odoo.define('website.content.snippets.animation', function (require) { 'use strict'; /** * Provides a way to start JS code for snippets' initialization and animations. */ var Class = require('web.Class'); var config = require('web.config'); var core = require('web.core'); const dom = require('web.dom'); var mixins = require('web.mixins'); var publicWidget = require('web.public.widget'); var utils = require('web.utils'); var qweb = core.qweb; // Initialize fallbacks for the use of requestAnimationFrame, // cancelAnimationFrame and performance.now() window.requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.msRequestAnimationFrame || window.oRequestAnimationFrame; window.cancelAnimationFrame = window.cancelAnimationFrame || window.webkitCancelAnimationFrame || window.mozCancelAnimationFrame || window.msCancelAnimationFrame || window.oCancelAnimationFrame; if (!window.performance || !window.performance.now) { window.performance = { now: function () { return Date.now(); } }; } /** * Add the notion of edit mode to public widgets. */ publicWidget.Widget.include({ /** * Indicates if the widget should not be instantiated in edit. The default * is true, indeed most (all?) defined widgets only want to initialize * events and states which should not be active in edit mode (this is * especially true for non-website widgets). * * @type {boolean} */ disabledInEditableMode: true, /** * Acts as @see Widget.events except that the events are only binded if the * Widget instance is instanciated in edit mode. The property is not * considered if @see disabledInEditableMode is false. */ edit_events: null, /** * Acts as @see Widget.events except that the events are only binded if the * Widget instance is instanciated in readonly mode. The property only * makes sense if @see disabledInEditableMode is false, you should simply * use @see Widget.events otherwise. */ read_events: null, /** * Initializes the events that will need to be binded according to the * given mode. * * @constructor * @param {Object} parent * @param {Object} [options] * @param {boolean} [options.editableMode=false] * true if the page is in edition mode */ init: function (parent, options) { this._super.apply(this, arguments); this.editableMode = this.options.editableMode || false; var extraEvents = this.editableMode ? this.edit_events : this.read_events; if (extraEvents) { this.events = _.extend({}, this.events || {}, extraEvents); } }, }); /** * In charge of handling one animation loop using the requestAnimationFrame * feature. This is used by the `Animation` class below and should not be called * directly by an end developer. * * This uses a simple API: it can be started, stopped, played and paused. */ var AnimationEffect = Class.extend(mixins.ParentedMixin, { /** * @constructor * @param {Object} parent * @param {function} updateCallback - the animation update callback * @param {string} [startEvents=scroll] * space separated list of events which starts the animation loop * @param {jQuery|DOMElement} [$startTarget=window] * the element(s) on which the startEvents are listened * @param {Object} [options] * @param {function} [options.getStateCallback] * a function which returns a value which represents the state of the * animation, i.e. for two same value, no refreshing of the animation * is needed. Can be used for optimization. If the $startTarget is * the window element, this defaults to returning the current * scoll offset of the window or the size of the window for the * scroll and resize events respectively. * @param {string} [options.endEvents] * space separated list of events which pause the animation loop. If * not given, the animation is stopped after a while (if no * startEvents is received again) * @param {jQuery|DOMElement} [options.$endTarget=$startTarget] * the element(s) on which the endEvents are listened */ init: function (parent, updateCallback, startEvents, $startTarget, options) { mixins.ParentedMixin.init.call(this); this.setParent(parent); options = options || {}; this._minFrameTime = 1000 / (options.maxFPS || 100); // Initialize the animation startEvents, startTarget, endEvents, endTarget and callbacks this._updateCallback = updateCallback; this.startEvents = startEvents || 'scroll'; const mainScrollingElement = $().getScrollingElement()[0]; const mainScrollingTarget = mainScrollingElement === document.documentElement ? window : mainScrollingElement; this.$startTarget = $($startTarget ? $startTarget : this.startEvents === 'scroll' ? mainScrollingTarget : window); if (options.getStateCallback) { this._getStateCallback = options.getStateCallback; } else if (this.startEvents === 'scroll' && this.$startTarget[0] === mainScrollingTarget) { const $scrollable = this.$startTarget; this._getStateCallback = function () { return $scrollable.scrollTop(); }; } else if (this.startEvents === 'resize' && this.$startTarget[0] === window) { this._getStateCallback = function () { return { width: window.innerWidth, height: window.innerHeight, }; }; } else { this._getStateCallback = function () { return undefined; }; } this.endEvents = options.endEvents || false; this.$endTarget = options.$endTarget ? $(options.$endTarget) : this.$startTarget; this._updateCallback = this._updateCallback.bind(parent); this._getStateCallback = this._getStateCallback.bind(parent); // Add a namespace to events using the generated uid this._uid = '_animationEffect' + _.uniqueId(); this.startEvents = _processEvents(this.startEvents, this._uid); if (this.endEvents) { this.endEvents = _processEvents(this.endEvents, this._uid); } function _processEvents(events, namespace) { events = events.split(' '); return _.each(events, function (e, index) { events[index] += ('.' + namespace); }).join(' '); } }, /** * @override */ destroy: function () { mixins.ParentedMixin.destroy.call(this); this.stop(); }, //-------------------------------------------------------------------------- // Public //-------------------------------------------------------------------------- /** * Initializes when the animation must be played and paused and initializes * the animation first frame. */ start: function () { // Initialize the animation first frame this._paused = false; this._rafID = window.requestAnimationFrame((function (t) { this._update(t); this._paused = true; }).bind(this)); // Initialize the animation play/pause events if (this.endEvents) { /** * If there are endEvents, the animation should begin playing when * the startEvents are triggered on the $startTarget and pause when * the endEvents are triggered on the $endTarget. */ this.$startTarget.on(this.startEvents, (function (e) { if (this._paused) { _.defer(this.play.bind(this, e)); } }).bind(this)); this.$endTarget.on(this.endEvents, (function () { if (!this._paused) { _.defer(this.pause.bind(this)); } }).bind(this)); } else { /** * Else, if there is no endEvents, the animation should begin playing * when the startEvents are *continuously* triggered on the * $startTarget or fully played once. To achieve this, the animation * begins playing and is scheduled to pause after 2 seconds. If the * startEvents are triggered during that time, this is not paused * for another 2 seconds. This allows to describe an "effect" * animation (which lasts less than 2 seconds) or an animation which * must be playing *during* an event (scroll, mousemove, resize, * repeated clicks, ...). */ var pauseTimer = null; this.$startTarget.on(this.startEvents, _.throttle((function (e) { this.play(e); clearTimeout(pauseTimer); pauseTimer = _.delay((function () { this.pause(); pauseTimer = null; }).bind(this), 2000); }).bind(this), 250, {trailing: false})); } }, /** * Pauses the animation and destroys the attached events which trigger the * animation to be played or paused. */ stop: function () { this.$startTarget.off(this.startEvents); if (this.endEvents) { this.$endTarget.off(this.endEvents); } this.pause(); }, /** * Forces the requestAnimationFrame loop to start. * * @param {Event} e - the event which triggered the animation to play */ play: function (e) { this._newEvent = e; if (!this._paused) { return; } this._paused = false; this._rafID = window.requestAnimationFrame(this._update.bind(this)); this._lastUpdateTimestamp = undefined; }, /** * Forces the requestAnimationFrame loop to stop. */ pause: function () { if (this._paused) { return; } this._paused = true; window.cancelAnimationFrame(this._rafID); this._lastUpdateTimestamp = undefined; }, //-------------------------------------------------------------------------- // Private //-------------------------------------------------------------------------- /** * Callback which is repeatedly called by the requestAnimationFrame loop. * It controls the max fps at which the animation is running and initializes * the values that the update callback needs to describe the animation * (state, elapsedTime, triggered event). * * @private * @param {DOMHighResTimeStamp} timestamp */ _update: function (timestamp) { if (this._paused) { return; } this._rafID = window.requestAnimationFrame(this._update.bind(this)); // Check the elapsed time since the last update callback call. // Consider it 0 if there is no info of last timestamp and leave this // _update call if it was called too soon (would overflow the set max FPS). var elapsedTime = 0; if (this._lastUpdateTimestamp) { elapsedTime = timestamp - this._lastUpdateTimestamp; if (elapsedTime < this._minFrameTime) { return; } } // Check the new animation state thanks to the get state callback and // store its new value. If the state is the same as the previous one, // leave this _update call, except if there is an event which triggered // the "play" method again. var animationState = this._getStateCallback(elapsedTime, this._newEvent); if (!this._newEvent && animationState !== undefined && _.isEqual(animationState, this._animationLastState)) { return; } this._animationLastState = animationState; // Call the update callback with frame parameters this._updateCallback(this._animationLastState, elapsedTime, this._newEvent); this._lastUpdateTimestamp = timestamp; // Save the timestamp at which the update callback was really called this._newEvent = undefined; // Forget the event which triggered the last "play" call }, }); /** * Also register AnimationEffect automatically (@see effects, _prepareEffects). */ var Animation = publicWidget.Widget.extend({ /** * The max FPS at which all the automatic animation effects will be * running by default. */ maxFPS: 100, /** * @see this._prepareEffects * * @type {Object[]} * @type {string} startEvents * The names of the events which trigger the effect to begin playing. * @type {string} [startTarget] * A selector to find the target where to listen for the start events * (if no selector, the window target will be used). If the whole * $target of the animation should be used, use the 'selector' string. * @type {string} [endEvents] * The name of the events which trigger the end of the effect (if none * is defined, the animation will stop after a while * @see AnimationEffect.start). * @type {string} [endTarget] * A selector to find the target where to listen for the end events * (if no selector, the startTarget will be used). If the whole * $target of the animation should be used, use the 'selector' string. * @type {string} update * A string which refers to a method which will be used as the update * callback for the effect. It receives 3 arguments: the animation * state, the elapsedTime since last update and the event which * triggered the animation (undefined if just a new update call * without trigger). * @type {string} [getState] * The animation state is undefined by default, the scroll offset for * the particular {startEvents: 'scroll'} effect and an object with * width and height for the particular {startEvents: 'resize'} effect. * There is the possibility to define the getState callback of the * animation effect with this key. This allows to improve performance * even further in some cases. */ effects: [], /** * Initializes the animation. The method should not be called directly as * called automatically on animation instantiation and on restart. * * Also, prepares animation's effects and start them if any. * * @override */ start: function () { this._prepareEffects(); _.each(this._animationEffects, function (effect) { effect.start(); }); return this._super.apply(this, arguments); }, //-------------------------------------------------------------------------- // Private //-------------------------------------------------------------------------- /** * Registers `AnimationEffect` instances. * * This can be done by extending this method and calling the @see _addEffect * method in it or, better, by filling the @see effects property. * * @private */ _prepareEffects: function () { this._animationEffects = []; var self = this; _.each(this.effects, function (desc) { self._addEffect(self[desc.update], desc.startEvents, _findTarget(desc.startTarget), { getStateCallback: desc.getState && self[desc.getState], endEvents: desc.endEvents || undefined, $endTarget: _findTarget(desc.endTarget), maxFPS: self.maxFPS, }); // Return the DOM element matching the selector in the form // described above. function _findTarget(selector) { if (selector) { if (selector === 'selector') { return self.$target; } return self.$(selector); } return undefined; } }); }, /** * Registers a new `AnimationEffect` according to given parameters. * * @private * @see AnimationEffect.init */ _addEffect: function (updateCallback, startEvents, $startTarget, options) { this._animationEffects.push( new AnimationEffect(this, updateCallback, startEvents, $startTarget, options) ); }, }); //:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: var registry = publicWidget.registry; registry.slider = publicWidget.Widget.extend({ selector: '.carousel', disabledInEditableMode: false, edit_events: { 'content_changed': '_onContentChanged', }, /** * @override */ start: function () { this.$('img').on('load.slider', () => this._computeHeights()); this._computeHeights(); // Initialize carousel and pause if in edit mode. this.$target.carousel(this.editableMode ? 'pause' : undefined); $(window).on('resize.slider', _.debounce(() => this._computeHeights(), 250)); return this._super.apply(this, arguments); }, /** * @override */ destroy: function () { this._super.apply(this, arguments); this.$('img').off('.slider'); this.$target.carousel('pause'); this.$target.removeData('bs.carousel'); _.each(this.$('.carousel-item'), function (el) { $(el).css('min-height', ''); }); $(window).off('.slider'); }, //-------------------------------------------------------------------------- // Private //-------------------------------------------------------------------------- /** * @private */ _computeHeights: function () { var maxHeight = 0; var $items = this.$('.carousel-item'); $items.css('min-height', ''); _.each($items, function (el) { var $item = $(el); var isActive = $item.hasClass('active'); $item.addClass('active'); var height = $item.outerHeight(); if (height > maxHeight) { maxHeight = height; } $item.toggleClass('active', isActive); }); $items.css('min-height', maxHeight); }, //-------------------------------------------------------------------------- // Handlers //-------------------------------------------------------------------------- /** * @private */ _onContentChanged: function (ev) { this._computeHeights(); }, }); registry.Parallax = Animation.extend({ selector: '.parallax', disabledInEditableMode: false, effects: [{ startEvents: 'scroll', update: '_onWindowScroll', }], /** * @override */ start: function () { this._rebuild(); $(window).on('resize.animation_parallax', _.debounce(this._rebuild.bind(this), 500)); return this._super.apply(this, arguments); }, /** * @override */ destroy: function () { this._super.apply(this, arguments); $(window).off('.animation_parallax'); }, //-------------------------------------------------------------------------- // Private //-------------------------------------------------------------------------- /** * Prepares the background element which will scroll at a different speed * according to the viewport dimensions and other snippet parameters. * * @private */ _rebuild: function () { // Add/find bg DOM element to hold the parallax bg (support old v10.0 parallax) this.$bg = this.$('> .s_parallax_bg'); // Get parallax speed this.speed = parseFloat(this.$target.attr('data-scroll-background-ratio') || 0); // Reset offset if parallax effect will not be performed and leave var noParallaxSpeed = (this.speed === 0 || this.speed === 1); if (noParallaxSpeed) { this.$bg.css({ transform: '', top: '', bottom: '', }); return; } // Initialize parallax data according to snippet and viewport dimensions this.viewport = document.body.clientHeight - $('#wrapwrap').position().top; this.visibleArea = [this.$target.offset().top]; this.visibleArea.push(this.visibleArea[0] + this.$target.innerHeight() + this.viewport); this.ratio = this.speed * (this.viewport / 10); // Provide a "safe-area" to limit parallax const absoluteRatio = Math.abs(this.ratio); this.$bg.css({ top: -absoluteRatio, bottom: -absoluteRatio, }); }, //-------------------------------------------------------------------------- // Effects //-------------------------------------------------------------------------- /** * Describes how to update the snippet when the window scrolls. * * @private * @param {integer} scrollOffset */ _onWindowScroll: function (scrollOffset) { // Speed == 0 is no effect and speed == 1 is handled by CSS only if (this.speed === 0 || this.speed === 1) { return; } // Perform translation if the element is visible only var vpEndOffset = scrollOffset + this.viewport; if (vpEndOffset >= this.visibleArea[0] && vpEndOffset <= this.visibleArea[1]) { this.$bg.css('transform', 'translateY(' + _getNormalizedPosition.call(this, vpEndOffset) + 'px)'); } function _getNormalizedPosition(pos) { // Normalize scroll in a 1 to 0 range var r = (pos - this.visibleArea[1]) / (this.visibleArea[0] - this.visibleArea[1]); // Normalize accordingly to current options return Math.round(this.ratio * (2 * r - 1)); } }, }); registry.mediaVideo = publicWidget.Widget.extend({ selector: '.media_iframe_video', /** * @override */ start: function () { // TODO: this code should be refactored to make more sense and be better // integrated with Odoo (this refactoring should be done in master). var def = this._super.apply(this, arguments); if (this.$target.children('iframe').length) { // There already is an