代码片段(2)[全屏查看所有代码]
1. [代码][JavaScript]代码
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(
function
($) {
var
supportedCSS,styles=document.getElementsByTagName(
"head"
)[0].style,toCheck=
"transformProperty WebkitTransform OTransform msTransform MozTransform"
.split(
" "
);
for
(
var
a=0;a<toCheck.length;a++)
if
(styles[toCheck[a]] !== undefined) supportedCSS = toCheck[a];
// Bad eval to preven google closure to remove it from code o_O
// After compresion replace it back to var IE = 'v' == '\v'
var
IE = eval(
'"v"=="\v"'
);
jQuery.fn.extend({
rotate:
function
(parameters)
{
if
(
this
.length===0||
typeof
parameters==
"undefined"
)
return
;
if
(
typeof
parameters==
"number"
) parameters={angle:parameters};
var
returned=[];
for
(
var
i=0,i0=
this
.length;i<i0;i++)
{
var
element=
this
.get(i);
if
(!element.Wilq32 || !element.Wilq32.PhotoEffect) {
var
paramClone = $.extend(
true
, {}, parameters);
var
newRotObject =
new
Wilq32.PhotoEffect(element,paramClone)._rootObj;
returned.push($(newRotObject));
}
else
{
element.Wilq32.PhotoEffect._handleRotation(parameters);
}
}
return
returned;
},
getRotateAngle:
function
(){
var
ret = [];
for
(
var
i=0,i0=
this
.length;i<i0;i++)
{
var
element=
this
.get(i);
if
(element.Wilq32 && element.Wilq32.PhotoEffect) {
ret[i] = element.Wilq32.PhotoEffect._angle;
}
}
return
ret;
},
stopRotate:
function
(){
for
(
var
i=0,i0=
this
.length;i<i0;i++)
{
var
element=
this
.get(i);
if
(element.Wilq32 && element.Wilq32.PhotoEffect) {
clearTimeout(element.Wilq32.PhotoEffect._timer);
}
}
}
});
// Library agnostic interface
Wilq32=window.Wilq32||{};
Wilq32.PhotoEffect=(
function
(){
if
(supportedCSS) {
return
function
(img,parameters){
img.Wilq32 = {
PhotoEffect:
this
};
this
._img =
this
._rootObj =
this
._eventObj = img;
this
._handleRotation(parameters);
}
}
else
{
return
function
(img,parameters) {
// Make sure that class and id are also copied - just in case you would like to refeer to an newly created object
this
._img = img;
this
._rootObj=document.createElement(
'span'
);
this
._rootObj.style.display=
"inline-block"
;
this
._rootObj.Wilq32 =
{
PhotoEffect:
this
};
img.parentNode.insertBefore(
this
._rootObj,img);
if
(img.complete) {
this
._Loader(parameters);
}
else
{
var
self=
this
;
// TODO: Remove jQuery dependency
jQuery(
this
._img).bind(
"load"
,
function
()
{
self._Loader(parameters);
});
}
}
}
})();
Wilq32.PhotoEffect.prototype={
_setupParameters :
function
(parameters){
this
._parameters =
this
._parameters || {};
if
(
typeof
this
._angle !==
"number"
)
this
._angle = 0 ;
if
(
typeof
parameters.angle===
"number"
)
this
._angle = parameters.angle;
this
._parameters.animateTo = (
typeof
parameters.animateTo===
"number"
) ? (parameters.animateTo) : (
this
._angle);
this
._parameters.step = parameters.step ||
this
._parameters.step ||
null
;
this
._parameters.easing = parameters.easing ||
this
._parameters.easing ||
function
(x, t, b, c, d) {
return
-c * ((t=t/d-1)*t*t*t - 1) + b; }
this
._parameters.duration = parameters.duration ||
this
._parameters.duration || 1000;
this
._parameters.callback = parameters.callback ||
this
._parameters.callback ||
function
(){};
if
(parameters.bind && parameters.bind !=
this
._parameters.bind)
this
._BindEvents(parameters.bind);
},
_handleRotation :
function
(parameters){
this
._setupParameters(parameters);
if
(
this
._angle==
this
._parameters.animateTo) {
this
._rotate(
this
._angle);
}
else
{
this
._animateStart();
}
},
_BindEvents:
function
(events){
if
(events &&
this
._eventObj)
{
// Unbinding previous Events
if
(
this
._parameters.bind){
var
oldEvents =
this
._parameters.bind;
for
(
var
a
in
oldEvents)
if
(oldEvents.hasOwnProperty(a))
// TODO: Remove jQuery dependency
jQuery(
this
._eventObj).unbind(a,oldEvents[a]);
}
this
._parameters.bind = events;
for
(
var
a
in
events)
if
(events.hasOwnProperty(a))
// TODO: Remove jQuery dependency
jQuery(
this
._eventObj).bind(a,events[a]);
}
},
_Loader:(
function
()
{
if
(IE)
return
function
(parameters)
{
var
width=
this
._img.width;
var
height=
this
._img.height;
this
._img.parentNode.removeChild(
this
._img);
this
._vimage =
this
.createVMLNode(
'image'
);
this
._vimage.src=
this
._img.src;
this
._vimage.style.height=height+
"px"
;
this
._vimage.style.width=width+
"px"
;
this
._vimage.style.position=
"absolute"
;
// FIXES IE PROBLEM - its only rendered if its on absolute position!
this
._vimage.style.top =
"0px"
;
this
._vimage.style.left =
"0px"
;
/* Group minifying a small 1px precision problem when rotating object */
this
._container =
this
.createVMLNode(
'group'
);
this
._container.style.width=width;
this
._container.style.height=height;
this
._container.style.position=
"absolute"
;
this
._container.setAttribute(
'coordsize'
,width-1+
','
+(height-1));
// This -1, -1 trying to fix ugly problem with small displacement on IE
this
._container.appendChild(
this
._vimage);
this
._rootObj.appendChild(
this
._container);
this
._rootObj.style.position=
"relative"
;
// FIXES IE PROBLEM
this
._rootObj.style.width=width+
"px"
;
this
._rootObj.style.height=height+
"px"
;
this
._rootObj.setAttribute(
'id'
,
this
._img.getAttribute(
'id'
));
this
._rootObj.className=
this
._img.className;
this
._eventObj =
this
._rootObj;
this
._handleRotation(parameters);
}
else
return
function
(parameters)
{
this
._rootObj.setAttribute(
'id'
,
this
._img.getAttribute(
'id'
));
this
._rootObj.className=
this
._img.className;
this
._width=
this
._img.width;
this
._height=
this
._img.height;
this
._widthHalf=
this
._width/2;
// used for optimisation
this
._heightHalf=
this
._height/2;
// used for optimisation
var
_widthMax=Math.sqrt((
this
._height)*(
this
._height) + (
this
._width) * (
this
._width));
this
._widthAdd = _widthMax -
this
._width;
this
._heightAdd = _widthMax -
this
._height;
// widthMax because maxWidth=maxHeight
this
._widthAddHalf=
this
._widthAdd/2;
// used for optimisation
this
._heightAddHalf=
this
._heightAdd/2;
// used for optimisation
this
._img.parentNode.removeChild(
this
._img);
this
._aspectW = ((parseInt(
this
._img.style.width,10)) ||
this
._width)/
this
._img.width;
this
._aspectH = ((parseInt(
this
._img.style.height,10)) ||
this
._height)/
this
._img.height;
this
._canvas=document.createElement(
'canvas'
);
this
._canvas.setAttribute(
'width'
,
this
._width);
this
._canvas.style.position=
"relative"
;
this
._canvas.style.left = -
this
._widthAddHalf +
"px"
;
this
._canvas.style.top = -
this
._heightAddHalf +
"px"
;
this
._canvas.Wilq32 =
this
._rootObj.Wilq32;
this
._rootObj.appendChild(
this
._canvas);
this
._rootObj.style.width=
this
._width+
"px"
;
this
._rootObj.style.height=
this
._height+
"px"
;
this
._eventObj =
this
._canvas;
this
._cnv=
this
._canvas.getContext(
'2d'
);
this
._handleRotation(parameters);
}
})(),
_animateStart:
function
()
{
if
(
this
._timer) {
clearTimeout(
this
._timer);
}
this
._animateStartTime = +
new
Date;
this
._animateStartAngle =
this
._angle;
this
._animate();
},
_animate:
function
()
{
var
actualTime = +
new
Date;
var
checkEnd = actualTime -
this
._animateStartTime >
this
._parameters.duration;
// TODO: Bug for animatedGif for static rotation ? (to test)
if
(checkEnd && !
this
._parameters.animatedGif)
{
clearTimeout(
this
._timer);
}
else
{
if
(
this
._canvas||
this
._vimage||
this
._img) {
var
angle =
this
._parameters.easing(0, actualTime -
this
._animateStartTime,
this
._animateStartAngle,
this
._parameters.animateTo -
this
._animateStartAngle,
this
._parameters.duration);
this
._rotate((~~(angle*10))/10);
}
if
(
this
._parameters.step) {
this
._parameters.step(
this
._angle);
}
var
self =
this
;
this
._timer = setTimeout(
function
()
{
self._animate.call(self);
}, 10);
}
// To fix Bug that prevents using recursive function in callback I moved this function to back
if
(
this
._parameters.callback && checkEnd){
this
._angle =
this
._parameters.animateTo;
this
._rotate(
this
._angle);
this
._parameters.callback.call(
this
._rootObj);
}
},
_rotate : (
function
()
{
var
rad = Math.PI/180;
if
(IE)
return
function
(angle)
{
this
._angle = angle;
this
._container.style.rotation=(angle%360)+
"deg"
;
}
else
if
(supportedCSS)
return
function
(angle){
this
._angle = angle;
this
._img.style[supportedCSS]=
"rotate("
+(angle%360)+
"deg)"
;
}
else
return
function
(angle)
{
this
._angle = angle;
angle=(angle%360)* rad;
// clear canvas
this
._canvas.width =
this
._width+
this
._widthAdd;
this
._canvas.height =
this
._height+
this
._heightAdd;
// REMEMBER: all drawings are read from backwards.. so first function is translate, then rotate, then translate, translate..
this
._cnv.translate(
this
._widthAddHalf,
this
._heightAddHalf);
// at least center image on screen
this
._cnv.translate(
this
._widthHalf,
this
._heightHalf);
// we move image back to its orginal
this
._cnv.rotate(angle);
// rotate image
this
._cnv.translate(-
this
._widthHalf,-
this
._heightHalf);
// move image to its center, so we can rotate around its center
this
._cnv.scale(
this
._aspectW,
this
._aspectH);
// SCALE - if needed ;)
this
._cnv.drawImage(
this
._img, 0, 0);
// First - we draw image
}
})()
}
if
(IE)
{
Wilq32.PhotoEffect.prototype.createVMLNode=(
function
(){
document.createStyleSheet().addRule(
".rvml"
,
"behavior:url(#default#VML)"
);
try
{
!document.namespaces.rvml && document.namespaces.add(
"rvml"
,
"urn:schemas-microsoft-com:vml"
);
return
function
(tagName) {
return
document.createElement(
'<rvml:'
+ tagName +
' class="rvml">'
);
};
}
catch
(e) {
return
function
(tagName) {
return
document.createElement(
'<'
+ tagName +
' xmlns="urn:schemas-microsoft.com:vml" class="rvml">'
);
};
}
})();
}
})(jQuery);
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