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Kelmu toolkit for augmenting animations
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README.md

Kelmu toolkit for augmenting JavaScript animations

Kelmu provides a transparent layer on top of JavaScript-based animations that can contain annotations such as text and arrows for each animation step. Check out this video in YouTube to see Kelmu in use.

Gist

Using Kelmu to augment the animation in the div#animation element.

<!doctype html>
<html>
  <head>  
   <title>Example</title>     
     <script src="libs/jquery.min.js" type="text/javascript"></script>
     <script src="kelmu.js" type="text/javascript"></script>
     <link href="kelmu.css" rel="stylesheet">     
  </head>

  <body>
     <div id="animation" data-kelmu-id="example" data-kelmu-definition="http://myserver/example.jsonp"></div>
  </body>
</html>

Loading augmentations

Load the Kelmu library and its stylesheet. The jQuery (tested with version 1.9.1) library must be loaded before loading Kelmu.

Automatic loading

Wrap the animation element with a div element with the following attributes:

<div class="kelmu" data-kelmu-id="name" data-kelmu-definition="http://myserver/definition.jsonp"></div>

The attribute data-kelmu-id contains the unique id of the augmentations (there can be many of them in the same definition file) and data-kelmu-definition contains the URL for the definition file.

If the file extension is jsonp, the file will be downloaded by using JSONP and the same-origin policy restriction can be avoided. However, the definition file must be in that case wrapped inside kelmuCb function. Exporting definitions from the editor does this automatically.

Customized loading

Instead of using automatic downloading of definition files, it is possible to customize the process.

window.kelmu.data['name'] = {}; // replace with the definition
window.kelmu.initAnnotations($('#element'), 'name');

Definitions must be placed to the window.kelmu.data and after that call initAnnotations function.

Requirements for the animator

In order to use Kelmu, the animator must have certain features so that Kelmu can attach to it.

  • The animation must be on the same page with Kelmu, the animation cannot be inside iframe element.
  • Button handlers of the animation must be set by using jQuery.
  • Animation must proceed deterministically and always in the same way.
  • The layout of the animation must be fixed as the augmentation positions are stored as coordinates on the screen.
  • If the animator does not support the message passing, the transition animation between the steps must always have a constant duration.

Using the editor

The Kelmu editor will be available if kelmu.editor.js is loaded. The editor requires the jQuery UI library and the corresponding stylesheet. When the editor is loaded, there will be a link below the animation to launch the editor.

Add these lines after loading the Kelmu library:

<script src="kelmu.editor.js" type="text/javascript"></script>
<link href="libs/jquery-ui/jquery-ui.min.css" rel="stylesheet">
<script src="libs/jquery-ui/jquery-ui.min.js"></script>

Implementing custom behavior

It is possible to add callback functions to the array window.kelmu.afterModificationCallbacks. All the functions in the array are called always after the augmentations are modified. The animation id will be the first (and only) parameter when callback functions are called.

This feature can be used, for example, to create a custom way to save the augmentations. The definitions are available in window.kelmu.data[id].

Communication between Kelmu and animator

Kelmu implements a simple interface to enable two-way communication between the animator and Kelmu. Implementing this feature in the animator is optional but Kelmu will work better if the additional information is available.

// Register a callback
window.kelmu.registerCallback(animationId, function (action, parameter, payload) {
  // a message received
}

// Send a request and response

window.kelmu.sendMessage(animationId, 'getAnimationCapabilities');

window.kelmu.sendMessage(animationId, 'animationCapabilities', null, ['animationReady']);

Sending a request, the action name starts with the get prefix and the parameter and payload are typically undefined. When responding, parameter is expected to be a single value or null. Payload can be any data related to that particular message.

When Kelmu is loaded, it tries to send the following messages to the animator: getCapabilities , getAnimationLength, getButtonDefinitions, getCurrentStep.

After receiving a message getSomething, the response should be in the message having the same name without the get prefix, i.e. something in this case.

getCapabilities

Kelmu asks the animator what kind of features the animator supports. The animator should send a message capabilities. The parameter is null and the payload is an array having the features available. Currently, only animationReady is supported. That means that the animator will send a animationReady message always after the animation transition has ended and Kelmu should draw new annotations.

getAnimationLength

Kelmu asks the animator how long is the animation transition. The animator should send a message animationLength. The parameter should be the value in milliseconds. After waiting this delay, Kelmu will draw the new annotations. If the animator can send animationReady messages, this property is ignored.

getButtonDefinitions

Kelmu asks the animator how to find the control buttons. The animator should send a message buttonDefinitions. The parameter is null and the payload should contain the following object:

{ 'step': '#btn-step',
  'redo': '#btn-redo',
  'undo': '#btn-undo',
  'begin': '#btn-begin'
}`

The object contains CSS selectors to get the buttons. The selectors are applied inside the animation element. If the animator does not have a button for some actions, the button can be left out.

getCurrentStep

Kelmu asks the animator what is the current step number. The animator should send a message currentStep having the current step number as its parameter.

showSequence

Kelmu will send this message if there are combined steps that are shown as a single step. This message will be send always before calling the function to proceed the animation except the last step. The animator can use this message to disable a undo functionality, for example.

Buttons and actions

Buttons can send arbitrary messages to the animator. The animator can implement any custom features that can be launched by using the messages.

There are two special messages that Kelmu implements: show and skip. These messages are also passed to the animator but Kelmu execute multiple steps with a single click when receiving this message. The parameter should contain the number of steps to move forward. If the animator supports the skip message, it should disable all animations.

It is also possible to use show and skip as actions that occur when leaving the current step by using an action with step as its when modifier.

An action with step modifier enter is sent to the animator always when moving to that particular step.

License

Copyright Teemu Sirkiä and Aalto University, 2016. Licensed under MIT license.

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