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Gallery Build Tag: gallery-2011.02.09-21-32

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1 parent 6e13901 commit 2c4131e6928a6f8695d408e46f2e4fc558fb42e5 YUI Builder committed Feb 9, 2011
Showing with 3,501 additions and 1,182 deletions.
  1. +3 −1 build/gallery-accordion-horiz-vert/gallery-accordion-horiz-vert-debug.js
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  4. +112 −0 build/gallery-animloop/gallery-animloop-debug.js
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  6. +104 −0 build/gallery-animloop/gallery-animloop.js
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  99. +179 −70 build/gallery-checkboxgroups/gallery-checkboxgroups-debug.js
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@@ -335,6 +335,8 @@ Y.extend(Accordion, Y.Widget,
{
this.section_list = [];
+ this.get('allowAllClosed'); // force init of this.allow_all_closed
+
if (this.get('horizontal'))
{
this.slide_style_name = 'width';
@@ -1080,4 +1082,4 @@ Y.extend(Accordion, Y.Widget,
Y.Accordion = Accordion;
-}, 'gallery-2010.06.02-18-59' ,{optional:['anim-base'], requires:['widget','selector-css3']});
+}, 'gallery-2011.02.09-21-32' ,{optional:['anim-base'], requires:['widget','selector-css3']});

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@@ -335,6 +335,8 @@ Y.extend(Accordion, Y.Widget,
{
this.section_list = [];
+ this.get('allowAllClosed'); // force init of this.allow_all_closed
+
if (this.get('horizontal'))
{
this.slide_style_name = 'width';
@@ -1079,4 +1081,4 @@ Y.extend(Accordion, Y.Widget,
Y.Accordion = Accordion;
-}, 'gallery-2010.06.02-18-59' ,{optional:['anim-base'], requires:['widget','selector-css3']});
+}, 'gallery-2011.02.09-21-32' ,{optional:['anim-base'], requires:['widget','selector-css3']});
@@ -0,0 +1,112 @@
+YUI.add('gallery-animloop', function(Y) {
+
+/*
+ * Copyright (c) 2011 Nicholas C. Zakas. All rights reserved.
+ * http://www.nczonline.net/
+ */
+
+/**
+ * Animation loop for optimizing game animation control. Based on
+ * technique described at http://nokarma.org/2010/02/02/javascript-game-development-the-game-loop/.
+ * @module gallery-animloop
+ */
+/*global YUI*/
+
+//-----------------------------------------------------------------------------
+// Local Variables
+//-----------------------------------------------------------------------------
+
+var run = false, //determines if the loop should be executed
+ runLoop, //method that starts the loop
+ event = {type:"beforedraw"}, //event that fires before it's time to draw
+ AnimLoop; //main object
+
+//-----------------------------------------------------------------------------
+// Main Object
+//-----------------------------------------------------------------------------
+
+/**
+ * Represents an animation loop, set for optimal frames-per-second rates
+ * using either setInterval() or available requestAnimationFrame methods.
+ * In order to use, assign an event handler to the "beforedraw" event,
+ * this is where you should do any calculations for animation.
+ * @class AnimLoop
+ * @static
+ */
+AnimLoop = {
+
+ /**
+ * Starts the animation loop.
+ * @method start
+ * @return {void}
+ */
+ start: function(){
+ if (!run){
+ Y.log("Request to start animation loop.", "info", "AnimLoop");
+ run = true;
+ runLoop();
+ }
+ },
+
+ /**
+ * Stops the animation loop by setting the run variable to false.
+ * The next time a draw happens, this flag is checked and the
+ * animation loop will be aborted.
+ * @method stop
+ * @return {void}
+ */
+ stop: function(){
+ Y.log("Request to stop animation loop.", "info", "AnimLoop");
+ run = false;
+ }
+};
+
+//inherit custom events
+Y.augment(AnimLoop, Y.Event.Target);
+
+//determine the best function to use for drawing
+runLoop = (function(){
+ var innerFunction,
+ intervalId;
+ if (window.mozRequestAnimationFrame){
+ innerFunction = function() {
+ if (run){
+ Y.log("Running using mozRequestAnimationFrame.", "info", "AnimLoop");
+
+ AnimLoop.fire(event);
+ window.mozRequestAnimationFrame(innerFunction);
+ }
+ Y.log("Stopping animation loop.", "info", "AnimLoop");
+ };
+ } else if (window.webkitRequestAnimationFrame){
+ innerFunction = function() {
+ if (run){
+ Y.log("Running using webkitRequestAnimationFrame.", "info", "AnimLoop");
+ AnimLoop.fire(event);
+ window.webkitRequestAnimationFrame(innerFunction);
+ }
+ };
+ Y.log("Stopping animation loop.", "info", "AnimLoop");
+ } else {
+ innerFunction = function(){
+ intervalId = setInterval(function(){
+ if (run){
+ Y.log("Running using setInterval.", "info", "AnimLoop");
+ AnimLoop.fire(event);
+ } else {
+ Y.log("Stopping animation loop.", "info", "AnimLoop");
+ clearInterval(intervalId);
+ }
+ }, 1000 / 60);
+
+ }
+ }
+
+ return innerFunction;
+})();
+
+//export
+Y.AnimLoop = AnimLoop;
+
+
+}, 'gallery-2011.02.09-21-32' ,{requires:['event-base','event-custom-base']});

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@@ -0,0 +1,104 @@
+YUI.add('gallery-animloop', function(Y) {
+
+/*
+ * Copyright (c) 2011 Nicholas C. Zakas. All rights reserved.
+ * http://www.nczonline.net/
+ */
+
+/**
+ * Animation loop for optimizing game animation control. Based on
+ * technique described at http://nokarma.org/2010/02/02/javascript-game-development-the-game-loop/.
+ * @module gallery-animloop
+ */
+/*global YUI*/
+
+//-----------------------------------------------------------------------------
+// Local Variables
+//-----------------------------------------------------------------------------
+
+var run = false, //determines if the loop should be executed
+ runLoop, //method that starts the loop
+ event = {type:"beforedraw"}, //event that fires before it's time to draw
+ AnimLoop; //main object
+
+//-----------------------------------------------------------------------------
+// Main Object
+//-----------------------------------------------------------------------------
+
+/**
+ * Represents an animation loop, set for optimal frames-per-second rates
+ * using either setInterval() or available requestAnimationFrame methods.
+ * In order to use, assign an event handler to the "beforedraw" event,
+ * this is where you should do any calculations for animation.
+ * @class AnimLoop
+ * @static
+ */
+AnimLoop = {
+
+ /**
+ * Starts the animation loop.
+ * @method start
+ * @return {void}
+ */
+ start: function(){
+ if (!run){
+ run = true;
+ runLoop();
+ }
+ },
+
+ /**
+ * Stops the animation loop by setting the run variable to false.
+ * The next time a draw happens, this flag is checked and the
+ * animation loop will be aborted.
+ * @method stop
+ * @return {void}
+ */
+ stop: function(){
+ run = false;
+ }
+};
+
+//inherit custom events
+Y.augment(AnimLoop, Y.Event.Target);
+
+//determine the best function to use for drawing
+runLoop = (function(){
+ var innerFunction,
+ intervalId;
+ if (window.mozRequestAnimationFrame){
+ innerFunction = function() {
+ if (run){
+
+ AnimLoop.fire(event);
+ window.mozRequestAnimationFrame(innerFunction);
+ }
+ };
+ } else if (window.webkitRequestAnimationFrame){
+ innerFunction = function() {
+ if (run){
+ AnimLoop.fire(event);
+ window.webkitRequestAnimationFrame(innerFunction);
+ }
+ };
+ } else {
+ innerFunction = function(){
+ intervalId = setInterval(function(){
+ if (run){
+ AnimLoop.fire(event);
+ } else {
+ clearInterval(intervalId);
+ }
+ }, 1000 / 60);
+
+ }
+ }
+
+ return innerFunction;
+})();
+
+//export
+Y.AnimLoop = AnimLoop;
+
+
+}, 'gallery-2011.02.09-21-32' ,{requires:['event-base','event-custom-base']});

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@@ -639,6 +639,19 @@ var AutoComplete = A.Component.create(
instance.inputNode.setAttribute('autocomplete', 'off');
},
+ /**
+ * Descructor lifecycle implementation for the Autocomplete class.
+ * Purges events attached to the node (and all child nodes).
+ *
+ * @method destructor
+ * @protected
+ */
+ destructor: function() {
+ var instance = this;
+
+ instance.overlay.destroy();
+ },
+
/**
* An overridable method that is executed before the result container is shown.
* The method can return false to prevent the container from being shown.
@@ -2093,4 +2106,4 @@ var AutoComplete = A.Component.create(
A.AutoComplete = AutoComplete;
-}, 'gallery-2010.08.18-17-12' ,{skinnable:true, requires:['gallery-aui-base','gallery-aui-overlay-base','datasource','dataschema','gallery-aui-form-combobox']});
+}, 'gallery-2011.02.09-21-32' ,{requires:['gallery-aui-base','gallery-aui-overlay-base','datasource','dataschema','gallery-aui-form-combobox'], skinnable:true});
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