+ − // Make an HTML element fly in from the top or bottom.
+ − // Includes inertia!
+ −
+ − // vB, don't even try. It's GPL like the rest of Enano. I know you're jealous. >:)
+ −
+ − var fly_in_cache = new Object();
+ − var FI_TOP = 1;
+ − var FI_BOTTOM = 2;
+ − var FI_IN = 1;
+ − var FI_OUT = 2;
+ − var FI_UP = 1;
+ − var FI_DOWN = 2;
+ −
+ − // Placeholder functions, to make organization a little easier :-)
+ −
+ − function fly_in_top(element, nofade, height_taken_care_of)
+ − {
+ − return fly_core(element, nofade, FI_TOP, FI_IN, height_taken_care_of);
+ − }
+ −
+ − function fly_in_bottom(element, nofade, height_taken_care_of)
+ − {
+ − return fly_core(element, nofade, FI_BOTTOM, FI_IN, height_taken_care_of);
+ − }
+ −
+ − function fly_out_top(element, nofade, height_taken_care_of)
+ − {
+ − return fly_core(element, nofade, FI_TOP, FI_OUT, height_taken_care_of);
+ − }
+ −
+ − function fly_out_bottom(element, nofade, height_taken_care_of)
+ − {
+ − return fly_core(element, nofade, FI_BOTTOM, FI_OUT, height_taken_care_of);
+ − }
+ −
+ − function fly_core(element, nofade, origin, direction, height_taken_care_of)
+ − {
+ − if ( !element || typeof(element) != 'object' )
+ − return false;
+ − // target dimensions
+ − var top, left;
+ − // initial dimensions
+ − var topi, lefti;
+ − // current dimensions
+ − var topc, leftc;
+ − // screen dimensions
+ − var w = getWidth();
+ − var h = getHeight();
+ − var y = parseInt ( getScrollOffset() );
+ − // temp vars
+ − var dim, off, diff, dist, ratio, opac_factor;
+ − // setup element
+ − element.style.position = 'absolute';
+ −
+ − dim = [ $(element).Height(), $(element).Width() ];
+ − off = [ $(element).Top(), $(element).Left() ];
+ −
+ − if ( height_taken_care_of )
+ − {
+ − top = off[0];
+ − left = off[1];
+ − }
+ − else
+ − {
+ − top = Math.round(( h / 2 ) - ( dim[0] / 2 )) + y; // - ( h / 4 ));
+ − left = Math.round(( w / 2 ) - ( dim[1] / 2 ));
+ − }
+ −
+ − // you can change this around to get it to fly in from corners or be on the left/right side
+ − lefti = left;
+ −
+ − // calculate first frame Y position
+ − if ( origin == FI_TOP && direction == FI_IN )
+ − {
+ − topi = 0 - dim[0] + y;
+ − }
+ − else if ( origin == FI_TOP && direction == FI_OUT )
+ − {
+ − topi = top;
+ − top = 0 - dim[0] + y;
+ − }
+ − else if ( origin == FI_BOTTOM && direction == FI_IN )
+ − {
+ − topi = h + y;
+ − }
+ − else if ( origin == FI_BOTTOM && direction == FI_OUT )
+ − {
+ − topi = top;
+ − top = h + y;
+ − }
+ −
+ − var abs_dir = ( ( origin == FI_TOP && direction == FI_IN ) || ( origin == FI_BOTTOM && direction == FI_OUT ) ) ? FI_DOWN : FI_UP;
+ −
+ − /*
+ − * Framestepper parameters
+ − */
+ −
+ − // starting value for inertia
+ − var inertiabase = 1;
+ − // increment for inertia, or 0 to disable inertia effects
+ − var inertiainc = 1;
+ − // when the progress reaches this %, deceleration is activated
+ − var divider = 0.666667;
+ − // multiplier for deceleration, setting this above 2 can cause some weird slowdown effects
+ − var decelerate = 2; // 1 / divider; // reciprocal of the divider
+ −
+ − /*
+ − * Timer parameters
+ − */
+ −
+ − // how long animation start is delayed, you want this at 0
+ − var timer = 0;
+ − // frame ttl
+ − var timestep = 12;
+ − // sanity check
+ − var frames = 0;
+ −
+ − // cache element so it can be changed from within setTimeout()
+ − var rand_seed = Math.floor(Math.random() * 1000000);
+ − fly_in_cache[rand_seed] = element;
+ −
+ − // set element left pos, you can comment this out to preserve left position
+ − element.style.left = left + 'px';
+ − element.style.top = topi + 'px';
+ −
+ − if ( nofade )
+ − {
+ − domObjChangeOpac(100, element);
+ − }
+ −
+ − // total distance to be traveled
+ − dist = abs(top - topi);
+ −
+ − // animation loop
+ −
+ − while ( true )
+ − {
+ − // used for a sanity check
+ − frames++;
+ −
+ − // time until this frame should be executed
+ − timer += timestep;
+ −
+ − // math stuff
+ − // how far we are along in animation...
+ − diff = abs(top - topi);
+ − // ...in %
+ − ratio = abs( 1 - ( diff / dist ) );
+ − // decelerate if we're more than 2/3 of the way there
+ − if ( ratio < divider )
+ − inertiabase += inertiainc;
+ − else
+ − inertiabase -= ( inertiainc * decelerate );
+ −
+ − // if the deceleration factor is anywhere above 1 then technically that can cause an infinite loop
+ − // so leave this in there unless decelerate is set to 1
+ − if ( inertiabase < 1 )
+ − inertiabase = 1;
+ −
+ − // uncomment to disable inertia
+ − // inertiabase = 3;
+ −
+ − // figure out frame Y position
+ − topi = ( abs_dir == FI_UP ) ? topi - inertiabase : topi + inertiabase;
+ − if ( ( abs_dir == FI_DOWN && topi > top ) || ( abs_dir == FI_UP && top > topi ) )
+ − topi = top;
+ −
+ − // tell the browser to do it
+ − setTimeout('var o = fly_in_cache['+rand_seed+']; o.style.top=\''+topi+'px\';', timer);
+ − if ( !nofade )
+ − {
+ − // handle fade
+ − opac_factor = ratio * 100;
+ − if ( direction == FI_OUT )
+ − opac_factor = 100 - opac_factor;
+ − setTimeout('var o = fly_in_cache['+rand_seed+']; domObjChangeOpac('+opac_factor+', o);', timer);
+ − }
+ −
+ − // if we're done or if our sanity check failed then break out of the loop
+ − if ( ( abs_dir == FI_DOWN && topi >= top ) || ( abs_dir == FI_UP && top >= topi ) || frames > 1000 )
+ − break;
+ − }
+ −
+ − //timer += timestep;
+ − setTimeout('delete(fly_in_cache['+rand_seed+']);', timer);
+ − return timer;
+ − }
+ −
+ − function abs(i)
+ − {
+ − if ( isNaN(i) )
+ − return i;
+ − return ( i < 0 ) ? ( 0 - i ) : i;
+ − }
+ −