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编辑当前文件:/home/qrafawbu/rentandbuyrealty.com/mobile/lib/gsap/src/uncompressed/TimelineMax.js
/*! * VERSION: 1.11.8 * DATE: 2014-05-13 * UPDATES AND DOCS AT: http://www.greensock.com * * @license Copyright (c) 2008-2014, GreenSock. All rights reserved. * This work is subject to the terms at http://www.greensock.com/terms_of_use.html or for * Club GreenSock members, the software agreement that was issued with your membership. * * @author: Jack Doyle, jack@greensock.com */ (window._gsQueue || (window._gsQueue = [])).push( function() { "use strict"; window._gsDefine("TimelineMax", ["TimelineLite","TweenLite","easing.Ease"], function(TimelineLite, TweenLite, Ease) { var TimelineMax = function(vars) { TimelineLite.call(this, vars); this._repeat = this.vars.repeat || 0; this._repeatDelay = this.vars.repeatDelay || 0; this._cycle = 0; this._yoyo = (this.vars.yoyo === true); this._dirty = true; }, _tinyNum = 0.0000000001, _blankArray = [], _easeNone = new Ease(null, null, 1, 0), p = TimelineMax.prototype = new TimelineLite(); p.constructor = TimelineMax; p.kill()._gc = false; TimelineMax.version = "1.11.8"; p.invalidate = function() { this._yoyo = (this.vars.yoyo === true); this._repeat = this.vars.repeat || 0; this._repeatDelay = this.vars.repeatDelay || 0; this._uncache(true); return TimelineLite.prototype.invalidate.call(this); }; p.addCallback = function(callback, position, params, scope) { return this.add( TweenLite.delayedCall(0, callback, params, scope), position); }; p.removeCallback = function(callback, position) { if (callback) { if (position == null) { this._kill(null, callback); } else { var a = this.getTweensOf(callback, false), i = a.length, time = this._parseTimeOrLabel(position); while (--i > -1) { if (a[i]._startTime === time) { a[i]._enabled(false, false); } } } } return this; }; p.tweenTo = function(position, vars) { vars = vars || {}; var copy = {ease:_easeNone, overwrite:(vars.delay ? 2 : 1), useFrames:this.usesFrames(), immediateRender:false},//note: set overwrite to 1 (true/all) by default unless there's a delay so that we avoid a racing situation that could happen if, for example, an onmousemove creates the same tweenTo() over and over again. duration, p, t; for (p in vars) { copy[p] = vars[p]; } copy.time = this._parseTimeOrLabel(position); duration = (Math.abs(Number(copy.time) - this._time) / this._timeScale) || 0.001; t = new TweenLite(this, duration, copy); copy.onStart = function() { t.target.paused(true); if (t.vars.time !== t.target.time() && duration === t.duration()) { //don't make the duration zero - if it's supposed to be zero, don't worry because it's already initting the tween and will complete immediately, effectively making the duration zero anyway. If we make duration zero, the tween won't run at all. t.duration( Math.abs( t.vars.time - t.target.time()) / t.target._timeScale ); } if (vars.onStart) { //in case the user had an onStart in the vars - we don't want to overwrite it. vars.onStart.apply(vars.onStartScope || t, vars.onStartParams || _blankArray); } }; return t; }; p.tweenFromTo = function(fromPosition, toPosition, vars) { vars = vars || {}; fromPosition = this._parseTimeOrLabel(fromPosition); vars.startAt = {onComplete:this.seek, onCompleteParams:[fromPosition], onCompleteScope:this}; vars.immediateRender = (vars.immediateRender !== false); var t = this.tweenTo(toPosition, vars); return t.duration((Math.abs( t.vars.time - fromPosition) / this._timeScale) || 0.001); }; p.render = function(time, suppressEvents, force) { if (this._gc) { this._enabled(true, false); } var totalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(), dur = this._duration, prevTime = this._time, prevTotalTime = this._totalTime, prevStart = this._startTime, prevTimeScale = this._timeScale, prevRawPrevTime = this._rawPrevTime, prevPaused = this._paused, prevCycle = this._cycle, tween, isComplete, next, callback, internalForce, cycleDuration; if (time >= totalDur) { if (!this._locked) { this._totalTime = totalDur; this._cycle = this._repeat; } if (!this._reversed) if (!this._hasPausedChild()) { isComplete = true; callback = "onComplete"; if (this._duration === 0) if (time === 0 || prevRawPrevTime < 0 || prevRawPrevTime === _tinyNum) if (prevRawPrevTime !== time && this._first) { internalForce = true; if (prevRawPrevTime > _tinyNum) { callback = "onReverseComplete"; } } } this._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient. if (this._yoyo && (this._cycle & 1) !== 0) { this._time = time = 0; } else { this._time = dur; time = dur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. We cannot do less then 0.0001 because the same issue can occur when the duration is extremely large like 999999999999 in which case adding 0.00000001, for example, causes it to act like nothing was added. } } else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0. if (!this._locked) { this._totalTime = this._cycle = 0; } this._time = 0; if (prevTime !== 0 || (dur === 0 && prevRawPrevTime !== _tinyNum && (prevRawPrevTime > 0 || (time < 0 && prevRawPrevTime >= 0)) && !this._locked)) { //edge case for checking time < 0 && prevRawPrevTime >= 0: a zero-duration fromTo() tween inside a zero-duration timeline (yeah, very rare) callback = "onReverseComplete"; isComplete = this._reversed; } if (time < 0) { this._active = false; if (dur === 0) if (prevRawPrevTime >= 0 && this._first) { //zero-duration timelines are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the "playhead" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's "playhead" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered. internalForce = true; } this._rawPrevTime = time; } else { this._rawPrevTime = (dur || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient. time = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline) if (!this._initted) { internalForce = true; } } } else { if (dur === 0 && prevRawPrevTime < 0) { //without this, zero-duration repeating timelines (like with a simple callback nested at the very beginning and a repeatDelay) wouldn't render the first time through. internalForce = true; } this._time = this._rawPrevTime = time; if (!this._locked) { this._totalTime = time; if (this._repeat !== 0) { cycleDuration = dur + this._repeatDelay; this._cycle = (this._totalTime / cycleDuration) >> 0; //originally _totalTime % cycleDuration but floating point errors caused problems, so I normalized it. (4 % 0.8 should be 0 but it gets reported as 0.79999999!) if (this._cycle !== 0) if (this._cycle === this._totalTime / cycleDuration) { this._cycle--; //otherwise when rendered exactly at the end time, it will act as though it is repeating (at the beginning) } this._time = this._totalTime - (this._cycle * cycleDuration); if (this._yoyo) if ((this._cycle & 1) !== 0) { this._time = dur - this._time; } if (this._time > dur) { this._time = dur; time = dur + 0.0001; //to avoid occasional floating point rounding error } else if (this._time < 0) { this._time = time = 0; } else { time = this._time; } } } } if (this._cycle !== prevCycle) if (!this._locked) { /* make sure children at the end/beginning of the timeline are rendered properly. If, for example, a 3-second long timeline rendered at 2.9 seconds previously, and now renders at 3.2 seconds (which would get transated to 2.8 seconds if the timeline yoyos or 0.2 seconds if it just repeats), there could be a callback or a short tween that's at 2.95 or 3 seconds in which wouldn't render. So we need to push the timeline to the end (and/or beginning depending on its yoyo value). Also we must ensure that zero-duration tweens at the very beginning or end of the TimelineMax work. */ var backwards = (this._yoyo && (prevCycle & 1) !== 0), wrap = (backwards === (this._yoyo && (this._cycle & 1) !== 0)), recTotalTime = this._totalTime, recCycle = this._cycle, recRawPrevTime = this._rawPrevTime, recTime = this._time; this._totalTime = prevCycle * dur; if (this._cycle < prevCycle) { backwards = !backwards; } else { this._totalTime += dur; } this._time = prevTime; //temporarily revert _time so that render() renders the children in the correct order. Without this, tweens won't rewind correctly. We could arhictect things in a "cleaner" way by splitting out the rendering queue into a separate method but for performance reasons, we kept it all inside this method. this._rawPrevTime = (dur === 0) ? prevRawPrevTime - 0.0001 : prevRawPrevTime; this._cycle = prevCycle; this._locked = true; //prevents changes to totalTime and skips repeat/yoyo behavior when we recursively call render() prevTime = (backwards) ? 0 : dur; this.render(prevTime, suppressEvents, (dur === 0)); if (!suppressEvents) if (!this._gc) { if (this.vars.onRepeat) { this.vars.onRepeat.apply(this.vars.onRepeatScope || this, this.vars.onRepeatParams || _blankArray); } } if (wrap) { prevTime = (backwards) ? dur + 0.0001 : -0.0001; this.render(prevTime, true, false); } this._locked = false; if (this._paused && !prevPaused) { //if the render() triggered callback that paused this timeline, we should abort (very rare, but possible) return; } this._time = recTime; this._totalTime = recTotalTime; this._cycle = recCycle; this._rawPrevTime = recRawPrevTime; } if ((this._time === prevTime || !this._first) && !force && !internalForce) { if (prevTotalTime !== this._totalTime) if (this._onUpdate) if (!suppressEvents) { //so that onUpdate fires even during the repeatDelay - as long as the totalTime changed, we should trigger onUpdate. this._onUpdate.apply(this.vars.onUpdateScope || this, this.vars.onUpdateParams || _blankArray); } return; } else if (!this._initted) { this._initted = true; } if (!this._active) if (!this._paused && this._totalTime !== prevTotalTime && time > 0) { this._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example. } if (prevTotalTime === 0) if (this.vars.onStart) if (this._totalTime !== 0) if (!suppressEvents) { this.vars.onStart.apply(this.vars.onStartScope || this, this.vars.onStartParams || _blankArray); } if (this._time >= prevTime) { tween = this._first; while (tween) { next = tween._next; //record it here because the value could change after rendering... if (this._paused && !prevPaused) { //in case a tween pauses the timeline when rendering break; } else if (tween._active || (tween._startTime <= this._time && !tween._paused && !tween._gc)) { if (!tween._reversed) { tween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force); } } tween = next; } } else { tween = this._last; while (tween) { next = tween._prev; //record it here because the value could change after rendering... if (this._paused && !prevPaused) { //in case a tween pauses the timeline when rendering break; } else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) { if (!tween._reversed) { tween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force); } } tween = next; } } if (this._onUpdate) if (!suppressEvents) { this._onUpdate.apply(this.vars.onUpdateScope || this, this.vars.onUpdateParams || _blankArray); } if (callback) if (!this._locked) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate if (isComplete) { if (this._timeline.autoRemoveChildren) { this._enabled(false, false); } this._active = false; } if (!suppressEvents && this.vars[callback]) { this.vars[callback].apply(this.vars[callback + "Scope"] || this, this.vars[callback + "Params"] || _blankArray); } } }; p.getActive = function(nested, tweens, timelines) { if (nested == null) { nested = true; } if (tweens == null) { tweens = true; } if (timelines == null) { timelines = false; } var a = [], all = this.getChildren(nested, tweens, timelines), cnt = 0, l = all.length, i, tween; for (i = 0; i < l; i++) { tween = all[i]; if (tween.isActive()) { a[cnt++] = tween; } } return a; }; p.getLabelAfter = function(time) { if (!time) if (time !== 0) { //faster than isNan() time = this._time; } var labels = this.getLabelsArray(), l = labels.length, i; for (i = 0; i < l; i++) { if (labels[i].time > time) { return labels[i].name; } } return null; }; p.getLabelBefore = function(time) { if (time == null) { time = this._time; } var labels = this.getLabelsArray(), i = labels.length; while (--i > -1) { if (labels[i].time < time) { return labels[i].name; } } return null; }; p.getLabelsArray = function() { var a = [], cnt = 0, p; for (p in this._labels) { a[cnt++] = {time:this._labels[p], name:p}; } a.sort(function(a,b) { return a.time - b.time; }); return a; }; //---- GETTERS / SETTERS ------------------------------------------------------------------------------------------------------- p.progress = function(value) { return (!arguments.length) ? this._time / this.duration() : this.totalTime( this.duration() * ((this._yoyo && (this._cycle & 1) !== 0) ? 1 - value : value) + (this._cycle * (this._duration + this._repeatDelay)), false); }; p.totalProgress = function(value) { return (!arguments.length) ? this._totalTime / this.totalDuration() : this.totalTime( this.totalDuration() * value, false); }; p.totalDuration = function(value) { if (!arguments.length) { if (this._dirty) { TimelineLite.prototype.totalDuration.call(this); //just forces refresh //Instead of Infinity, we use 999999999999 so that we can accommodate reverses. this._totalDuration = (this._repeat === -1) ? 999999999999 : this._duration * (this._repeat + 1) + (this._repeatDelay * this._repeat); } return this._totalDuration; } return (this._repeat === -1) ? this : this.duration( (value - (this._repeat * this._repeatDelay)) / (this._repeat + 1) ); }; p.time = function(value, suppressEvents) { if (!arguments.length) { return this._time; } if (this._dirty) { this.totalDuration(); } if (value > this._duration) { value = this._duration; } if (this._yoyo && (this._cycle & 1) !== 0) { value = (this._duration - value) + (this._cycle * (this._duration + this._repeatDelay)); } else if (this._repeat !== 0) { value += this._cycle * (this._duration + this._repeatDelay); } return this.totalTime(value, suppressEvents); }; p.repeat = function(value) { if (!arguments.length) { return this._repeat; } this._repeat = value; return this._uncache(true); }; p.repeatDelay = function(value) { if (!arguments.length) { return this._repeatDelay; } this._repeatDelay = value; return this._uncache(true); }; p.yoyo = function(value) { if (!arguments.length) { return this._yoyo; } this._yoyo = value; return this; }; p.currentLabel = function(value) { if (!arguments.length) { return this.getLabelBefore(this._time + 0.00000001); } return this.seek(value, true); }; return TimelineMax; }, true); /* * ---------------------------------------------------------------- * TimelineLite * ---------------------------------------------------------------- */ window._gsDefine("TimelineLite", ["core.Animation","core.SimpleTimeline","TweenLite"], function(Animation, SimpleTimeline, TweenLite) { var TimelineLite = function(vars) { SimpleTimeline.call(this, vars); this._labels = {}; this.autoRemoveChildren = (this.vars.autoRemoveChildren === true); this.smoothChildTiming = (this.vars.smoothChildTiming === true); this._sortChildren = true; this._onUpdate = this.vars.onUpdate; var v = this.vars, val, p; for (p in v) { val = v[p]; if (_isArray(val)) if (val.join("").indexOf("{self}") !== -1) { v[p] = this._swapSelfInParams(val); } } if (_isArray(v.tweens)) { this.add(v.tweens, 0, v.align, v.stagger); } }, _tinyNum = 0.0000000001, _isSelector = TweenLite._internals.isSelector, _isArray = TweenLite._internals.isArray, _blankArray = [], _globals = window._gsDefine.globals, _copy = function(vars) { var copy = {}, p; for (p in vars) { copy[p] = vars[p]; } return copy; }, _pauseCallback = function(tween, callback, params, scope) { tween._timeline.pause(tween._startTime); if (callback) { callback.apply(scope || tween._timeline, params || _blankArray); } }, _slice = _blankArray.slice, p = TimelineLite.prototype = new SimpleTimeline(); TimelineLite.version = "1.11.8"; p.constructor = TimelineLite; p.kill()._gc = false; p.to = function(target, duration, vars, position) { var Engine = (vars.repeat && _globals.TweenMax) || TweenLite; return duration ? this.add( new Engine(target, duration, vars), position) : this.set(target, vars, position); }; p.from = function(target, duration, vars, position) { return this.add( ((vars.repeat && _globals.TweenMax) || TweenLite).from(target, duration, vars), position); }; p.fromTo = function(target, duration, fromVars, toVars, position) { var Engine = (toVars.repeat && _globals.TweenMax) || TweenLite; return duration ? this.add( Engine.fromTo(target, duration, fromVars, toVars), position) : this.set(target, toVars, position); }; p.staggerTo = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) { var tl = new TimelineLite({onComplete:onCompleteAll, onCompleteParams:onCompleteAllParams, onCompleteScope:onCompleteAllScope, smoothChildTiming:this.smoothChildTiming}), i; if (typeof(targets) === "string") { targets = TweenLite.selector(targets) || targets; } if (_isSelector(targets)) { //senses if the targets object is a selector. If it is, we should translate it into an array. targets = _slice.call(targets, 0); } stagger = stagger || 0; for (i = 0; i < targets.length; i++) { if (vars.startAt) { vars.startAt = _copy(vars.startAt); } tl.to(targets[i], duration, _copy(vars), i * stagger); } return this.add(tl, position); }; p.staggerFrom = function(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) { vars.immediateRender = (vars.immediateRender != false); vars.runBackwards = true; return this.staggerTo(targets, duration, vars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope); }; p.staggerFromTo = function(targets, duration, fromVars, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope) { toVars.startAt = fromVars; toVars.immediateRender = (toVars.immediateRender != false && fromVars.immediateRender != false); return this.staggerTo(targets, duration, toVars, stagger, position, onCompleteAll, onCompleteAllParams, onCompleteAllScope); }; p.call = function(callback, params, scope, position) { return this.add( TweenLite.delayedCall(0, callback, params, scope), position); }; p.set = function(target, vars, position) { position = this._parseTimeOrLabel(position, 0, true); if (vars.immediateRender == null) { vars.immediateRender = (position === this._time && !this._paused); } return this.add( new TweenLite(target, 0, vars), position); }; TimelineLite.exportRoot = function(vars, ignoreDelayedCalls) { vars = vars || {}; if (vars.smoothChildTiming == null) { vars.smoothChildTiming = true; } var tl = new TimelineLite(vars), root = tl._timeline, tween, next; if (ignoreDelayedCalls == null) { ignoreDelayedCalls = true; } root._remove(tl, true); tl._startTime = 0; tl._rawPrevTime = tl._time = tl._totalTime = root._time; tween = root._first; while (tween) { next = tween._next; if (!ignoreDelayedCalls || !(tween instanceof TweenLite && tween.target === tween.vars.onComplete)) { tl.add(tween, tween._startTime - tween._delay); } tween = next; } root.add(tl, 0); return tl; }; p.add = function(value, position, align, stagger) { var curTime, l, i, child, tl, beforeRawTime; if (typeof(position) !== "number") { position = this._parseTimeOrLabel(position, 0, true, value); } if (!(value instanceof Animation)) { if ((value instanceof Array) || (value && value.push && _isArray(value))) { align = align || "normal"; stagger = stagger || 0; curTime = position; l = value.length; for (i = 0; i < l; i++) { if (_isArray(child = value[i])) { child = new TimelineLite({tweens:child}); } this.add(child, curTime); if (typeof(child) !== "string" && typeof(child) !== "function") { if (align === "sequence") { curTime = child._startTime + (child.totalDuration() / child._timeScale); } else if (align === "start") { child._startTime -= child.delay(); } } curTime += stagger; } return this._uncache(true); } else if (typeof(value) === "string") { return this.addLabel(value, position); } else if (typeof(value) === "function") { value = TweenLite.delayedCall(0, value); } else { throw("Cannot add " + value + " into the timeline; it is not a tween, timeline, function, or string."); } } SimpleTimeline.prototype.add.call(this, value, position); //if the timeline has already ended but the inserted tween/timeline extends the duration, we should enable this timeline again so that it renders properly. We should also align the playhead with the parent timeline's when appropriate. if (this._gc || this._time === this._duration) if (!this._paused) if (this._duration < this.duration()) { //in case any of the ancestors had completed but should now be enabled... tl = this; beforeRawTime = (tl.rawTime() > value._startTime); //if the tween is placed on the timeline so that it starts BEFORE the current rawTime, we should align the playhead (move the timeline). This is because sometimes users will create a timeline, let it finish, and much later append a tween and expect it to run instead of jumping to its end state. While technically one could argue that it should jump to its end state, that's not what users intuitively expect. while (tl._timeline) { if (beforeRawTime && tl._timeline.smoothChildTiming) { tl.totalTime(tl._totalTime, true); //moves the timeline (shifts its startTime) if necessary, and also enables it. } else if (tl._gc) { tl._enabled(true, false); } tl = tl._timeline; } } return this; }; p.remove = function(value) { if (value instanceof Animation) { return this._remove(value, false); } else if (value instanceof Array || (value && value.push && _isArray(value))) { var i = value.length; while (--i > -1) { this.remove(value[i]); } return this; } else if (typeof(value) === "string") { return this.removeLabel(value); } return this.kill(null, value); }; p._remove = function(tween, skipDisable) { SimpleTimeline.prototype._remove.call(this, tween, skipDisable); var last = this._last; if (!last) { this._time = this._totalTime = this._duration = this._totalDuration = 0; } else if (this._time > last._startTime + last._totalDuration / last._timeScale) { this._time = this.duration(); this._totalTime = this._totalDuration; } return this; }; p.append = function(value, offsetOrLabel) { return this.add(value, this._parseTimeOrLabel(null, offsetOrLabel, true, value)); }; p.insert = p.insertMultiple = function(value, position, align, stagger) { return this.add(value, position || 0, align, stagger); }; p.appendMultiple = function(tweens, offsetOrLabel, align, stagger) { return this.add(tweens, this._parseTimeOrLabel(null, offsetOrLabel, true, tweens), align, stagger); }; p.addLabel = function(label, position) { this._labels[label] = this._parseTimeOrLabel(position); return this; }; p.addPause = function(position, callback, params, scope) { return this.call(_pauseCallback, ["{self}", callback, params, scope], this, position); }; p.removeLabel = function(label) { delete this._labels[label]; return this; }; p.getLabelTime = function(label) { return (this._labels[label] != null) ? this._labels[label] : -1; }; p._parseTimeOrLabel = function(timeOrLabel, offsetOrLabel, appendIfAbsent, ignore) { var i; //if we're about to add a tween/timeline (or an array of them) that's already a child of this timeline, we should remove it first so that it doesn't contaminate the duration(). if (ignore instanceof Animation && ignore.timeline === this) { this.remove(ignore); } else if (ignore && ((ignore instanceof Array) || (ignore.push && _isArray(ignore)))) { i = ignore.length; while (--i > -1) { if (ignore[i] instanceof Animation && ignore[i].timeline === this) { this.remove(ignore[i]); } } } if (typeof(offsetOrLabel) === "string") { return this._parseTimeOrLabel(offsetOrLabel, (appendIfAbsent && typeof(timeOrLabel) === "number" && this._labels[offsetOrLabel] == null) ? timeOrLabel - this.duration() : 0, appendIfAbsent); } offsetOrLabel = offsetOrLabel || 0; if (typeof(timeOrLabel) === "string" && (isNaN(timeOrLabel) || this._labels[timeOrLabel] != null)) { //if the string is a number like "1", check to see if there's a label with that name, otherwise interpret it as a number (absolute value). i = timeOrLabel.indexOf("="); if (i === -1) { if (this._labels[timeOrLabel] == null) { return appendIfAbsent ? (this._labels[timeOrLabel] = this.duration() + offsetOrLabel) : offsetOrLabel; } return this._labels[timeOrLabel] + offsetOrLabel; } offsetOrLabel = parseInt(timeOrLabel.charAt(i-1) + "1", 10) * Number(timeOrLabel.substr(i+1)); timeOrLabel = (i > 1) ? this._parseTimeOrLabel(timeOrLabel.substr(0, i-1), 0, appendIfAbsent) : this.duration(); } else if (timeOrLabel == null) { timeOrLabel = this.duration(); } return Number(timeOrLabel) + offsetOrLabel; }; p.seek = function(position, suppressEvents) { return this.totalTime((typeof(position) === "number") ? position : this._parseTimeOrLabel(position), (suppressEvents !== false)); }; p.stop = function() { return this.paused(true); }; p.gotoAndPlay = function(position, suppressEvents) { return this.play(position, suppressEvents); }; p.gotoAndStop = function(position, suppressEvents) { return this.pause(position, suppressEvents); }; p.render = function(time, suppressEvents, force) { if (this._gc) { this._enabled(true, false); } var totalDur = (!this._dirty) ? this._totalDuration : this.totalDuration(), prevTime = this._time, prevStart = this._startTime, prevTimeScale = this._timeScale, prevPaused = this._paused, tween, isComplete, next, callback, internalForce; if (time >= totalDur) { this._totalTime = this._time = totalDur; if (!this._reversed) if (!this._hasPausedChild()) { isComplete = true; callback = "onComplete"; if (this._duration === 0) if (time === 0 || this._rawPrevTime < 0 || this._rawPrevTime === _tinyNum) if (this._rawPrevTime !== time && this._first) { internalForce = true; if (this._rawPrevTime > _tinyNum) { callback = "onReverseComplete"; } } } this._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient. time = totalDur + 0.0001; //to avoid occasional floating point rounding errors - sometimes child tweens/timelines were not being fully completed (their progress might be 0.999999999999998 instead of 1 because when _time - tween._startTime is performed, floating point errors would return a value that was SLIGHTLY off). Try (999999999999.7 - 999999999999) * 1 = 0.699951171875 instead of 0.7. } else if (time < 0.0000001) { //to work around occasional floating point math artifacts, round super small values to 0. this._totalTime = this._time = 0; if (prevTime !== 0 || (this._duration === 0 && this._rawPrevTime !== _tinyNum && (this._rawPrevTime > 0 || (time < 0 && this._rawPrevTime >= 0)))) { callback = "onReverseComplete"; isComplete = this._reversed; } if (time < 0) { this._active = false; if (this._duration === 0) if (this._rawPrevTime >= 0 && this._first) { //zero-duration timelines are tricky because we must discern the momentum/direction of time in order to determine whether the starting values should be rendered or the ending values. If the "playhead" of its timeline goes past the zero-duration tween in the forward direction or lands directly on it, the end values should be rendered, but if the timeline's "playhead" moves past it in the backward direction (from a postitive time to a negative time), the starting values must be rendered. internalForce = true; } this._rawPrevTime = time; } else { this._rawPrevTime = (this._duration || !suppressEvents || time || this._rawPrevTime === time) ? time : _tinyNum; //when the playhead arrives at EXACTLY time 0 (right on top) of a zero-duration timeline or tween, we need to discern if events are suppressed so that when the playhead moves again (next time), it'll trigger the callback. If events are NOT suppressed, obviously the callback would be triggered in this render. Basically, the callback should fire either when the playhead ARRIVES or LEAVES this exact spot, not both. Imagine doing a timeline.seek(0) and there's a callback that sits at 0. Since events are suppressed on that seek() by default, nothing will fire, but when the playhead moves off of that position, the callback should fire. This behavior is what people intuitively expect. We set the _rawPrevTime to be a precise tiny number to indicate this scenario rather than using another property/variable which would increase memory usage. This technique is less readable, but more efficient. time = 0; //to avoid occasional floating point rounding errors (could cause problems especially with zero-duration tweens at the very beginning of the timeline) if (!this._initted) { internalForce = true; } } } else { this._totalTime = this._time = this._rawPrevTime = time; } if ((this._time === prevTime || !this._first) && !force && !internalForce) { return; } else if (!this._initted) { this._initted = true; } if (!this._active) if (!this._paused && this._time !== prevTime && time > 0) { this._active = true; //so that if the user renders the timeline (as opposed to the parent timeline rendering it), it is forced to re-render and align it with the proper time/frame on the next rendering cycle. Maybe the timeline already finished but the user manually re-renders it as halfway done, for example. } if (prevTime === 0) if (this.vars.onStart) if (this._time !== 0) if (!suppressEvents) { this.vars.onStart.apply(this.vars.onStartScope || this, this.vars.onStartParams || _blankArray); } if (this._time >= prevTime) { tween = this._first; while (tween) { next = tween._next; //record it here because the value could change after rendering... if (this._paused && !prevPaused) { //in case a tween pauses the timeline when rendering break; } else if (tween._active || (tween._startTime <= this._time && !tween._paused && !tween._gc)) { if (!tween._reversed) { tween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force); } } tween = next; } } else { tween = this._last; while (tween) { next = tween._prev; //record it here because the value could change after rendering... if (this._paused && !prevPaused) { //in case a tween pauses the timeline when rendering break; } else if (tween._active || (tween._startTime <= prevTime && !tween._paused && !tween._gc)) { if (!tween._reversed) { tween.render((time - tween._startTime) * tween._timeScale, suppressEvents, force); } else { tween.render(((!tween._dirty) ? tween._totalDuration : tween.totalDuration()) - ((time - tween._startTime) * tween._timeScale), suppressEvents, force); } } tween = next; } } if (this._onUpdate) if (!suppressEvents) { this._onUpdate.apply(this.vars.onUpdateScope || this, this.vars.onUpdateParams || _blankArray); } if (callback) if (!this._gc) if (prevStart === this._startTime || prevTimeScale !== this._timeScale) if (this._time === 0 || totalDur >= this.totalDuration()) { //if one of the tweens that was rendered altered this timeline's startTime (like if an onComplete reversed the timeline), it probably isn't complete. If it is, don't worry, because whatever call altered the startTime would complete if it was necessary at the new time. The only exception is the timeScale property. Also check _gc because there's a chance that kill() could be called in an onUpdate if (isComplete) { if (this._timeline.autoRemoveChildren) { this._enabled(false, false); } this._active = false; } if (!suppressEvents && this.vars[callback]) { this.vars[callback].apply(this.vars[callback + "Scope"] || this, this.vars[callback + "Params"] || _blankArray); } } }; p._hasPausedChild = function() { var tween = this._first; while (tween) { if (tween._paused || ((tween instanceof TimelineLite) && tween._hasPausedChild())) { return true; } tween = tween._next; } return false; }; p.getChildren = function(nested, tweens, timelines, ignoreBeforeTime) { ignoreBeforeTime = ignoreBeforeTime || -9999999999; var a = [], tween = this._first, cnt = 0; while (tween) { if (tween._startTime < ignoreBeforeTime) { //do nothing } else if (tween instanceof TweenLite) { if (tweens !== false) { a[cnt++] = tween; } } else { if (timelines !== false) { a[cnt++] = tween; } if (nested !== false) { a = a.concat(tween.getChildren(true, tweens, timelines)); cnt = a.length; } } tween = tween._next; } return a; }; p.getTweensOf = function(target, nested) { var tweens = TweenLite.getTweensOf(target), i = tweens.length, a = [], cnt = 0; while (--i > -1) { if (tweens[i].timeline === this || (nested && this._contains(tweens[i]))) { a[cnt++] = tweens[i]; } } return a; }; p._contains = function(tween) { var tl = tween.timeline; while (tl) { if (tl === this) { return true; } tl = tl.timeline; } return false; }; p.shiftChildren = function(amount, adjustLabels, ignoreBeforeTime) { ignoreBeforeTime = ignoreBeforeTime || 0; var tween = this._first, labels = this._labels, p; while (tween) { if (tween._startTime >= ignoreBeforeTime) { tween._startTime += amount; } tween = tween._next; } if (adjustLabels) { for (p in labels) { if (labels[p] >= ignoreBeforeTime) { labels[p] += amount; } } } return this._uncache(true); }; p._kill = function(vars, target) { if (!vars && !target) { return this._enabled(false, false); } var tweens = (!target) ? this.getChildren(true, true, false) : this.getTweensOf(target), i = tweens.length, changed = false; while (--i > -1) { if (tweens[i]._kill(vars, target)) { changed = true; } } return changed; }; p.clear = function(labels) { var tweens = this.getChildren(false, true, true), i = tweens.length; this._time = this._totalTime = 0; while (--i > -1) { tweens[i]._enabled(false, false); } if (labels !== false) { this._labels = {}; } return this._uncache(true); }; p.invalidate = function() { var tween = this._first; while (tween) { tween.invalidate(); tween = tween._next; } return this; }; p._enabled = function(enabled, ignoreTimeline) { if (enabled === this._gc) { var tween = this._first; while (tween) { tween._enabled(enabled, true); tween = tween._next; } } return SimpleTimeline.prototype._enabled.call(this, enabled, ignoreTimeline); }; p.duration = function(value) { if (!arguments.length) { if (this._dirty) { this.totalDuration(); //just triggers recalculation } return this._duration; } if (this.duration() !== 0 && value !== 0) { this.timeScale(this._duration / value); } return this; }; p.totalDuration = function(value) { if (!arguments.length) { if (this._dirty) { var max = 0, tween = this._last, prevStart = 999999999999, prev, end; while (tween) { prev = tween._prev; //record it here in case the tween changes position in the sequence... if (tween._dirty) { tween.totalDuration(); //could change the tween._startTime, so make sure the tween's cache is clean before analyzing it. } if (tween._startTime > prevStart && this._sortChildren && !tween._paused) { //in case one of the tweens shifted out of order, it needs to be re-inserted into the correct position in the sequence this.add(tween, tween._startTime - tween._delay); } else { prevStart = tween._startTime; } if (tween._startTime < 0 && !tween._paused) { //children aren't allowed to have negative startTimes unless smoothChildTiming is true, so adjust here if one is found. max -= tween._startTime; if (this._timeline.smoothChildTiming) { this._startTime += tween._startTime / this._timeScale; } this.shiftChildren(-tween._startTime, false, -9999999999); prevStart = 0; } end = tween._startTime + (tween._totalDuration / tween._timeScale); if (end > max) { max = end; } tween = prev; } this._duration = this._totalDuration = max; this._dirty = false; } return this._totalDuration; } if (this.totalDuration() !== 0) if (value !== 0) { this.timeScale(this._totalDuration / value); } return this; }; p.usesFrames = function() { var tl = this._timeline; while (tl._timeline) { tl = tl._timeline; } return (tl === Animation._rootFramesTimeline); }; p.rawTime = function() { return this._paused ? this._totalTime : (this._timeline.rawTime() - this._startTime) * this._timeScale; }; return TimelineLite; }, true); }); if (window._gsDefine) { window._gsQueue.pop()(); }