Constructordojo._Animation

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defined in dojo/_base/fx.js

A generic animation class that fires callbacks into its handlers object at various states. Nearly all dojo animation functions return an instance of this method, usually without calling the .play() method beforehand. Therefore, you will likely need to call .play() on instances of dojo._Animation when one is returned.

Usage

function (/*Object*/ args) (view source)
parametertypedescription
argsObject 

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A Function to adjust the acceleration (or deceleration) of the progress across a dojo._Line
FunctiongotoPercent(percent: Decimal, andPlay: Boolean?)
Sets the progress of the animation.
Pauses a running animation.
Functionplay(delay: Integer?, gotoStart: Boolean?)
Start the animation.
Returns a string token representation of the status of the animation, one of: "paused", "playing", "stopped"
Functionstop(gotoEnd: Boolean?)
Stops a running animation.
Function_fire(evt, args: Array?)
Convenience function. Fire event "evt" and pass it the arguments specified in "args".
Function_play(gotoStart)

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Event Synthetic event fired before a dojo._Animation begins playing (synchronous)
A two element array of start and end values, or a dojo._Line instance to be used in the Animation.
The time in milliseconds to wait before starting animation after it has been .play()'ed
The time in milliseonds the animation will take to run
Synthetic event fired at each interval of a dojo._Animation
Synthetic event fired as a dojo._Animation begins playing (useful?)
Synthetic event fired after the final frame of a dojo._Animation
Synthetic event fired when a dojo._Animation is paused
Synthetic event fired any time a dojo._Animation is play()'ed
Synthetic event fires when a dojo._Animation is stopped
the time in milliseconds to wait before advancing to next frame (used as a fps timer: rate/1000 = fps)
The number of times to loop the animation