1 <!-- 2 Copyright (c) 2014 The Polymer Project Authors. All rights reserved. 3 This code may only be used under the BSD style license found at http://polymer.github.io/LICENSE.txt 4 The complete set of authors may be found at http://polymer.github.io/AUTHORS.txt 5 The complete set of contributors may be found at http://polymer.github.io/CONTRIBUTORS.txt 6 Code distributed by Google as part of the polymer project is also 7 subject to an additional IP rights grant found at http://polymer.github.io/PATENTS.txt 8 --> 9 10 <!-- 11 `paper-ripple` provides a visual effect that other paper elements can 12 use to simulate a rippling effect emanating from the point of contact. The 13 effect can be visualized as a concentric circle with motion. 14 15 Example: 16 17 <paper-ripple></paper-ripple> 18 19 `paper-ripple` listens to "down" and "up" events so it would display ripple 20 effect when touches on it. You can also defeat the default behavior and 21 manually route the down and up actions to the ripple element. Note that it is 22 important if you call downAction() you will have to make sure to call upAction() 23 so that `paper-ripple` would end the animation loop. 24 25 Example: 26 27 <paper-ripple id="ripple" style="pointer-events: none;"></paper-ripple> 28 ... 29 downAction: function(e) { 30 this.$.ripple.downAction({x: e.x, y: e.y}); 31 }, 32 upAction: function(e) { 33 this.$.ripple.upAction(); 34 } 35 36 Styling ripple effect: 37 38 Use CSS color property to style the ripple: 39 40 paper-ripple { 41 color: #4285f4; 42 } 43 44 Note that CSS color property is inherited so it is not required to set it on 45 the `paper-ripple` element directly. 46 47 By default, the ripple is centered on the point of contact. Apply `recenteringTouch` 48 class to have the ripple grow toward the center of its container. 49 50 <paper-ripple class="recenteringTouch"></paper-ripple> 51 52 Apply `circle` class to make the rippling effect within a circle. 53 54 <paper-ripple class="circle"></paper-ripple> 55 56 @group Paper Elements 57 @element paper-ripple 58 @homepage github.io 59 --> 60 61 <!-- 62 Fired when the animation finishes. This is useful if you want to wait until the ripple 63 animation finishes to perform some action. 64 65 @event core-transitionend 66 @param {Object} detail 67 @param {Object} detail.node The animated node 68 --> 69 70 <link rel="import" href="../polymer/polymer.html" > 71 72 <polymer-element name="paper-ripple" attributes="initialOpacity opacityDecayVelocity"> 73 <template> 74 75 <style> 76 77 :host { 78 display: block; 79 position: relative; 80 border-radius: inherit; 81 overflow: hidden; 82 } 83 84 :host-context([noink]) { 85 pointer-events: none; 86 } 87 88 #bg, #waves, .wave-container, .wave { 89 pointer-events: none; 90 position: absolute; 91 top: 0; 92 left: 0; 93 width: 100%; 94 height: 100%; 95 } 96 97 #bg, .wave { 98 opacity: 0; 99 } 100 101 #waves, .wave { 102 overflow: hidden; 103 } 104 105 .wave-container, .wave { 106 border-radius: 50%; 107 } 108 109 :host(.circle) #bg, 110 :host(.circle) #waves { 111 border-radius: 50%; 112 } 113 114 :host(.circle) .wave-container { 115 overflow: hidden; 116 } 117 118 </style> 119 120 <div id="bg"></div> 121 <div id="waves"> 122 </div> 123 124 </template> 125 <script> 126 127 (function() { 128 129 var waveMaxRadius = 150; 130 // 131 // INK EQUATIONS 132 // 133 function waveRadiusFn(touchDownMs, touchUpMs, anim) { 134 // Convert from ms to s 135 var touchDown = touchDownMs / 1000; 136 var touchUp = touchUpMs / 1000; 137 var totalElapsed = touchDown + touchUp; 138 var ww = anim.width, hh = anim.height; 139 // use diagonal size of container to avoid floating point math sadness 140 var waveRadius = Math.min(Math.sqrt(ww * ww + hh * hh), waveMaxRadius) * 1.1 + 5; 141 var duration = 1.1 - .2 * (waveRadius / waveMaxRadius); 142 var tt = (totalElapsed / duration); 143 144 var size = waveRadius * (1 - Math.pow(80, -tt)); 145 return Math.abs(size); 146 } 147 148 function waveOpacityFn(td, tu, anim) { 149 // Convert from ms to s. 150 var touchDown = td / 1000; 151 var touchUp = tu / 1000; 152 var totalElapsed = touchDown + touchUp; 153 154 if (tu <= 0) { // before touch up 155 return anim.initialOpacity; 156 } 157 return Math.max(0, anim.initialOpacity - touchUp * anim.opacityDecayVelocity); 158 } 159 160 function waveOuterOpacityFn(td, tu, anim) { 161 // Convert from ms to s. 162 var touchDown = td / 1000; 163 var touchUp = tu / 1000; 164 165 // Linear increase in background opacity, capped at the opacity 166 // of the wavefront (waveOpacity). 167 var outerOpacity = touchDown * 0.3; 168 var waveOpacity = waveOpacityFn(td, tu, anim); 169 return Math.max(0, Math.min(outerOpacity, waveOpacity)); 170 } 171 172 // Determines whether the wave should be completely removed. 173 function waveDidFinish(wave, radius, anim) { 174 var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim); 175 176 // If the wave opacity is 0 and the radius exceeds the bounds 177 // of the element, then this is finished. 178 return waveOpacity < 0.01 && radius >= Math.min(wave.maxRadius, waveMaxRadius); 179 }; 180 181 function waveAtMaximum(wave, radius, anim) { 182 var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim); 183 184 return waveOpacity >= anim.initialOpacity && radius >= Math.min(wave.maxRadius, waveMaxRadius); 185 } 186 187 // 188 // DRAWING 189 // 190 function drawRipple(ctx, x, y, radius, innerAlpha, outerAlpha) { 191 // Only animate opacity and transform 192 if (outerAlpha !== undefined) { 193 ctx.bg.style.opacity = outerAlpha; 194 } 195 ctx.wave.style.opacity = innerAlpha; 196 197 var s = radius / (ctx.containerSize / 2); 198 var dx = x - (ctx.containerWidth / 2); 199 var dy = y - (ctx.containerHeight / 2); 200 201 ctx.wc.style.webkitTransform = 'translate3d(' + dx + 'px,' + dy + 'px,0)'; 202 ctx.wc.style.transform = 'translate3d(' + dx + 'px,' + dy + 'px,0)'; 203 204 // 2d transform for safari because of border-radius and overflow:hidden clipping bug. 205 // https://bugs.webkit.org/show_bug.cgi?id=98538 206 ctx.wave.style.webkitTransform = 'scale(' + s + ',' + s + ')'; 207 ctx.wave.style.transform = 'scale3d(' + s + ',' + s + ',1)'; 208 } 209 210 // 211 // SETUP 212 // 213 function createWave(elem) { 214 var elementStyle = window.getComputedStyle(elem); 215 var fgColor = elementStyle.color; 216 217 var inner = document.createElement('div'); 218 inner.style.backgroundColor = fgColor; 219 inner.classList.add('wave'); 220 221 var outer = document.createElement('div'); 222 outer.classList.add('wave-container'); 223 outer.appendChild(inner); 224 225 var container = elem.$.waves; 226 container.appendChild(outer); 227 228 elem.$.bg.style.backgroundColor = fgColor; 229 230 var wave = { 231 bg: elem.$.bg, 232 wc: outer, 233 wave: inner, 234 waveColor: fgColor, 235 maxRadius: 0, 236 isMouseDown: false, 237 mouseDownStart: 0.0, 238 mouseUpStart: 0.0, 239 tDown: 0, 240 tUp: 0 241 }; 242 return wave; 243 } 244 245 function removeWaveFromScope(scope, wave) { 246 if (scope.waves) { 247 var pos = scope.waves.indexOf(wave); 248 scope.waves.splice(pos, 1); 249 // FIXME cache nodes 250 wave.wc.remove(); 251 } 252 }; 253 254 // Shortcuts. 255 var pow = Math.pow; 256 var now = Date.now; 257 if (window.performance && performance.now) { 258 now = performance.now.bind(performance); 259 } 260 261 function cssColorWithAlpha(cssColor, alpha) { 262 var parts = cssColor.match(/^rgb\((\d+),\s*(\d+),\s*(\d+)\)$/); 263 if (typeof alpha == 'undefined') { 264 alpha = 1; 265 } 266 if (!parts) { 267 return 'rgba(255, 255, 255, ' + alpha + ')'; 268 } 269 return 'rgba(' + parts[1] + ', ' + parts[2] + ', ' + parts[3] + ', ' + alpha + ')'; 270 } 271 272 function dist(p1, p2) { 273 return Math.sqrt(pow(p1.x - p2.x, 2) + pow(p1.y - p2.y, 2)); 274 } 275 276 function distanceFromPointToFurthestCorner(point, size) { 277 var tl_d = dist(point, {x: 0, y: 0}); 278 var tr_d = dist(point, {x: size.w, y: 0}); 279 var bl_d = dist(point, {x: 0, y: size.h}); 280 var br_d = dist(point, {x: size.w, y: size.h}); 281 return Math.max(tl_d, tr_d, bl_d, br_d); 282 } 283 284 Polymer('paper-ripple', { 285 286 /** 287 * The initial opacity set on the wave. 288 * 289 * @attribute initialOpacity 290 * @type number 291 * @default 0.25 292 */ 293 initialOpacity: 0.25, 294 295 /** 296 * How fast (opacity per second) the wave fades out. 297 * 298 * @attribute opacityDecayVelocity 299 * @type number 300 * @default 0.8 301 */ 302 opacityDecayVelocity: 0.8, 303 304 backgroundFill: true, 305 pixelDensity: 2, 306 307 eventDelegates: { 308 down: 'downAction', 309 up: 'upAction' 310 }, 311 312 ready: function() { 313 this.waves = []; 314 }, 315 316 downAction: function(e) { 317 var wave = createWave(this); 318 319 this.cancelled = false; 320 wave.isMouseDown = true; 321 wave.tDown = 0.0; 322 wave.tUp = 0.0; 323 wave.mouseUpStart = 0.0; 324 wave.mouseDownStart = now(); 325 326 var rect = this.getBoundingClientRect(); 327 var width = rect.width; 328 var height = rect.height; 329 var touchX = e.x - rect.left; 330 var touchY = e.y - rect.top; 331 332 wave.startPosition = {x:touchX, y:touchY}; 333 334 if (this.classList.contains("recenteringTouch")) { 335 wave.endPosition = {x: width / 2, y: height / 2}; 336 wave.slideDistance = dist(wave.startPosition, wave.endPosition); 337 } 338 wave.containerSize = Math.max(width, height); 339 wave.containerWidth = width; 340 wave.containerHeight = height; 341 wave.maxRadius = distanceFromPointToFurthestCorner(wave.startPosition, {w: width, h: height}); 342 343 // The wave is circular so constrain its container to 1:1 344 wave.wc.style.top = (wave.containerHeight - wave.containerSize) / 2 + 'px'; 345 wave.wc.style.left = (wave.containerWidth - wave.containerSize) / 2 + 'px'; 346 wave.wc.style.width = wave.containerSize + 'px'; 347 wave.wc.style.height = wave.containerSize + 'px'; 348 349 this.waves.push(wave); 350 351 if (!this._loop) { 352 this._loop = this.animate.bind(this, { 353 width: width, 354 height: height 355 }); 356 requestAnimationFrame(this._loop); 357 } 358 // else there is already a rAF 359 }, 360 361 upAction: function() { 362 for (var i = 0; i < this.waves.length; i++) { 363 // Declare the next wave that has mouse down to be mouse'ed up. 364 var wave = this.waves[i]; 365 if (wave.isMouseDown) { 366 wave.isMouseDown = false; 367 wave.mouseUpStart = now(); 368 wave.mouseDownStart = 0; 369 wave.tUp = 0.0; 370 break; 371 } 372 } 373 this._loop && requestAnimationFrame(this._loop); 374 }, 375 376 cancel: function() { 377 this.cancelled = true; 378 }, 379 380 animate: function(ctx) { 381 var shouldRenderNextFrame = false; 382 383 var deleteTheseWaves = []; 384 // The oldest wave's touch down duration 385 var longestTouchDownDuration = 0; 386 var longestTouchUpDuration = 0; 387 // Save the last known wave color 388 var lastWaveColor = null; 389 // wave animation values 390 var anim = { 391 initialOpacity: this.initialOpacity, 392 opacityDecayVelocity: this.opacityDecayVelocity, 393 height: ctx.height, 394 width: ctx.width 395 } 396 397 for (var i = 0; i < this.waves.length; i++) { 398 var wave = this.waves[i]; 399 400 if (wave.mouseDownStart > 0) { 401 wave.tDown = now() - wave.mouseDownStart; 402 } 403 if (wave.mouseUpStart > 0) { 404 wave.tUp = now() - wave.mouseUpStart; 405 } 406 407 // Determine how long the touch has been up or down. 408 var tUp = wave.tUp; 409 var tDown = wave.tDown; 410 longestTouchDownDuration = Math.max(longestTouchDownDuration, tDown); 411 longestTouchUpDuration = Math.max(longestTouchUpDuration, tUp); 412 413 // Obtain the instantenous size and alpha of the ripple. 414 var radius = waveRadiusFn(tDown, tUp, anim); 415 var waveAlpha = waveOpacityFn(tDown, tUp, anim); 416 var waveColor = cssColorWithAlpha(wave.waveColor, waveAlpha); 417 lastWaveColor = wave.waveColor; 418 419 // Position of the ripple. 420 var x = wave.startPosition.x; 421 var y = wave.startPosition.y; 422 423 // Ripple gravitational pull to the center of the canvas. 424 if (wave.endPosition) { 425 426 // This translates from the origin to the center of the view based on the max dimension of 427 var translateFraction = Math.min(1, radius / wave.containerSize * 2 / Math.sqrt(2) ); 428 429 x += translateFraction * (wave.endPosition.x - wave.startPosition.x); 430 y += translateFraction * (wave.endPosition.y - wave.startPosition.y); 431 } 432 433 // If we do a background fill fade too, work out the correct color. 434 var bgFillColor = null; 435 if (this.backgroundFill) { 436 var bgFillAlpha = waveOuterOpacityFn(tDown, tUp, anim); 437 bgFillColor = cssColorWithAlpha(wave.waveColor, bgFillAlpha); 438 } 439 440 // Draw the ripple. 441 drawRipple(wave, x, y, radius, waveAlpha, bgFillAlpha); 442 443 // Determine whether there is any more rendering to be done. 444 var maximumWave = waveAtMaximum(wave, radius, anim); 445 var waveDissipated = waveDidFinish(wave, radius, anim); 446 var shouldKeepWave = !waveDissipated || maximumWave; 447 // keep rendering dissipating wave when at maximum radius on upAction 448 var shouldRenderWaveAgain = wave.mouseUpStart ? !waveDissipated : !maximumWave; 449 shouldRenderNextFrame = shouldRenderNextFrame || shouldRenderWaveAgain; 450 if (!shouldKeepWave || this.cancelled) { 451 deleteTheseWaves.push(wave); 452 } 453 } 454 455 if (shouldRenderNextFrame) { 456 requestAnimationFrame(this._loop); 457 } 458 459 for (var i = 0; i < deleteTheseWaves.length; ++i) { 460 var wave = deleteTheseWaves[i]; 461 removeWaveFromScope(this, wave); 462 } 463 464 if (!this.waves.length && this._loop) { 465 // clear the background color 466 this.$.bg.style.backgroundColor = null; 467 this._loop = null; 468 this.fire('core-transitionend'); 469 } 470 } 471 472 }); 473 474 })(); 475 476 </script> 477 </polymer-element> 478