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diff --git a/third_party/polymer/components/web-animations-js/README.md b/third_party/polymer/components/web-animations-js/README.md deleted file mode 100644 index 2c5e49b..0000000 --- a/third_party/polymer/components/web-animations-js/README.md +++ /dev/null @@ -1,237 +0,0 @@ -[![Build Status](https://travis-ci.org/web-animations/web-animations-js.png?branch=master)](https://travis-ci.org/web-animations/web-animations-js) - -Latest specification at http://w3c.github.io/web-animations/. - -## Learn the tech - -### Why Web Animations? - -Four animation-related specifications already exist on the web platform: [CSS Transitions](http://dev.w3.org/csswg/css-transitions/), -[CSS Animations](http://dev.w3.org/csswg/css-animations/), [SVG Animations](http://www.w3.org/TR/SVG/animate.html) / [SMIL](http://www.w3.org/TR/2001/REC-smil-animation-20010904/), and `requestAnimationFrame()`. However: - -- *CSS Transitions / CSS Animations are not very expressive* - animations can't -be composed, or sequenced, or even reliably run in parallel; and animations can't be tweaked from script. -- *SVG Animations are very expressive, but also very complicated*. SVG Animations -can't be applied to HTML content. -- *`requestAnimationFrame()` is not a declarative approach* - it requires the use -of the main thread, and will therefore jank if the main thread is busy. - -Web Animations is a new specification for animated content on the web. It's being -developed as a W3C specification as part of the CSS and SVG working groups. It aims -to address the deficiencies inherent in these four specifications. Web Animations also aims to replace the underlying implementations of CSS Transitions, CSS Animations and SVG Animations, so that: - -- The code cost of supporting animations on the web is reduced. -- The various animations specifications are interoperable. -- Spec authors and browser vendors have a single place to experiment with new animation innovations to improve the Web for the future. - -### Basic usage - -Here's a simple example of an animation that scales and changes the opacity of -a `<div>` over 0.5 seconds. The animation alternates producing a pulsing effect. - - <div class="pulse" style="width:150px;">Hello world!</div> - <script> - var elem = document.querySelector('.pulse'); - var player = document.timeline.play(new Animation(elem, [ - {opacity: "0.5", transform: "scale(0.5)"}, - {opacity: "1.0", transform: "scale(1)"} - ], - { - direction: "alternate", duration: 500, iterations: Infinity - })); - </script> - -### The animation model - -The Web Animations model is a description of an engine for animation content on the web. The engine is sufficiently powerful to support CSS Transitions, CSS Animations and SVG Animations. - -Web Animations also exposes a JS API to the model. This API defines a number of -new interfaces that are exposed to JavaScript. We'll go through some of the more -important ones here: Animations, AnimationEffects, TimingDictionaries, TimingGroups, and AnimationPlayers. - -An `Animation` object defines a single animation effect that applies to a single element target. For example: - - var animation = new Animation(targetElement, - [{left: '0px'}, {left: '100px'}], 2000); - -Here, the target element's "left" CSS property is modified smoothly from `0px` to `100px` over 2 seconds. - -### Specifying animation effects - -An `AnimationEffect` object controls which CSS properties and SVG attributes are -modified by an animation, and the values that those properties and attributes -vary between. AnimationEffect objects also control whether the effect replaces -or adds to the underlying value. - -There are three major kinds of effects: `KeyframeEffect`, `MotionPathEffect`, and `EffectCallback`. - -#### Animating between keyframes - -A `KeyframeEffect` controls one or more properties/attributes by linearly -interpolating values between specified keyframes. KeyframeEffects are usually -defined by specifying the keyframe offset and the property-value pair in a -dictionary: - - [ - {offset: 0.2, left: "35px"}, - {offset: 0.6, left: "50px"}, - {offset: 0.9, left: "70px"}, - ] - -If the offset is not specified, keyframes are evenly distributed at offsets -between 0 and 1. - - [{left: "35px"}, {left: "50px"}, {left: "70px"}] - -See the [specification](http://www.w3.org/TR/web-animations/#keyframe-animation-effects) for the details -of the keyframe distribution procedure, and how KeyframeEffects are -evaluated at offsets outside those specified by the keyframes. - -#### Animating along paths - -A `MotionPathEffect` allows elements to be animated along SVG-style paths. For example: - - <svg xmlns="http://www.w3.org/2000/svg" version="1.1"> - <defs> - <path id=path d="M 100,100 a 75,75 0 1,0 150,0 a 75,75 0 1,0 -150,0"/> - </defs> - </svg> - <script> - var animFunc = new MotionPathEffect(document.querySelector('#path').pathSegList); - var animation = new Animation(targetElement, animFunc, 2000); - </script> - -#### Custom animation effects - -An `EffectCallback` allows animations to generate call-outs to JavaScript -rather than manipulating properties directly. Please see the -[specification](http://www.w3.org/TR/web-animations/#custom-effects) for more details on this -feature. - -### Sequencing and synchronizing animations - -Two different types of TimingGroups (`AnimationGroup` and `AnimationSequence`) allow animations to be synchronized and sequenced. - -To play a list of animations in parallel: - - var animationGroup = new AnimationGroup([new Animation(...), new Animation(...)]); - -To play a list in sequence: - - var animationSequence = new AnimationSequence([new Animation(...), new Animation(...)]); - -Because `Animation`, `AnimationGroup`, `AnimationSequence` are all TimedItems, groups can be nested: - - var animationGroup = new AnimationGroup([ - new AnimationSequence([ - new Animation(...), - new Animation(...), - ]), - new Animation(...) - ]); - -Groups also take an optional TimingDictionary parameter (see below), which among other things allows iteration and timing functions to apply at the group level: - - var animationGroup = new AnimationGroup([new Animation(...), new Animation(...)], {iterations: 4}); - -### Controlling the animation timing - -TimingDictionaries are used to control the internal timing of an animation (players control how an animation progresses relative to document time). TimingDictionaries have several properties that can be tweaked: - -- **duration**: the duration of a single iteration of the animation -- **iterations**: the number of iterations of the animation that will be played (fractional iterations are allowed) -- **iterationStart**: the start offset of the first iteration -- **fill**: whether the animation has effect before starting the first iteration and/or after finishing the final iteration -- **delay**: the time between the animation's start time and the first animation effect of the animation -- **playbackRate**: the rate at which the animation progresses relative to external time -- **direction**: the direction in which successive iterations of the animation play back -- **easing**: fine-grained control over how external time impacts an animation across the total active duration of the animation. - -The values provided within TimingDictionaries combine with the animation hierarchy -to generate concrete start and end values for animation iterations, animation -backwards fills, and animation forwards fills. There are a few simple rules which govern this: - -- Animations never extend beyond the start or end values of their parent iteration. -- Animations only fill beyond their parent iteration if: - - the relevant fill value is selected for the animation; - - the matching fill value is selected for the parent; and - - this is the first parent iteration (for `fill: 'backwards'`) or last parent iteration (for `fill: 'forwards'`) -- Missing `duration` values for TimingGroups are generated based on the calculated durations of the child animations. - -The following example illustrates these rules: - - var animationGroup = new AnimationGroup([ - new AnimationSequence([ - new Animation(..., {duration: 3000}), - new Animation(..., {duration: 5000, fill: 'both'}) - ], {duration: 6000, delay: 3000, fill: 'none'}), - new Animation(..., {duration: 8000, fill: 'forwards'}) - ], {iterations: 2, fill: 'forwards'}); - -In this example: - -- The `AnimationSequence` has an explicit `duration` of 6 seconds, and so the -second child animation will only play for the first 3 of its 5 second duration -- The `AnimationGroup` has no explicit duration, and will be provided with a -calculated duration of the max (`duration + delay`) of its children - in this case 9 seconds. -- Although `fill: "both"` is specified for the second `Animation` within the `AnimationSequence`, the `AnimationSequence` itself has a `fill` of "none". Hence, as the animation ends right at the end of the `AnimationSequence`, the animation will only fill backwards, and only up until the boundary of the `AnimationSequence` (i.e. 3 seconds after the start of the `AnimationGroup`). -- The `Animation` inside the `AnimationGroup` and the `AnimationGroup` are both `fill: "forwards"`. Therefore the animation will fill forward in two places: - - from 8 seconds after the `AnimationGroup` starts until the second iteration of the `AnimationGroup` starts (i.e. for 1 second) - - from 17 seconds after the `AnimationGroup` starts, extending forward indefinitely. - -### Playing Animations - -In order to play an `Animation` or `TimingGroup`, an `AnimationPlayer` must be constructed: - - var player = document.timeline.play(myAnimation); - -AnimationPlayers provide complete control the start time and current playback head of their attached animation. However, players can't modify any internal details of an animation. - -AnimationPlayers can be used to pause, seek, reverse, or modify the playback rate of an animation. - -`document.timeline.currentTime` is a timeline's global time. It gives the number -of seconds since the document fired its load event. - -## Polyfill details - -### Getting started - -Include `web-animations.js` in your project: - - <script src="web-animations-js/web-animations.js"></script> - -### Polyfill notes - -#### Prefix handling - -In order to work in as many browsers as feasible, we have decided to take the -following approach to prefix handling: - -- the polyfill will automatically detect the correctly prefixed name to use when -writing animated properties back to the platform. -- where possible, the polyfill will *only* accept unprefixed versions of experimental features. For example: - - var animation = new Animation(elem, {"transform": "translate(100px, 100px)"}, 2000); - - will work in all browsers that implement a conforming version of `transform`, but - - var animation = new Animation(elem, {"-webkit-transform": "translate(100px, 100px)"}, 2000); - - will not work anywhere. - -#### Experimental features - -When the polyfill requires features to implement functionality that is not inherently specified using those -features (for example, CSS `calc()` is required in order to implement merging between lengths with different units) -then the polyfill will provide a console warning in browsers where these features are absent. - -## Tools & testing - -For running tests or building minified files, consult the -[tooling information](http://www.polymer-project.org/resources/tooling-strategy.html). - -## Breaking changes - -When we make a potentially breaking change to the polyfill's API surface (like a rename) we'll continue supporting the old version, deprecated, for three months and ensure that there are console warnings that a change is pending. After three months, the old version of the API surface (e.g. the old version of a function name) will be removed. If you see deprecation warnings you can't avoid it by not updating. - -We also announce anything that isn't a bug fix on web-animations-changes@googlegroups.com (https://groups.google.com/forum/#!forum/web-animations-changes). |