added tests with paper-slider
This commit is contained in:
477
bower_components/paper-ripple/paper-ripple.html
vendored
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477
bower_components/paper-ripple/paper-ripple.html
vendored
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<!--
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Copyright (c) 2014 The Polymer Project Authors. All rights reserved.
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This code may only be used under the BSD style license found at http://polymer.github.io/LICENSE.txt
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The complete set of authors may be found at http://polymer.github.io/AUTHORS.txt
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The complete set of contributors may be found at http://polymer.github.io/CONTRIBUTORS.txt
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Code distributed by Google as part of the polymer project is also
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subject to an additional IP rights grant found at http://polymer.github.io/PATENTS.txt
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-->
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<!--
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`paper-ripple` provides a visual effect that other paper elements can
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use to simulate a rippling effect emanating from the point of contact. The
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effect can be visualized as a concentric circle with motion.
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Example:
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<paper-ripple></paper-ripple>
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`paper-ripple` listens to "down" and "up" events so it would display ripple
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effect when touches on it. You can also defeat the default behavior and
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manually route the down and up actions to the ripple element. Note that it is
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important if you call downAction() you will have to make sure to call upAction()
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so that `paper-ripple` would end the animation loop.
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Example:
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<paper-ripple id="ripple" style="pointer-events: none;"></paper-ripple>
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...
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downAction: function(e) {
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this.$.ripple.downAction({x: e.x, y: e.y});
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},
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upAction: function(e) {
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this.$.ripple.upAction();
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}
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Styling ripple effect:
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Use CSS color property to style the ripple:
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paper-ripple {
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color: #4285f4;
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}
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Note that CSS color property is inherited so it is not required to set it on
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the `paper-ripple` element directly.
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By default, the ripple is centered on the point of contact. Apply `recenteringTouch`
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class to have the ripple grow toward the center of its container.
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<paper-ripple class="recenteringTouch"></paper-ripple>
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Apply `circle` class to make the rippling effect within a circle.
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<paper-ripple class="circle"></paper-ripple>
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@group Paper Elements
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@element paper-ripple
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@homepage github.io
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-->
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<!--
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Fired when the animation finishes. This is useful if you want to wait until the ripple
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animation finishes to perform some action.
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@event core-transitionend
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@param {Object} detail
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@param {Object} detail.node The animated node
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-->
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<link rel="import" href="../polymer/polymer.html" >
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<polymer-element name="paper-ripple" attributes="initialOpacity opacityDecayVelocity">
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<template>
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<style>
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:host {
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display: block;
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position: relative;
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border-radius: inherit;
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overflow: hidden;
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}
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:host-context([noink]) {
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pointer-events: none;
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}
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#bg, #waves, .wave-container, .wave {
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pointer-events: none;
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position: absolute;
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top: 0;
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left: 0;
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width: 100%;
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height: 100%;
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}
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#bg, .wave {
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opacity: 0;
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}
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#waves, .wave {
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overflow: hidden;
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}
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.wave-container, .wave {
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border-radius: 50%;
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}
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:host(.circle) #bg,
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:host(.circle) #waves {
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border-radius: 50%;
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}
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:host(.circle) .wave-container {
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overflow: hidden;
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}
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</style>
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<div id="bg"></div>
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<div id="waves">
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</div>
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</template>
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<script>
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(function() {
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var waveMaxRadius = 150;
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//
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// INK EQUATIONS
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//
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function waveRadiusFn(touchDownMs, touchUpMs, anim) {
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// Convert from ms to s
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var touchDown = touchDownMs / 1000;
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var touchUp = touchUpMs / 1000;
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var totalElapsed = touchDown + touchUp;
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var ww = anim.width, hh = anim.height;
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// use diagonal size of container to avoid floating point math sadness
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var waveRadius = Math.min(Math.sqrt(ww * ww + hh * hh), waveMaxRadius) * 1.1 + 5;
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var duration = 1.1 - .2 * (waveRadius / waveMaxRadius);
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var tt = (totalElapsed / duration);
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var size = waveRadius * (1 - Math.pow(80, -tt));
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return Math.abs(size);
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}
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function waveOpacityFn(td, tu, anim) {
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// Convert from ms to s.
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var touchDown = td / 1000;
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var touchUp = tu / 1000;
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var totalElapsed = touchDown + touchUp;
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if (tu <= 0) { // before touch up
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return anim.initialOpacity;
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}
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return Math.max(0, anim.initialOpacity - touchUp * anim.opacityDecayVelocity);
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}
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function waveOuterOpacityFn(td, tu, anim) {
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// Convert from ms to s.
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var touchDown = td / 1000;
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var touchUp = tu / 1000;
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// Linear increase in background opacity, capped at the opacity
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// of the wavefront (waveOpacity).
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var outerOpacity = touchDown * 0.3;
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var waveOpacity = waveOpacityFn(td, tu, anim);
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return Math.max(0, Math.min(outerOpacity, waveOpacity));
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}
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// Determines whether the wave should be completely removed.
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function waveDidFinish(wave, radius, anim) {
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var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim);
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// If the wave opacity is 0 and the radius exceeds the bounds
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// of the element, then this is finished.
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return waveOpacity < 0.01 && radius >= Math.min(wave.maxRadius, waveMaxRadius);
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};
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function waveAtMaximum(wave, radius, anim) {
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var waveOpacity = waveOpacityFn(wave.tDown, wave.tUp, anim);
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return waveOpacity >= anim.initialOpacity && radius >= Math.min(wave.maxRadius, waveMaxRadius);
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}
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//
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// DRAWING
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//
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function drawRipple(ctx, x, y, radius, innerAlpha, outerAlpha) {
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// Only animate opacity and transform
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if (outerAlpha !== undefined) {
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ctx.bg.style.opacity = outerAlpha;
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}
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ctx.wave.style.opacity = innerAlpha;
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var s = radius / (ctx.containerSize / 2);
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var dx = x - (ctx.containerWidth / 2);
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var dy = y - (ctx.containerHeight / 2);
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ctx.wc.style.webkitTransform = 'translate3d(' + dx + 'px,' + dy + 'px,0)';
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ctx.wc.style.transform = 'translate3d(' + dx + 'px,' + dy + 'px,0)';
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// 2d transform for safari because of border-radius and overflow:hidden clipping bug.
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// https://bugs.webkit.org/show_bug.cgi?id=98538
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ctx.wave.style.webkitTransform = 'scale(' + s + ',' + s + ')';
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ctx.wave.style.transform = 'scale3d(' + s + ',' + s + ',1)';
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}
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//
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// SETUP
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//
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function createWave(elem) {
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var elementStyle = window.getComputedStyle(elem);
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var fgColor = elementStyle.color;
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var inner = document.createElement('div');
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inner.style.backgroundColor = fgColor;
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inner.classList.add('wave');
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var outer = document.createElement('div');
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outer.classList.add('wave-container');
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outer.appendChild(inner);
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var container = elem.$.waves;
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container.appendChild(outer);
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elem.$.bg.style.backgroundColor = fgColor;
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var wave = {
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bg: elem.$.bg,
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wc: outer,
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wave: inner,
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waveColor: fgColor,
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maxRadius: 0,
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isMouseDown: false,
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mouseDownStart: 0.0,
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mouseUpStart: 0.0,
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tDown: 0,
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tUp: 0
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};
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return wave;
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}
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function removeWaveFromScope(scope, wave) {
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if (scope.waves) {
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var pos = scope.waves.indexOf(wave);
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scope.waves.splice(pos, 1);
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// FIXME cache nodes
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wave.wc.remove();
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}
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};
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// Shortcuts.
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var pow = Math.pow;
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var now = Date.now;
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if (window.performance && performance.now) {
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now = performance.now.bind(performance);
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}
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function cssColorWithAlpha(cssColor, alpha) {
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var parts = cssColor.match(/^rgb\((\d+),\s*(\d+),\s*(\d+)\)$/);
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if (typeof alpha == 'undefined') {
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alpha = 1;
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}
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if (!parts) {
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return 'rgba(255, 255, 255, ' + alpha + ')';
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}
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return 'rgba(' + parts[1] + ', ' + parts[2] + ', ' + parts[3] + ', ' + alpha + ')';
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}
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function dist(p1, p2) {
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return Math.sqrt(pow(p1.x - p2.x, 2) + pow(p1.y - p2.y, 2));
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}
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function distanceFromPointToFurthestCorner(point, size) {
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var tl_d = dist(point, {x: 0, y: 0});
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var tr_d = dist(point, {x: size.w, y: 0});
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var bl_d = dist(point, {x: 0, y: size.h});
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var br_d = dist(point, {x: size.w, y: size.h});
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return Math.max(tl_d, tr_d, bl_d, br_d);
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}
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Polymer('paper-ripple', {
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/**
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* The initial opacity set on the wave.
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*
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* @attribute initialOpacity
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* @type number
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* @default 0.25
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*/
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initialOpacity: 0.25,
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/**
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* How fast (opacity per second) the wave fades out.
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*
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* @attribute opacityDecayVelocity
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* @type number
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* @default 0.8
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*/
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opacityDecayVelocity: 0.8,
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backgroundFill: true,
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pixelDensity: 2,
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eventDelegates: {
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down: 'downAction',
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up: 'upAction'
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},
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ready: function() {
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this.waves = [];
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},
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downAction: function(e) {
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var wave = createWave(this);
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this.cancelled = false;
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wave.isMouseDown = true;
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wave.tDown = 0.0;
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wave.tUp = 0.0;
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wave.mouseUpStart = 0.0;
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wave.mouseDownStart = now();
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var rect = this.getBoundingClientRect();
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var width = rect.width;
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var height = rect.height;
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var touchX = e.x - rect.left;
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var touchY = e.y - rect.top;
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wave.startPosition = {x:touchX, y:touchY};
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if (this.classList.contains("recenteringTouch")) {
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wave.endPosition = {x: width / 2, y: height / 2};
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wave.slideDistance = dist(wave.startPosition, wave.endPosition);
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}
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wave.containerSize = Math.max(width, height);
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wave.containerWidth = width;
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wave.containerHeight = height;
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wave.maxRadius = distanceFromPointToFurthestCorner(wave.startPosition, {w: width, h: height});
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// The wave is circular so constrain its container to 1:1
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wave.wc.style.top = (wave.containerHeight - wave.containerSize) / 2 + 'px';
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wave.wc.style.left = (wave.containerWidth - wave.containerSize) / 2 + 'px';
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wave.wc.style.width = wave.containerSize + 'px';
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wave.wc.style.height = wave.containerSize + 'px';
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this.waves.push(wave);
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if (!this._loop) {
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this._loop = this.animate.bind(this, {
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width: width,
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height: height
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});
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requestAnimationFrame(this._loop);
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}
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// else there is already a rAF
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},
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upAction: function() {
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for (var i = 0; i < this.waves.length; i++) {
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// Declare the next wave that has mouse down to be mouse'ed up.
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var wave = this.waves[i];
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if (wave.isMouseDown) {
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wave.isMouseDown = false
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wave.mouseUpStart = now();
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wave.mouseDownStart = 0;
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wave.tUp = 0.0;
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break;
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}
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}
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this._loop && requestAnimationFrame(this._loop);
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},
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cancel: function() {
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this.cancelled = true;
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},
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animate: function(ctx) {
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var shouldRenderNextFrame = false;
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var deleteTheseWaves = [];
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// The oldest wave's touch down duration
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var longestTouchDownDuration = 0;
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var longestTouchUpDuration = 0;
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// Save the last known wave color
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var lastWaveColor = null;
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// wave animation values
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var anim = {
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initialOpacity: this.initialOpacity,
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opacityDecayVelocity: this.opacityDecayVelocity,
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height: ctx.height,
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width: ctx.width
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}
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for (var i = 0; i < this.waves.length; i++) {
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var wave = this.waves[i];
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if (wave.mouseDownStart > 0) {
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wave.tDown = now() - wave.mouseDownStart;
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}
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if (wave.mouseUpStart > 0) {
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wave.tUp = now() - wave.mouseUpStart;
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}
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// Determine how long the touch has been up or down.
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var tUp = wave.tUp;
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var tDown = wave.tDown;
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longestTouchDownDuration = Math.max(longestTouchDownDuration, tDown);
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longestTouchUpDuration = Math.max(longestTouchUpDuration, tUp);
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// Obtain the instantenous size and alpha of the ripple.
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var radius = waveRadiusFn(tDown, tUp, anim);
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var waveAlpha = waveOpacityFn(tDown, tUp, anim);
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var waveColor = cssColorWithAlpha(wave.waveColor, waveAlpha);
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lastWaveColor = wave.waveColor;
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// Position of the ripple.
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var x = wave.startPosition.x;
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var y = wave.startPosition.y;
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// Ripple gravitational pull to the center of the canvas.
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if (wave.endPosition) {
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// This translates from the origin to the center of the view based on the max dimension of
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var translateFraction = Math.min(1, radius / wave.containerSize * 2 / Math.sqrt(2) );
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x += translateFraction * (wave.endPosition.x - wave.startPosition.x);
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y += translateFraction * (wave.endPosition.y - wave.startPosition.y);
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}
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// If we do a background fill fade too, work out the correct color.
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var bgFillColor = null;
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if (this.backgroundFill) {
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var bgFillAlpha = waveOuterOpacityFn(tDown, tUp, anim);
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bgFillColor = cssColorWithAlpha(wave.waveColor, bgFillAlpha);
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}
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// Draw the ripple.
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drawRipple(wave, x, y, radius, waveAlpha, bgFillAlpha);
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// Determine whether there is any more rendering to be done.
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var maximumWave = waveAtMaximum(wave, radius, anim);
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var waveDissipated = waveDidFinish(wave, radius, anim);
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var shouldKeepWave = !waveDissipated || maximumWave;
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// keep rendering dissipating wave when at maximum radius on upAction
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var shouldRenderWaveAgain = wave.mouseUpStart ? !waveDissipated : !maximumWave;
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shouldRenderNextFrame = shouldRenderNextFrame || shouldRenderWaveAgain;
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if (!shouldKeepWave || this.cancelled) {
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deleteTheseWaves.push(wave);
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}
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}
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if (shouldRenderNextFrame) {
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requestAnimationFrame(this._loop);
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}
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for (var i = 0; i < deleteTheseWaves.length; ++i) {
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var wave = deleteTheseWaves[i];
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removeWaveFromScope(this, wave);
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}
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if (!this.waves.length && this._loop) {
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// clear the background color
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this.$.bg.style.backgroundColor = null;
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this._loop = null;
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this.fire('core-transitionend');
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}
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}
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});
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})();
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</script>
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</polymer-element>
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||||
Reference in New Issue
Block a user