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[chromium-blink-merge.git] / third_party / polymer / components-chromium / paper-ripple / paper-ripple-extracted.js
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3 (function() {
5 var waveMaxRadius = 150;
6 //
7 // INK EQUATIONS
8 //
9 function waveRadiusFn(touchDownMs, touchUpMs, anim) {
10 // Convert from ms to s.
11 var touchDown = touchDownMs / 1000;
12 var touchUp = touchUpMs / 1000;
13 var totalElapsed = touchDown + touchUp;
14 var ww = anim.width, hh = anim.height;
15 // use diagonal size of container to avoid floating point math sadness
16 var waveRadius = Math.min(Math.sqrt(ww * ww + hh * hh), waveMaxRadius) * 1.1 + 5;
17 var duration = 1.1 - .2 * (waveRadius / waveMaxRadius);
18 var tt = (totalElapsed / duration);
20 var size = waveRadius * (1 - Math.pow(80, -tt));
21 return Math.abs(size);
24 function waveOpacityFn(td, tu, anim) {
25 // Convert from ms to s.
26 var touchDown = td / 1000;
27 var touchUp = tu / 1000;
28 var totalElapsed = touchDown + touchUp;
30 if (tu <= 0) { // before touch up
31 return anim.initialOpacity;
33 return Math.max(0, anim.initialOpacity - touchUp * anim.opacityDecayVelocity);
36 function waveOuterOpacityFn(td, tu, anim) {
37 // Convert from ms to s.
38 var touchDown = td / 1000;
39 var touchUp = tu / 1000;
41 // Linear increase in background opacity, capped at the opacity
42 // of the wavefront (waveOpacity).
43 var outerOpacity = touchDown * 0.3;
44 var waveOpacity = waveOpacityFn(td, tu, anim);
45 return Math.max(0, Math.min(outerOpacity, waveOpacity));
48 // Determines whether the wave should be completely removed.
49 function waveDidFinish(wave, radius, anim) {
50 var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim);
51 // If the wave opacity is 0 and the radius exceeds the bounds
52 // of the element, then this is finished.
53 if (waveOpacity < 0.01 && radius >= Math.min(wave.maxRadius, waveMaxRadius)) {
54 return true;
56 return false;
59 function waveAtMaximum(wave, radius, anim) {
60 var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim);
61 if (waveOpacity >= anim.initialOpacity && radius >= Math.min(wave.maxRadius, waveMaxRadius)) {
62 return true;
64 return false;
68 // DRAWING
70 function drawRipple(ctx, x, y, radius, innerColor, outerColor) {
71 if (outerColor) {
72 ctx.fillStyle = outerColor;
73 ctx.fillRect(0,0,ctx.canvas.width, ctx.canvas.height);
75 ctx.beginPath();
76 ctx.arc(x, y, radius, 0, 2 * Math.PI, false);
77 ctx.fillStyle = innerColor;
78 ctx.fill();
82 // SETUP
84 function createWave(elem) {
85 var elementStyle = window.getComputedStyle(elem);
86 var fgColor = elementStyle.color;
88 var wave = {
89 waveColor: fgColor,
90 maxRadius: 0,
91 isMouseDown: false,
92 mouseDownStart: 0.0,
93 mouseUpStart: 0.0,
94 tDown: 0,
95 tUp: 0
97 return wave;
100 function removeWaveFromScope(scope, wave) {
101 if (scope.waves) {
102 var pos = scope.waves.indexOf(wave);
103 scope.waves.splice(pos, 1);
107 // Shortcuts.
108 var pow = Math.pow;
109 var now = Date.now;
110 if (window.performance && performance.now) {
111 now = performance.now.bind(performance);
114 function cssColorWithAlpha(cssColor, alpha) {
115 var parts = cssColor.match(/^rgb\((\d+),\s*(\d+),\s*(\d+)\)$/);
116 if (typeof alpha == 'undefined') {
117 alpha = 1;
119 if (!parts) {
120 return 'rgba(255, 255, 255, ' + alpha + ')';
122 return 'rgba(' + parts[1] + ', ' + parts[2] + ', ' + parts[3] + ', ' + alpha + ')';
125 function dist(p1, p2) {
126 return Math.sqrt(pow(p1.x - p2.x, 2) + pow(p1.y - p2.y, 2));
129 function distanceFromPointToFurthestCorner(point, size) {
130 var tl_d = dist(point, {x: 0, y: 0});
131 var tr_d = dist(point, {x: size.w, y: 0});
132 var bl_d = dist(point, {x: 0, y: size.h});
133 var br_d = dist(point, {x: size.w, y: size.h});
134 return Math.max(tl_d, tr_d, bl_d, br_d);
137 Polymer('paper-ripple', {
140 * The initial opacity set on the wave.
142 * @attribute initialOpacity
143 * @type number
144 * @default 0.25
146 initialOpacity: 0.25,
149 * How fast (opacity per second) the wave fades out.
151 * @attribute opacityDecayVelocity
152 * @type number
153 * @default 0.8
155 opacityDecayVelocity: 0.8,
157 backgroundFill: true,
158 pixelDensity: 2,
160 eventDelegates: {
161 down: 'downAction',
162 up: 'upAction'
165 attached: function() {
166 // create the canvas element manually becase ios
167 // does not render the canvas element if it is not created in the
168 // main document (component templates are created in a
169 // different document). See:
170 // https://bugs.webkit.org/show_bug.cgi?id=109073.
171 if (!this.$.canvas) {
172 var canvas = document.createElement('canvas');
173 canvas.id = 'canvas';
174 this.shadowRoot.appendChild(canvas);
175 this.$.canvas = canvas;
179 ready: function() {
180 this.waves = [];
183 setupCanvas: function() {
184 this.$.canvas.setAttribute('width', this.$.canvas.clientWidth * this.pixelDensity + "px");
185 this.$.canvas.setAttribute('height', this.$.canvas.clientHeight * this.pixelDensity + "px");
186 var ctx = this.$.canvas.getContext('2d');
187 ctx.scale(this.pixelDensity, this.pixelDensity);
188 if (!this._loop) {
189 this._loop = this.animate.bind(this, ctx);
193 downAction: function(e) {
194 this.setupCanvas();
195 var wave = createWave(this.$.canvas);
197 this.cancelled = false;
198 wave.isMouseDown = true;
199 wave.tDown = 0.0;
200 wave.tUp = 0.0;
201 wave.mouseUpStart = 0.0;
202 wave.mouseDownStart = now();
204 var width = this.$.canvas.width / 2; // Retina canvas
205 var height = this.$.canvas.height / 2;
206 var rect = this.getBoundingClientRect();
207 var touchX = e.x - rect.left;
208 var touchY = e.y - rect.top;
210 wave.startPosition = {x:touchX, y:touchY};
212 if (this.classList.contains("recenteringTouch")) {
213 wave.endPosition = {x: width / 2, y: height / 2};
214 wave.slideDistance = dist(wave.startPosition, wave.endPosition);
216 wave.containerSize = Math.max(width, height);
217 wave.maxRadius = distanceFromPointToFurthestCorner(wave.startPosition, {w: width, h: height});
218 this.waves.push(wave);
219 requestAnimationFrame(this._loop);
222 upAction: function() {
223 for (var i = 0; i < this.waves.length; i++) {
224 // Declare the next wave that has mouse down to be mouse'ed up.
225 var wave = this.waves[i];
226 if (wave.isMouseDown) {
227 wave.isMouseDown = false
228 wave.mouseUpStart = now();
229 wave.mouseDownStart = 0;
230 wave.tUp = 0.0;
231 break;
234 this._loop && requestAnimationFrame(this._loop);
237 cancel: function() {
238 this.cancelled = true;
241 animate: function(ctx) {
242 var shouldRenderNextFrame = false;
244 // Clear the canvas
245 ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
247 var deleteTheseWaves = [];
248 // The oldest wave's touch down duration
249 var longestTouchDownDuration = 0;
250 var longestTouchUpDuration = 0;
251 // Save the last known wave color
252 var lastWaveColor = null;
253 // wave animation values
254 var anim = {
255 initialOpacity: this.initialOpacity,
256 opacityDecayVelocity: this.opacityDecayVelocity,
257 height: ctx.canvas.height,
258 width: ctx.canvas.width
261 for (var i = 0; i < this.waves.length; i++) {
262 var wave = this.waves[i];
264 if (wave.mouseDownStart > 0) {
265 wave.tDown = now() - wave.mouseDownStart;
267 if (wave.mouseUpStart > 0) {
268 wave.tUp = now() - wave.mouseUpStart;
271 // Determine how long the touch has been up or down.
272 var tUp = wave.tUp;
273 var tDown = wave.tDown;
274 longestTouchDownDuration = Math.max(longestTouchDownDuration, tDown);
275 longestTouchUpDuration = Math.max(longestTouchUpDuration, tUp);
277 // Obtain the instantenous size and alpha of the ripple.
278 var radius = waveRadiusFn(tDown, tUp, anim);
279 var waveAlpha = waveOpacityFn(tDown, tUp, anim);
280 var waveColor = cssColorWithAlpha(wave.waveColor, waveAlpha);
281 lastWaveColor = wave.waveColor;
283 // Position of the ripple.
284 var x = wave.startPosition.x;
285 var y = wave.startPosition.y;
287 // Ripple gravitational pull to the center of the canvas.
288 if (wave.endPosition) {
290 // This translates from the origin to the center of the view based on the max dimension of
291 var translateFraction = Math.min(1, radius / wave.containerSize * 2 / Math.sqrt(2) );
293 x += translateFraction * (wave.endPosition.x - wave.startPosition.x);
294 y += translateFraction * (wave.endPosition.y - wave.startPosition.y);
297 // If we do a background fill fade too, work out the correct color.
298 var bgFillColor = null;
299 if (this.backgroundFill) {
300 var bgFillAlpha = waveOuterOpacityFn(tDown, tUp, anim);
301 bgFillColor = cssColorWithAlpha(wave.waveColor, bgFillAlpha);
304 // Draw the ripple.
305 drawRipple(ctx, x, y, radius, waveColor, bgFillColor);
307 // Determine whether there is any more rendering to be done.
308 var maximumWave = waveAtMaximum(wave, radius, anim);
309 var waveDissipated = waveDidFinish(wave, radius, anim);
310 var shouldKeepWave = !waveDissipated || maximumWave;
311 var shouldRenderWaveAgain = !waveDissipated && !maximumWave;
312 shouldRenderNextFrame = shouldRenderNextFrame || shouldRenderWaveAgain;
313 if (!shouldKeepWave || this.cancelled) {
314 deleteTheseWaves.push(wave);
318 if (shouldRenderNextFrame) {
319 requestAnimationFrame(this._loop);
322 for (var i = 0; i < deleteTheseWaves.length; ++i) {
323 var wave = deleteTheseWaves[i];
324 removeWaveFromScope(this, wave);
327 if (!this.waves.length) {
328 // If there is nothing to draw, clear any drawn waves now because
329 // we're not going to get another requestAnimationFrame any more.
330 ctx.clearRect(0, 0, ctx.canvas.width, ctx.canvas.height);
331 this._loop = null;
337 })();