\n currentTime === lastTime\n && nextEntries.length\n && nextEntries[nextEntries.length - 1][0] === lastTime + delay\n ) {\n break;\n }\n addEntry(nextEntries, (delay + currentTime) / playSpeed, time);\n }\n }\n // delay time\n delay && nextEntries.unshift([0, nextEntries[0][1]]);\n\n entries = nextEntries;\n nextEntries = [];\n });\n\n return entries;\n}\n/**\n* manage Frame Keyframes and play keyframes.\n* @extends Animator\n* @example\nconst item = new SceneItem({\n\t0: {\n\t\tdisplay: \"none\",\n\t},\n\t1: {\n\t\tdisplay: \"block\",\n\t\topacity: 0,\n\t},\n\t2: {\n\t\topacity: 1,\n\t}\n});\n*/\nclass SceneItem extends Animator {\n public times: number[] = [];\n public items: IObject = {};\n public names: RoleObject = {};\n public elements: AnimateElement[] = [];\n public temp: Frame;\n private needUpdate: boolean = true;\n private target: any;\n private targetFunc: (frame: Frame) => void;\n\n /**\n * @param - properties\n * @param - options\n * @example\n const item = new SceneItem({\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n }\n });\n */\n constructor(properties?: any, options?: Partial) {\n super();\n this.load(properties, options);\n }\n public getDuration() {\n const times = this.times;\n const length = times.length;\n\n return (length === 0 ? 0 : times[length - 1]) || this.state[DURATION];\n }\n /**\n * get size of list\n * @return {Number} length of list\n */\n public size() {\n return this.times.length;\n }\n public setDuration(duration: number) {\n if (!duration) {\n return this;\n }\n const originalDuration = this.getDuration();\n\n if (originalDuration > 0) {\n const ratio = duration / originalDuration;\n const { times, items } = this;\n const obj: IObject = {};\n\n this.times = times.map(time => {\n const time2 = toFixed(time * ratio);\n\n obj[time2] = items[time];\n\n return time2;\n });\n this.items = obj;\n } else {\n this.newFrame(duration);\n }\n return this;\n }\n public setId(id?: number | string) {\n const state = this.state;\n\n state.id = id || makeId(!!length);\n const elements = this.elements;\n\n if (elements.length && !state[SELECTOR]) {\n const sceneId = toId(this.getId());\n\n state[SELECTOR] = `[${DATA_SCENE_ID}=\"${sceneId}\"]`;\n elements.forEach(element => {\n element.setAttribute(DATA_SCENE_ID, sceneId);\n });\n }\n return this;\n }\n\n /**\n * Set properties to the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} [properties] - property names or values\n * @return {SceneItem} An instance itself\n * @example\n item.set(0, \"a\", \"b\") // item.getFrame(0).set(\"a\", \"b\")\n console.log(item.get(0, \"a\")); // \"b\"\n */\n public set(time: any, ...args: any[]) {\n if (isArray(time)) {\n const length = time.length;\n\n for (let i = 0; i < length; ++i) {\n const t = length === 1 ? 0 : this.getUnitTime(`${i / (length - 1) * 100}%`);\n\n this.set(t, time[i]);\n }\n } else if (isObject(time)) {\n for (const t in time) {\n const value = time[t];\n const realTime = this.getUnitTime(t);\n\n if (isNaN(realTime)) {\n getNames(value, [t]).forEach(names => {\n const innerValue = getValueByNames(names.slice(1), value);\n const arr = isArray(innerValue) ?\n innerValue : [getValueByNames(names, this.target), innerValue];\n const length = arr.length;\n\n for (let i = 0; i < length; ++i) {\n this.newFrame(`${i / (length - 1) * 100}%`).set(names, arr[i]);\n }\n });\n } else {\n this.set(realTime, value);\n }\n }\n } else {\n const value = args[0];\n\n if (value instanceof Frame) {\n this.setFrame(time, value);\n } else if (value instanceof SceneItem) {\n const delay = value.getDelay();\n const realTime = this.getUnitTime(time);\n const frames = value.toObject(!this.hasFrame(realTime + delay));\n const duration = value.getDuration();\n const direction = value.getDirection();\n const isReverse = direction.indexOf(\"reverse\") > -1;\n\n for (const frameTime in frames) {\n const nextTime = isReverse ? duration - parseFloat(frameTime) : parseFloat(frameTime);\n this.set(realTime + nextTime, frames[frameTime]);\n }\n } else if (args.length === 1 && isArray(value)) {\n value.forEach((item: any) => {\n this.set(time, item);\n });\n } else {\n const frame = this.newFrame(time);\n\n frame.set(...args);\n }\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * Get properties of the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} args property's name or properties\n * @return {Number|String|PropertyObejct} property value\n * @example\n item.get(0, \"a\"); // item.getFrame(0).get(\"a\");\n item.get(0, \"transform\", \"translate\"); // item.getFrame(0).get(\"transform\", \"translate\");\n */\n public get(time: string | number, ...args: NameType[]) {\n const frame = this.getFrame(time);\n\n return frame && frame.get(...args);\n }\n public remove(time: string | number, ...args: any[]): this;\n /**\n * remove properties to the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} [properties] - property names or values\n * @return {SceneItem} An instance itself\n * @example\n item.remove(0, \"a\");\n */\n public remove(time: string | number, ...args: NameType[]) {\n if (args.length) {\n const frame = this.getFrame(time);\n\n frame && frame.remove(...args);\n } else {\n this.removeFrame(time);\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * Append the item or object at the last time.\n * @param - the scene item or item object\n * @return An instance itself\n * @example\n item.append(new SceneItem({\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n }));\n item.append({\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n });\n item.set(item.getDuration(), {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n });\n */\n public append(item: SceneItem | IObject) {\n if (item instanceof SceneItem) {\n this.set(this.getDuration(), item);\n } else {\n this.append(new SceneItem(item));\n }\n return this;\n }\n /**\n * Push the front frames for the time and prepend the scene item or item object.\n * @param - the scene item or item object\n * @return An instance itself\n */\n public prepend(item: SceneItem | IObject) {\n if (item instanceof SceneItem) {\n const unshiftTime = item.getDuration() + item.getDelay();\n const firstFrame = this.getFrame(0);\n // remove first frame\n this.removeFrame(0);\n this.unshift(unshiftTime);\n this.set(0, item);\n this.set(unshiftTime + THRESHOLD, firstFrame);\n } else {\n this.prepend(new SceneItem(item));\n }\n return this;\n }\n /**\n * Push out the amount of time.\n * @param - time to push\n * @example\n item.get(0); // frame 0\n item.unshift(3);\n item.get(3) // frame 0\n */\n public unshift(time: number) {\n const { times, items } = this;\n const obj: IObject = {};\n\n this.times = times.map(t => {\n const time2 = toFixed(time + t);\n\n obj[time2] = items[t];\n return time2;\n });\n this.items = obj;\n return this;\n }\n /**\n * Get the frames in the item in object form.\n * @return {}\n * @example\n item.toObject();\n // {0: {display: \"none\"}, 1: {display: \"block\"}}\n */\n public toObject(isStartZero = true): IObject {\n const obj: IObject = {};\n const delay = this.getDelay();\n\n this.forEach((frame: Frame, time: number) => {\n obj[(!time && !isStartZero ? THRESHOLD : 0) + delay + time] = frame.clone();\n });\n return obj;\n }\n /**\n * Specifies an element to synchronize items' keyframes.\n * @param {string} selectors - Selectors to find elements in items.\n * @return {SceneItem} An instance itself\n * @example\nitem.setSelector(\"#id.class\");\n */\n public setSelector(target: string | boolean | ((id: number | string) => string)) {\n if (isFunction(target)) {\n this.setElement(target(this.getId()));\n } else {\n this.setElement(target);\n }\n return this;\n }\n /**\n * Get the elements connected to SceneItem.\n */\n public getElements(): AnimateElement[] {\n return this.elements;\n }\n /**\n * Specifies an element to synchronize item's keyframes.\n * @param - elements to synchronize item's keyframes.\n * @param - Make sure that you have peusdo.\n * @return {SceneItem} An instance itself\n * @example\nitem.setElement(document.querySelector(\"#id.class\"));\nitem.setElement(document.querySelectorAll(\".class\"));\n */\n public setElements(target: boolean | string | AnimateElement | IArrayFormat): this {\n return this.setElement(target);\n }\n /**\n * Specifies an element to synchronize item's keyframes.\n * @param - elements to synchronize item's keyframes.\n * @param - Make sure that you have peusdo.\n * @return {SceneItem} An instance itself\n * @example\nitem.setElement(document.querySelector(\"#id.class\"));\nitem.setElement(document.querySelectorAll(\".class\"));\n */\n public setElement(target: boolean | string | AnimateElement | IArrayFormat) {\n const state = this.state;\n let elements: AnimateElement[] = [];\n\n if (!target) {\n return this;\n } else if (target === true || isString(target)) {\n const selector = target === true ? `${state.id}` : target;\n const matches = /([\\s\\S]+)(:+[a-zA-Z]+)$/g.exec(selector);\n\n elements = toArray($(matches ? matches[1] : selector, true));\n state[SELECTOR] = selector;\n } else {\n elements = (target instanceof Element) ? [target] : toArray(target);\n }\n if (!elements.length) {\n return this;\n }\n this.elements = elements;\n this.setId(this.getId());\n this.target = elements[0].style;\n this.targetFunc = (frame: Frame) => {\n const attributes = frame.get(\"attribute\");\n\n if (attributes) {\n for (const name in attributes) {\n elements.forEach(el => {\n el.setAttribute(name, attributes[name]);\n });\n }\n }\n const cssText = frame.toCSS();\n\n if (state.cssText !== cssText) {\n state.cssText = cssText;\n\n elements.forEach(el => {\n el.style.cssText += cssText;\n });\n return frame;\n }\n };\n return this;\n }\n public setTarget(target: any): this {\n this.target = target;\n this.targetFunc = (frame: Frame) => {\n const obj = frame.get();\n\n for (const name in obj) {\n target[name] = obj[name];\n }\n };\n return this;\n }\n /**\n * add css styles of items's element to the frame at that time.\n * @param {Array} properties - elements to synchronize item's keyframes.\n * @return {SceneItem} An instance itself\n * @example\n item.setElement(document.querySelector(\"#id.class\"));\n item.setCSS(0, [\"opacity\"]);\n item.setCSS(0, [\"opacity\", \"width\", \"height\"]);\n */\n public setCSS(time: number, properties: string[]) {\n this.set(time, fromCSS(this.elements, properties));\n return this;\n }\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean, parentEasing?: EasingType) {\n super.setTime(time, isTick, isParent);\n\n const iterationTime = this.getIterationTime();\n const easing = this.getEasing() || parentEasing;\n const frame = this.getNowFrame(iterationTime, easing);\n const currentTime = this.getTime();\n\n this.temp = frame;\n /**\n * This event is fired when timeupdate and animate.\n * @event SceneItem#animate\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.time The iteration time during duration that the animator is running.\n * @param {Frame} param.frame frame of that time.\n */\n this.trigger(\"animate\", {\n frame,\n currentTime,\n time: iterationTime,\n });\n this.targetFunc && this.targetFunc(frame);\n return this;\n }\n /**\n * update property names used in frames.\n * @return {SceneItem} An instance itself\n * @example\n item.update();\n */\n public update() {\n const names = {};\n this.forEach(frame => {\n updateFrame(names, frame.properties);\n });\n this.names = names;\n this.needUpdate = false;\n return this;\n }\n /**\n * Create and add a frame to the sceneItem at that time\n * @param {Number} time - frame's time\n * @return {Frame} Created frame.\n * @example\n item.newFrame(time);\n */\n public newFrame(time: string | number) {\n let frame = this.getFrame(time);\n\n if (frame) {\n return frame;\n }\n frame = new Frame();\n this.setFrame(time, frame);\n return frame;\n }\n /**\n * Add a frame to the sceneItem at that time\n * @param {Number} time - frame's time\n * @return {SceneItem} An instance itself\n * @example\n item.setFrame(time, frame);\n */\n public setFrame(time: string | number, frame: Frame) {\n const realTime = this.getUnitTime(time);\n\n this.items[realTime] = frame;\n addTime(this.times, realTime);\n this.needUpdate = true;\n return this;\n }\n public getFrame(time: number | string, ...names: any[]): Frame;\n /**\n * get sceneItem's frame at that time\n * @param {Number} time - frame's time\n * @return {Frame} sceneItem's frame at that time\n * @example\n const frame = item.getFrame(time);\n */\n public getFrame(time: number | string) {\n return this.items[this.getUnitTime(time)];\n }\n public removeFrame(time: number | string, ...names: any[]): this;\n /**\n * remove sceneItem's frame at that time\n * @param - frame's time\n * @return {SceneItem} An instance itself\n * @example\n item.removeFrame(time);\n */\n public removeFrame(time: number | string) {\n const realTime = this.getUnitTime(time);\n const items = this.items;\n const index = this.times.indexOf(realTime);\n\n delete items[realTime];\n\n // remove time\n if (index > -1) {\n this.times.splice(index, 1);\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * check if the item has a frame at that time\n * @param {Number} time - frame's time\n * @return {Boolean} true: the item has a frame // false: not\n * @example\n if (item.hasFrame(10)) {\n // has\n } else {\n // not\n }\n */\n public hasFrame(time: number | string) {\n return this.getUnitTime(time) in this.items;\n }\n /**\n * Check if keyframes has propery's name\n * @param - property's time\n * @return {boolean} true: if has property, false: not\n * @example\n item.hasName([\"transform\", \"translate\"]); // true or not\n */\n public hasName(args: string[]) {\n this.needUpdate && this.update();\n return isInProperties(this.names, args, true);\n }\n /**\n * merge frame of the previous time at the next time.\n * @param - The time of the frame to merge\n * @param - The target frame\n * @return {SceneItem} An instance itself\n * @example\n // getFrame(1) contains getFrame(0)\n item.merge(0, 1);\n */\n public mergeFrame(time: number | string, frame: Frame) {\n if (frame) {\n const toFrame = this.newFrame(time);\n\n toFrame.merge(frame);\n }\n return this;\n }\n /**\n * Get frame of the current time\n * @param {Number} time - the current time\n * @param {function} easing - the speed curve of an animation\n * @return {Frame} frame of the current time\n * @example\n let item = new SceneItem({\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n }\n });\n // opacity: 0.7; display:\"block\";\n const frame = item.getNowFrame(1.7);\n */\n public getNowFrame(time: number, easing?: EasingType, isAccurate?: boolean) {\n this.needUpdate && this.update();\n const frame = new Frame();\n const [left, right] = getNearTimeIndex(this.times, time);\n let realEasing = this.getEasing() || easing;\n let nameObject = this.names;\n\n if (this.hasName([TIMING_FUNCTION])) {\n const nowEasing = this.getNowValue(time, [TIMING_FUNCTION], left, right, false, 0, true);\n\n isFunction(nowEasing) && (realEasing = nowEasing);\n }\n if (isAccurate) {\n const prevFrame = this.getFrame(time);\n const prevNames = updateFrame({}, prevFrame.properties);\n\n for (const name in ROLES) {\n if (name in prevNames) {\n prevNames[name] = nameObject[name];\n }\n }\n nameObject = prevNames;\n }\n const names = getNames(nameObject, []);\n\n names.forEach(properties => {\n const value = this.getNowValue(time, properties, left, right, isAccurate, realEasing, isFixed(properties));\n\n if (isUndefined(value)) {\n return;\n }\n frame.set(properties, value);\n });\n return frame;\n }\n public load(properties: any = {}, options = properties.options) {\n options && this.setOptions(options);\n\n if (isArray(properties)) {\n this.set(properties);\n } else if (properties.keyframes) {\n this.set(properties.keyframes);\n } else {\n for (const time in properties) {\n if (time !== \"options\") {\n this.set({\n [time]: properties[time],\n });\n }\n }\n }\n if (options && options[DURATION]) {\n this.setDuration(options[DURATION]);\n }\n return this;\n }\n /**\n * clone SceneItem.\n * @return {SceneItem} An instance of clone\n * @example\n * item.clone();\n */\n public clone() {\n const item = new SceneItem();\n\n item.setOptions(this.state);\n this.forEach((frame: Frame, time: number) => {\n item.setFrame(time, frame.clone());\n });\n return item;\n }\n /**\n * executes a provided function once for each scene item.\n * @param - Function to execute for each element, taking three arguments\n * @return {Keyframes} An instance itself\n */\n public forEach(callback: (item: Frame, time: number, items: IObject) => void) {\n const times = this.times;\n const items = this.items;\n\n times.forEach(time => {\n callback(items[time], time, items);\n });\n return this;\n }\n public setOptions(options: Partial = {}) {\n super.setOptions(options);\n const { id, selector, elements, element, target } = options;\n\n id && this.setId(id);\n if (target) {\n this.setTarget(target);\n } else if (selector) {\n this.setSelector(selector);\n } else if (elements || element) {\n this.setElement(elements || element);\n }\n return this;\n }\n public toCSS(\n playCondition: PlayCondition = { className: START_ANIMATION },\n parentDuration = this.getDuration(), states: AnimatorState[] = []) {\n const itemState = this.state;\n const selector = itemState[SELECTOR];\n\n if (!selector) {\n return \"\";\n }\n const originalDuration = this.getDuration();\n itemState[DURATION] = originalDuration;\n states.push(itemState);\n\n const reversedStates = toArray(states).reverse();\n const id = toId(getRealId(this));\n const superParent = states[0];\n const infiniteIndex = findIndex(reversedStates, state => {\n return state[ITERATION_COUNT] === INFINITE || !isFinite(state[DURATION]);\n }, states.length - 1);\n const finiteStates = reversedStates.slice(0, infiniteIndex);\n const duration = parentDuration || finiteStates.reduce((prev, cur) => {\n return (cur[DELAY] + prev * (cur[ITERATION_COUNT] as number)) / cur[PLAY_SPEED];\n }, originalDuration);\n const delay = reversedStates.slice(infiniteIndex).reduce((prev, cur) => {\n return (prev + cur[DELAY]) / cur[PLAY_SPEED];\n }, 0);\n const easingName = find(reversedStates, state => (state[EASING] && state[EASING_NAME]), itemState)[EASING_NAME];\n const iterationCount = reversedStates[infiniteIndex][ITERATION_COUNT];\n const fillMode = superParent[FILL_MODE];\n const direction = reversedStates[infiniteIndex][DIRECTION];\n const cssText = makeAnimationProperties({\n fillMode,\n direction,\n iterationCount,\n delay: `${delay}s`,\n name: `${PREFIX}KEYFRAMES_${id}`,\n duration: `${duration / superParent[PLAY_SPEED]}s`,\n timingFunction: easingName,\n });\n const selectors = splitComma(selector).map(sel => {\n const matches = /([\\s\\S]+)(:+[a-zA-Z]+)$/g.exec(sel);\n\n if (matches) {\n return [matches[0], matches[1]];\n } else {\n return [sel, \"\"];\n }\n });\n const className = playCondition.className;\n const selectorCallback = playCondition.selector;\n const preselector = isFunction(selectorCallback) ? selectorCallback(this, selector) : selectorCallback;\n\n return `\n ${preselector || selectors.map(([sel, peusdo]) => `${sel}.${className}${peusdo}`)} {${cssText}}\n ${selectors.map(([sel, peusdo]) => `${sel}.${PAUSE_ANIMATION}${peusdo}`)} {${ANIMATION}-play-state: paused;}\n @${KEYFRAMES} ${PREFIX}KEYFRAMES_${id}{${this._toKeyframes(duration, finiteStates, direction)}}`;\n }\n /**\n * Export the CSS of the items to the style.\n * @param - Add a selector or className to play.\n * @return {SceneItem} An instance itself\n */\n public exportCSS(\n playCondition?: PlayCondition,\n duration?: number, options?: AnimatorState[]) {\n if (!this.elements.length) {\n return \"\";\n }\n const css = this.toCSS(playCondition, duration, options);\n const isParent = options && !isUndefined(options[ITERATION_COUNT]);\n\n !isParent && exportCSS(getRealId(this), css);\n return this;\n }\n public pause() {\n super.pause();\n isPausedCSS(this) && this.pauseCSS();\n return this;\n }\n public pauseCSS() {\n this.elements.forEach(element => {\n addClass(element, PAUSE_ANIMATION);\n });\n return this;\n }\n public endCSS() {\n this.elements.forEach(element => {\n removeClass(element, PAUSE_ANIMATION);\n removeClass(element, START_ANIMATION);\n });\n setPlayCSS(this, false);\n return this;\n }\n public end() {\n isEndedCSS(this) && this.endCSS();\n super.end();\n return this;\n }\n /**\n * Play using the css animation and keyframes.\n * @param - Check if you want to export css.\n * @param [playClassName=\"startAnimation\"] - Add a class name to play.\n * @param - The shorthand properties for six of the animation properties.\n * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp}\n * @example\n item.playCSS();\n item.playCSS(false, \"startAnimation\", {\n direction: \"reverse\",\n fillMode: \"forwards\",\n });\n */\n public playCSS(isExportCSS = true, playClassName?: string, properties: object = {}) {\n playCSS(this, isExportCSS, playClassName, properties);\n return this;\n }\n public addPlayClass(isPaused: boolean, playClassName?: string, properties: object = {}) {\n const elements = this.elements;\n const length = elements.length;\n const cssText = makeAnimationProperties(properties);\n\n if (!length) {\n return;\n }\n if (isPaused) {\n elements.forEach(element => {\n removeClass(element, PAUSE_ANIMATION);\n });\n } else {\n elements.forEach(element => {\n element.style.cssText += cssText;\n if (hasClass(element, START_ANIMATION)) {\n removeClass(element, START_ANIMATION);\n requestAnimationFrame(() => {\n requestAnimationFrame(() => {\n addClass(element, START_ANIMATION);\n });\n });\n } else {\n addClass(element, START_ANIMATION);\n }\n });\n }\n return elements[0];\n }\n public getNowValue(\n time: number,\n properties: string[],\n left?: number,\n right?: number,\n isAccurate?: boolean,\n easing?: EasingType,\n usePrevValue?: boolean,\n ) {\n const times = this.times;\n const length = times.length;\n\n let prevTime: number;\n let nextTime: number;\n let prevFrame: Frame;\n let nextFrame: Frame;\n const isUndefinedLeft = isUndefined(left);\n const isUndefinedRight = isUndefined(right);\n if (isUndefinedLeft || isUndefinedRight) {\n const indicies = getNearTimeIndex(times, time);\n isUndefinedLeft && (left = indicies[0]);\n isUndefinedRight && (right = indicies[1]);\n }\n\n for (let i = left; i >= 0; --i) {\n const frame = this.getFrame(times[i]);\n\n if (frame.has(...properties)) {\n prevTime = times[i];\n prevFrame = frame;\n break;\n }\n }\n const prevValue = prevFrame && prevFrame.raw(...properties);\n\n if (isAccurate && !isRole([properties[0]])) {\n return prevTime === time ? prevValue : undefined;\n }\n if (usePrevValue) {\n return prevValue;\n }\n for (let i = right; i < length; ++i) {\n const frame = this.getFrame(times[i]);\n\n if (frame.has(...properties)) {\n nextTime = times[i];\n nextFrame = frame;\n break;\n }\n }\n const nextValue = nextFrame && nextFrame.raw(...properties);\n\n if (!prevFrame || isUndefined(prevValue)) {\n return nextValue;\n }\n if (!nextFrame || isUndefined(nextValue) || prevValue === nextValue) {\n return prevValue;\n }\n return dotValue(time, Math.max(prevTime, 0), nextTime, prevValue, nextValue, easing);\n }\n private _toKeyframes(duration: number, states: AnimatorState[], direction: DirectionType) {\n const frames: IObject = {};\n const times = this.times.slice();\n\n if (!times.length) {\n return \"\";\n }\n const originalDuration = this.getDuration();\n (!this.getFrame(0)) && times.unshift(0);\n (!this.getFrame(originalDuration)) && times.push(originalDuration);\n const entries = getEntries(times, states);\n const lastEntry = entries[entries.length - 1];\n\n // end delay time\n lastEntry[0] < duration && addEntry(entries, duration, lastEntry[1]);\n let prevTime = -1;\n\n return entries.map(([time, keytime]) => {\n if (!frames[keytime]) {\n frames[keytime] =\n (!this.hasFrame(keytime) || keytime === 0 || keytime === originalDuration ?\n this.getNowFrame(keytime) : this.getNowFrame(keytime, 0, true)).toCSS();\n }\n\n let frameTime = time / duration * 100;\n\n if (frameTime - prevTime < THRESHOLD) {\n frameTime += THRESHOLD;\n }\n prevTime = frameTime;\n return `${Math.min(frameTime, 100)}%{\n ${time === 0 && !isDirectionReverse(0, 1, direction) ? \"\" : frames[keytime]}\n }`;\n }).join(\"\");\n }\n}\n\nexport default SceneItem;\n","import Animator from \"./Animator\";\nimport SceneItem from \"./SceneItem\";\nimport { SELECTOR, DURATION, DELAY, RUNNING } from \"./consts\";\nimport { playCSS, exportCSS, getRealId, isPausedCSS, isEndedCSS, setPlayCSS } from \"./utils\";\nimport { isFunction, IS_WINDOW, IObject, $, IArrayFormat } from \"@daybrush/utils\";\nimport {\n AnimateElement, SceneState, SceneOptions, EasingType,\n AnimatorState, SceneItemOptions, PlayCondition\n} from \"./types\";\nimport Frame from \"./Frame\";\nimport ListMap from \"list-map\";\n\n/**\n * manage sceneItems and play Scene.\n * @sort 1\n */\nclass Scene extends Animator {\n /**\n * version info\n * @type {string}\n * @example\n * Scene.VERSION // #__VERSION__#\n */\n public static VERSION: string = \"#__VERSION__#\";\n public items: ListMap = new ListMap();\n public temp: IObject;\n /**\n * @param - properties\n * @param - options\n * @example\n const scene = new Scene({\n item1: {\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n },\n },\n item2: {\n 2: {\n opacity: 1,\n },\n }\n });\n */\n constructor(properties?: IObject, options?: Partial) {\n super();\n this.load(properties, options);\n }\n public getDuration() {\n let time = 0;\n\n this.forEach(item => {\n time = Math.max(time, item.getTotalDuration() / item.getPlaySpeed());\n });\n return time || this.state[DURATION];\n }\n public setDuration(duration: number) {\n const items = this.items;\n const sceneDuration = this.getDuration();\n\n if (duration === 0 || !isFinite(sceneDuration)) {\n return this;\n }\n if (sceneDuration === 0) {\n this.forEach(item => {\n item.setDuration(duration);\n });\n } else {\n const ratio = duration / sceneDuration;\n\n this.forEach(item => {\n item.setDelay(item.getDelay() * ratio);\n item.setDuration(item.getDuration() * ratio);\n });\n }\n super.setDuration(duration);\n return this;\n }\n public getItem(name: number | string): T;\n /**\n * get item in scene by name\n * @param - The item's name\n * @return {Scene | SceneItem} item\n * @example\n const item = scene.getItem(\"item1\")\n */\n public getItem(name: number | string) {\n return this.items.get(name);\n }\n /**\n * create item in scene\n * @param {} name - name of item to create\n * @param {} options - The option object of SceneItem\n * @return {} Newly created item\n * @example\n const item = scene.newItem(\"item1\")\n */\n public newItem(name: number | string, options: Partial = {}): Scene | SceneItem {\n if (this.items.has(name)) {\n return this.items.get(name);\n }\n const item = new SceneItem();\n\n this.setItem(name, item);\n item.setOptions(options);\n\n return item;\n }\n /**\n * remove item in scene\n * @param - name of item to remove\n * @return An instance itself\n * @example\n const item = scene.newItem(\"item1\")\n\n scene.removeItem(\"item1\");\n */\n public removeItem(name: number | string): this {\n this.items.remove(name);\n return this;\n }\n /**\n * add a sceneItem to the scene\n * @param - name of item to create\n * @param - sceneItem\n * @example\n const item = scene.newItem(\"item1\")\n */\n public setItem(name: number | string, item: Scene | SceneItem) {\n item.setId(name);\n this.items.set(name, item);\n return this;\n }\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean, parentEasing?: EasingType) {\n super.setTime(time, isTick, isParent);\n\n const iterationTime = this.getIterationTime();\n const easing = this.getEasing() || parentEasing;\n const frames: IObject = {};\n\n this.forEach(item => {\n item.setTime(iterationTime * item.getPlaySpeed() - item.getDelay(), isTick, true, easing);\n\n frames[item.getId()] = item.temp;\n });\n this.temp = frames;\n\n /**\n * This event is fired when timeupdate and animate.\n * @event Scene#animate\n * @param {object} param The object of data to be sent to an event.\n * @param {number} param.currentTime The total time that the animator is running.\n * @param {number} param.time The iteration time during duration that the animator is running.\n * @param {object} param.frames frames of that time.\n * @example\nconst scene = new Scene({\n a: {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n },\n b: {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n }\n}).on(\"animate\", e => {\n console.log(e);\n // {a: Frame, b: Frame}\n console.log(e.a.get(\"opacity\"));\n});\n */\n this.trigger(\"animate\", {\n frames,\n currentTime: this.getTime(),\n time: iterationTime,\n });\n\n return this;\n }\n /**\n * executes a provided function once for each scene item.\n * @param - Function to execute for each element, taking three arguments\n * @return {Scene} An instance itself\n */\n public forEach(\n func: (\n item: Scene | SceneItem,\n id: string | number,\n index: number,\n items: IObject,\n ) => void,\n ) {\n const items = this.items;\n\n items.forEach((item, id, index, obj) => {\n func(item, id, index, obj);\n });\n return this;\n }\n public toCSS(\n playCondition?: PlayCondition,\n duration: number = this.getDuration(), parentStates: AnimatorState[] = []) {\n const totalDuration = !duration || !isFinite(duration) ? 0 : duration;\n const styles: string[] = [];\n const state = this.state;\n\n state[DURATION] = this.getDuration();\n\n this.forEach(item => {\n styles.push(item.toCSS(playCondition, totalDuration, parentStates.concat(state)));\n });\n return styles.join(\"\");\n }\n /**\n * Export the CSS of the items to the style.\n * @param - Add a selector or className to play.\n * @return {Scene} An instance itself\n */\n public exportCSS(\n playCondition?: PlayCondition, duration?: number, parentStates?: AnimatorState[]) {\n const css = this.toCSS(playCondition, duration, parentStates);\n\n (!parentStates || !parentStates.length) && exportCSS(getRealId(this), css);\n return this;\n }\n public append(item: SceneItem | Scene) {\n item.setDelay(item.getDelay() + this.getDuration());\n this.setItem(getRealId(item), item);\n }\n public pauseCSS() {\n return this.forEach(item => {\n item.pauseCSS();\n });\n }\n public pause() {\n super.pause();\n\n isPausedCSS(this) && this.pauseCSS();\n this.forEach(item => {\n item.pause();\n });\n return this;\n }\n public endCSS() {\n this.forEach(item => {\n item.endCSS();\n });\n setPlayCSS(this, false);\n }\n public end() {\n isEndedCSS(this) && this.endCSS();\n super.end();\n return this;\n }\n public addPlayClass(isPaused: boolean, playClassName?: string, properties: object = {}) {\n let animtionElement: AnimateElement;\n\n this.forEach(item => {\n const el = item.addPlayClass(isPaused, playClassName, properties);\n\n !animtionElement && (animtionElement = el);\n });\n return animtionElement;\n }\n /**\n * Play using the css animation and keyframes.\n * @param - Check if you want to export css.\n * @param [playClassName=\"startAnimation\"] - Add a class name to play.\n * @param - The shorthand properties for six of the animation properties.\n * @return {Scene} An instance itself\n * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp}\n * @example\n scene.playCSS();\n scene.playCSS(false, {\n direction: \"reverse\",\n fillMode: \"forwards\",\n });\n */\n public playCSS(isExportCSS = true, playClassName?: string, properties: Partial = {}) {\n playCSS(this, isExportCSS, playClassName, properties);\n return this;\n }\n public set(properties: any, ...args: any[]): this;\n public set(properties: any) {\n this.load(properties);\n return this;\n }\n public load(properties: any = {}, options = properties.options) {\n if (!properties) {\n return this;\n }\n const selector = options && options[SELECTOR] || this.state[SELECTOR];\n for (const name in properties) {\n if (name === \"options\") {\n continue;\n }\n const object = properties[name];\n let item;\n\n if (object instanceof Scene || object instanceof SceneItem) {\n this.setItem(name, object);\n item = object;\n } else if (isFunction(object) && selector) {\n const elements =\n IS_WINDOW\n ? $(`${isFunction(selector) ? selector(name) : name}`, true) as IArrayFormat\n : ([] as AnimateElement[]);\n const length = elements.length;\n const scene = new Scene();\n\n for (let i = 0; i < length; ++i) {\n (scene.newItem(i) as SceneItem).setId().setElement(elements[i]).load(object(i, elements[i]));\n }\n this.setItem(name, scene);\n continue;\n } else {\n item = this.newItem(name);\n item.load(object);\n }\n selector && item.setSelector(selector);\n }\n this.setOptions(options);\n }\n public setOptions(options: Partial = {}): this {\n super.setOptions(options);\n\n const selector = options.selector;\n\n if (selector) {\n this.state[SELECTOR] = selector;\n }\n return this;\n }\n public setSelector(target?: string | boolean | ((id: number | string) => string)) {\n const state = this.state;\n const selector = target || state[SELECTOR];\n\n state[SELECTOR] = selector;\n const isItFunction = isFunction(target);\n if (selector) {\n this.forEach((item, name) => {\n item.setSelector(isItFunction ? (target as (id: number | string) => string)(name) : selector);\n });\n }\n return this;\n }\n public start(delay: number = this.state[DELAY]): boolean {\n const result = super.start(delay);\n\n if (result) {\n this.forEach(item => {\n item.start(0);\n });\n } else {\n this.forEach(item => {\n item.setPlayState(RUNNING);\n });\n }\n return result;\n }\n}\n\nexport default Scene;\n","import { IObject } from \"@daybrush/utils\";\nimport Scene from \"./Scene\";\nimport SceneItem from \"./SceneItem\";\nimport { SceneOptions, SceneItemOptions } from \"./types\";\n\nexport function animate(properties?: IObject, options?: Partial) {\n return new Scene(properties, options).play();\n}\nexport function animateItem(properties?: IObject, options?: Partial) {\n return new SceneItem(properties, options).play();\n}\n","import Scene, * as others from \"./index\";\n\nfor (const name in others) {\n (Scene as any)[name] = (others as any)[name];\n}\n\nexport default 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\ No newline at end of file diff --git a/dist/scene.min.js b/dist/scene.min.js new file mode 100644 index 00000000..42c0517b --- /dev/null +++ b/dist/scene.min.js @@ -0,0 +1,10 @@ +/* +Copyright (c) 2016 Daybrush +name: scenejs +license: MIT +author: Daybrush +repository: https://github.com/daybrush/scenejs.git +version: 1.0.1 +*/ +!function(t,e){"object"==typeof exports&&"undefined"!=typeof module?module.exports=e():"function"==typeof define&&define.amd?define(e):(t=t||self).Scene=e()}(this,function(){"use strict";var i=function(t,e){return(i=Object.setPrototypeOf||{__proto__:[]}instanceof Array&&function(t,e){t.__proto__=e}||function(t,e){for(var n in e)e.hasOwnProperty(n)&&(t[n]=e[n])})(t,e)};function r(t,e){function n(){this.constructor=t}i(t,e),t.prototype=null===e?Object.create(e):(n.prototype=e.prototype,new n)}function a(t,e,n){var i=1-n;return n*n*n+3*n*n*i*e+3*n*i*i*t}function s(n,i,r,s){function t(t){var e=function(t,e,n){for(var i=n,r=1;.001'+e+"")}function ne(t){for(;;){var e=""+Math.floor(1e7*Math.random());if(!ft||!t)return e;if(!Pt('[data-scene-id="'+e+'"]'))return e}}function ie(t){return t.getId()||t.setId(ne(!1)).getId()}function re(t){return(""+t).match(/[0-9a-zA-Z]+/g).join("")}function se(t,e,n,i){if(void 0===i&&(i={}),pt&&t.getPlayState()!==M){var r=n||U;if(Wt(t))t.addPlayClass(!0,r,i);else{t.isEnded()&&t.setTime(0),e&&t.exportCSS({className:r});var s=t.addPlayClass(!1,r,i);if(!s)return;!function(i,t){function e(){Qt(i,!1),i.finish()}function n(){i.trigger(_)}var r=i.state,s=i.getDuration(),a=!s||!isFinite(s);i.once(O,function(){zt(t,"animationcancel",e),zt(t,"animationend",e),zt(t,"animationiteration",o),zt(t,"animationstart",n)});var o=function(t){var e=t.elapsedTime,n=a?0:e/s;r[Y]=e,i.setIteration(n)};kt(t,"animationcancel",e),kt(t,"animationend",e),kt(t,"animationiteration",o),kt(t,"animationstart",n)}(t,s),Qt(t,!0)}t.setPlayState(M)}}function ae(t){var e=Q;return 3===t.length&&(t[3]=1),new Lt(t,{model:e,separator:",",type:"color",prefix:e+"(",suffix:")"})}function oe(t,e){return new Lt(t,{type:"array",separator:e})}function ue(t){if(!Et(t))return St(t)?oe(t,","):t;var e=xt(t);return 1=t&&(this.trigger(_),!0)},e.play=function(e){var n=this,i=this.state,t=i[I],r=this.getTime();return i[V]=M,this.isEnded()&&(0===r||r>=this.getActiveDuration())&&this.setTime(-t,!0),i[Z]=this.getTime(),this.timerId=Ot(function(t){i[q]=t,n.tick(t,e)}),this.start(),this},e.pause=function(){var t=this.state;return t[V]!==A&&(t[V]=A,this.trigger(A)),Nt(this.timerId),this},e.finish=function(){return this.setTime(0),this.state[Z]=0,this.end(),this},e.end=function(){return this.pause(),this.trigger(O),this},e.setTime=function(t,e,n){var i=this.getActiveDuration(),r=this.state,s=r[Z],a=r[I],o=e?t:this.getUnitTime(t);if(r[Z]=a+o,o<0?o=0:i"===i?r+E:r}return Ht(t)},e.isDelay=function(){var t=this.state,e=t[I],n=t[Z];return 0e)return[0 1 / 1000) {\n // 예상 t초에 의한 _x값\n solveX = cubic(x1, x2, t);\n dx = solveX - x;\n // 차이가 미세하면 그 값을 t로 지정\n if (Math.abs(dx) < 1 / 1000) {\n return t;\n }\n t -= dx / 2;\n }\n return t;\n}\n/**\n * @namespace easing\n */\n/**\n* Cubic Bezier curve.\n* @memberof easing\n* @func bezier\n* @param {number} [x1] - point1's x\n* @param {number} [y1] - point1's y\n* @param {number} [x2] - point2's x\n* @param {number} [y2] - point2's y\n* @return {function} the curve function\n* @example\nimport {bezier} from \"scenejs\";\nScene.bezier(0, 0, 1, 1) // LINEAR\nScene.bezier(0.25, 0.1, 0.25, 1) // EASE\n*/\nexport function bezier(x1: number, y1: number, x2: number, y2: number) {\n /*\n\t\tx = f(t)\n\t\tcalculate inverse function by x\n\t\tt = f-1(x)\n\t*/\n const func: EasingFunction = (x: number) => {\n const t = solveFromX(x1, x2, Math.max(Math.min(1, x), 0));\n\n return cubic(y1, y2, t);\n };\n\n func.easingName = `cubic-bezier(${x1},${y1},${x2},${y2})`;\n return func;\n}\n/**\n* Specifies a stepping function\n* @see {@link https://www.w3schools.com/cssref/css3_pr_animation-timing-function.asp|CSS3 Timing Function}\n* @memberof easing\n* @func steps\n* @param {number} count - point1's x\n* @param {\"start\" | \"end\"} postion - point1's y\n* @return {function} the curve function\n* @example\nimport {steps} from \"scenejs\";\nScene.steps(1, \"start\") // Scene.STEP_START\nScene.steps(1, \"end\") // Scene.STEP_END\n*/\nexport function steps(count: number, position: \"start\" | \"end\") {\n const func: EasingFunction = (time: number) => {\n const level = 1 / count;\n\n if (time >= 1) {\n return 1;\n }\n return (position === \"start\" ? level : 0) + Math.floor(time / level) * level;\n };\n\n func.easingName = `steps(${count}, ${position})`;\n\n return func;\n}\n\n/**\n* Equivalent to steps(1, start)\n* @memberof easing\n* @name STEP_START\n* @static\n* @type {function}\n* @example\nimport {STEP_START} from \"scenejs\";\nScene.STEP_START // steps(1, start)\n*/\nexport const STEP_START = /*#__PURE__#*/steps(1, \"start\");\n/**\n* Equivalent to steps(1, end)\n* @memberof easing\n* @name STEP_END\n* @static\n* @type {function}\n* @example\nimport {STEP_END} from \"scenejs\";\nScene.STEP_END // steps(1, end)\n*/\nexport const STEP_END = /*#__PURE__#*/steps(1, \"end\");\n/**\n* Linear Speed (0, 0, 1, 1)\n* @memberof easing\n* @name LINEAR\n* @static\n* @type {function}\n* @example\nimport {LINEAR} from \"scenejs\";\nScene.LINEAR\n*/\nexport const LINEAR = /*#__PURE__#*/bezier(0, 0, 1, 1);\n/**\n* Ease Speed (0.25, 0.1, 0.25, 1)\n* @memberof easing\n* @name EASE\n* @static\n* @type {function}\n* @example\nimport {EASE} from \"scenejs\";\nScene.EASE\n*/\nexport const EASE = /*#__PURE__#*/bezier(0.25, 0.1, 0.25, 1);\n/**\n* Ease In Speed (0.42, 0, 1, 1)\n* @memberof easing\n* @name EASE_IN\n* @static\n* @type {function}\n* @example\nimport {EASE_IN} from \"scenejs\";\nScene.EASE_IN\n*/\nexport const EASE_IN = /*#__PURE__#*/bezier(0.42, 0, 1, 1);\n/**\n* Ease Out Speed (0, 0, 0.58, 1)\n* @memberof easing\n* @name EASE_OUT\n* @static\n* @type {function}\n* @example\nimport {EASE_OUT} from \"scenejs\";\nScene.EASE_OUT\n*/\nexport const EASE_OUT = /*#__PURE__#*/bezier(0, 0, 0.58, 1);\n/**\n* Ease In Out Speed (0.42, 0, 0.58, 1)\n* @memberof easing\n* @name EASE_IN_OUT\n* @static\n* @type {function}\n* @example\nimport {EASE_IN_OUT} from \"scenejs\";\nScene.EASE_IN_OUT\n*/\nexport const EASE_IN_OUT = /*#__PURE__#*/bezier(0.42, 0, 0.58, 1);\n","import { IObject } from \"@daybrush/utils\";\nimport { RoleObject, OptionType, EventType, EasingFunction } from \"./types\";\nimport { EASE, EASE_IN, EASE_IN_OUT, LINEAR, EASE_OUT, STEP_START, STEP_END } from \"./easing\";\n\nexport const PREFIX = \"__SCENEJS_\";\nexport const DATA_SCENE_ID = \"data-scene-id\";\nexport const TIMING_FUNCTION = \"animation-timing-function\";\nexport const ROLES: RoleObject = { transform: {}, filter: {}, attribute: {} };\nexport const ALIAS: IObject = { easing: [TIMING_FUNCTION] };\nexport const FIXED = { [TIMING_FUNCTION]: true, contents: true };\nexport const MAXIMUM = 1000000;\nexport const THRESHOLD = 0.000001;\n\nexport const DURATION = \"duration\";\nexport const FILL_MODE = \"fillMode\";\nexport const DIRECTION = \"direction\";\nexport const ITERATION_COUNT = \"iterationCount\";\nexport const DELAY = \"delay\";\nexport const EASING = \"easing\";\nexport const PLAY_SPEED = \"playSpeed\";\nexport const EASING_NAME = \"easingName\";\nexport const ITERATION_TIME = \"iterationTime\";\nexport const PAUSED = \"paused\";\nexport const ENDED = \"ended\";\nexport const TIMEUPDATE = \"timeupdate\";\nexport const ANIMATE = \"animate\";\nexport const PLAY = \"play\";\nexport const RUNNING = \"running\";\nexport const ITERATION = \"iteration\";\nexport const START_ANIMATION = \"startAnimation\";\nexport const PAUSE_ANIMATION = \"pauseAnimation\";\nexport const ALTERNATE = \"alternate\";\nexport const REVERSE = \"reverse\";\nexport const ALTERNATE_REVERSE = \"alternate-reverse\";\nexport const NORMAL = \"normal\";\nexport const INFINITE = \"infinite\";\nexport const PLAY_STATE = \"playState\";\nexport const PLAY_CSS = \"playCSS\";\nexport const PREV_TIME = \"prevTime\";\nexport const TICK_TIME = \"tickTime\";\nexport const CURRENT_TIME = \"currentTime\";\nexport const SELECTOR = \"selector\";\nexport const TRANSFORM_NAME = \"transform\";\nexport const EASINGS = {\n \"linear\": LINEAR,\n \"ease\": EASE,\n \"ease-in\": EASE_IN,\n \"ease-out\": EASE_OUT,\n \"ease-in-out\": EASE_IN_OUT,\n \"step-start\": STEP_START,\n \"step-end\": STEP_END,\n};\n\n/**\n* option name list\n* @name Scene.OPTIONS\n* @memberof Scene\n* @static\n* @type {$ts:OptionType}\n* @example\n* Scene.OPTIONS // [\"duration\", \"fillMode\", \"direction\", \"iterationCount\", \"delay\", \"easing\", \"playSpeed\"]\n*/\nexport const OPTIONS: OptionType = [DURATION, FILL_MODE, DIRECTION, ITERATION_COUNT, DELAY, EASING, PLAY_SPEED];\n\n/**\n* Event name list\n* @name Scene.EVENTS\n* @memberof Scene\n* @static\n* @type {$ts:EventType}\n* @example\n* Scene.EVENTS // [\"paused\", \"ended\", \"timeupdate\", \"animate\", \"play\", \"iteration\"];\n*/\nexport const EVENTS: EventType = [PAUSED, ENDED, TIMEUPDATE, ANIMATE, PLAY, ITERATION];\n","import { isObject, isArray, toArray } from \"@daybrush/utils\";\nimport { CallbackType, EventParameter } from \"./types\";\n\n/**\n* attach and trigger event handlers.\n*/\nclass EventTrigger {\n public events: { [name: string]: CallbackType[] };\n /**\n * @example\n const et = new Scene.EventTrigger();\n const scene = new Scene();\n\n scene.on(\"call\", e => {\n console.log(e.param);\n });\n et.on(\"call\", e => {\n console.log(e.param);\n });\n scene.trigger(\"call\", {param: 1});\n et.trigger(\"call\", {param: 1});\n */\n constructor() {\n this.events = {};\n }\n public _on(name: string | EventParameter, callback?: CallbackType | CallbackType[], once?: boolean) {\n const events = this.events;\n\n if (isObject(name)) {\n for (const n in name) {\n this._on(n, name[n], once);\n }\n return;\n }\n if (!(name in events)) {\n events[name] = [];\n }\n if (!callback) {\n return;\n }\n if (isArray(callback)) {\n callback.forEach(func => this._on(name, func, once));\n return;\n }\n events[name].push(once ? function callback2(...args) {\n callback(...args);\n this.off(name, callback2);\n } : callback);\n }\n /**\n * Attach an event handler function for one or more events to target\n * @param - event's name\n * @param - function to execute when the event is triggered.\n * @return {EventTrigger} An Instance itself.\n * @example\n target.on(\"animate\", function() {\n console.log(\"animate\");\n });\n\n target.trigger(\"animate\");\n\n */\n public on(name: string | EventParameter, callback?: CallbackType | CallbackType[]) {\n this._on(name, callback);\n return this;\n }\n /**\n * Dettach an event handler function for one or more events to target\n * @param - event's name\n * @param - function to execute when the event is triggered.\n * @return {EventTrigger} An Instance itself.\n * @example\n const callback = function() {\n console.log(\"animate\");\n };\n target.on(\"animate\", callback);\n\n target.off(\"animate\", callback);\n target.off(\"animate\");\n\n */\n public off(name?: string, callback?: CallbackType) {\n if (!name) {\n this.events = {};\n } else if (!callback) {\n this.events[name] = [];\n } else {\n const callbacks = this.events[name];\n\n if (!callbacks) {\n return this;\n }\n const index = callbacks.indexOf(callback);\n\n if (index !== -1) {\n callbacks.splice(index, 1);\n }\n }\n return this;\n }\n /**\n * execute event handler\n * @param - event's name\n * @param - event handler's additional parameter\n * @return {EventTrigger} An Instance itself.\n * @example\n target.on(\"animate\", function(a1, a2) {\n console.log(\"animate\", a1, a2);\n });\n\n target.trigger(\"animate\", [1, 2]); // log => \"animate\", 1, 2\n\n */\n public trigger(name: string, ...data: any[]) {\n const events = this.events;\n\n if (!(name in events)) {\n return this;\n }\n\n const args = data || [];\n\n !args[0] && (args[0] = {});\n const event = events[name];\n const target = args[0];\n\n target.type = name;\n target.currentTarget = this;\n !target.target && (target.target = this);\n toArray(events[name]).forEach(callback => {\n callback.apply(this, data);\n });\n\n return this;\n }\n public once(name: string | EventParameter, callback?: CallbackType | CallbackType[]) {\n this._on(name, callback, true);\n return this;\n }\n}\nexport default EventTrigger;\n","import { isString } from \"@daybrush/utils\";\nimport { PropertyObjectState } from \"./types\";\n\n/**\n* Make string, array to PropertyObject for the dot product\n*/\nclass PropertyObject implements PropertyObjectState {\n public value: any[];\n public prefix: string = \"\";\n public suffix: string = \"\";\n public model: string = \"\";\n public type: string = \"\";\n public separator: string = \",\";\n\n /**\n * @param - This value is in the array format.\n * @param - options\n * @example\n var obj = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n */\n constructor(value: string | any[], options?: Partial) {\n options && this.setOptions(options);\n this.value = isString(value) ? value.split(this.separator) : value;\n }\n public setOptions(newOptions: Partial) {\n for (const name in newOptions) {\n this[name as keyof PropertyObjectState] = newOptions[name as keyof PropertyObjectState];\n }\n return this;\n }\n /**\n * the number of values.\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n\n console.log(obj1.length);\n // 3\n */\n public size() {\n return this.value.length;\n }\n /**\n * retrieve one of values at the index\n * @param {Number} index - index\n * @return {Object} one of values at the index\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n\n console.log(obj1.get(0));\n // 1\n */\n public get(index: number) {\n return this.value[index];\n }\n /**\n * Set the value at that index\n * @param {Number} index - index\n * @param {Object} value - text, a number, object to set\n * @return {PropertyObject} An instance itself\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n obj1.set(0, 2);\n console.log(obj1.toValue());\n // 2,2,3\n */\n public set(index: number, value: any) {\n this.value[index] = value;\n return this;\n }\n /**\n * create a copy of an instance itself.\n * @return {PropertyObject} clone\n * @example\n const obj1 = new PropertyObject(\"1,2,3\", \",\");\n const obj2 = obj1.clone();\n */\n public clone(): PropertyObject {\n const {\n separator,\n prefix,\n suffix,\n model,\n type,\n } = this;\n const arr = this.value.map(v => ((v instanceof PropertyObject) ? v.clone() : v));\n return new PropertyObject(arr, {\n separator,\n prefix,\n suffix,\n model,\n type,\n });\n }\n /**\n * Make Property Object to String\n * @return {String} Make Property Object to String\n * @example\n //rgba(100, 100, 100, 0.5)\n const obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\",\n });\n console.log(obj4.toValue());\n // \"rgba(100,100,100,0.5)\"\n */\n public toValue(): string {\n return this.prefix + this.join() + this.suffix;\n }\n /**\n * Make Property Object's array to String\n * @return {String} Join the elements of an array into a string\n * @example\n //rgba(100, 100, 100, 0.5)\n var obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n obj4.join(); // => \"100,100,100,0.5\"\n */\n public join() {\n return this.value.map(v => ((v instanceof PropertyObject) ? v.toValue() : v)).join(this.separator);\n }\n /**\n * executes a provided function once per array element.\n * @param {Function} callback - Function to execute for each element, taking three arguments\n * @param {All} [callback.currentValue] The current element being processed in the array.\n * @param {Number} [callback.index] The index of the current element being processed in the array.\n * @param {Array} [callback.array] the array.\n * @return {PropertyObject} An instance itself\n * @see {@link https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Array/forEach|MDN Array.forEach()} reference to MDN document.\n * @example\n //rgba(100, 100, 100, 0.5)\n var obj4 = new PropertyObject([100,100,100,0.5], {\n \"separator\" : \",\",\n \"prefix\" : \"rgba(\",\n \"suffix\" : \")\"\n });\n\n obj4.forEach(t => {\n console.log(t);\n }); // => \"100,100,100,0.5\"\n */\n public forEach(func: (value?: any, index?: number, array?: any[]) => void) {\n this.value.forEach(func);\n return this;\n }\n}\nexport default PropertyObject;\n","import {\n ROLES, MAXIMUM, FIXED, ALIAS,\n PAUSED, RUNNING, PLAY, ENDED, PREFIX, PLAY_CSS, CURRENT_TIME, START_ANIMATION\n} from \"./consts\";\nimport PropertyObject from \"./PropertyObject\";\nimport Scene from \"./Scene\";\nimport SceneItem from \"./SceneItem\";\nimport {\n isArray, ANIMATION, ARRAY, OBJECT,\n PROPERTY, STRING, NUMBER, IS_WINDOW, IObject, $, document, isObject, addEvent, removeEvent,\n} from \"@daybrush/utils\";\n\nexport function isPropertyObject(value: any): value is PropertyObject {\n return value instanceof PropertyObject;\n}\nexport function setAlias(name: string, alias: string[]) {\n ALIAS[name] = alias;\n}\nexport function setRole(names: string[], isProperty?: boolean, isFixedProperty?: boolean) {\n const length = names.length;\n let roles: any = ROLES;\n let fixed: any = FIXED;\n\n for (let i = 0; i < length - 1; ++i) {\n !roles[names[i]] && (roles[names[i]] = {});\n roles = roles[names[i]];\n if (isFixedProperty) {\n !fixed[names[i]] && (fixed[names[i]] = {});\n fixed = fixed[names[i]];\n }\n }\n isFixedProperty && (fixed[names[length - 1]] = true);\n roles[names[length - 1]] = isProperty ? true : {};\n}\nexport function getType(value: any) {\n const type = typeof value;\n\n if (type === OBJECT) {\n if (isArray(value)) {\n return ARRAY;\n } else if (isPropertyObject(value)) {\n return PROPERTY;\n }\n } else if (type === STRING || type === NUMBER) {\n return \"value\";\n }\n return type;\n}\nexport function isPureObject(obj: any): obj is object {\n return isObject(obj) && obj.constructor === Object;\n}\nexport function getNames(names: IObject, stack: string[]) {\n let arr: string[][] = [];\n\n if (isPureObject(names)) {\n for (const name in names) {\n stack.push(name);\n arr = arr.concat(getNames(names[name], stack));\n stack.pop();\n }\n } else {\n arr.push(stack.slice());\n }\n return arr;\n}\nexport function updateFrame(names: IObject, properties: IObject) {\n for (const name in properties) {\n const value = properties[name];\n\n if (!isPureObject(value)) {\n names[name] = true;\n continue;\n }\n if (!isObject(names[name])) {\n names[name] = {};\n }\n updateFrame(names[name], properties[name]);\n }\n return names;\n}\nexport function toFixed(num: number) {\n return Math.round(num * MAXIMUM) / MAXIMUM;\n}\nexport function getValueByNames(\n names: Array,\n properties: IObject, length: number = names.length) {\n let value = properties;\n\n for (let i = 0; i < length; ++i) {\n if (!isObject(value)) {\n return undefined;\n }\n value = value[names[i]];\n }\n return value;\n}\nexport function isInProperties(roles: IObject, args: string[], isCheckTrue?: boolean) {\n const length = args.length;\n let role: any = roles;\n\n if (length === 0) {\n return false;\n }\n for (let i = 0; i < length; ++i) {\n if (role === true) {\n return false;\n }\n role = role[args[i]];\n if (!role || (!isCheckTrue && role === true)) {\n return false;\n }\n }\n return true;\n}\nexport function isRole(args: string[], isCheckTrue?: boolean) {\n return isInProperties(ROLES, args, isCheckTrue);\n}\nexport function isFixed(args: string[]) {\n return isInProperties(FIXED, args, true);\n}\n\nexport interface IterationInterface {\n currentTime: number;\n iterationCount: number;\n elapsedTime: number;\n}\nexport function setPlayCSS(item: Scene | SceneItem, isActivate: boolean) {\n item.state[PLAY_CSS] = isActivate;\n}\nexport function isPausedCSS(item: Scene | SceneItem) {\n return item.state[PLAY_CSS] && item.isPaused();\n}\nexport function isEndedCSS(item: Scene | SceneItem) {\n return !item.isEnded() && item.state[PLAY_CSS];\n}\n\nexport function exportCSS(id: number | string, css: string) {\n const styleId = `${PREFIX}STYLE_${toId(id)}`;\n const styleElement: HTMLElement = $(`#${styleId}`);\n\n if (styleElement) {\n styleElement.innerText = css;\n } else {\n document.body.insertAdjacentHTML(\"beforeend\",\n ``);\n }\n}\nexport function makeId(selector?: boolean) {\n for (; ;) {\n const id = `${Math.floor(Math.random() * 10000000)}`;\n\n if (!IS_WINDOW || !selector) {\n return id;\n }\n const checkElement = $(`[data-scene-id=\"${id}\"]`);\n\n if (!checkElement) {\n return id;\n }\n }\n}\nexport function getRealId(item: Scene | SceneItem) {\n return item.getId() || item.setId(makeId(false)).getId();\n}\nexport function toId(text: number | string) {\n return `${text}`.match(/[0-9a-zA-Z]+/g).join(\"\");\n}\nexport function playCSS(\n item: Scene | SceneItem, isExportCSS?: boolean,\n playClassName?: string, properties: object = {}) {\n if (!ANIMATION || item.getPlayState() === RUNNING) {\n return;\n }\n const className = playClassName || START_ANIMATION;\n\n if (isPausedCSS(item)) {\n item.addPlayClass(true, className, properties);\n } else {\n if (item.isEnded()) {\n item.setTime(0);\n }\n isExportCSS && item.exportCSS({ className });\n const el = item.addPlayClass(false, className, properties);\n\n if (!el) {\n return;\n }\n addAnimationEvent(item, el);\n setPlayCSS(item, true);\n }\n item.setPlayState(RUNNING);\n}\n\nexport function addAnimationEvent(item: Scene | SceneItem, el: Element) {\n const state = item.state;\n const duration = item.getDuration();\n const isZeroDuration = !duration || !isFinite(duration);\n const animationend = () => {\n setPlayCSS(item, false);\n item.finish();\n };\n const animationstart = () => {\n item.trigger(PLAY);\n };\n item.once(ENDED, () => {\n removeEvent(el, \"animationcancel\", animationend);\n removeEvent(el, \"animationend\", animationend);\n removeEvent(el, \"animationiteration\", animationiteration);\n removeEvent(el, \"animationstart\", animationstart);\n });\n const animationiteration = ({ elapsedTime }: any) => {\n const currentTime = elapsedTime;\n const iterationCount = isZeroDuration ? 0 : (currentTime / duration);\n\n state[CURRENT_TIME] = currentTime;\n item.setIteration(iterationCount);\n };\n addEvent(el, \"animationcancel\", animationend);\n addEvent(el, \"animationend\", animationend);\n addEvent(el, \"animationiteration\", animationiteration);\n addEvent(el, \"animationstart\", animationstart);\n}\n","/**\n* @namespace\n* @name Property\n*/\n\nimport PropertyObject from \"../PropertyObject\";\nimport {\n COLOR_MODELS, isString,\n splitComma, splitSpace, stringToRGBA,\n RGBA, splitBracket, IObject, isArray\n} from \"@daybrush/utils\";\n\nexport function splitStyle(str: string) {\n const properties = str.split(\";\");\n const obj: IObject = {};\n let length = properties.length;\n\n for (let i = 0; i < length; ++i) {\n const matches = /([^:]*):([\\S\\s]*)/g.exec(properties[i]);\n\n if (!matches || matches.length < 3 || !matches[1]) {\n --length;\n continue;\n }\n obj[matches[1].trim()] = toPropertyObject(matches[2].trim());\n }\n return {styles: obj, length};\n}\n/**\n* convert array to PropertyObject[type=color].\n* default model \"rgba\"\n* @memberof Property\n* @function arrayToColorObject\n* @param {Array|PropertyObject} value ex) [0, 0, 0, 1]\n* @return {PropertyObject} PropertyObject[type=color]\n* @example\narrayToColorObject([0, 0, 0])\n// => PropertyObject(type=\"color\", model=\"rgba\", value=[0, 0, 0, 1], separator=\",\")\n*/\nexport function arrayToColorObject(arr: number[]) {\n const model = RGBA;\n\n if (arr.length === 3) {\n arr[3] = 1;\n }\n return new PropertyObject(arr, {\n model,\n separator: \",\",\n type: \"color\",\n prefix: `${model}(`,\n suffix: \")\",\n });\n}\n/**\n* convert text with parentheses to object.\n* @memberof Property\n* @function stringToBracketObject\n* @param {String} value ex) \"rgba(0,0,0,1)\"\n* @return {PropertyObject} PropertyObject\n* @example\nstringToBracketObject(\"abcde(0, 0, 0,1)\")\n// => PropertyObject(model=\"abcde\", value=[0, 0, 0,1], separator=\",\")\n*/\nexport function stringToBracketObject(text: string) {\n // [prefix, value, other]\n const { prefix: model, value, suffix: afterModel } = splitBracket(text);\n\n if (typeof value === \"undefined\") {\n return text;\n }\n if (COLOR_MODELS.indexOf(model) !== -1) {\n return arrayToColorObject(stringToRGBA(text));\n }\n // divide comma(,)\n const obj = toPropertyObject(value);\n\n let arr = [value];\n let separator = \",\";\n let prefix = `${model}(`;\n let suffix = `)${afterModel}`;\n\n if (obj instanceof PropertyObject) {\n separator = obj.separator;\n arr = obj.value;\n prefix += obj.prefix;\n suffix = obj.suffix + suffix;\n }\n return new PropertyObject(arr, {\n separator,\n model,\n prefix,\n suffix,\n });\n}\n\nexport function arrayToPropertyObject(arr: any[], separator: string) {\n return new PropertyObject(arr, {\n type: \"array\",\n separator,\n });\n}\n\n/**\n* convert text with parentheses to PropertyObject[type=color].\n* If the values are not RGBA model, change them RGBA mdoel.\n* @memberof Property\n* @function stringToColorObject\n* @param {String|PropertyObject} value ex) \"rgba(0,0,0,1)\"\n* @return {PropertyObject} PropertyObject[type=color]\n* @example\nstringToColorObject(\"rgba(0, 0, 0,1)\")\n// => PropertyObject(type=\"color\", model=\"rgba\", value=[0, 0, 0,1], separator=\",\")\n*/\nexport function stringToColorObject(value: string): string | PropertyObject {\n const result = stringToRGBA(value);\n\n return result ? arrayToColorObject(result) : value;\n}\n/**\n* convert CSS Value to PropertyObject\n* @memberof Property\n* @function toPropertyObject\n* @param {String} value it's text contains the array.\n* @return {String} Not Array, Not Separator, Only Number & Unit\n* @return {PropertyObject} Array with Separator.\n* @see referenced regular expression {@link http://stackoverflow.com/questions/20215440/parse-css-gradient-rule-with-javascript-regex}\n* @example\ntoPropertyObject(\"1px solid #000\");\n// => PropertyObject([\"1px\", \"solid\", rgba(0, 0, 0, 1)])\n*/\nexport function toPropertyObject(value: any[]): PropertyObject;\nexport function toPropertyObject(value: IObject): IObject;\nexport function toPropertyObject(value: string): PropertyObject | string;\nexport function toPropertyObject(value: string | IObject | any[]) {\n if (!isString(value)) {\n if (isArray(value)) {\n return arrayToPropertyObject(value, \",\");\n }\n return value;\n }\n let values = splitComma(value);\n\n if (values.length > 1) {\n return arrayToPropertyObject(values.map(v => toPropertyObject(v)), \",\");\n }\n values = splitSpace(value);\n if (values.length > 1) {\n return arrayToPropertyObject(values.map(v => toPropertyObject(v)), \" \");\n }\n values = /^(['\"])([^'\"]*)(['\"])$/g.exec(value);\n if (values && values[1] === values[3]) {\n // Quotes\n return new PropertyObject([toPropertyObject(values[2])], {\n prefix: values[1],\n suffix: values[1],\n });\n } else if (value.indexOf(\"(\") !== -1) {\n // color\n return stringToBracketObject(value);\n } else if (value.charAt(0) === \"#\") {\n return stringToColorObject(value);\n }\n return value;\n}\nexport function toObject(object: PropertyObject, result: IObject = {}) {\n const model = object.model;\n\n if (model) {\n object.setOptions({\n model: \"\",\n suffix: \"\",\n prefix: \"\",\n });\n const value = object.size() > 1 ? object : object.get(0);\n\n result[model] = value;\n } else {\n object.forEach(obj => {\n toObject(obj, result);\n });\n }\n return result;\n}\n","import {\n THRESHOLD,\n ALTERNATE, ALTERNATE_REVERSE, REVERSE, INFINITE, NORMAL,\n ITERATION_COUNT, DELAY, FILL_MODE, DIRECTION, PLAY_SPEED,\n DURATION, EASING, ITERATION_TIME, EASING_NAME, PAUSED,\n RUNNING, PLAY, TIMEUPDATE, ENDED, PLAY_STATE, PREV_TIME, TICK_TIME, CURRENT_TIME, ITERATION, OPTIONS, EASINGS\n} from \"./consts\";\nimport EventTrigger from \"./EventTrigger\";\nimport { bezier, steps } from \"./easing\";\nimport { toFixed } from \"./utils\";\nimport { splitUnit, isString, camelize, requestAnimationFrame, isArray, cancelAnimationFrame } from \"@daybrush/utils\";\nimport {\n IterationCountType, DirectionType, AnimatorState,\n EasingFunction, FillModeType, PlayStateType, EasingType, AnimatorOptions,\n} from \"./types\";\nimport { toPropertyObject } from \"./utils/property\";\n\nfunction GetterSetter {}>(\n getter: string[], setter: string[], parent: string) {\n return (constructor: T) => {\n const prototype = constructor.prototype;\n\n getter.forEach(name => {\n prototype[camelize(`get ${name}`)] = function() {\n return this[parent][name];\n };\n });\n setter.forEach(name => {\n prototype[camelize(`set ${name}`)] = function(value: any) {\n this[parent][name] = value;\n return this;\n };\n });\n };\n}\nexport function isDirectionReverse(iteration: number, iteraiontCount: IterationCountType, direction: DirectionType) {\n if (direction === REVERSE) {\n return true;\n } else if (iteraiontCount !== INFINITE && iteration === iteraiontCount && iteraiontCount % 1 === 0) {\n return direction === (iteration % 2 >= 1 ? ALTERNATE_REVERSE : ALTERNATE);\n }\n return direction === (iteration % 2 >= 1 ? ALTERNATE : ALTERNATE_REVERSE);\n}\n/**\n* @typedef {Object} AnimatorState The Animator options. Properties used in css animation.\n* @property {number} [duration] The duration property defines how long an animation should take to complete one cycle.\n* @property {\"none\"|\"forwards\"|\"backwards\"|\"both\"} [fillMode] The fillMode property specifies a style for the element when the animation is not playing (before it starts, after it ends, or both).\n* @property {\"infinite\"|number} [iterationCount] The iterationCount property specifies the number of times an animation should be played.\n* @property {array|function} [easing] The easing(timing-function) specifies the speed curve of an animation.\n* @property {number} [delay] The delay property specifies a delay for the start of an animation.\n* @property {\"normal\"|\"reverse\"|\"alternate\"|\"alternate-reverse\"} [direction] The direction property defines whether an animation should be played forwards, backwards or in alternate cycles.\n*/\n\nconst setters = [\"id\", ITERATION_COUNT, DELAY, FILL_MODE,\n DIRECTION, PLAY_SPEED, DURATION, PLAY_SPEED, ITERATION_TIME, PLAY_STATE];\nconst getters = [...setters, EASING, EASING_NAME];\n\n/**\n* play video, animation, the others\n* @extends EventTrigger\n* @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation}\n*/\n@GetterSetter(getters, setters, \"state\")\nclass Animator\n extends EventTrigger {\n public state: U;\n private timerId: number = 0;\n\n /**\n * @param - animator's options\n * @example\n const animator = new Animator({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.easing.EASE,\n });\n */\n constructor(options?: Partial) {\n super();\n this.state = {\n id: \"\",\n easing: 0,\n easingName: \"linear\",\n iterationCount: 1,\n delay: 0,\n fillMode: \"forwards\",\n direction: NORMAL,\n playSpeed: 1,\n currentTime: 0,\n iterationTime: -1,\n iteration: 0,\n tickTime: 0,\n prevTime: 0,\n playState: PAUSED,\n duration: 0,\n } as U;\n this.setOptions(options);\n }\n /**\n * set animator's easing.\n * @param curverArray - The speed curve of an animation.\n * @return {Animator} An instance itself.\n * @example\n animator.({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.easing.EASE,\n });\n */\n public setEasing(curveArray: string | number[] | EasingFunction): this {\n let easing: EasingFunction;\n\n if (isString(curveArray)) {\n if (curveArray in EASINGS) {\n easing = EASINGS[curveArray];\n } else {\n const obj = toPropertyObject(curveArray);\n\n if (isString(obj)) {\n return this;\n } else {\n if (obj.model === \"cubic-bezier\") {\n curveArray = obj.value.map(v => parseFloat(v));\n easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]);\n } else if (obj.model === \"steps\") {\n easing = steps(parseFloat(obj.value[0]), obj.value[1]);\n } else {\n return this;\n }\n }\n }\n } else if (isArray(curveArray)) {\n easing = bezier(curveArray[0], curveArray[1], curveArray[2], curveArray[3]);\n } else {\n easing = curveArray;\n }\n const easingName = easing[EASING_NAME] || \"linear\";\n\n const state = this.state;\n\n state[EASING] = easing;\n state[EASING_NAME] = easingName;\n return this;\n }\n /**\n * set animator's options.\n * @see {@link https://www.w3schools.com/css/css3_animations.asp|CSS3 Animation}\n * @param - animator's options\n * @return {Animator} An instance itself.\n * @example\n animator.({\n delay: 2,\n diretion: \"alternate\",\n duration: 2,\n fillMode: \"forwards\",\n iterationCount: 3,\n easing: Scene.eaasing.EASE,\n });\n */\n public setOptions(options: Partial = {}): this {\n for (const name in options) {\n const value = options[name];\n\n if (name === EASING) {\n this.setEasing(value);\n continue;\n } else if (name === DURATION) {\n value && this.setDuration(value);\n continue;\n }\n if (OPTIONS.indexOf(name as any) > -1) {\n this.state[name] = value;\n }\n }\n\n return this;\n }\n /**\n * Get the animator's total duration including delay\n * @return {number} Total duration\n * @example\n animator.getTotalDuration();\n */\n public getTotalDuration(): number {\n return this.getActiveDuration(true);\n }\n /**\n * Get the animator's total duration excluding delay\n * @return {number} Total duration excluding delay\n * @example\n animator.getActiveDuration();\n */\n public getActiveDuration(delay?: boolean): number {\n const state = this.state;\n const count = state[ITERATION_COUNT];\n if (count === INFINITE) {\n return Infinity;\n }\n return (delay ? state[DELAY] : 0) + this.getDuration() * count;\n }\n /**\n * Check if the animator has reached the end.\n * @return {boolean} ended\n * @example\n animator.isEnded(); // true or false\n */\n public isEnded(): boolean {\n if (this.state[TICK_TIME] === 0 && this.state[PLAY_STATE] === PAUSED) {\n return true;\n } else if (this.getTime() < this.getActiveDuration()) {\n return false;\n }\n return true;\n }\n /**\n *Check if the animator is paused:\n * @return {boolean} paused\n * @example\n animator.isPaused(); // true or false\n */\n public isPaused(): boolean {\n return this.state[PLAY_STATE] === PAUSED;\n }\n public start(delay: number = this.state[DELAY]): boolean {\n const state = this.state;\n\n state[PLAY_STATE] = RUNNING;\n if (state[TICK_TIME] >= delay) {\n /**\n * This event is fired when play animator.\n * @event Animator#play\n */\n this.trigger(PLAY);\n return true;\n }\n return false;\n }\n /**\n * play animator\n * @return {Animator} An instance itself.\n */\n public play(toTime?: number) {\n const state = this.state;\n const delay = state[DELAY];\n const currentTime = this.getTime();\n\n state[PLAY_STATE] = RUNNING;\n\n if (this.isEnded() && (currentTime === 0 || currentTime >= this.getActiveDuration())) {\n this.setTime(-delay, true);\n }\n state[TICK_TIME] = this.getTime();\n\n this.timerId = requestAnimationFrame((time: number) => {\n state[PREV_TIME] = time;\n this.tick(time, toTime);\n });\n this.start();\n return this;\n }\n /**\n * pause animator\n * @return {Animator} An instance itself.\n */\n public pause(): this {\n const state = this.state;\n\n if (state[PLAY_STATE] !== PAUSED) {\n state[PLAY_STATE] = PAUSED;\n /**\n * This event is fired when animator is paused.\n * @event Animator#paused\n */\n this.trigger(PAUSED);\n }\n cancelAnimationFrame(this.timerId);\n return this;\n }\n /**\n * end animator\n * @return {Animator} An instance itself.\n */\n public finish() {\n this.setTime(0);\n this.state[TICK_TIME] = 0;\n this.end();\n return this;\n }\n /**\n * end animator\n * @return {Animator} An instance itself.\n */\n public end() {\n this.pause();\n /**\n * This event is fired when animator is ended.\n * @event Animator#ended\n */\n this.trigger(ENDED);\n return this;\n }\n /**\n * set currentTime\n * @param {Number|String} time - currentTime\n * @return {Animator} An instance itself.\n * @example\n\n animator.setTime(\"from\"); // 0\n animator.setTime(\"to\"); // 100%\n animator.setTime(\"50%\");\n animator.setTime(10);\n animator.getTime() // 10\n */\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean) {\n const activeDuration = this.getActiveDuration();\n const state = this.state;\n const prevTime = state[TICK_TIME];\n const delay = state[DELAY];\n let currentTime = isTick ? (time as number) : this.getUnitTime(time);\n\n state[TICK_TIME] = delay + currentTime;\n if (currentTime < 0) {\n currentTime = 0;\n } else if (currentTime > activeDuration) {\n currentTime = activeDuration;\n }\n state[CURRENT_TIME] = currentTime;\n this.calculate();\n\n if (isTick && !isParent) {\n const tickTime = state[TICK_TIME];\n\n if (prevTime < delay && time >= 0) {\n this.start(0);\n }\n if (tickTime < prevTime || this.isEnded()) {\n this.end();\n return;\n }\n }\n if (this.isDelay()) {\n return this;\n }\n /**\n * This event is fired when the animator updates the time.\n * @event Animator#timeupdate\n * @param {Object} param The object of data to be sent to an event.\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.time The iteration time during duration that the animator is running.\n * @param {Number} param.iterationCount The iteration count that the animator is running.\n */\n this.trigger(TIMEUPDATE, {\n currentTime,\n time: this.getIterationTime(),\n iterationCount: state[ITERATION],\n });\n\n return this;\n }\n /**\n * Get the animator's current time\n * @return {number} current time\n * @example\n animator.getTime();\n */\n public getTime(): number {\n return this.state[CURRENT_TIME];\n }\n public getUnitTime(time: string | number) {\n if (isString(time)) {\n const duration = this.getDuration() || 100;\n\n if (time === \"from\") {\n return 0;\n } else if (time === \"to\") {\n return duration;\n }\n const { unit, value } = splitUnit(time);\n\n if (unit === \"%\") {\n !this.getDuration() && (this.setDuration(duration));\n return toFixed(parseFloat(time) / 100 * duration);\n } else if (unit === \">\") {\n return value + THRESHOLD;\n } else {\n return value;\n }\n } else {\n return toFixed(time);\n }\n }\n /**\n * Check if the current state of animator is delayed.\n * @return {boolean} check delay state\n */\n public isDelay() {\n const state = this.state;\n const delay = state[DELAY];\n const tickTime = state[TICK_TIME];\n\n return delay > 0 && (tickTime < delay);\n }\n public setIteration(iterationCount: number): this {\n const state = this.state;\n const passIterationCount = Math.floor(iterationCount);\n const maxIterationCount = state[ITERATION_COUNT] === INFINITE ? Infinity : state[ITERATION_COUNT];\n\n if (state[ITERATION] < passIterationCount && passIterationCount < maxIterationCount) {\n /**\n * The event is fired when an iteration of an animation ends.\n * @event Animator#iteration\n * @param {Object} param The object of data to be sent to an event.\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.iterationCount The iteration count that the animator is running.\n */\n this.trigger(\"iteration\", {\n currentTime: state[CURRENT_TIME],\n iterationCount: passIterationCount,\n });\n }\n state[ITERATION] = iterationCount;\n return this;\n }\n protected calculate() {\n const state = this.state;\n const iterationCount = state[ITERATION_COUNT];\n const fillMode = state[FILL_MODE];\n const direction = state[DIRECTION];\n const duration = this.getDuration();\n const time = this.getTime();\n const iteration = duration === 0 ? 0 : time / duration;\n let currentIterationTime = duration ? time % duration : 0;\n\n if (!duration) {\n this.setIterationTime(0);\n return this;\n }\n this.setIteration(iteration);\n\n // direction : normal, reverse, alternate, alternate-reverse\n // fillMode : forwards, backwards, both, none\n const isReverse = isDirectionReverse(iteration, iterationCount, direction);\n\n const isFiniteDuration = isFinite(duration);\n if (isFiniteDuration && isReverse) {\n currentIterationTime = duration - currentIterationTime;\n }\n if (isFiniteDuration && iterationCount !== INFINITE) {\n const isForwards = fillMode === \"both\" || fillMode === \"forwards\";\n\n // fill forwards\n if (iteration >= iterationCount) {\n currentIterationTime = duration * (isForwards ? (iterationCount % 1) || 1 : 0);\n isReverse && (currentIterationTime = duration - currentIterationTime);\n }\n }\n this.setIterationTime(currentIterationTime);\n return this;\n }\n private tick(now: number, to?: number) {\n if (this.isPaused()) {\n return;\n }\n const state = this.state;\n const playSpeed = state[PLAY_SPEED];\n const prevTime = state[PREV_TIME];\n const delay = state[DELAY];\n const tickTime = state[TICK_TIME];\n const currentTime = tickTime + Math.min(1000, now - prevTime) / 1000 * playSpeed;\n\n state[PREV_TIME] = now;\n this.setTime(currentTime - delay, true);\n if (to && to * 1000 < now) {\n this.pause();\n }\n if (state[PLAY_STATE] === PAUSED) {\n return;\n }\n\n this.timerId = requestAnimationFrame((time: number) => {\n this.tick(time, to);\n });\n }\n}\n/**\n * Specifies the unique indicator of the animator\n * @method Animator#setId\n * @param {number | string} - String or number of id to be set in the animator\n * @return {Animator} An instance itself.\n */\n/**\n * Specifies the unique indicator of the animator\n * @method Animator#getId\n * @return {number | string} the indicator of the item.\n */\n/**\n * Get a delay for the start of an animation.\n * @method Animator#getDelay\n * @return {number} delay\n */\n/**\n * Set a delay for the start of an animation.\n * @method Animator#setDelay\n * @param {number} delay - delay\n * @return {Animator} An instance itself.\n */\n/**\n * Get fill mode for the item when the animation is not playing (before it starts, after it ends, or both)\n * @method Animator#getFillMode\n * @return {FillModeType} fillMode\n */\n/**\n * Set fill mode for the item when the animation is not playing (before it starts, after it ends, or both)\n * @method Animator#setFillMode\n * @param {FillModeType} fillMode - fillMode\n * @return {Animator} An instance itself.\n */\n/**\n * Get the number of times an animation should be played.\n * @method Animator#getIterationCount\n * @return {IterationCountType} iterationCount\n */\n/**\n * Set the number of times an animation should be played.\n * @method Animator#setIterationCount\n * @param {IterationCountType} iterationCount - iterationCount\n * @return {Animator} An instance itself.\n */\n/**\n * Get whether an animation should be played forwards, backwards or in alternate cycles.\n * @method Animator#getDirection\n * @return {DirectionType} direction\n */\n/**\n * Set whether an animation should be played forwards, backwards or in alternate cycles.\n * @method Animator#setDirection\n * @param {DirectionType} direction - direction\n * @return {Animator} An instance itself.\n */\n/**\n * Get whether the animation is running or paused.\n * @method Animator#getPlayState\n * @return {PlayStateType} playState\n */\n/**\n * Set whether the animation is running or paused.\n * @method Animator#setPlayState\n * @param {PlayStateType} playState - playState\n * @return {Animator} An instance itself.\n */\n/**\n * Get the animator's play speed\n * @method Animator#getPlaySpeed\n * @return {number} playSpeed\n */\n/**\n * Set the animator's play speed\n * @method Animator#setPlaySpeed\n * @param {number} playSpeed - playSpeed\n * @return {Animator} An instance itself.\n */\n/**\n * Get how long an animation should take to complete one cycle.\n * @method Animator#getDuration\n * @return {number} duration\n */\n/**\n * Set how long an animation should take to complete one cycle.\n * @method Animator#setDuration\n * @param {number} duration - duration\n * @return {Animator} An instance itself.\n */\n/**\n * Get the speed curve of an animation.\n * @method Animator#getEasing\n * @return {EasingType} easing\n */\n/**\n * Get the speed curve's name\n * @method Animator#getEasingName\n * @return {string} the curve's name.\n */\n/**\n\t* Get the animator's current iteration time\n\t* @method Animator#getIterationTime\n\t* @return {number} current iteration time\n\t* @example\nanimator.getIterationTime();\n\t*/\n\n// tslint:disable-next-line:interface-name\ninterface Animator {\n setId(id: number | string): this;\n getId(): number | string;\n getIterationTime(): number;\n setIterationTime(time: number): this;\n setDelay(delay: number): this;\n getDelay(): number;\n setFillMode(fillMode: FillModeType): this;\n getFillMode(): FillModeType;\n setIterationCount(iterationCount: IterationCountType): this;\n getIterationCount(): IterationCountType;\n setDirection(direction: DirectionType): this;\n getDirection(): DirectionType;\n setPlayState(playState: PlayStateType): this;\n getPlayState(): PlayStateType;\n setPlaySpeed(playSpeed: number): this;\n getPlaySpeed(): number;\n setDuration(duration: number): this;\n getDuration(): number;\n getEasing(): EasingType;\n getEasingName(): string;\n}\nexport default Animator;\n","import {\n ALIAS, TIMING_FUNCTION, TRANSFORM_NAME, EASING_NAME\n} from \"./consts\";\nimport { isRole, getType, isPropertyObject, getValueByNames, isFixed, getNames, updateFrame } from \"./utils\";\nimport { toPropertyObject, splitStyle, toObject } from \"./utils/property\";\nimport {\n isObject, isArray, isString,\n ANIMATION, TRANSFORM, FILTER, PROPERTY, FUNCTION, ARRAY, OBJECT, IObject, isUndefined\n} from \"@daybrush/utils\";\nimport { NameType } from \"./types\";\n\nfunction toInnerProperties(obj: IObject) {\n if (!obj) {\n return \"\";\n }\n const arrObj = [];\n\n for (const name in obj) {\n arrObj.push(`${name.replace(/\\d$/g, \"\")}(${obj[name]})`);\n }\n return arrObj.join(\" \");\n}\n\n/* eslint-disable */\nfunction clone(target: IObject, toValue = false) {\n return merge({}, target, toValue);\n}\nfunction merge(to: IObject, from: IObject, toValue = false) {\n for (const name in from) {\n const value = from[name];\n const type = getType(value);\n\n if (type === PROPERTY) {\n to[name] = toValue ? value.toValue() : value.clone();\n } else if (type === FUNCTION) {\n to[name] = toValue ? getValue([name], value) : value;\n } else if (type === ARRAY) {\n to[name] = value.slice();\n } else if (type === OBJECT) {\n if (isObject(to[name]) && !isPropertyObject(to[name])) {\n merge(to[name], value, toValue);\n } else {\n to[name] = clone(value, toValue);\n }\n } else {\n to[name] = from[name];\n }\n }\n return to;\n}\n/* eslint-enable */\n\nfunction getPropertyName(args: NameType[]) {\n return args[0] in ALIAS ? ALIAS[args[0]] : args;\n}\nfunction getValue(names: NameType[], value: any): any {\n const type = getType(value);\n\n if (type === PROPERTY) {\n return value.toValue();\n } else if (type === FUNCTION) {\n if (names[0] !== TIMING_FUNCTION) {\n return getValue(names, value());\n }\n } else if (type === OBJECT) {\n return clone(value, true);\n }\n return value;\n}\n/**\n* Animation's Frame\n*/\nclass Frame {\n public properties: IObject;\n /**\n * @param - properties\n * @example\n const frame = new Scene.Frame({\n display: \"none\"\n transform: {\n translate: \"50px\",\n scale: \"5, 5\",\n }\n });\n */\n constructor(properties: any = {}) {\n this.properties = {};\n this.set(properties);\n }\n /**\n * get property value\n * @param {...Number|String|PropertyObject} args - property name or value\n * @example\n frame.get(\"display\") // => \"none\", \"block\", ....\n frame.get(\"transform\", \"translate\") // => \"10px,10px\"\n */\n public get(...args: NameType[]) {\n const value = this.raw(...args);\n\n return getValue(getPropertyName(args), value);\n }\n\n public raw(...args: NameType[]) {\n return getValueByNames(getPropertyName(args), this.properties);\n }\n /**\n * remove property value\n * @param {...String} args - property name\n * @return {Frame} An instance itself\n * @example\n frame.remove(\"display\")\n */\n public remove(...args: NameType[]) {\n const params = getPropertyName(args);\n const length = params.length;\n\n if (!length) {\n return this;\n }\n const value = getValueByNames(params, this.properties, length - 1);\n\n if (isObject(value)) {\n delete value[params[length - 1]];\n }\n return this;\n }\n /**\n * set property\n * @param {...Number|String|PropertyObject} args - property names or values\n * @return {Frame} An instance itself\n * @example\n // one parameter\n frame.set({\n display: \"none\",\n transform: {\n translate: \"10px, 10px\",\n scale: \"1\",\n },\n filter: {\n brightness: \"50%\",\n grayscale: \"100%\"\n }\n });\n\n // two parameters\n frame.set(\"transform\", {\n translate: \"10px, 10px\",\n scale: \"1\",\n });\n\n // three parameters\n frame.set(\"transform\", \"translate\", \"50px\");\n */\n public set(...args: any[]) {\n const self = this;\n const length = args.length;\n const params = args.slice(0, -1);\n const value = args[length - 1];\n\n if (params[0] in ALIAS) {\n self._set(ALIAS[params[0]], value);\n } else if (length === 2 && isArray(params[0])) {\n self._set(params[0], value);\n } else if (isArray(value)) {\n self._set(params, value);\n } else if (isPropertyObject(value)) {\n if (isRole(params)) {\n self.set(...params, toObject(value));\n } else {\n self._set(params, value);\n }\n } else if (isObject(value)) {\n for (const name in value) {\n self.set(...params, name, value[name]);\n }\n } else if (isString(value)) {\n if (isRole(params, true)) {\n if (isFixed(params) || !isRole(params)) {\n this._set(params, value);\n } else {\n const obj = toPropertyObject(value);\n\n if (isObject(obj)) {\n self.set(...params, obj);\n }\n }\n return this;\n } else {\n const { styles, length: stylesLength } = splitStyle(value);\n\n for (const name in styles) {\n self.set(...params, name, styles[name]);\n }\n if (stylesLength) {\n return this;\n }\n }\n self._set(params, value);\n } else {\n self._set(params, value);\n }\n return self;\n }\n /**\n * Gets the names of properties.\n * @return the names of properties.\n * @example\n // one parameter\n frame.set({\n display: \"none\",\n transform: {\n translate: \"10px, 10px\",\n scale: \"1\",\n },\n });\n\n // [[\"display\"], [\"transform\", \"translate\"], [\"transform\", \"scale\"]]\n console.log(frame.getNames());\n */\n public getNames(): string[][] {\n return getNames(this.properties, []);\n }\n /**\n * check that has property.\n * @param {...String} args - property name\n * @example\n frame.has(\"property\", \"display\") // => true or false\n */\n public has(...args: NameType[]) {\n const params = getPropertyName(args);\n const length = params.length;\n\n if (!length) {\n return false;\n }\n return !isUndefined(getValueByNames(params, this.properties, length));\n }\n /**\n * clone frame.\n * @return {Frame} An instance of clone\n * @example\n frame.clone();\n */\n public clone() {\n const frame = new Frame();\n\n return frame.merge(this);\n }\n /**\n * merge one frame to other frame.\n * @param - target frame.\n * @return {Frame} An instance itself\n * @example\n frame.merge(frame2);\n */\n public merge(frame: Frame) {\n const properties = this.properties;\n const frameProperties = frame.properties;\n\n if (!frameProperties) {\n return this;\n }\n merge(properties, frameProperties);\n\n return this;\n }\n /**\n * Specifies an css object that coverted the frame.\n * @return {object} cssObject\n */\n public toCSSObject() {\n const properties = this.get();\n const cssObject: IObject = {};\n\n for (const name in properties) {\n if (isRole([name], true)) {\n continue;\n }\n const value = properties[name];\n\n if (name === TIMING_FUNCTION) {\n cssObject[TIMING_FUNCTION.replace(\"animation\", ANIMATION)] =\n (isString(value) ? value : value[EASING_NAME]) || \"initial\";\n continue;\n }\n cssObject[name] = value;\n }\n const transform = toInnerProperties(properties[TRANSFORM_NAME]);\n const filter = toInnerProperties(properties.filter);\n\n TRANSFORM && transform && (cssObject[TRANSFORM] = transform);\n FILTER && filter && (cssObject[FILTER] = filter);\n return cssObject;\n }\n /**\n * Specifies an css text that coverted the frame.\n * @return {string} cssText\n */\n public toCSS() {\n const cssObject = this.toCSSObject();\n const cssArray = [];\n\n for (const name in cssObject) {\n cssArray.push(`${name}:${cssObject[name]};`);\n }\n return cssArray.join(\"\");\n }\n private _set(args: NameType[], value: any) {\n let properties = this.properties;\n const length = args.length;\n\n for (let i = 0; i < length - 1; ++i) {\n const name = args[i];\n\n !(name in properties) && (properties[name] = {});\n properties = properties[name];\n }\n if (!length) {\n return;\n }\n properties[args[length - 1]] = isString(value) ? toPropertyObject(value) : value;\n }\n}\nexport default Frame;\n","\nimport PropertyObject from \"../PropertyObject\";\nimport { getType } from \"../utils\";\nimport { toPropertyObject } from \"./property\";\nimport { splitUnit, PROPERTY, FUNCTION, ARRAY, dot as dotNumber } from \"@daybrush/utils\";\nimport { EasingType } from \"../types\";\n\nfunction dotArray(a1: any[], a2: any, b1: number, b2: number): any {\n const length = a2.length;\n\n return a1.map((v1, i) => {\n if (i >= length) {\n return v1;\n } else {\n return dot(v1, a2[i], b1, b2);\n }\n });\n}\n\nfunction dotColor(color1: PropertyObject, color2: PropertyObject, b1: number, b2: number) {\n // convert array to PropertyObject(type=color)\n const value1 = color1.value;\n const value2 = color2.value;\n // If the model name is not same, the inner product is impossible.\n const model1 = color1.model;\n const model2 = color2.model;\n\n if (model1 !== model2) {\n // It is recognized as a string.\n return dot(color1.toValue(), color2.toValue(), b1, b2);\n }\n if (value1.length === 3) {\n value1[3] = 1;\n }\n if (value2.length === 3) {\n value2[3] = 1;\n }\n const v = dotArray(value1, value2, b1, b2);\n const colorModel = model1;\n\n for (let i = 0; i < 3; ++i) {\n v[i] = parseInt(v[i], 10);\n }\n const object = new PropertyObject(v, {\n type: \"color\",\n model: colorModel,\n prefix: `${colorModel}(`,\n suffix: \")\",\n });\n\n return object;\n}\n\nfunction dotObject(a1: PropertyObject, a2: PropertyObject, b1: number, b2: number) {\n const a1Type = a1.type;\n\n if (a1Type === \"color\") {\n return dotColor(a1, a2, b1, b2);\n }\n const value1 = a1.value;\n const value2 = a2.value;\n const arr = dotArray(value1, value2, b1, b2);\n\n return new PropertyObject(arr, {\n type: a1Type,\n separator: a1.separator || a2.separator,\n prefix: a1.prefix || a2.prefix,\n suffix: a1.suffix || a2.suffix,\n model: a1.model || a2.model,\n });\n}\n/**\n* The dot product of a1 and a2 for the b1 and b2.\n* @memberof Dot\n* @function dot\n* @param {String|Number|PropertyObject} a1 value1\n* @param {String|Number|PropertyObject} a2 value2\n* @param {Number} b1 b1 ratio\n* @param {Number} b2 b2 ratio\n* @return {String} Not Array, Not Separator, Only Number & Unit\n* @return {PropertyObject} Array with Separator.\n* @example\ndot(1, 3, 0.3, 0.7);\n// => 1.6\n*/\nexport function dot(a1: any, a2: any, b1: number, b2: number): any {\n if (b2 === 0) {\n return a2;\n } else if (b1 === 0 || b1 + b2 === 0) {\n // prevent division by zero.\n return a1;\n }\n // dot Object\n\n const type1 = getType(a1);\n const type2 = getType(a2);\n const isFunction1 = type1 === FUNCTION;\n const isFunction2 = type2 === FUNCTION;\n\n if (isFunction1 || isFunction2) {\n return () => {\n return dot(isFunction1 ? toPropertyObject(a1()) : a1, isFunction2 ? toPropertyObject(a2()) : a2, b1, b2);\n };\n } else if (type1 === type2) {\n if (type1 === PROPERTY) {\n return dotObject(a1, a2, b1, b2);\n } else if (type1 === ARRAY) {\n return dotArray(a1, a2, b1, b2);\n } else if (type1 !== \"value\") {\n return a1;\n }\n } else {\n return a1;\n }\n const v1 = splitUnit(`${a1}`);\n const v2 = splitUnit(`${a2}`);\n let v;\n\n // 숫자가 아닐경우 첫번째 값을 반환 b2가 0일경우 두번째 값을 반환\n if (isNaN(v1.value) || isNaN(v2.value)) {\n return a1;\n } else {\n v = dotNumber(v1.value, v2.value, b1, b2);\n }\n const prefix = v1.prefix || v2.prefix;\n const unit = v1.unit || v2.unit;\n\n if (!prefix && !unit) {\n return v;\n }\n return prefix + v + unit;\n}\n\nexport function dotValue(\n time: number,\n prevTime: number,\n nextTime: number,\n prevValue: any,\n nextValue: any,\n easing?: EasingType) {\n if (time === prevTime) {\n return prevValue;\n } else if (time === nextTime) {\n return nextValue;\n } else if (!easing) {\n return dot(prevValue, nextValue, time - prevTime, nextTime - time);\n }\n const ratio = easing((time - prevTime) / (nextTime - prevTime));\n const value = dot(prevValue, nextValue, ratio, 1 - ratio);\n\n return value;\n}\n","import Animator, { isDirectionReverse } from \"./Animator\";\nimport Frame from \"./Frame\";\nimport {\n toFixed,\n isFixed,\n playCSS,\n toId,\n exportCSS,\n getRealId,\n makeId,\n isPausedCSS,\n isRole,\n isInProperties,\n getValueByNames,\n isEndedCSS,\n setPlayCSS,\n getNames,\n updateFrame,\n} from \"./utils\";\nimport { dotValue } from \"./utils/dot\";\nimport {\n START_ANIMATION,\n PREFIX, THRESHOLD,\n TIMING_FUNCTION, ALTERNATE, ALTERNATE_REVERSE, INFINITE,\n REVERSE, EASING, FILL_MODE, DIRECTION, ITERATION_COUNT,\n EASING_NAME, DELAY, PLAY_SPEED, DURATION, PAUSE_ANIMATION, DATA_SCENE_ID, SELECTOR, ROLES, CURRENT_TIME\n} from \"./consts\";\nimport {\n isObject, isArray, isUndefined, decamelize,\n ANIMATION, fromCSS, addClass, removeClass, hasClass,\n KEYFRAMES, requestAnimationFrame, isFunction,\n IObject, $, splitComma, toArray, isString, IArrayFormat,\n dot as dotNumber,\n find,\n findIndex,\n} from \"@daybrush/utils\";\nimport {\n NameType, RoleObject, AnimateElement, AnimatorState,\n SceneItemState, SceneItemOptions, EasingType, PlayCondition, DirectionType\n} from \"./types\";\n\nfunction getNearTimeIndex(times: number[], time: number) {\n const length = times.length;\n\n for (let i = 0; i < length; ++i) {\n if (times[i] === time) {\n return [i, i];\n } else if (times[i] > time) {\n return [i > 0 ? i - 1 : 0, i];\n }\n }\n return [length - 1, length - 1];\n}\nfunction makeAnimationProperties(properties: object) {\n const cssArray = [];\n\n for (const name in properties) {\n cssArray.push(`${ANIMATION}-${decamelize(name)}:${properties[name]};`);\n }\n return cssArray.join(\"\");\n}\nfunction addTime(times: number[], time: number) {\n const length = times.length;\n for (let i = 0; i < length; ++i) {\n if (time < times[i]) {\n times.splice(i, 0, time);\n return;\n }\n }\n times[length] = time;\n}\nfunction addEntry(entries: number[][], time: number, keytime: number) {\n const prevEntry = entries[entries.length - 1];\n\n (!prevEntry || prevEntry[0] !== time || prevEntry[1] !== keytime) &&\n entries.push([toFixed(time), toFixed(keytime)]);\n}\nexport function getEntries(times: number[], states: AnimatorState[]) {\n let entries = times.map(time => ([time, time]));\n let nextEntries = [];\n\n states.forEach(state => {\n const iterationCount = state[ITERATION_COUNT] as number;\n const delay = state[DELAY];\n const playSpeed = state[PLAY_SPEED];\n const direction = state[DIRECTION];\n const intCount = Math.ceil(iterationCount);\n const currentDuration = entries[entries.length - 1][0];\n const length = entries.length;\n const lastTime = currentDuration * iterationCount;\n\n for (let i = 0; i < intCount; ++i) {\n const isReverse =\n direction === REVERSE ||\n direction === ALTERNATE && i % 2 ||\n direction === ALTERNATE_REVERSE && !(i % 2);\n\n for (let j = 0; j < length; ++j) {\n const entry = entries[isReverse ? length - j - 1 : j];\n const time = entry[1];\n const currentTime = currentDuration * i + (isReverse ? currentDuration - entry[0] : entry[0]);\n const prevEntry = entries[isReverse ? length - j : j - 1];\n\n if (currentTime > lastTime) {\n if (j !== 0) {\n const prevTime = currentDuration * i +\n (isReverse ? currentDuration - prevEntry[0] : prevEntry[0]);\n const divideTime = dotNumber(prevEntry[1], time, lastTime - prevTime, currentTime - lastTime);\n\n addEntry(nextEntries, (delay + currentDuration * iterationCount) / playSpeed, divideTime);\n }\n break;\n } else if (\n currentTime === lastTime\n && nextEntries.length\n && nextEntries[nextEntries.length - 1][0] === lastTime + delay\n ) {\n break;\n }\n addEntry(nextEntries, (delay + currentTime) / playSpeed, time);\n }\n }\n // delay time\n delay && nextEntries.unshift([0, nextEntries[0][1]]);\n\n entries = nextEntries;\n nextEntries = [];\n });\n\n return entries;\n}\n/**\n* manage Frame Keyframes and play keyframes.\n* @extends Animator\n* @example\nconst item = new SceneItem({\n\t0: {\n\t\tdisplay: \"none\",\n\t},\n\t1: {\n\t\tdisplay: \"block\",\n\t\topacity: 0,\n\t},\n\t2: {\n\t\topacity: 1,\n\t}\n});\n*/\nclass SceneItem extends Animator {\n public times: number[] = [];\n public items: IObject = {};\n public names: RoleObject = {};\n public elements: AnimateElement[] = [];\n public temp: Frame;\n private needUpdate: boolean = true;\n private target: any;\n private targetFunc: (frame: Frame) => void;\n\n /**\n * @param - properties\n * @param - options\n * @example\n const item = new SceneItem({\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n }\n });\n */\n constructor(properties?: any, options?: Partial) {\n super();\n this.load(properties, options);\n }\n public getDuration() {\n const times = this.times;\n const length = times.length;\n\n return (length === 0 ? 0 : times[length - 1]) || this.state[DURATION];\n }\n /**\n * get size of list\n * @return {Number} length of list\n */\n public size() {\n return this.times.length;\n }\n public setDuration(duration: number) {\n if (!duration) {\n return this;\n }\n const originalDuration = this.getDuration();\n\n if (originalDuration > 0) {\n const ratio = duration / originalDuration;\n const { times, items } = this;\n const obj: IObject = {};\n\n this.times = times.map(time => {\n const time2 = toFixed(time * ratio);\n\n obj[time2] = items[time];\n\n return time2;\n });\n this.items = obj;\n } else {\n this.newFrame(duration);\n }\n return this;\n }\n public setId(id?: number | string) {\n const state = this.state;\n\n state.id = id || makeId(!!length);\n const elements = this.elements;\n\n if (elements.length && !state[SELECTOR]) {\n const sceneId = toId(this.getId());\n\n state[SELECTOR] = `[${DATA_SCENE_ID}=\"${sceneId}\"]`;\n elements.forEach(element => {\n element.setAttribute(DATA_SCENE_ID, sceneId);\n });\n }\n return this;\n }\n\n /**\n * Set properties to the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} [properties] - property names or values\n * @return {SceneItem} An instance itself\n * @example\n item.set(0, \"a\", \"b\") // item.getFrame(0).set(\"a\", \"b\")\n console.log(item.get(0, \"a\")); // \"b\"\n */\n public set(time: any, ...args: any[]) {\n if (isArray(time)) {\n const length = time.length;\n\n for (let i = 0; i < length; ++i) {\n const t = length === 1 ? 0 : this.getUnitTime(`${i / (length - 1) * 100}%`);\n\n this.set(t, time[i]);\n }\n } else if (isObject(time)) {\n for (const t in time) {\n const value = time[t];\n const realTime = this.getUnitTime(t);\n\n if (isNaN(realTime)) {\n getNames(value, [t]).forEach(names => {\n const innerValue = getValueByNames(names.slice(1), value);\n const arr = isArray(innerValue) ?\n innerValue : [getValueByNames(names, this.target), innerValue];\n const length = arr.length;\n\n for (let i = 0; i < length; ++i) {\n this.newFrame(`${i / (length - 1) * 100}%`).set(names, arr[i]);\n }\n });\n } else {\n this.set(realTime, value);\n }\n }\n } else {\n const value = args[0];\n\n if (value instanceof Frame) {\n this.setFrame(time, value);\n } else if (value instanceof SceneItem) {\n const delay = value.getDelay();\n const realTime = this.getUnitTime(time);\n const frames = value.toObject(!this.hasFrame(realTime + delay));\n const duration = value.getDuration();\n const direction = value.getDirection();\n const isReverse = direction.indexOf(\"reverse\") > -1;\n\n for (const frameTime in frames) {\n const nextTime = isReverse ? duration - parseFloat(frameTime) : parseFloat(frameTime);\n this.set(realTime + nextTime, frames[frameTime]);\n }\n } else if (args.length === 1 && isArray(value)) {\n value.forEach((item: any) => {\n this.set(time, item);\n });\n } else {\n const frame = this.newFrame(time);\n\n frame.set(...args);\n }\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * Get properties of the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} args property's name or properties\n * @return {Number|String|PropertyObejct} property value\n * @example\n item.get(0, \"a\"); // item.getFrame(0).get(\"a\");\n item.get(0, \"transform\", \"translate\"); // item.getFrame(0).get(\"transform\", \"translate\");\n */\n public get(time: string | number, ...args: NameType[]) {\n const frame = this.getFrame(time);\n\n return frame && frame.get(...args);\n }\n public remove(time: string | number, ...args: any[]): this;\n /**\n * remove properties to the sceneItem at that time\n * @param {Number} time - time\n * @param {...String|Object} [properties] - property names or values\n * @return {SceneItem} An instance itself\n * @example\n item.remove(0, \"a\");\n */\n public remove(time: string | number, ...args: NameType[]) {\n if (args.length) {\n const frame = this.getFrame(time);\n\n frame && frame.remove(...args);\n } else {\n this.removeFrame(time);\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * Append the item or object at the last time.\n * @param - the scene item or item object\n * @return An instance itself\n * @example\n item.append(new SceneItem({\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n }));\n item.append({\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n });\n item.set(item.getDuration(), {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n });\n */\n public append(item: SceneItem | IObject) {\n if (item instanceof SceneItem) {\n this.set(this.getDuration(), item);\n } else {\n this.append(new SceneItem(item));\n }\n return this;\n }\n /**\n * Push the front frames for the time and prepend the scene item or item object.\n * @param - the scene item or item object\n * @return An instance itself\n */\n public prepend(item: SceneItem | IObject) {\n if (item instanceof SceneItem) {\n const unshiftTime = item.getDuration() + item.getDelay();\n const firstFrame = this.getFrame(0);\n // remove first frame\n this.removeFrame(0);\n this.unshift(unshiftTime);\n this.set(0, item);\n this.set(unshiftTime + THRESHOLD, firstFrame);\n } else {\n this.prepend(new SceneItem(item));\n }\n return this;\n }\n /**\n * Push out the amount of time.\n * @param - time to push\n * @example\n item.get(0); // frame 0\n item.unshift(3);\n item.get(3) // frame 0\n */\n public unshift(time: number) {\n const { times, items } = this;\n const obj: IObject = {};\n\n this.times = times.map(t => {\n const time2 = toFixed(time + t);\n\n obj[time2] = items[t];\n return time2;\n });\n this.items = obj;\n return this;\n }\n /**\n * Get the frames in the item in object form.\n * @return {}\n * @example\n item.toObject();\n // {0: {display: \"none\"}, 1: {display: \"block\"}}\n */\n public toObject(isStartZero = true): IObject {\n const obj: IObject = {};\n const delay = this.getDelay();\n\n this.forEach((frame: Frame, time: number) => {\n obj[(!time && !isStartZero ? THRESHOLD : 0) + delay + time] = frame.clone();\n });\n return obj;\n }\n /**\n * Specifies an element to synchronize items' keyframes.\n * @param {string} selectors - Selectors to find elements in items.\n * @return {SceneItem} An instance itself\n * @example\nitem.setSelector(\"#id.class\");\n */\n public setSelector(target: string | boolean | ((id: number | string) => string)) {\n if (isFunction(target)) {\n this.setElement(target(this.getId()));\n } else {\n this.setElement(target);\n }\n return this;\n }\n /**\n * Get the elements connected to SceneItem.\n */\n public getElements(): AnimateElement[] {\n return this.elements;\n }\n /**\n * Specifies an element to synchronize item's keyframes.\n * @param - elements to synchronize item's keyframes.\n * @param - Make sure that you have peusdo.\n * @return {SceneItem} An instance itself\n * @example\nitem.setElement(document.querySelector(\"#id.class\"));\nitem.setElement(document.querySelectorAll(\".class\"));\n */\n public setElements(target: boolean | string | AnimateElement | IArrayFormat): this {\n return this.setElement(target);\n }\n /**\n * Specifies an element to synchronize item's keyframes.\n * @param - elements to synchronize item's keyframes.\n * @param - Make sure that you have peusdo.\n * @return {SceneItem} An instance itself\n * @example\nitem.setElement(document.querySelector(\"#id.class\"));\nitem.setElement(document.querySelectorAll(\".class\"));\n */\n public setElement(target: boolean | string | AnimateElement | IArrayFormat) {\n const state = this.state;\n let elements: AnimateElement[] = [];\n\n if (!target) {\n return this;\n } else if (target === true || isString(target)) {\n const selector = target === true ? `${state.id}` : target;\n const matches = /([\\s\\S]+)(:+[a-zA-Z]+)$/g.exec(selector);\n\n elements = toArray($(matches ? matches[1] : selector, true));\n state[SELECTOR] = selector;\n } else {\n elements = (target instanceof Element) ? [target] : toArray(target);\n }\n if (!elements.length) {\n return this;\n }\n this.elements = elements;\n this.setId(this.getId());\n this.target = elements[0].style;\n this.targetFunc = (frame: Frame) => {\n const attributes = frame.get(\"attribute\");\n\n if (attributes) {\n for (const name in attributes) {\n elements.forEach(el => {\n el.setAttribute(name, attributes[name]);\n });\n }\n }\n const cssText = frame.toCSS();\n\n if (state.cssText !== cssText) {\n state.cssText = cssText;\n\n elements.forEach(el => {\n el.style.cssText += cssText;\n });\n return frame;\n }\n };\n return this;\n }\n public setTarget(target: any): this {\n this.target = target;\n this.targetFunc = (frame: Frame) => {\n const obj = frame.get();\n\n for (const name in obj) {\n target[name] = obj[name];\n }\n };\n return this;\n }\n /**\n * add css styles of items's element to the frame at that time.\n * @param {Array} properties - elements to synchronize item's keyframes.\n * @return {SceneItem} An instance itself\n * @example\n item.setElement(document.querySelector(\"#id.class\"));\n item.setCSS(0, [\"opacity\"]);\n item.setCSS(0, [\"opacity\", \"width\", \"height\"]);\n */\n public setCSS(time: number, properties: string[]) {\n this.set(time, fromCSS(this.elements, properties));\n return this;\n }\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean, parentEasing?: EasingType) {\n super.setTime(time, isTick, isParent);\n\n const iterationTime = this.getIterationTime();\n const easing = this.getEasing() || parentEasing;\n const frame = this.getNowFrame(iterationTime, easing);\n const currentTime = this.getTime();\n\n this.temp = frame;\n /**\n * This event is fired when timeupdate and animate.\n * @event SceneItem#animate\n * @param {Number} param.currentTime The total time that the animator is running.\n * @param {Number} param.time The iteration time during duration that the animator is running.\n * @param {Frame} param.frame frame of that time.\n */\n this.trigger(\"animate\", {\n frame,\n currentTime,\n time: iterationTime,\n });\n this.targetFunc && this.targetFunc(frame);\n return this;\n }\n /**\n * update property names used in frames.\n * @return {SceneItem} An instance itself\n * @example\n item.update();\n */\n public update() {\n const names = {};\n this.forEach(frame => {\n updateFrame(names, frame.properties);\n });\n this.names = names;\n this.needUpdate = false;\n return this;\n }\n /**\n * Create and add a frame to the sceneItem at that time\n * @param {Number} time - frame's time\n * @return {Frame} Created frame.\n * @example\n item.newFrame(time);\n */\n public newFrame(time: string | number) {\n let frame = this.getFrame(time);\n\n if (frame) {\n return frame;\n }\n frame = new Frame();\n this.setFrame(time, frame);\n return frame;\n }\n /**\n * Add a frame to the sceneItem at that time\n * @param {Number} time - frame's time\n * @return {SceneItem} An instance itself\n * @example\n item.setFrame(time, frame);\n */\n public setFrame(time: string | number, frame: Frame) {\n const realTime = this.getUnitTime(time);\n\n this.items[realTime] = frame;\n addTime(this.times, realTime);\n this.needUpdate = true;\n return this;\n }\n public getFrame(time: number | string, ...names: any[]): Frame;\n /**\n * get sceneItem's frame at that time\n * @param {Number} time - frame's time\n * @return {Frame} sceneItem's frame at that time\n * @example\n const frame = item.getFrame(time);\n */\n public getFrame(time: number | string) {\n return this.items[this.getUnitTime(time)];\n }\n public removeFrame(time: number | string, ...names: any[]): this;\n /**\n * remove sceneItem's frame at that time\n * @param - frame's time\n * @return {SceneItem} An instance itself\n * @example\n item.removeFrame(time);\n */\n public removeFrame(time: number | string) {\n const realTime = this.getUnitTime(time);\n const items = this.items;\n const index = this.times.indexOf(realTime);\n\n delete items[realTime];\n\n // remove time\n if (index > -1) {\n this.times.splice(index, 1);\n }\n this.needUpdate = true;\n return this;\n }\n /**\n * check if the item has a frame at that time\n * @param {Number} time - frame's time\n * @return {Boolean} true: the item has a frame // false: not\n * @example\n if (item.hasFrame(10)) {\n // has\n } else {\n // not\n }\n */\n public hasFrame(time: number | string) {\n return this.getUnitTime(time) in this.items;\n }\n /**\n * Check if keyframes has propery's name\n * @param - property's time\n * @return {boolean} true: if has property, false: not\n * @example\n item.hasName([\"transform\", \"translate\"]); // true or not\n */\n public hasName(args: string[]) {\n this.needUpdate && this.update();\n return isInProperties(this.names, args, true);\n }\n /**\n * merge frame of the previous time at the next time.\n * @param - The time of the frame to merge\n * @param - The target frame\n * @return {SceneItem} An instance itself\n * @example\n // getFrame(1) contains getFrame(0)\n item.merge(0, 1);\n */\n public mergeFrame(time: number | string, frame: Frame) {\n if (frame) {\n const toFrame = this.newFrame(time);\n\n toFrame.merge(frame);\n }\n return this;\n }\n /**\n * Get frame of the current time\n * @param {Number} time - the current time\n * @param {function} easing - the speed curve of an animation\n * @return {Frame} frame of the current time\n * @example\n let item = new SceneItem({\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n }\n });\n // opacity: 0.7; display:\"block\";\n const frame = item.getNowFrame(1.7);\n */\n public getNowFrame(time: number, easing?: EasingType, isAccurate?: boolean) {\n this.needUpdate && this.update();\n const frame = new Frame();\n const [left, right] = getNearTimeIndex(this.times, time);\n let realEasing = this.getEasing() || easing;\n let nameObject = this.names;\n\n if (this.hasName([TIMING_FUNCTION])) {\n const nowEasing = this.getNowValue(time, [TIMING_FUNCTION], left, right, false, 0, true);\n\n isFunction(nowEasing) && (realEasing = nowEasing);\n }\n if (isAccurate) {\n const prevFrame = this.getFrame(time);\n const prevNames = updateFrame({}, prevFrame.properties);\n\n for (const name in ROLES) {\n if (name in prevNames) {\n prevNames[name] = nameObject[name];\n }\n }\n nameObject = prevNames;\n }\n const names = getNames(nameObject, []);\n\n names.forEach(properties => {\n const value = this.getNowValue(time, properties, left, right, isAccurate, realEasing, isFixed(properties));\n\n if (isUndefined(value)) {\n return;\n }\n frame.set(properties, value);\n });\n return frame;\n }\n public load(properties: any = {}, options = properties.options) {\n options && this.setOptions(options);\n\n if (isArray(properties)) {\n this.set(properties);\n } else if (properties.keyframes) {\n this.set(properties.keyframes);\n } else {\n for (const time in properties) {\n if (time !== \"options\") {\n this.set({\n [time]: properties[time],\n });\n }\n }\n }\n if (options && options[DURATION]) {\n this.setDuration(options[DURATION]);\n }\n return this;\n }\n /**\n * clone SceneItem.\n * @return {SceneItem} An instance of clone\n * @example\n * item.clone();\n */\n public clone() {\n const item = new SceneItem();\n\n item.setOptions(this.state);\n this.forEach((frame: Frame, time: number) => {\n item.setFrame(time, frame.clone());\n });\n return item;\n }\n /**\n * executes a provided function once for each scene item.\n * @param - Function to execute for each element, taking three arguments\n * @return {Keyframes} An instance itself\n */\n public forEach(callback: (item: Frame, time: number, items: IObject) => void) {\n const times = this.times;\n const items = this.items;\n\n times.forEach(time => {\n callback(items[time], time, items);\n });\n return this;\n }\n public setOptions(options: Partial = {}) {\n super.setOptions(options);\n const { id, selector, elements, element, target } = options;\n\n id && this.setId(id);\n if (target) {\n this.setTarget(target);\n } else if (selector) {\n this.setSelector(selector);\n } else if (elements || element) {\n this.setElement(elements || element);\n }\n return this;\n }\n public toCSS(\n playCondition: PlayCondition = { className: START_ANIMATION },\n parentDuration = this.getDuration(), states: AnimatorState[] = []) {\n const itemState = this.state;\n const selector = itemState[SELECTOR];\n\n if (!selector) {\n return \"\";\n }\n const originalDuration = this.getDuration();\n itemState[DURATION] = originalDuration;\n states.push(itemState);\n\n const reversedStates = toArray(states).reverse();\n const id = toId(getRealId(this));\n const superParent = states[0];\n const infiniteIndex = findIndex(reversedStates, state => {\n return state[ITERATION_COUNT] === INFINITE || !isFinite(state[DURATION]);\n }, states.length - 1);\n const finiteStates = reversedStates.slice(0, infiniteIndex);\n const duration = parentDuration || finiteStates.reduce((prev, cur) => {\n return (cur[DELAY] + prev * (cur[ITERATION_COUNT] as number)) / cur[PLAY_SPEED];\n }, originalDuration);\n const delay = reversedStates.slice(infiniteIndex).reduce((prev, cur) => {\n return (prev + cur[DELAY]) / cur[PLAY_SPEED];\n }, 0);\n const easingName = find(reversedStates, state => (state[EASING] && state[EASING_NAME]), itemState)[EASING_NAME];\n const iterationCount = reversedStates[infiniteIndex][ITERATION_COUNT];\n const fillMode = superParent[FILL_MODE];\n const direction = reversedStates[infiniteIndex][DIRECTION];\n const cssText = makeAnimationProperties({\n fillMode,\n direction,\n iterationCount,\n delay: `${delay}s`,\n name: `${PREFIX}KEYFRAMES_${id}`,\n duration: `${duration / superParent[PLAY_SPEED]}s`,\n timingFunction: easingName,\n });\n const selectors = splitComma(selector).map(sel => {\n const matches = /([\\s\\S]+)(:+[a-zA-Z]+)$/g.exec(sel);\n\n if (matches) {\n return [matches[0], matches[1]];\n } else {\n return [sel, \"\"];\n }\n });\n const className = playCondition.className;\n const selectorCallback = playCondition.selector;\n const preselector = isFunction(selectorCallback) ? selectorCallback(this, selector) : selectorCallback;\n\n return `\n ${preselector || selectors.map(([sel, peusdo]) => `${sel}.${className}${peusdo}`)} {${cssText}}\n ${selectors.map(([sel, peusdo]) => `${sel}.${PAUSE_ANIMATION}${peusdo}`)} {${ANIMATION}-play-state: paused;}\n @${KEYFRAMES} ${PREFIX}KEYFRAMES_${id}{${this._toKeyframes(duration, finiteStates, direction)}}`;\n }\n /**\n * Export the CSS of the items to the style.\n * @param - Add a selector or className to play.\n * @return {SceneItem} An instance itself\n */\n public exportCSS(\n playCondition?: PlayCondition,\n duration?: number, options?: AnimatorState[]) {\n if (!this.elements.length) {\n return \"\";\n }\n const css = this.toCSS(playCondition, duration, options);\n const isParent = options && !isUndefined(options[ITERATION_COUNT]);\n\n !isParent && exportCSS(getRealId(this), css);\n return this;\n }\n public pause() {\n super.pause();\n isPausedCSS(this) && this.pauseCSS();\n return this;\n }\n public pauseCSS() {\n this.elements.forEach(element => {\n addClass(element, PAUSE_ANIMATION);\n });\n return this;\n }\n public endCSS() {\n this.elements.forEach(element => {\n removeClass(element, PAUSE_ANIMATION);\n removeClass(element, START_ANIMATION);\n });\n setPlayCSS(this, false);\n return this;\n }\n public end() {\n isEndedCSS(this) && this.endCSS();\n super.end();\n return this;\n }\n /**\n * Play using the css animation and keyframes.\n * @param - Check if you want to export css.\n * @param [playClassName=\"startAnimation\"] - Add a class name to play.\n * @param - The shorthand properties for six of the animation properties.\n * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp}\n * @example\n item.playCSS();\n item.playCSS(false, \"startAnimation\", {\n direction: \"reverse\",\n fillMode: \"forwards\",\n });\n */\n public playCSS(isExportCSS = true, playClassName?: string, properties: object = {}) {\n playCSS(this, isExportCSS, playClassName, properties);\n return this;\n }\n public addPlayClass(isPaused: boolean, playClassName?: string, properties: object = {}) {\n const elements = this.elements;\n const length = elements.length;\n const cssText = makeAnimationProperties(properties);\n\n if (!length) {\n return;\n }\n if (isPaused) {\n elements.forEach(element => {\n removeClass(element, PAUSE_ANIMATION);\n });\n } else {\n elements.forEach(element => {\n element.style.cssText += cssText;\n if (hasClass(element, START_ANIMATION)) {\n removeClass(element, START_ANIMATION);\n requestAnimationFrame(() => {\n requestAnimationFrame(() => {\n addClass(element, START_ANIMATION);\n });\n });\n } else {\n addClass(element, START_ANIMATION);\n }\n });\n }\n return elements[0];\n }\n public getNowValue(\n time: number,\n properties: string[],\n left?: number,\n right?: number,\n isAccurate?: boolean,\n easing?: EasingType,\n usePrevValue?: boolean,\n ) {\n const times = this.times;\n const length = times.length;\n\n let prevTime: number;\n let nextTime: number;\n let prevFrame: Frame;\n let nextFrame: Frame;\n const isUndefinedLeft = isUndefined(left);\n const isUndefinedRight = isUndefined(right);\n if (isUndefinedLeft || isUndefinedRight) {\n const indicies = getNearTimeIndex(times, time);\n isUndefinedLeft && (left = indicies[0]);\n isUndefinedRight && (right = indicies[1]);\n }\n\n for (let i = left; i >= 0; --i) {\n const frame = this.getFrame(times[i]);\n\n if (frame.has(...properties)) {\n prevTime = times[i];\n prevFrame = frame;\n break;\n }\n }\n const prevValue = prevFrame && prevFrame.raw(...properties);\n\n if (isAccurate && !isRole([properties[0]])) {\n return prevTime === time ? prevValue : undefined;\n }\n if (usePrevValue) {\n return prevValue;\n }\n for (let i = right; i < length; ++i) {\n const frame = this.getFrame(times[i]);\n\n if (frame.has(...properties)) {\n nextTime = times[i];\n nextFrame = frame;\n break;\n }\n }\n const nextValue = nextFrame && nextFrame.raw(...properties);\n\n if (!prevFrame || isUndefined(prevValue)) {\n return nextValue;\n }\n if (!nextFrame || isUndefined(nextValue) || prevValue === nextValue) {\n return prevValue;\n }\n return dotValue(time, Math.max(prevTime, 0), nextTime, prevValue, nextValue, easing);\n }\n private _toKeyframes(duration: number, states: AnimatorState[], direction: DirectionType) {\n const frames: IObject = {};\n const times = this.times.slice();\n\n if (!times.length) {\n return \"\";\n }\n const originalDuration = this.getDuration();\n (!this.getFrame(0)) && times.unshift(0);\n (!this.getFrame(originalDuration)) && times.push(originalDuration);\n const entries = getEntries(times, states);\n const lastEntry = entries[entries.length - 1];\n\n // end delay time\n lastEntry[0] < duration && addEntry(entries, duration, lastEntry[1]);\n let prevTime = -1;\n\n return entries.map(([time, keytime]) => {\n if (!frames[keytime]) {\n frames[keytime] =\n (!this.hasFrame(keytime) || keytime === 0 || keytime === originalDuration ?\n this.getNowFrame(keytime) : this.getNowFrame(keytime, 0, true)).toCSS();\n }\n\n let frameTime = time / duration * 100;\n\n if (frameTime - prevTime < THRESHOLD) {\n frameTime += THRESHOLD;\n }\n prevTime = frameTime;\n return `${Math.min(frameTime, 100)}%{\n ${time === 0 && !isDirectionReverse(0, 1, direction) ? \"\" : frames[keytime]}\n }`;\n }).join(\"\");\n }\n}\n\nexport default SceneItem;\n","import Animator from \"./Animator\";\nimport SceneItem from \"./SceneItem\";\nimport { SELECTOR, DURATION, DELAY, RUNNING } from \"./consts\";\nimport { playCSS, exportCSS, getRealId, isPausedCSS, isEndedCSS, setPlayCSS } from \"./utils\";\nimport { isFunction, IS_WINDOW, IObject, $, IArrayFormat } from \"@daybrush/utils\";\nimport {\n AnimateElement, SceneState, SceneOptions, EasingType,\n AnimatorState, SceneItemOptions, PlayCondition\n} from \"./types\";\nimport Frame from \"./Frame\";\nimport ListMap from \"list-map\";\n\n/**\n * manage sceneItems and play Scene.\n * @sort 1\n */\nclass Scene extends Animator {\n /**\n * version info\n * @type {string}\n * @example\n * Scene.VERSION // #__VERSION__#\n */\n public static VERSION: string = \"#__VERSION__#\";\n public items: ListMap = new ListMap();\n public temp: IObject;\n /**\n * @param - properties\n * @param - options\n * @example\n const scene = new Scene({\n item1: {\n 0: {\n display: \"none\",\n },\n 1: {\n display: \"block\",\n opacity: 0,\n },\n 2: {\n opacity: 1,\n },\n },\n item2: {\n 2: {\n opacity: 1,\n },\n }\n });\n */\n constructor(properties?: IObject, options?: Partial) {\n super();\n this.load(properties, options);\n }\n public getDuration() {\n let time = 0;\n\n this.forEach(item => {\n time = Math.max(time, item.getTotalDuration() / item.getPlaySpeed());\n });\n return time || this.state[DURATION];\n }\n public setDuration(duration: number) {\n const items = this.items;\n const sceneDuration = this.getDuration();\n\n if (duration === 0 || !isFinite(sceneDuration)) {\n return this;\n }\n if (sceneDuration === 0) {\n this.forEach(item => {\n item.setDuration(duration);\n });\n } else {\n const ratio = duration / sceneDuration;\n\n this.forEach(item => {\n item.setDelay(item.getDelay() * ratio);\n item.setDuration(item.getDuration() * ratio);\n });\n }\n super.setDuration(duration);\n return this;\n }\n public getItem(name: number | string): T;\n /**\n * get item in scene by name\n * @param - The item's name\n * @return {Scene | SceneItem} item\n * @example\n const item = scene.getItem(\"item1\")\n */\n public getItem(name: number | string) {\n return this.items.get(name);\n }\n /**\n * create item in scene\n * @param {} name - name of item to create\n * @param {} options - The option object of SceneItem\n * @return {} Newly created item\n * @example\n const item = scene.newItem(\"item1\")\n */\n public newItem(name: number | string, options: Partial = {}): Scene | SceneItem {\n if (this.items.has(name)) {\n return this.items.get(name);\n }\n const item = new SceneItem();\n\n this.setItem(name, item);\n item.setOptions(options);\n\n return item;\n }\n /**\n * remove item in scene\n * @param - name of item to remove\n * @return An instance itself\n * @example\n const item = scene.newItem(\"item1\")\n\n scene.removeItem(\"item1\");\n */\n public removeItem(name: number | string): this {\n this.items.remove(name);\n return this;\n }\n /**\n * add a sceneItem to the scene\n * @param - name of item to create\n * @param - sceneItem\n * @example\n const item = scene.newItem(\"item1\")\n */\n public setItem(name: number | string, item: Scene | SceneItem) {\n item.setId(name);\n this.items.set(name, item);\n return this;\n }\n public setTime(time: number | string, isTick?: boolean, isParent?: boolean, parentEasing?: EasingType) {\n super.setTime(time, isTick, isParent);\n\n const iterationTime = this.getIterationTime();\n const easing = this.getEasing() || parentEasing;\n const frames: IObject = {};\n\n this.forEach(item => {\n item.setTime(iterationTime * item.getPlaySpeed() - item.getDelay(), isTick, true, easing);\n\n frames[item.getId()] = item.temp;\n });\n this.temp = frames;\n\n /**\n * This event is fired when timeupdate and animate.\n * @event Scene#animate\n * @param {object} param The object of data to be sent to an event.\n * @param {number} param.currentTime The total time that the animator is running.\n * @param {number} param.time The iteration time during duration that the animator is running.\n * @param {object} param.frames frames of that time.\n * @example\nconst scene = new Scene({\n a: {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n },\n b: {\n 0: {\n opacity: 0,\n },\n 1: {\n opacity: 1,\n }\n }\n}).on(\"animate\", e => {\n console.log(e);\n // {a: Frame, b: Frame}\n console.log(e.a.get(\"opacity\"));\n});\n */\n this.trigger(\"animate\", {\n frames,\n currentTime: this.getTime(),\n time: iterationTime,\n });\n\n return this;\n }\n /**\n * executes a provided function once for each scene item.\n * @param - Function to execute for each element, taking three arguments\n * @return {Scene} An instance itself\n */\n public forEach(\n func: (\n item: Scene | SceneItem,\n id: string | number,\n index: number,\n items: IObject,\n ) => void,\n ) {\n const items = this.items;\n\n items.forEach((item, id, index, obj) => {\n func(item, id, index, obj);\n });\n return this;\n }\n public toCSS(\n playCondition?: PlayCondition,\n duration: number = this.getDuration(), parentStates: AnimatorState[] = []) {\n const totalDuration = !duration || !isFinite(duration) ? 0 : duration;\n const styles: string[] = [];\n const state = this.state;\n\n state[DURATION] = this.getDuration();\n\n this.forEach(item => {\n styles.push(item.toCSS(playCondition, totalDuration, parentStates.concat(state)));\n });\n return styles.join(\"\");\n }\n /**\n * Export the CSS of the items to the style.\n * @param - Add a selector or className to play.\n * @return {Scene} An instance itself\n */\n public exportCSS(\n playCondition?: PlayCondition, duration?: number, parentStates?: AnimatorState[]) {\n const css = this.toCSS(playCondition, duration, parentStates);\n\n (!parentStates || !parentStates.length) && exportCSS(getRealId(this), css);\n return this;\n }\n public append(item: SceneItem | Scene) {\n item.setDelay(item.getDelay() + this.getDuration());\n this.setItem(getRealId(item), item);\n }\n public pauseCSS() {\n return this.forEach(item => {\n item.pauseCSS();\n });\n }\n public pause() {\n super.pause();\n\n isPausedCSS(this) && this.pauseCSS();\n this.forEach(item => {\n item.pause();\n });\n return this;\n }\n public endCSS() {\n this.forEach(item => {\n item.endCSS();\n });\n setPlayCSS(this, false);\n }\n public end() {\n isEndedCSS(this) && this.endCSS();\n super.end();\n return this;\n }\n public addPlayClass(isPaused: boolean, playClassName?: string, properties: object = {}) {\n let animtionElement: AnimateElement;\n\n this.forEach(item => {\n const el = item.addPlayClass(isPaused, playClassName, properties);\n\n !animtionElement && (animtionElement = el);\n });\n return animtionElement;\n }\n /**\n * Play using the css animation and keyframes.\n * @param - Check if you want to export css.\n * @param [playClassName=\"startAnimation\"] - Add a class name to play.\n * @param - The shorthand properties for six of the animation properties.\n * @return {Scene} An instance itself\n * @see {@link https://www.w3schools.com/cssref/css3_pr_animation.asp}\n * @example\n scene.playCSS();\n scene.playCSS(false, {\n direction: \"reverse\",\n fillMode: \"forwards\",\n });\n */\n public playCSS(isExportCSS = true, playClassName?: string, properties: Partial = {}) {\n playCSS(this, isExportCSS, playClassName, properties);\n return this;\n }\n public set(properties: any, ...args: any[]): this;\n public set(properties: any) {\n this.load(properties);\n return this;\n }\n public load(properties: any = {}, options = properties.options) {\n if (!properties) {\n return this;\n }\n const selector = options && options[SELECTOR] || this.state[SELECTOR];\n for (const name in properties) {\n if (name === \"options\") {\n continue;\n }\n const object = properties[name];\n let item;\n\n if (object instanceof Scene || object instanceof SceneItem) {\n this.setItem(name, object);\n item = object;\n } else if (isFunction(object) && selector) {\n const elements =\n IS_WINDOW\n ? $(`${isFunction(selector) ? selector(name) : name}`, true) as IArrayFormat\n : ([] as AnimateElement[]);\n const length = elements.length;\n const scene = new Scene();\n\n for (let i = 0; i < length; ++i) {\n (scene.newItem(i) as SceneItem).setId().setElement(elements[i]).load(object(i, elements[i]));\n }\n this.setItem(name, scene);\n continue;\n } else {\n item = this.newItem(name);\n item.load(object);\n }\n selector && item.setSelector(selector);\n }\n this.setOptions(options);\n }\n public setOptions(options: Partial = {}): this {\n super.setOptions(options);\n\n const selector = options.selector;\n\n if (selector) {\n this.state[SELECTOR] = selector;\n }\n return this;\n }\n public setSelector(target?: string | boolean | ((id: number | string) => string)) {\n const state = this.state;\n const selector = target || state[SELECTOR];\n\n state[SELECTOR] = selector;\n const isItFunction = isFunction(target);\n if (selector) {\n this.forEach((item, name) => {\n item.setSelector(isItFunction ? 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