CocoaSplit/CocoaSplit/CSAnimationRunner/CSAnimationInput.js
Zakk dd9b89c258 Update project settings for new Xcode.
added dummyAnimation function to animation input wrapper.
slightly reworked how input.waitAnimation() works; the previous implementation possibly messed with other input timings.
converted input transitions to use input specific waits and dummy animations. This allows scripts/other transitions to run simultaneously
2018-03-31 08:14:13 -04:00

777 lines
32 KiB
JavaScript

function CSAnimationInput(cs_input) {
this.input = cs_input;
this.layer = cs_input.layer;
this.animationLayer = cs_input.animationLayer();
this.uuid = cs_input.uuid;
this.position = function() { return this.animationLayer.frame.origin; }
this.width = function() { return this.animationLayer.bounds.width; }
this.height = function() { return this.animationLayer.bounds.height; }
this.minY = function() { return NSMinY(this.animationLayer.frame); }
this.maxY = function() { return NSMaxY(this.animationLayer.frame); }
this.minX = function() { return NSMinX(this.animationLayer.frame); }
this.maxX = function() { return NSMaxX(this.animationLayer.frame); }
this.midY = function() { return NSMidY(this.animationLayer.frame); }
this.midX = function() { return NSMidX(this.animationLayer.frame); }
this.make_animation_values = function(initial_value, anim_value, valueMaker) {
var ret_val;
if (isArray(anim_value))
{
var val_arr = [];
if (initial_value !== undefined)
{
val_arr.push(initial_value)
}
var vLen, i;
for(vLen = anim_value.length, i=0; i<vLen; i++)
{
var aVal = anim_value[i];
var nVal = valueMaker(aVal);
val_arr.push(nVal);
}
ret_val = val_arr;
} else {
ret_val = valueMaker(anim_value);
}
return ret_val;
}
this.basic_animation = function(forKey, withDuration) {
var cab = CABasicAnimation.animationWithKeyPath(forKey);
if (withDuration === undefined)
{
cab.duration = CSAnimationBlock.currentFrame().duration;
} else {
cab.duration = withDuration;
}
return cab;
}
this.add_animation = function(animation, target, keyPath) {
animation.cs_input = this;
CSAnimationBlock.currentFrame().add_animation(animation, target, keyPath);
return animation;
}
this.keyframe_animation = function(forKey, withDuration) {
var kanim = CAKeyframeAnimation.animationWithKeyPath(forKey);
if (withDuration !== undefined)
{
kanim.duration = withDuration;
} else {
kanim.duration = CSAnimationBlock.currentFrame().duration;
}
kanim.calculationMode = "paced";
kanim.rotationMode = "autoReverse";
return kanim;
}
this.dummyAnimation = function(duration, kwargs) {
var keyname = "__DUMMY_ANIMATION__" + generateUUID();
return this.simple_animation(keyname, 0, duration, kwargs);
}
this.simple_animation = function(forKey, toValue, withDuration, kwargs) {
var real_end_value = toValue;
if (kwargs === undefined)
{
kwargs = {};
}
var default_kwargs = CSAnimationBlock.currentFrame().animation_info['__cs_default_kwargs'];
var merged_kwargs = Object.assign({}, default_kwargs, kwargs);
if (merged_kwargs === undefined)
{
merged_kwargs = {};
}
var for_layer = this.layer;
var banim;
if (isArray(toValue))
{
banim = this.keyframe_animation(forKey, withDuration);
real_end_value = toValue[-1];
banim.values = toValue;
} else {
banim = this.basic_animation(forKey, withDuration);
if (merged_kwargs["use_fromVal"])
{
banim.fromValue = merged_kwargs["use_fromVal"];
}
banim.toValue = toValue;
}
if (merged_kwargs["source_only"])
{
for_layer = this.layer.sourceLayer;
}
if (merged_kwargs["use_layer"])
{
for_layer = merged_kwargs["use_layer"]
}
var csanim = new CSAnimation(for_layer, forKey, banim, merged_kwargs);
if (!merged_kwargs["autoreverse"])
{
this.animationLayer.setValueForKeyPath(real_end_value, forKey);
}
if (merged_kwargs["extra_keypath"])
{
this.animationLayer.setValueForKeyPath(real_end_value, merged_kwargs["extra_keypath"]);
}
csanim.toValue = real_end_value;
return this.add_animation(csanim, for_layer, forKey);
}
this.applyAnimation = function(useAnim, forKey, for_layer) {
var useLayer = this.layer;
if (for_layer)
{
useLayer = for_layer;
}
var csanim = new CSAnimation(useLayer, forKey, useAnim, {});
return this.add_animation(csanim, useLayer, forKey);
}
/**
* Wait for all in-progress animations on this input to complete before adding any more.
* This ONLY changes the timing for the input this wait is applied to. Example:
* input1.moveTo(0,0,2.5)
* input2.moveTo(100,100.5.5)
* input1.waitAnimation()
* input2.rotate(360, 5.5)
* input1.moveCenter(3.5)
*
* input1 will start to move towards the bottom left corner and simultaneously input2 will begin its rotation AND begin moving to 100,100.
* After input1 finishes moving to the corner it will then start moving towards the center.
* Notice that the timing of input2's animations are not modified by the waitAnimation() on input1.
* Like the global waitAnimation() you can specify a keyword argument of 'label' to wait on a specific animation.
*/
this.waitAnimation = function(duration) {
return CSAnimationBlock.currentFrame().waitAnimation(duration, this);
}
/**
* Wait duration seconds before starting any new animations on this input. As described previously in waitAnimation() this
* only modifies the timing of animations on THIS input.
*/
this.wait = function(duration) {
return CSAnimationBlock.currentFrame().wait(duration, this);
}
this.adjust_coordinates = function(x, y) {
var m_width = this.animationLayer.frame.width;
var m_height = this.animationLayer.frame.height;
var c_x = this.animationLayer.frame.x;
var c_y = this.animationLayer.frame.y;
return {x:x-c_x, y:y-c_y};
}
this.real_coordinate_from_fract = function(x,y) {
var ret_x = x;
var ret_y = y;
if (x > 0.0 && x <= 1.0)
{
var slayer = this.layer.superlayer;
ret_x = slayer.bounds.x + (slayer.bounds.width * x);
}
if (y > 0.0 && y <= 1.0)
{
var slayer = this.layer.superlayer;
ret_y = slayer.bounds.y + (slayer.bounds.height *y);
}
return {x: ret_x, y: ret_y};
}
/**
* Move the input's Y coordinate. This change is permanent/saved. If you want non-saved move use the translate* animations
* @param {number} move_y - the amount to move the input's Y coordinate
*/
this.moveY = function(move_y, duration, kwargs) {
kwargs = kwargs || {};
var cpos = this.animationLayer.position;
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(0,val);
cpos.y = cpos.y + new_coord.y;
return cpos.y;
}
var anim_vals = this.make_animation_values(cpos.y, move_y, vmk);
return this.simple_animation('position.y', anim_vals, duration, kwargs);
}
/**
* Move the input's X coordinate. This change is permanent/saved. If you want non-saved move use the translate* animations
* @param {number} move_=x - the amount to move the input's X coordinate
*/
this.moveX = function(move_x, duration, kwargs) {
kwargs = kwargs || {};
var cpos = this.animationLayer.position;
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(val,0);
cpos.x = cpos.x + new_coord.x;
return cpos.x;
}
var anim_vals = this.make_animation_values(cpos.x, move_x, vmk);
return this.simple_animation('position.x', anim_vals, duration, kwargs);
}
/**
* Apply a uniform scale transform to the layer. Grows or shrinks the input by the given scale.
*
* Two important points about scale animations:
* 1) They ARE NOT PERMANENT. If you use an animation to apply a 0.5 scale to an input, then go live or save the layout, the scale does not carry over. If you want to make the change permanent use scaleSize()
* 2) The scale is relative to the original size of the input. So applying one 2x scale and then another 2x scale only results in the scale changing once.
*/
this.scaleLayer = function(scaleVal, duration, kwargs) {
var cval = this.animationLayer.valueForKeyPath('transform.scale');
var anim_vals = this.make_animation_values(cval, scaleVal, function(x) { return x; });
return this.simple_animation('transform.scale', anim_vals, duration, kwargs);
}
/**
* Changes the input bounds by scaleVal. This change IS permanent; if you save and restore the layout after performing a scaleSize() the input will retain the size it was set to by the animation.
* Note that the scaleVal is relative to the CURRENT size of the input, so applying a 2x scaleSize followed by another 2x scaleSize will result in something 4x as big as the original bounds.
*/
this.scaleSize = function(scaleVal, duration, kwargs) {
var curr_width = this.width;
var curr_height = this.height;
}
/**
* Set the width of the input. This change saves/is permanent
* @param {number} width - The input's new width
*/
this.sizeWidth = function(width, duration, kwargs) {
kwargs = kwargs || {};
var move_frames = [];
var original_width = this.width();
var vmk = function(val) {
var mvval;
if (kwargs['anchorLeft'])
{
mvval = (val - original_width)/2;
} else if (kwargs['anchorRight']) {
mvval = (original_width - val)/2;
}
if (mvval !== undefined)
{
move_frames.push(mvval);
}
return val;
}
var anim_vals = this.make_animation_values(original_width, width, vmk);
kwargs['use_fromVal'] = original_width;
kwargs['extra_keypath'] = 'bounds.size.width';
var ret = this.simple_animation('fakeWidth', anim_vals, duration, kwargs);
delete kwargs['use_fromVal'];
delete kwargs['extra_keypath'];
this.moveX(move_frames, duration, kwargs);
return ret;
}
/**
* Set the height of the input. This change saves/is permanent
* @param {number} height - The input's new height
*/
this.sizeHeight = function(height, duration, kwargs) {
kwargs = kwargs || {};
var move_frames = [];
var original_height = this.height();
var vmk = function(val) {
var mvval;
if (kwargs['anchorBottom'])
{
mvval = (val - original_height)/2;
} else if (kwargs['anchorTop']) {
mvval = (original_height - val)/2;
}
if (mvval !== undefined)
{
move_frames.push(mvval);
}
return val;
}
var anim_vals = this.make_animation_values(original_height, height, vmk);
kwargs['use_fromVal'] = original_height;
kwargs['extra_keypath'] = 'bounds.size.height';
var ret = this.simple_animation('fakeHeight', anim_vals, duration, kwargs);
delete kwargs['use_fromVal'];
delete kwargs['extra_keypath'];
this.moveY(move_frames, duration, kwargs);
return ret;
}
/**
* Set the width and height of the input. This change saves/is permanent. It is applied to the underlying layer's bounds.
*/
this.size = function(size_map, duration, kwargs) {
kwargs = kwargs || {};
var width_vals;
var height_vals;
if (Array.isArray(size_map))
{
width_vals = [];
height_vals = [];
size_map.forEach(function (s) {
width_vals.push(s.width);
height_vals.push(s.height);
});
} else {
width_vals = size_map.width;
height_vals = size_map.height;
}
this.sizeWidth(width_vals, duration, kwargs);
return this.sizeHeight(height_vals, duration, kwargs);
}
/**
* Translate/move the input on the y-axis to the new value y. The final result of this translation is not permanent/saved.
* If you translate an input and then manually move it via the UI or via the move* functions, it may not restore/go live in the exact position it appears in the layout.
* Use caution.
*/
this.translateYTo = function(y, duration, kwargs) {
kwargs = kwargs || {};
var cval = this.animationLayer.valueForKeyPath('transform.translation.y');
var vmk = function(val) {
var new_coord = this.real_coordinate_from_fract(0, val);
new_coord = this.adjust_coordinates(0, new_coord.y);
return new_coord.y + cval;
}
var anim_vals = this.make_animation_values(0, y, vmk);
return this.simple_animation('transform.translation.y', anim_vals, duration, kwargs);
}
/**
* Translate/move the input on the x-axis to the new value x. The final result of this translation is not permanent/saved.
* If you translate an input and then manually move it via the UI or via the move* functions, it may not restore/go live in the exact position it appears in the layout.
* Use caution.
*/
this.translateXTo = function(x, duration, kwargs) {
kwargs = kwargs || {};
var cval = this.animationLayer.valueForKeyPath('transform.translation.x');
var vmk = function(val) {
var new_coord = this.real_coordinate_from_fract(val,x);
new_coord = this.adjust_coordinates(new_coord.x, 0);
return new_coord.x + cval;
}
var anim_vals = this.make_animation_values(x, 0, vmk);
return this.simple_animation('transform.translation.x', anim_vals, duration, kwargs);
}
/**
* Translate/move the input's origin to the coordinate (x,y) The final result of this translation is not permanent/saved.
* If you translate an input and then manually move it via the UI or via the move* functions, it may not restore/go live in the exact position it appears in the layout.
* Use caution.
*/
this.translateTo = function(pos, duration, kwargs) {
var cpos = this.animationLayer.valueForKeyPath('transform.translation').sizeValue();
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(val.x, val.y);
new_coord = self.adjust_coordinates(new_coord.x, new_coord.y);
var nsize = {width: cpos.width+new_coord.x, height: cpos.height+new_coord.y};
return NSValue.valueWithSize(nsize);
}
var isize = NSValue.valueWithSize({width: cpos.width, height: cpos.height});
var anim_vals = this.make_animation_values(isize, pos, vmk);
return this.simple_animation('transform.translation', anim_vals, duration, kwargs);
}
this.translateY = function(y, duration, kwargs) {
kwargs = kwargs || {};
var cval = this.animationLayer.valueForKeyPath('transform.translation.y');
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(0,val);
return new_coord.y+cval;
}
var anim_vals = this.make_animation_values(0,y,vmk);
return this.simple_animation('transform.translation.y', anim_vals, duration, kwargs);
}
this.translateX = function(x,duration,kwargs) {
kwargs = kwargs || {};
var cval = this.animationLayer.valueForKeyPath('transform.translation.x');
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(val, 0);
return new_coord.x+cval;
}
var anim_vals = this.make_animation_values(0,x,vmk);
return this.simple_animation('transform.translation.x', anim_vals, duration, kwargs);
}
this.translate = function(pos, duration, kwargs) {
kwargs = kwargs || {};
var cpos = this.animationLayer.valueForKeyPath('transform.translation').sizeValue();
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(val.x, val.y);
return {width: cpos.width+new_coord.x, height: cpos.height+new_coord.y};
}
var isize = {width: 0, height: 0};
var anim_vals = this.make_animation_values(isize, pos, vmk);
return this.simple_animation('transform.translation', anim_vals, duration, kwargs);
}
/**
* Translate to the center of the layout. This translate is slight different from the other translate animations; it moves the input's CENTER to the center of the layout.
* The final result of this translation is not permanent/saved. If you translate an input and then manually move it via the UI or via the move* functions, it may not restore/go live in the exact position it appears in the layout.
* Use caution.
*/
this.translateCenter = function(duration, kwargs) {
kwargs = kwargs || {};
var rootLayer = this.layer.superlayer;
var rootWidth = rootLayer.bounds.width;
var rootHeight = rootLayer.bounds.height;
var new_x = rootWidth * 0.5 - this.animationLayer.frame.width * 0.5;
var new_y = rootHeight * 0.5 - this.animationLayer.frame.height * 0.5;
return this.translateTo(new_x, new_y, duration, kwargs);
}
this.moveCenter = function(duration, kwargs) {
kwargs = kwargs || {};
var rootLayer = this.layer.superlayer;
var rootWidth = rootLayer.bounds.width;
var rootHeight = rootLayer.bounds.height;
var new_x = rootWidth * 0.5 - this.animationLayer.frame.width * 0.5;
var new_y = rootHeight * 0.5 - this.animationLayer.frame.height * 0.5;
return this.moveTo(new_x, new_y, duration, kwargs);
}
/**
* Move the y component of the input's origin to the move_y point. The origin of an input is the input's bottom left corner.
* This is an absolute positioning, not a delta from the current position. This move is permanent/saved.
* If you want a non-saved move use the translate* animations.
*/
this.moveYTo = function(move_y, duration, kwargs) {
kwargs = kwargs || {};
var c_pos = this.animationLayer.position;
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(0,val);
new_coord = self.adjust_coordinates(0, new_coord.y);
var n_val = c_pos.y + new_coord.y;
return n_val;
}
var anim_value = this.make_animation_values(c_pos.y, move_y, vmk);
return this.simple_animation('position.y', anim_value, duration, kwargs);
}
/**
* Move the x component of the input's origin to the move_x point. The origin of an input is the input's bottom left corner.
* This is an absolute positioning, not a delta from the current position. This move is permanent/saved.
* If you want a non-saved move use the translate* animations.
*/
this.moveXTo = function(move_x, duration, kwargs) {
kwargs = kwargs || {};
var c_pos = this.animationLayer.position;
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(val,0);
new_coord = self.adjust_coordinates(new_coord.x,0);
var n_val = c_pos.x + new_coord.x;
return n_val;
}
var anim_value = this.make_animation_values(c_pos.x, move_x, vmk);
return this.simple_animation('position.x', anim_value, duration, kwargs);
}
/**
* Move the input's origin to (move_x, move_y) The origin of an input is the input's bottom left corner.
* This is an absolute positioning, not a delta from the current position. This move is permanent/saved.
* If you want a non-saved move use the translate* animations.
*/
this.moveTo = function(pos, duration, kwargs) {
kwargs = kwargs || {};
var c_pos = this.animationLayer.position;
self = this;
var vmk = function(val) {
var new_coord = self.real_coordinate_from_fract(val.x, val.y);
new_coord = self.adjust_coordinates(new_coord.x, new_coord.y);
var n_pos = {x: c_pos.x + new_coord.x, y: c_pos.y + new_coord.y};
return NSValue.valueWithPoint(n_pos);
}
var anim_vals = this.make_animation_values(NSValue.valueWithPoint(c_pos), pos, vmk);
return this.simple_animation('position', anim_vals, duration, kwargs);
}
this.opacity = function(opacity, duration, kwargs) {
kwargs = kwargs || {};
var anim_vals = this.make_animation_values(this.animationLayer.opacity, opacity, function(x) { return x;});
return this.simple_animation('opacity', anim_vals, duration, kwargs);
}
/**
* Rotate the input around the x-axis by angle degrees. This rotation is additive: a rotate of 45 degrees followed by another rotate of 45 degrees results in a total rotation of 90 degrees.
* This rotation is not permanent, it will not persist across save/restore or go live.
*/
this.rotateX = function(angle, duration, kwargs) {
kwargs = kwargs || {};
var fromVal = this.animationLayer.valueForKeyPath('transform.rotation.x')
var anim_vals = this.make_animation_values(fromVal, angle, function(x) { return fromVal+(x *Math.PI/180);});
return this.simple_animation('transform.rotation.x', anim_vals, duration, kwargs);
}
/**
* Rotate the input around the y-axis by angle degrees. This rotation is additive: a rotate of 45 degrees followed by another rotate of 45 degrees results in a total rotation of 90 degrees.
* This rotation is not permanent, it will not persist across save/restore or go live.
*/
this.rotateY = function(angle, duration, kwargs) {
kwargs = kwargs || {};
var fromVal = this.animationLayer.valueForKeyPath('transform.rotation.y')
var anim_vals = this.make_animation_values(fromVal, angle, function(x) { return fromVal+(x *Math.PI/180);});
return this.simple_animation('transform.rotation.y', anim_vals, duration, kwargs);
}
this.rotateXTo = function(angle, duration, kwargs) {
kwargs = kwargs || {};
var initVal = this.animationLayer.valueForKeyPath('transform.rotation.x');
var anim_vals = this.make_animation_values(initVal, angle, function(x) { return x * Math.PI/180;});
return this.simple_animation('transform.rotation.x', anim_vals, duration, kwargs);
}
this.rotateYTo = function(angle, duration, kwargs) {
kwargs = kwargs || {};
var initVal = this.animationLayer.valueForKeyPath('transform.rotation.y');
var anim_vals = this.make_animation_values(initVal, angle, function(x) { return x * Math.PI/180;});
return this.simple_animation('transform.rotation.y', anim_vals, duration, kwargs);
}
this.rotate = function(angle, duration, kwargs) {
var fromVal = this.animationLayer.valueForKeyPath("transform.rotation.z");
var anim_vals = this.make_animation_values(fromVal, angle, function(x) { return fromVal+(x * Math.PI /180)});
return this.simple_animation("transform.rotation.z", anim_vals, duration, kwargs);
}
this.rotateTo = function(angle, duration, kwargs) {
kwargs = kwargs || {};
var fromVal = this.animationLayer.valueForKeyPath('transform.rotation.z');
var anim_vals = this.make_animation_values(fromVal, angle, function(x) { return x * Math.PI/180;});
return this.simple_animation('transform.rotation.z', anim_vals, duration, kwargs);
}
/** Change the border width of the input. You probably also want to set a border color. */
this.borderWidth = function(width, duration, kwargs) {
var fromVal = this.animationLayer.valueForKeyPath('borderWidth');
var anim_vals = this.make_animation_values(fromVal, width, function(x) { return x; });
return this.simple_animation('borderWidth', anim_vals, duration, kwargs);
}
/** Change the corner radius of the input. The corner radius is what creates rounded corners. */
this.cornerRadius = function(radius, duration, kwargs) {
kwargs = kwargs || {};
var fromVal = this.animationLayer.valueForKeyPath('cornerRadius');
var anim_vals = this.make_animation_values(fromVal, radius, function(x) { return x;});
return this.simple_animation('cornerRadius', anim_vals, duration, kwargs);
}
this.hidden = function(yesno, duration, kwargs) {
kwargs = kwargs || {};
var ret = this.simple_animation('hidden', yesno, duration, kwargs);
ret.internal_completion_handler = function(anim) {
anim.set_model_value();
anim.target.hidden = yesno;
}
return ret;
}
/**
* Hide the input, making it not visible.
* If it is already hidden this does nothing, but the duration will count towards any waitAnimation() calls
*/
this.hide = function(duration, kwargs) {
kwargs = kwargs || {}
return this.hidden(true, duration, kwargs);
}
/**
* Make the input visible.
* If it is already visible this does nothing, but the duration will count towards any waitAnimation() calls
*/
this.show = function(duration, kwargs) {
kwargs = kwargs || {};
return this.hidden(false, duration, kwargs);
}
/**
* Toggle the visibility of the input. There is no fadein/fadeout animation for this change.
* The duration acts as a delay, if you hide an input with a duration of 2, it waits 2 seconds before hiding.
*/
this.toggle = function(duration, kwargs) {
kwargs = kwargs || {};
var cval = this.animationLayer.hidden;
return this.hidden(!cval, duration, kwargs);
}
this.zPosition = function(zpos, duration, kwargs) {
kwargs = kwargs || {};
return this.simple_animation('zPosition', zpos, duration, kwargs);
}
this.__calculateRelativeMove = function(toInput, kwargs) {
kwargs = kwargs || {};
var new_coords = {x: this.animationLayer.frame.x, y: this.animationLayer.frame.y};
var my_size = {width: this.animationLayer.bounds.width, height: this.animationLayer.bounds.height};
if (kwargs['left']) {
var l_space = kwargs['left'];
new_coords.x = toInput.minX()-my_size.width-l_space;
} else if (kwargs['right']) {
var r_space = kwargs['right'];
new_coords.x = toInput.maxX()+r_space;
}
if (kwargs['top']) {
var t_space = kwargs['top'];
new_coords.y = toInput.maxY()+t_space;
} else if (kwargs['bottom']) {
var b_space = kwargs['bottom'];
new_coords.y = toInput.minY()-my_size.height-b_space;
}
if (kwargs['offsetX']) {
var ex_space = kwargs['offsetX'];
new_coords.x = toInput.minX()+ex_space;
}
if (kwargs['offsetY']) {
var ex_space = kwargs['offsetY'];
new_coords.y = toInput.minY()+ex_space;
}
return new_coords;
}
/**
* Translates this input relative to toInput. The following keyword arguments describe positioning options:
*
* left=<margin>: The input is positioned so that its maximum X coordinate is equal to the x coordinate of toInput's origin. If <margin> is greater than zero, the input is positioned offset <margin> pixels from toInput.
* right=<margin>: The input is positioned so that its origin x coordinate is equal to the maximum x coordinate of toInput If <margin> is greater than zero, the input is positioned offset <margin> pixels from toInput.
* bottom=<margin>: The input is positioned so that its maximum Y coordinate is equal to the y coordinate of toInput's origin. If <margin> is greater than zero, the input is positioned offset <margin> pixels from toInput.
* top=<margin>: The input is positioned so that its origin y coordinate is equal to the maximum y coordinate of toInput If <margin> is greater than zero, the input is positioned offset <margin> pixels from toInput.
*
* offsetX=<value>: The input is positioned so that its origin X coordinate is equal to toInput.minX+<value>
*
* offsetY=<value>: The input is positioned so that its origin Y coordinate is equal to toInput.minY+<value>
*
*
* Positioning an input next to some other input typically requires TWO of the above arguments to properly set both the x and y position of the input.
* Say you have two inputs, input1 and input2. Both are the same size. You wish to move input1 such that it is directly to the left of input2. Your end state looks like the bad ascii diagram below.
*
* +=========+=========+
* | | |
* | input1 | input2 |
* | | |
* | | |
* +=========+=========+
*
* The animation to do this would be: input1.translateRelativeTo(input2, 1.5, left=0, offsetY=0)
*
*/
this.translateRelativeTo = function(toInput, duration, kwargs) {
kwargs = kwargs || {};
var new_coords = this.__calculateRelativeMove(toInput, kwargs);
return this.translateTo(new_coords, duration, kwargs);
}
/**
* Move this input relative to toInput. The following keyword arguments describe positioning options:
*
* left=<margin>: The input is positioned so that its maximum X coordinate is equal to the x coordinate of toInput's origin. If <margin> is greater than zero, the input is positioned offset <margin> pixels from toInput.
* right=<margin>: The input is positioned so that its origin x coordinate is equal to the maximum x coordinate of toInput If <margin> is greater than zero, the input is positioned offset <margin> pixels from toInput.
* bottom=<margin>: The input is positioned so that its maximum Y coordinate is equal to the y coordinate of toInput's origin. If <margin> is greater than zero, the input is positioned offset <margin> pixels from toInput.
* top=<margin>: The input is positioned so that its origin y coordinate is equal to the maximum y coordinate of toInput If <margin> is greater than zero, the input is positioned offset <margin> pixels from toInput.
*
* offsetX=<value>: The input is positioned so that its origin X coordinate is equal to toInput.minX+<value>
*
* offsetY=<value>: The input is positioned so that its origin Y coordinate is equal to toInput.minY+<value>
*
*
* Positioning an input next to some other input typically requires TWO of the above arguments to properly set both the x and y position of the input.
* Say you have two inputs, input1 and input2. Both are the same size. You wish to move input1 such that it is directly to the left of input2. Your end state looks like the bad ascii diagram below.
*
* +=========+=========+
* | | |
* | input1 | input2 |
* | | |
* | | |
* +=========+=========+
*
* The animation to do this would be: input1.translateRelativeTo(input2, 1.5, left=0, offsetY=0)
*
*/
this.moveRelativeTo = function(toInput, duration, kwargs) {
kwargs = kwargs || {};
var new_coords = this.__calculateRelativeMove(toInput, kwargs);
return this.moveTo(new_coords, duration, kwargs);
}
}