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Yahoo! UI Library

animation  2.5.0

Yahoo! UI Library > animation > AnimMgr.js (source view)

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/**
 * Handles animation queueing and threading.
 * Used by Anim and subclasses.
 * @class AnimMgr
 * @namespace YAHOO.util
 */
YAHOO.util.AnimMgr = new function() {
    /** 
     * Reference to the animation Interval.
     * @property thread
     * @private
     * @type Int
     */
    var thread = null;
    
    /** 
     * The current queue of registered animation objects.
     * @property queue
     * @private
     * @type Array
     */    
    var queue = [];

    /** 
     * The number of active animations.
     * @property tweenCount
     * @private
     * @type Int
     */        
    var tweenCount = 0;

    /** 
     * Base frame rate (frames per second). 
     * Arbitrarily high for better x-browser calibration (slower browsers drop more frames).
     * @property fps
     * @type Int
     * 
     */
    this.fps = 1000;

    /** 
     * Interval delay in milliseconds, defaults to fastest possible.
     * @property delay
     * @type Int
     * 
     */
    this.delay = 1;

    /**
     * Adds an animation instance to the animation queue.
     * All animation instances must be registered in order to animate.
     * @method registerElement
     * @param {object} tween The Anim instance to be be registered
     */
    this.registerElement = function(tween) {
        queue[queue.length] = tween;
        tweenCount += 1;
        tween._onStart.fire();
        this.start();
    };
    
    /**
     * removes an animation instance from the animation queue.
     * All animation instances must be registered in order to animate.
     * @method unRegister
     * @param {object} tween The Anim instance to be be registered
     * @param {Int} index The index of the Anim instance
     * @private
     */
    this.unRegister = function(tween, index) {
        index = index || getIndex(tween);
        if (!tween.isAnimated() || index == -1) {
            return false;
        }
        
        tween._onComplete.fire();
        queue.splice(index, 1);

        tweenCount -= 1;
        if (tweenCount <= 0) {
            this.stop();
        }

        return true;
    };
    
    /**
     * Starts the animation thread.
	* Only one thread can run at a time.
     * @method start
     */    
    this.start = function() {
        if (thread === null) {
            thread = setInterval(this.run, this.delay);
        }
    };

    /**
     * Stops the animation thread or a specific animation instance.
     * @method stop
     * @param {object} tween A specific Anim instance to stop (optional)
     * If no instance given, Manager stops thread and all animations.
     */    
    this.stop = function(tween) {
        if (!tween) {
            clearInterval(thread);
            
            for (var i = 0, len = queue.length; i < len; ++i) {
                this.unRegister(queue[0], 0);  
            }

            queue = [];
            thread = null;
            tweenCount = 0;
        }
        else {
            this.unRegister(tween);
        }
    };
    
    /**
     * Called per Interval to handle each animation frame.
     * @method run
     */    
    this.run = function() {
        for (var i = 0, len = queue.length; i < len; ++i) {
            var tween = queue[i];
            if ( !tween || !tween.isAnimated() ) { continue; }

            if (tween.currentFrame < tween.totalFrames || tween.totalFrames === null)
            {
                tween.currentFrame += 1;
                
                if (tween.useSeconds) {
                    correctFrame(tween);
                }
                tween._onTween.fire();          
            }
            else { YAHOO.util.AnimMgr.stop(tween, i); }
        }
    };
    
    var getIndex = function(anim) {
        for (var i = 0, len = queue.length; i < len; ++i) {
            if (queue[i] == anim) {
                return i; // note return;
            }
        }
        return -1;
    };
    
    /**
     * On the fly frame correction to keep animation on time.
     * @method correctFrame
     * @private
     * @param {Object} tween The Anim instance being corrected.
     */
    var correctFrame = function(tween) {
        var frames = tween.totalFrames;
        var frame = tween.currentFrame;
        var expected = (tween.currentFrame * tween.duration * 1000 / tween.totalFrames);
        var elapsed = (new Date() - tween.getStartTime());
        var tweak = 0;
        
        if (elapsed < tween.duration * 1000) { // check if falling behind
            tweak = Math.round((elapsed / expected - 1) * tween.currentFrame);
        } else { // went over duration, so jump to end
            tweak = frames - (frame + 1); 
        }
        if (tweak > 0 && isFinite(tweak)) { // adjust if needed
            if (tween.currentFrame + tweak >= frames) {// dont go past last frame
                tweak = frames - (frame + 1);
            }
            
            tween.currentFrame += tweak;      
        }
    };
};

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