PortableMag/lib/jli.js
Alex A. Naanou 893f7a0a77 some cleanup...
Signed-off-by: Alex A. Naanou <alex.nanou@gmail.com>
2014-02-05 09:11:48 +04:00

1157 lines
30 KiB
JavaScript
Executable File

/**********************************************************************
* JavaScript Lib
* at this point this is just a place I put most of the generic stuff I
* use.
*
* P.S. the name "jli" just stands for Java script LIb, like how it
* looks...
**********************************************************************/
//var DEBUG = DEBUG != null ? DEBUG : true
var POOL_SIZE = 64
var DEFAULT_TRANSITION_DURATION = 200
// XXX this affects only the innertial part, not setCurrentPage...
var USE_TRANSITIONS_FOR_ANIMATION = false
var USE_TRANSFORM = true
var USE_3D_TRANSFORM = true
/*********************************************************************/
// This will create a function that will cycle through a class_list on elem
// calling the optional callbacks before and/or after.
// If class_list is given as a string, then this will create a toggler that
// will turn the given class on the element on and off.
//
// Elem is a jquery compatible object; default use-case: a css selector.
//
// This will return a function with the folowing signature:
//
// func() -> <state>
// func(<action>) -> <state>
// func(<target>, <action>) -> <state>
//
//
// In the first form this just toggles the state.
//
// In forms 2 and 3, if class_list is a string, the <action> can be :
// - <index> : 0 for 'off' and 1 for 'on' (see below)
// - 'on' : switch mode on -- add class
// - 'off' : switch mode off -- remove class
// - '!' : reload current state, same as toggler(toggler('?'))
// - '?' : return current state ('on'|'off')
//
// In forms 2 and 3, if class_list is a list of strings, the <action> can be:
// - <index> : explicitly set the state to index in class_list
// - <class-name> : explicitly set a class from the list
// - '!' : reload current state, same as toggler(toggler('?'))
// - '?' : return current state ('on'|'off')
//
//
// In the third form the <target> is a jquery-compatible object.
//
// In all forms this will return the current state string or null if the
// action argument given is invalid.
//
// NOTE: action '?' is handled internally and not passed to the callbacks.
// NOTE: there is a special action 'next', passing it will have the same
// effect as not passing any action -- we will change to the next
// state.
// NOTE: if it is needed to apply this to an explicit target but with
// no explicit action, just pass 'next' as the second argument.
// NOTE: a special class name 'none' means no class is set, if it is present
// in the class_list then that state will be with all other state
// classes removed.
// NOTE: <class-name> must be an exact match to a string given in class_list
// NOTE: of only one callback is given then it will be called after the
// class change...
// a way around this is to pass an empty function as callback_b
// NOTE: leading dots in class names in class_list are optional.
// this is due to several times I've repeated the same mistake of
// forgetting to write the classes without leading dots, the class
// list is not normalized...
// NOTE: the toggler can be passed a non-jquery object, but then only an
// explicit state is supported as the second argument, the reason
// being that we can not determain the current state without a propper
// .hasClass(..) test...
//
//
// This also takes one or two callbacks. If only one is given then it is
// called after (post) the change is made. If two are given then the first
// is called before the change and the second after the change.
//
// The callbacks are passed two arguments:
// - <action> : the state we are going in
// - <target> : the target element or the element passed to the
// toggler
//
//
// The callback function will have 'this' set to the same value as the
// toggler itself, e.g. if the toggler is called as a method, the
// callback's 'this' will reference it's parent object.
//
// NOTE: the pre-callback will get the "intent" action, i.e. the state the
// we are changing into but the changes are not yet made.
// NOTE: if the pre-callback explicitly returns false, then the change will
// not be made.
function createCSSClassToggler(elem, class_list, callback_a, callback_b){
var bool_action = false
if(typeof(class_list) == typeof('')){
class_list = ['none', class_list]
bool_action = true
}
// Normalize classes -- remove the dot from class names...
// NOTE: this is here because I've made the error of including a
// leading "." almost every time I use this after I forget
// the UI...
class_list = $(class_list).map(function(_, e){
return $(e.split(' ')).map(function(_, c){
c = c.trim()
return c[0] == '.' ? c.slice(1) : c
}).toArray().join(' ')
}).toArray()
// normalize the callbacks...
if(callback_b == null){
var callback_pre = null
var callback_post = callback_a
} else {
var callback_pre = callback_a
var callback_post = callback_b
}
// XXX make this generic...
var func = function(a, b){
if(b == null){
var action = a == 'next' ? null : a
var e = elem
} else {
var e = a
var action = b == 'next' ? null : b
}
var args = args2array(arguments).slice(2)
e = $(e)
// option number...
if(typeof(action) == typeof(1)){
// range check...
if(action < 0 || action >= class_list.length){
return null
}
if(bool_action){
action = action == 0 ? 'off' : 'on'
} else {
action = class_list[action]
}
}
// we need to get the current state...
if(action == null || action == '?' || action == '!'){
// get current state...
var cur = 'none'
for(var i=0; i < class_list.length; i++){
if(e.hasClass(class_list[i])){
cur = class_list[i]
break
}
}
// just asking for info...
if(action == '?'){
return bool_action ? (cur == 'none' ? 'off' : 'on') : cur
}
// force reload of current state...
if(action == '!'){
action = bool_action ? (cur == 'none' ? 'off' : 'on') : cur
}
// invalid action...
} else if((bool_action && ['on', 'off'].indexOf(action) == -1)
|| (!bool_action && class_list.indexOf(action) == -1)){
return null
}
var cls = bool_action ? class_list[1] : action
// get the right class...
if(action == null){
var i = class_list.indexOf(cur)+1
i = i == -1 ? 0 : i
i = i == class_list.length ? 0 : i
cls = class_list[i]
if(bool_action){
action = cls == 'none' ? 'off' : 'on'
} else {
action = cls
}
}
// NOTE: the callbacks are passed the same this as the calling
// function, this will enable them to act as metods correctly
// pre callback...
if(callback_pre != null){
if(callback_pre.apply(this, [action, e].concat(args)) === false){
// XXX should we return action here???
//return
return func('?')
}
}
// update the element...
e.removeClass(class_list.join(' '))
if(cls != 'none' && action != 'off'){
e.addClass(cls)
}
// post callback...
if(callback_post != null){
callback_post.apply(this, [action, e].concat(args))
}
return action
}
func.class_list = class_list
if(bool_action){
func.doc = 'With no arguments this will toggle between "on" and '+
'"off".\n'+
'If either "on" or "off" are given then this will switch '+
'to that mode.\n'+
'If "?" is given, this will return either "on" or "off" '+
'depending on the current state.'
}else{
func.doc = 'With no arguments this will toggle between '+
class_list +' in cycle.\n' +
'if any of the state names or its number is given then that '+
'state is switched on.'+
'If "?" is given, this will return the current state.'
}
return func
}
/*
// show a jQuary opject in viewer overlay...
// XXX need to set .scrollTop(0) when showing different UI...
// ...and not set it when the UI is the same
// XXX this must create it's own overlay...
function showInOverlay(obj){
obj.click(function(){ return false })
// XXX
$('.viewer').addClass('overlay-mode')
// clean things up...
$('.overlay .content').children().remove()
// put it in the overlay...
$('.overlay .content').append(obj)
// prepare the overlay...
$('.overlay')
.one('click', function(){
$('.overlay')
.fadeOut(function(){
$('.overlay .content')
.children()
.remove()
$('.overlay-mode').removeClass('overlay-mode')
})
})
.fadeIn()
return obj
}
function overlayMessage(text){
return showInOverlay($('<div class="overlay-message">' +text+ '</div>'))
}
*/
function unanimated(obj, func, time){
return function(){
if(time == null){
time = 5
}
obj = $(obj)
obj.addClass('unanimated')
var res = func.apply(func, arguments)
setTimeout(function(){obj.removeClass('unanimated')}, time)
return res
}
}
// NOTE: this will only use the first element in a set.
// NOTE: if no element is given this will return null.
function makeCSSVendorAttrGetter(attr, dfl, callback){
return function(elem){
elem = $(elem)
if(elem.length == 0){
return null
}
// using the attr...
var vendors = ['O', 'Moz', 'ms', 'webkit']
var data = elem[0].style[attr]
// go through vendor prefixes... (hate this!)
if(!data || data == 'none'){
for(var i in vendors){
data = elem[0].style[vendors[i] + attr.capitalize()]
if(data && data != 'none'){
break
}
}
}
// no data is set...
if(!data || data == 'none'){
return dfl
}
return callback(data)
}
}
// Return a scale value for the given element(s).
// NOTE: this will only return a single scale value...
var getElementScale = makeCSSVendorAttrGetter(
'transform',
1,
function(data){
return parseFloat((/(scale|matrix)\(([^),]*)\)/).exec(data)[2])
})
var getElementShift = makeCSSVendorAttrGetter(
'transform',
{left: 0, top: 0},
function(data){
res = /(translate\(|matrix\([^,]*,[^,]*,[^,]*,[^,]*,)([^,]*),([^\)]*)\)/.exec(data)
return {
left: parseFloat(res[2]),
top: parseFloat(res[3])
}
})
var getElementTransitionDuration = makeCSSVendorAttrGetter(
'transitionDuration',
DEFAULT_TRANSITION_DURATION,
parseInt)
// NOTE: at this point this works only on the X axis...
function setElementTransform(elem, offset, scale, duration){
elem = $(elem)
//var t3d = USE_3D_TRANSFORM ? 'translateZ(0px)' : ''
var t3d = USE_3D_TRANSFORM ? 'translate3d(0,0,0)' : ''
if(offset == null){
offset = getElementShift(elem)
// number -- only the x coord...
} else if(typeof(offset) == typeof(1)){
offset = {
left: offset,
top: 0
}
// array...
} else if(offset.indexOf){
offset = {
left: offset[0] ? offset[0] : 0,
top: offset[1] ? offset[1] : 0
}
}
if(scale == null){
var scale = getElementScale(elem)
}
if(USE_TRANSFORM){
var transform = 'translate('+
Math.round(offset.left) +'px, '+
Math.round(offset.top) +'px) scale('+ scale +') ' + t3d
elem.css({
'-ms-transform' : transform,
'-webkit-transform' : transform,
'-moz-transform' : transform,
'-o-transform' : transform,
'transform' : transform,
// XXX can we avoid this here??
left: 0,
// XXX is this correct???
top: ''
}, duration)
} else {
var transform = 'translate(0px, 0px) scale('+ scale +') ' + t3d
elem.css({
// NOTE: this will be wrong during a transition, that's why we
// can pass the pre-calculated offset as an argument...
left: Math.round(offset.left),
top: Math.round(offset.top),
// XXX can we avoid this here??
'-ms-transform' : transform,
'-webkit-transform' : transform,
'-moz-transform' : transform,
'-o-transform' : transform,
'transform' : transform,
}, duration)
}
return elem
}
// Run a function controllably in an animation frame
//
// NOTE: we do not need to make this run several callbacks as the
// browser already does this and will do the loop faster...
function animationFrameRunner(func){
var next
var _nop = function(){ return this }
var frame
if(this === window){
self = new animationFrameRunner
} else {
self = this
}
self.func = func
var _tick = function(){
func(Date.now())
frame = getAnimationFrame(next)
}
// main user interface...
var start = function(){
next = _tick
this.start = _nop
this.stop = stop
// start things up...
// NOTE: we are not calling _tick here directly to avoid stray,
// off-frame call to func...
frame = getAnimationFrame(next)
return this
}
var stop = function(){
if(frame != null){
cancelAnimationFrame(frame)
frame = null
}
next = _nop
this.start = start
this.stop = _nop
return this
}
// setup the ticker in stopped state...
stop.call(self)
return self
}
// XXX make this a drop-in replacement for setElementTransform...
// XXX cleanup, still flacky...
function animateElementTo(elem, to, duration, easing, speed, callback, use_transitions){
// stop all ongoing animations on the current elem...
stopAnimation(elem)
use_transitions = use_transitions != null ?
use_transitions
: USE_TRANSITIONS_FOR_ANIMATION
// use transition for animation...
if(use_transitions){
setTransitionEasing(elem, easing)
duration == null && setTransitionDuration(elem, duration)
setElementTransform(elem, to)
// manually animate...
} else {
if(typeof(to) == typeof(1)){
to = {
left: to,
top: 0,
}
}
if(typeof(speed) == typeof(2)){
speed = {
x: speed,
y: 0,
}
}
if(duration == null){
duration = getElementTransitionDuration(elem)
}
setTransitionDuration(elem, 0)
var start = Date.now()
var then = start + duration
var from = getElementShift(elem)
var cur = {
top: from.top,
left: from.left
}
var dist = {
top: to.top - from.top,
left: to.left - from.left,
}
// XXX are we using this...
elem.animating = true
elem.next_frame = null
// remember step start position...
var s_t = cur.top
var s_l = cur.left
function animate(){
// prevent running animations till next call of animateElementTo(..)
if(elem.next_frame === false){
return
}
var t = Date.now()
// end of the animation...
if(t >= then){
setElementTransform(elem, to)
return
}
if(!elem.animating){
// XXX jittery...
setElementTransform(elem, cur)
return
}
// remember step start position...
s_t = cur.top
s_l = cur.left
// animate a step with speed...
if(speed != null){
// NOTE: these are almost identical, they are inlined
// for speed...
if(Math.abs(dist.top) >= 1){
dy = ((t - start) * speed.y)
if(Math.abs(dist.top) > Math.abs(dy)){
dist.top -= dy
cur.top = Math.round(cur.top + dy)
// normalize...
cur.top = Math.abs(dist.top) <= 1 ? to.top : cur.top
// calc speed for next step...
speed.y = dist.top / (duration - (t - start))
} else {
cur.top = to.top
}
}
if(Math.abs(dist.left) >= 1){
dx = ((t - start) * speed.x)
if(Math.abs(dist.left) > Math.abs(dx)){
dist.left -= dx
cur.left = Math.round(cur.left + dx)
// normalize...
cur.left = Math.abs(dist.left) <= 1 ? to.left : cur.left
// calc speed for next step...
speed.x = dist.left / (duration - (t - start))
} else {
cur.left = to.left
}
}
// liner animate...
} else {
var r = (t - start) / duration
cur.top = Math.round(from.top + (dist.top * r))
cur.left = Math.round(from.left + (dist.left * r))
}
setElementTransform(elem, cur)
callback != null && callback({
x: cur.left - s_l,
y: cur.top - s_t,
})
// sched next frame...
elem.next_frame = getAnimationFrame(animate)
}
animate()
}
}
function stopAnimation(elem){
if(elem.next_frame){
cancelAnimationFrame(elem.next_frame)
elem.next_frame = false
return
}
}
// XXX account for other transitions...
function setElementScale(elem, scale){
return setElementTransform(elem, null, scale)
}
function setElementOrigin(elem, x, y, z){
x = x == null ? '50%' : x
y = y == null ? '50%' : y
z = z == null ? '0' : z
var value = x +' '+ y +' '+ z
return $(elem).css({
'transform-origin': value,
'-ms-transform-origin': value,
'-webkit-transform-origin': value,
})
}
function setTransitionEasing(elem, ease){
if(typeof(ms) == typeof(0)){
ms = ms + 'ms'
}
return $(elem).css({
'transition-timing-function': ease,
'-moz-transition-timing-function': ease,
'-o-transition-timing-function': ease,
'-ms-transition-timing-function': ease,
'-webkit-transition-timing-function': ease
})
}
function setTransitionDuration(elem, ms){
if(typeof(ms) == typeof(0)){
ms = ms + 'ms'
}
return elem.css({
'transition-duration': ms,
'-moz-transition-duration': ms,
'-o-transition-duration': ms,
'-ms-transition-duration': ms,
'-webkit-transition-duration': ms
})
}
/************************************************ jQuery extensions **/
jQuery.fn.reverseChildren = function(){
return $(this).each(function(_, e){
return $(e).append($(e).children().detach().get().reverse())
})
}
jQuery.fn.sortChildren = function(func){
return $(this).each(function(_, e){
return $(e).append($(e).children().detach().get().sort(func))
})
}
/************************************************** Deferred utils ***/
// Deferred worker pool...
//
// makeDeferredPool([size][, paused]) -> pool
//
//
// This will create and return a pooled queue of deferred workers.
//
// Public interface:
//
// .enqueue(obj, func, args) -> deferred
// Add a worker to queue.
// If the pool is not filled and not paused, this will run the
// worker right away.
// If the pool is full the worker is added to queue (FIFO) and
// ran in its turn.
//
// .pause() -> pool
// Pause the queue.
// NOTE: this also has a second form: .pause(func), see below.
//
// .resume() -> pool
// Restart the queue.
//
// .dropQueue() -> pool
// Drop the queued workers.
// NOTE: this will not stop the already running workers.
//
// .isRunning() -> bool
// Test if any workers are running in the pool.
// NOTE: this will return false ONLY when the pool is empty.
//
// .isPaused() -> bool
// Test if pool is in a paused state.
// NOTE: some workers may sill be finishing up so if you want
// to test whether any workers are still running use
// .isRunning()
//
//
// Event handler/callback registration:
//
// .on(evt, func) -> pool
// Register a handler (func) for an event (evt).
//
// .off(evt[, func]) -> pool
// Remove a handler (func) form and event (evt).
// NOTE: if func is omitted, remove all handlers from the given
// event...
//
// .progress(func) -> pool
// Register a progress handler.
// The handler is called after each worker is done and will get
// passed:
// - workers done count
// - workers total count
// Short hand for:
// .on('progress', func) -> pool
// NOTE: the total number of workers can change as new workers
// are added or the queue is cleared...
//
// .fail(func) -> pool
// Register a worker fail handler.
// The handler is called when a worker goes into the fail state.
// This will get passed:
// - workers done count
// - workers total count
// Short hand for:
// .on('fail', func) -> pool
// NOTE: this will not stop the execution of other handlers.
//
// .pause(func) -> pool
// Register a pause handler.
// This handler is called after the last worker finishes when
// the queue is paused.
// Short hand for:
// .on('progress', func) -> pool
//
// .resume(func) -> pool
// Short hand for:
// .on('resume', func) -> pool
//
// .depleted(func) -> pool
// Register a depleted pool handler.
// The handler will get called when the queue and pool are empty
// (depleted) and the last worker is done.
// Short hand for:
// .on('deplete', func) -> pool
//
// XXX should this be an object or a factory???
function makeDeferredPool(size, paused){
size = size == null ? POOL_SIZE : size
size = size < 0 ? 1
: size > 512 ? 512
: size
paused = paused == null ? false : paused
var Pool = {
pool: [],
queue: [],
size: size,
// XXX do we need to hide or expose them and use their API???
_event_handlers: {
deplete: $.Callbacks(),
progress: $.Callbacks(),
pause: $.Callbacks(),
resume: $.Callbacks(),
fail: $.Callbacks()
},
_paused: paused,
}
// Run a worker...
//
// This will:
// - create and add a worker to the pool, which will:
// - run an element from the queue
// - remove self from pool
// - if the pool is not full, create another worker (call
// ._run(..)) else exit
// - call ._fill() to replenish the pool
Pool._run = function(deferred, func, args){
var that = this
var pool = this.pool
var pool_size = this.size
var queue = this.queue
var run = this._run
// run an element from the queue...
var worker = func.apply(null, args)
.always(function(){
// prepare to remove self from pool...
var i = pool.indexOf(worker)
Pool._event_handlers.progress.fire(pool.length - pool.len(), pool.length + queue.length)
// remove self from queue...
delete pool[i]
// shrink the pool if it's overfilled...
// i.e. do not pop another worker and let the "thread" die.
if(pool.len() > pool_size){
// remove self...
return
}
// pause the queue -- do not do anything else...
if(that._paused == true){
// if pool is empty fire the pause event...
if(pool.len() == 0){
Pool._event_handlers.pause.fire()
}
return
}
// get the next queued worker...
var next = queue.splice(0, 1)[0]
// run the next worker if it exists...
if(next != null){
run.apply(that, next)
// empty queue AND empty pool mean we are done...
} else if(pool.len() == 0){
var l = pool.length
// NOTE: potential race condition -- something can be
// pushed to pool just before it's "compacted"...
pool.length = 0
that._event_handlers.deplete.fire(l)
}
// keep the pool full...
that._fill()
})
.fail(function(){
Pool._event_handlers.fail.fire(pool.length - pool.len(), pool.length + queue.length)
deferred.reject.apply(deferred, arguments)
})
.progress(function(){
deferred.notify.apply(deferred, arguments)
})
.done(function(){
deferred.resolve.apply(deferred, arguments)
})
this.pool.push(worker)
return worker
}
// Fill the pool...
//
Pool._fill = function(){
var that = this
var pool_size = this.size
var run = this._run
var l = this.pool.len()
if(this._paused != true
&& l < pool_size
&& this.queue.length > 0){
this.queue.splice(0, pool_size - l)
.forEach(function(e){
run.apply(that, e)
})
}
return this
}
// Public methods...
// Add a worker to queue...
//
Pool.enqueue = function(func){
var deferred = $.Deferred()
// add worker to queue...
this.queue.push([deferred, func, args2array(arguments).slice(1)])
// start work if we have not already...
this._fill()
//return this
return deferred
}
// Drop the queued workers...
//
// NOTE: this will not stop the running workers...
// XXX should this return the pool or the dropped queue???
Pool.dropQueue = function(){
this.queue.splice(0, this.queue.length)
return this
}
// NOTE: this will not directly cause .isRunning() to return false
// as this will not directly spot all workers, it will just
// pause the queue and the workers that have already started
// will keep running until they are done, and only when the
// pool is empty will the .isRunning() return false.
//
// XXX test...
Pool.pause = function(func){
if(func == null){
this._paused = true
} else {
this.on('pause', func)
}
return this
}
// XXX test...
Pool.resume = function(func){
if(func == null){
this._paused = false
this._event_handlers['resume'].forEach(function(f){ f() })
this._fill()
} else {
this.on('resume', func)
}
return this
}
Pool.isPaused = function(){
return this._paused
}
Pool.isRunning = function(){
return this.pool.len() > 0
}
// Generic event handlers...
Pool.on = function(evt, handler){
this._event_handlers[evt].add(handler)
return this
}
// NOTE: if this is not given a handler, it will clear all handlers
// from the given event...
Pool.off = function(evt, handler){
if(handler != null){
this._event_handlers[evt].remove(handler)
} else {
this._event_handlers[evt].empty()
}
return this
}
// Register a queue depleted handler...
//
// This occurs when a populated queue is depleted and the last worker
// is done.
//
// NOTE: this is similar to jQuery.Deferred().done(..) but differs in
// that the pool can fill up and get depleted more than once,
// thus, the handlers may get called more than once per pool
// life...
// NOTE: it is recommended to fill the queue faster than the workers
// finish, as this may get called after last worker is done and
// the next is queued...
Pool.depleted = function(func){
return this.on('deplete', func)
}
// Register queue progress handler...
//
// This occurs after each worker is done.
//
// handler will be passed:
// - the pool object
// - workers done
// - total workers (done + queued)
Pool.progress = function(func){
return this.on('progress', func)
}
// Register worker fail handler...
//
Pool.fail = function(func){
return this.on('fail', func)
}
return Pool
}
/**************************************************** JS utilities ***/
// Get screen dpi...
//
// This will calculate the value and save it to screen.dpi
//
// if force is true this will re-calculate the value.
//
// NOTE: this needs the body loaded to work...
// NOTE: this may depend on page zoom...
// NOTE: yes, this is a hack, but since we have no other reliable way to
// do this...
function getDPI(force){
if(screen.dpi == null || force){
var e = $('<div id="inch">')
.css({
position: 'absolute',
width: '1in',
left: '-100%',
top: '-100%'
})
.appendTo($('body'))
var res = e.width()
e.remove()
screen.dpi = res
return res
} else {
return screen.dpi
}
}
// XXX is this correct???
$(getDPI)
// return 1, -1, or 0 depending on sign of x
function sign(x){
return (x > 0) - (x < 0)
}
String.prototype.capitalize = function(){
return this[0].toUpperCase() + this.slice(1)
}
// XXX not sure if this has to be a utility or a method...
Object.get = function(obj, name, dfl){
var val = obj[name]
if(val === undefined && dfl != null){
return dfl
}
return val
}
// like .length but for sparse arrays will return the element count...
Array.prototype.len = function(){
return this.filter(function(){ return true }).length
}
// convert JS arguments to Array...
function args2array(args){
return Array.apply(null, args)
}
var getAnimationFrame = (window.requestAnimationFrame
|| window.webkitRequestAnimationFrame
|| window.mozRequestAnimationFrame
|| window.oRequestAnimationFrame
|| window.msRequestAnimationFrame
|| function(callback){
setTimeout(callback, 1000/60)
})
var cancelAnimationFrame = (window.cancelRequestAnimationFrame
|| window.webkitCancelAnimationFrame
|| window.webkitCancelRequestAnimationFrame
|| window.mozCancelRequestAnimationFrame
|| window.oCancelRequestAnimationFrame
|| window.msCancelRequestAnimationFrame
|| clearTimeout)
Date.prototype.toShortDate = function(){
var y = this.getFullYear()
var M = this.getMonth()+1
M = M < 10 ? '0'+M : M
var D = this.getDate()
D = D < 10 ? '0'+D : D
var H = this.getHours()
H = H < 10 ? '0'+H : H
var m = this.getMinutes()
m = m < 10 ? '0'+m : m
var s = this.getSeconds()
s = s < 10 ? '0'+s : s
return ''+y+'-'+M+'-'+D+' '+H+':'+m+':'+s
}
Date.prototype.getTimeStamp = function(no_seconds){
var y = this.getFullYear()
var M = this.getMonth()+1
M = M < 10 ? '0'+M : M
var D = this.getDate()
D = D < 10 ? '0'+D : D
var H = this.getHours()
H = H < 10 ? '0'+H : H
var m = this.getMinutes()
m = m < 10 ? '0'+m : m
var s = this.getSeconds()
s = s < 10 ? '0'+s : s
return ''+y+M+D+H+m+s
}
Date.prototype.setTimeStamp = function(ts){
ts = ts.replace(/[^0-9]*/g, '')
this.setFullYear(ts.slice(0, 4))
this.setMonth(ts.slice(4, 6)*1-1)
this.setDate(ts.slice(6, 8))
this.setHours(ts.slice(8, 10))
this.setMinutes(ts.slice(10, 12))
this.setSeconds(ts.slice(12, 14))
return this
}
Date.timeStamp = function(){
return (new Date()).getTimeStamp()
}
Date.fromTimeStamp = function(ts){
return (new Date()).setTimeStamp(ts)
}
function logCalls(func, logger){
var that = this
var _func = function(){
logger(func, arguments)
return func.apply(that, arguments)
}
_func.name = func.name
return _func
}
function assyncCall(func){
var that = this
var _func = function(){
var res = $.Deferred()
setTimeout(function(){
res.resolve(func.apply(that, arguments))
}, 0)
return res
}
_func.name = func.name
return _func
}
/**********************************************************************
* vim:set ts=4 sw=4 : */