

/**
 * The animation module provides allows effects to be added to HTMLElements.
 * @module animation
 * @requires DIGIPROTEK, event, dom
 */

/**
 *
 * Base animation class that provides the interface for building animated effects.
 * <p>Usage: var myAnim = new DIGIPROTEK.util.Anim(el, { width: { from: 10, to: 100 } }, 1, DIGIPROTEK.util.Easing.easeOut);</p>
 * @class Anim
 * @namespace DIGIPROTEK.util
 * @requires DIGIPROTEK.util.AnimMgr
 * @requires DIGIPROTEK.util.Easing
 * @requires DIGIPROTEK.util.Dom
 * @requires DIGIPROTEK.util.Event
 * @requires DIGIPROTEK.util.CustomEvent
 * @constructor
 * @param {String | HTMLElement} el Reference to the element that will be animated
 * @param {Object} attributes The attribute(s) to be animated.  
 * Each attribute is an object with at minimum a "to" or "by" member defined.  
 * Additional optional members are "from" (defaults to current value), "units" (defaults to "px").  
 * All attribute names use camelCase.
 * @param {Number} duration (optional, defaults to 1 second) Length of animation (frames or seconds), defaults to time-based
 * @param {Function} method (optional, defaults to DIGIPROTEK.util.Easing.easeNone) Computes the values that are applied to the attributes per frame (generally a DIGIPROTEK.util.Easing method)
 */

DIGIPROTEK.util.Anim = function(el, attributes, duration, method) {
    if (!el) {
    }
    this.init(el, attributes, duration, method); 
};

DIGIPROTEK.util.Anim.prototype = {
    /**
     * Provides a readable name for the Anim instance.
     * @method toString
     * @return {String}
     */
    toString: function() {
        var el = this.getEl();
        var id = el.id || el.tagName || el;
        return ("Anim " + id);
    },
    
    patterns: { // cached for performance
        noNegatives:        /width|height|opacity|padding/i, // keep at zero or above
        offsetAttribute:  /^((width|height)|(top|left))$/, // use offsetValue as default
        defaultUnit:        /width|height|top$|bottom$|left$|right$/i, // use 'px' by default
        offsetUnit:         /\d+(em|%|en|ex|pt|in|cm|mm|pc)$/i // IE may return these, so convert these to offset
    },
    
    /**
     * Returns the value computed by the animation's "method".
     * @method doMethod
     * @param {String} attr The name of the attribute.
     * @param {Number} start The value this attribute should start from for this animation.
     * @param {Number} end  The value this attribute should end at for this animation.
     * @return {Number} The Value to be applied to the attribute.
     */
    doMethod: function(attr, start, end) {
        return this.method(this.currentFrame, start, end - start, this.totalFrames);
    },
    
    /**
     * Applies a value to an attribute.
     * @method setAttribute
     * @param {String} attr The name of the attribute.
     * @param {Number} val The value to be applied to the attribute.
     * @param {String} unit The unit ('px', '%', etc.) of the value.
     */
    setAttribute: function(attr, val, unit) {
        if ( this.patterns.noNegatives.test(attr) ) {
            val = (val > 0) ? val : 0;
        }

        DIGIPROTEK.util.Dom.setStyle(this.getEl(), attr, val + unit);
    },                        
    
    /**
     * Returns current value of the attribute.
     * @method getAttribute
     * @param {String} attr The name of the attribute.
     * @return {Number} val The current value of the attribute.
     */
    getAttribute: function(attr) {
        var el = this.getEl();
        var val = DIGIPROTEK.util.Dom.getStyle(el, attr);

        if (val !== 'auto' && !this.patterns.offsetUnit.test(val)) {
            return parseFloat(val);
        }
        
        var a = this.patterns.offsetAttribute.exec(attr) || [];
        var pos = !!( a[3] ); // top or left
        var box = !!( a[2] ); // width or height
        
        // use offsets for width/height and abs pos top/left
        if ( box || (DIGIPROTEK.util.Dom.getStyle(el, 'position') == 'absolute' && pos) ) {
            val = el['offset' + a[0].charAt(0).toUpperCase() + a[0].substr(1)];
        } else { // default to zero for other 'auto'
            val = 0;
        }

        return val;
    },
    
    /**
     * Returns the unit to use when none is supplied.
     * @method getDefaultUnit
     * @param {attr} attr The name of the attribute.
     * @return {String} The default unit to be used.
     */
    getDefaultUnit: function(attr) {
         if ( this.patterns.defaultUnit.test(attr) ) {
            return 'px';
         }
         
         return '';
    },
        
    /**
     * Sets the actual values to be used during the animation.  Should only be needed for subclass use.
     * @method setRuntimeAttribute
     * @param {Object} attr The attribute object
     * @private 
     */
    setRuntimeAttribute: function(attr) {
        var start;
        var end;
        var attributes = this.attributes;

        this.runtimeAttributes[attr] = {};
        
        var isset = function(prop) {
            return (typeof prop !== 'undefined');
        };
        
        if ( !isset(attributes[attr]['to']) && !isset(attributes[attr]['by']) ) {
            return false; // note return; nothing to animate to
        }
        
        start = ( isset(attributes[attr]['from']) ) ? attributes[attr]['from'] : this.getAttribute(attr);

        // To beats by, per SMIL 2.1 spec
        if ( isset(attributes[attr]['to']) ) {
            end = attributes[attr]['to'];
        } else if ( isset(attributes[attr]['by']) ) {
            if (start.constructor == Array) {
                end = [];
                for (var i = 0, len = start.length; i < len; ++i) {
                    end[i] = start[i] + attributes[attr]['by'][i] * 1; // times 1 to cast "by" 
                }
            } else {
                end = start + attributes[attr]['by'] * 1;
            }
        }
        
        this.runtimeAttributes[attr].start = start;
        this.runtimeAttributes[attr].end = end;

        // set units if needed
        this.runtimeAttributes[attr].unit = ( isset(attributes[attr].unit) ) ?
                attributes[attr]['unit'] : this.getDefaultUnit(attr);
        return true;
    },

    /**
     * Constructor for Anim instance.
     * @method init
     * @param {String | HTMLElement} el Reference to the element that will be animated
     * @param {Object} attributes The attribute(s) to be animated.  
     * Each attribute is an object with at minimum a "to" or "by" member defined.  
     * Additional optional members are "from" (defaults to current value), "units" (defaults to "px").  
     * All attribute names use camelCase.
     * @param {Number} duration (optional, defaults to 1 second) Length of animation (frames or seconds), defaults to time-based
     * @param {Function} method (optional, defaults to DIGIPROTEK.util.Easing.easeNone) Computes the values that are applied to the attributes per frame (generally a DIGIPROTEK.util.Easing method)
     */ 
    init: function(el, attributes, duration, method) {
        /**
         * Whether or not the animation is running.
         * @property isAnimated
         * @private
         * @type Boolean
         */
        var isAnimated = false;
        
        /**
         * A Date object that is created when the animation begins.
         * @property startTime
         * @private
         * @type Date
         */
        var startTime = null;
        
        /**
         * The number of frames this animation was able to execute.
         * @property actualFrames
         * @private
         * @type Int
         */
        var actualFrames = 0; 

        /**
         * The element to be animated.
         * @property el
         * @private
         * @type HTMLElement
         */
        el = DIGIPROTEK.util.Dom.get(el);
        
        /**
         * The collection of attributes to be animated.  
         * Each attribute must have at least a "to" or "by" defined in order to animate.  
         * If "to" is supplied, the animation will end with the attribute at that value.  
         * If "by" is supplied, the animation will end at that value plus its starting value. 
         * If both are supplied, "to" is used, and "by" is ignored. 
         * Optional additional member include "from" (the value the attribute should start animating from, defaults to current value), and "unit" (the units to apply to the values).
         * @property attributes
         * @type Object
         */
        this.attributes = attributes || {};
        
        /**
         * The length of the animation.  Defaults to "1" (second).
         * @property duration
         * @type Number
         */
        this.duration = !DIGIPROTEK.lang.isUndefined(duration) ? duration : 1;
        
        /**
         * The method that will provide values to the attribute(s) during the animation. 
         * Defaults to "DIGIPROTEK.util.Easing.easeNone".
         * @property method
         * @type Function
         */
        this.method = method || DIGIPROTEK.util.Easing.easeNone;

        /**
         * Whether or not the duration should be treated as seconds.
         * Defaults to true.
         * @property useSeconds
         * @type Boolean
         */
        this.useSeconds = true; // default to seconds
        
        /**
         * The location of the current animation on the timeline.
         * In time-based animations, this is used by AnimMgr to ensure the animation finishes on time.
         * @property currentFrame
         * @type Int
         */
        this.currentFrame = 0;
        
        /**
         * The total number of frames to be executed.
         * In time-based animations, this is used by AnimMgr to ensure the animation finishes on time.
         * @property totalFrames
         * @type Int
         */
        this.totalFrames = DIGIPROTEK.util.AnimMgr.fps;
        
        /**
         * Changes the animated element
         * @method setEl
         */
        this.setEl = function(element) {
            el = DIGIPROTEK.util.Dom.get(element);
        };
        
        /**
         * Returns a reference to the animated element.
         * @method getEl
         * @return {HTMLElement}
         */
        this.getEl = function() { return el; };
        
        /**
         * Checks whether the element is currently animated.
         * @method isAnimated
         * @return {Boolean} current value of isAnimated.     
         */
        this.isAnimated = function() {
            return isAnimated;
        };
        
        /**
         * Returns the animation start time.
         * @method getStartTime
         * @return {Date} current value of startTime.      
         */
        this.getStartTime = function() {
            return startTime;
        };        
        
        this.runtimeAttributes = {};
        
        
        
        /**
         * Starts the animation by registering it with the animation manager. 
         * @method animate  
         */
        this.animate = function() {
            if ( this.isAnimated() ) {
                return false;
            }
            
            this.currentFrame = 0;
            
            this.totalFrames = ( this.useSeconds ) ? Math.ceil(DIGIPROTEK.util.AnimMgr.fps * this.duration) : this.duration;
    
            if (this.duration === 0 && this.useSeconds) {
                this.totalFrames = 1; // jump to last frame if no duration
            }
            DIGIPROTEK.util.AnimMgr.registerElement(this);
            return true;
        };
          
        /**
         * Stops the animation.  Normally called by AnimMgr when animation completes.
         * @method stop
         * @param {Boolean} finish (optional) If true, animation will jump to final frame.
         */ 
        this.stop = function(finish) {
            if (finish) {
                 this.currentFrame = this.totalFrames;
                 this._onTween.fire();
            }
            DIGIPROTEK.util.AnimMgr.stop(this);
        };
        
        var onStart = function() {            
            this.onStart.fire();
            
            this.runtimeAttributes = {};
            for (var attr in this.attributes) {
                this.setRuntimeAttribute(attr);
            }
            
            isAnimated = true;
            actualFrames = 0;
            startTime = new Date(); 
        };
   
         
        var onTween = function() {
            var data = {
                duration: new Date() - this.getStartTime(),
                currentFrame: this.currentFrame
            };
            
            data.toString = function() {
                return (
                    'duration: ' + data.duration +
                    ', currentFrame: ' + data.currentFrame
                );
            };
            
            this.onTween.fire(data);
            
            var runtimeAttributes = this.runtimeAttributes;
            
            for (var attr in runtimeAttributes) {
                this.setAttribute(attr, this.doMethod(attr, runtimeAttributes[attr].start, runtimeAttributes[attr].end), runtimeAttributes[attr].unit); 
            }
            
            actualFrames += 1;
        };
        
        var onComplete = function() {
            var actual_duration = (new Date() - startTime) / 1000 ;
            
            var data = {
                duration: actual_duration,
                frames: actualFrames,
                fps: actualFrames / actual_duration
            };
            
            data.toString = function() {
                return (
                    'duration: ' + data.duration +
                    ', frames: ' + data.frames +
                    ', fps: ' + data.fps
                );
            };
            
            isAnimated = false;
            actualFrames = 0;
            this.onComplete.fire(data);
        };
        
        /**
         * Custom event that fires after onStart, useful in subclassing
         * @private
         */    
        this._onStart = new DIGIPROTEK.util.CustomEvent('_start', this, true);

        /**
         * Custom event that fires when animation begins
         * Listen via subscribe method (e.g. myAnim.onStart.subscribe(someFunction)
         * @event onStart
         */    
        this.onStart = new DIGIPROTEK.util.CustomEvent('start', this);
        
        /**
         * Custom event that fires between each frame
         * Listen via subscribe method (e.g. myAnim.onTween.subscribe(someFunction)
         * @event onTween
         */
        this.onTween = new DIGIPROTEK.util.CustomEvent('tween', this);
        
        /**
         * Custom event that fires after onTween
         * @private
         */
        this._onTween = new DIGIPROTEK.util.CustomEvent('_tween', this, true);
        
        /**
         * Custom event that fires when animation ends
         * Listen via subscribe method (e.g. myAnim.onComplete.subscribe(someFunction)
         * @event onComplete
         */
        this.onComplete = new DIGIPROTEK.util.CustomEvent('complete', this);
        /**
         * Custom event that fires after onComplete
         * @private
         */
        this._onComplete = new DIGIPROTEK.util.CustomEvent('_complete', this, true);

        this._onStart.subscribe(onStart);
        this._onTween.subscribe(onTween);
        this._onComplete.subscribe(onComplete);
    }
};

/**
 * Handles animation queueing and threading.
 * Used by Anim and subclasses.
 * @class AnimMgr
 * @namespace DIGIPROTEK.util
 */
DIGIPROTEK.util.AnimMgr = new function() {
    /** 
     * Reference to the animation Interval.
     * @property thread
     * @private
     * @type Int
     */
    var thread = null;
    
    /** 
     * The current queue of registered animation objects.
     * @property queue
     * @private
     * @type Array
     */    
    var queue = [];

    /** 
     * The number of active animations.
     * @property tweenCount
     * @private
     * @type Int
     */        
    var tweenCount = 0;

    /** 
     * Base frame rate (frames per second). 
     * Arbitrarily high for better x-browser calibration (slower browsers drop more frames).
     * @property fps
     * @type Int
     * 
     */
    this.fps = 1000;

    /** 
     * Interval delay in milliseconds, defaults to fastest possible.
     * @property delay
     * @type Int
     * 
     */
    this.delay = 1;

    /**
     * Adds an animation instance to the animation queue.
     * All animation instances must be registered in order to animate.
     * @method registerElement
     * @param {object} tween The Anim instance to be be registered
     */
    this.registerElement = function(tween) {
        queue[queue.length] = tween;
        tweenCount += 1;
        tween._onStart.fire();
        this.start();
    };
    
    /**
     * removes an animation instance from the animation queue.
     * All animation instances must be registered in order to animate.
     * @method unRegister
     * @param {object} tween The Anim instance to be be registered
     * @param {Int} index The index of the Anim instance
     * @private
     */
    this.unRegister = function(tween, index) {
        tween._onComplete.fire();
        index = index || getIndex(tween);
        if (index == -1) {
            return false;
        }
        
        queue.splice(index, 1);

        tweenCount -= 1;
        if (tweenCount <= 0) {
            this.stop();
        }

        return true;
    };
    
    /**
     * Starts the animation thread.
	* Only one thread can run at a time.
     * @method start
     */    
    this.start = function() {
        if (thread === null) {
            thread = setInterval(this.run, this.delay);
        }
    };

    /**
     * Stops the animation thread or a specific animation instance.
     * @method stop
     * @param {object} tween A specific Anim instance to stop (optional)
     * If no instance given, Manager stops thread and all animations.
     */    
    this.stop = function(tween) {
        if (!tween) {
            clearInterval(thread);
            
            for (var i = 0, len = queue.length; i < len; ++i) {
                if ( queue[0].isAnimated() ) {
                    this.unRegister(queue[0], 0);  
                }
            }

            queue = [];
            thread = null;
            tweenCount = 0;
        }
        else {
            this.unRegister(tween);
        }
    };
    
    /**
     * Called per Interval to handle each animation frame.
     * @method run
     */    
    this.run = function() {
        for (var i = 0, len = queue.length; i < len; ++i) {
            var tween = queue[i];
            if ( !tween || !tween.isAnimated() ) { continue; }

            if (tween.currentFrame < tween.totalFrames || tween.totalFrames === null)
            {
                tween.currentFrame += 1;
                
                if (tween.useSeconds) {
                    correctFrame(tween);
                }
                tween._onTween.fire();          
            }
            else { DIGIPROTEK.util.AnimMgr.stop(tween, i); }
        }
    };
    
    var getIndex = function(anim) {
        for (var i = 0, len = queue.length; i < len; ++i) {
            if (queue[i] == anim) {
                return i; // note return;
            }
        }
        return -1;
    };
    
    /**
     * On the fly frame correction to keep animation on time.
     * @method correctFrame
     * @private
     * @param {Object} tween The Anim instance being corrected.
     */
    var correctFrame = function(tween) {
        var frames = tween.totalFrames;
        var frame = tween.currentFrame;
        var expected = (tween.currentFrame * tween.duration * 1000 / tween.totalFrames);
        var elapsed = (new Date() - tween.getStartTime());
        var tweak = 0;
        
        if (elapsed < tween.duration * 1000) { // check if falling behind
            tweak = Math.round((elapsed / expected - 1) * tween.currentFrame);
        } else { // went over duration, so jump to end
            tweak = frames - (frame + 1); 
        }
        if (tweak > 0 && isFinite(tweak)) { // adjust if needed
            if (tween.currentFrame + tweak >= frames) {// dont go past last frame
                tweak = frames - (frame + 1);
            }
            
            tween.currentFrame += tweak;      
        }
    };
};
/**
 * Used to calculate Bezier splines for any number of control points.
 * @class Bezier
 * @namespace DIGIPROTEK.util
 *
 */
DIGIPROTEK.util.Bezier = new function() {
    /**
     * Get the current position of the animated element based on t.
     * Each point is an array of "x" and "y" values (0 = x, 1 = y)
     * At least 2 points are required (start and end).
     * First point is start. Last point is end.
     * Additional control points are optional.     
     * @method getPosition
     * @param {Array} points An array containing Bezier points
     * @param {Number} t A number between 0 and 1 which is the basis for determining current position
     * @return {Array} An array containing int x and y member data
     */
    this.getPosition = function(points, t) {  
        var n = points.length;
        var tmp = [];

        for (var i = 0; i < n; ++i){
            tmp[i] = [points[i][0], points[i][1]]; // save input
        }
        
        for (var j = 1; j < n; ++j) {
            for (i = 0; i < n - j; ++i) {
                tmp[i][0] = (1 - t) * tmp[i][0] + t * tmp[parseInt(i + 1, 10)][0];
                tmp[i][1] = (1 - t) * tmp[i][1] + t * tmp[parseInt(i + 1, 10)][1]; 
            }
        }
    
        return [ tmp[0][0], tmp[0][1] ]; 
    
    };
};
(function() {
/**
 * Anim subclass for color transitions.
 * <p>Usage: <code>var myAnim = new Y.ColorAnim(el, { backgroundColor: { from: '#FF0000', to: '#FFFFFF' } }, 1, Y.Easing.easeOut);</code> Color values can be specified with either 112233, #112233, 
 * [255,255,255], or rgb(255,255,255)</p>
 * @class ColorAnim
 * @namespace DIGIPROTEK.util
 * @requires DIGIPROTEK.util.Anim
 * @requires DIGIPROTEK.util.AnimMgr
 * @requires DIGIPROTEK.util.Easing
 * @requires DIGIPROTEK.util.Bezier
 * @requires DIGIPROTEK.util.Dom
 * @requires DIGIPROTEK.util.Event
 * @constructor
 * @extends DIGIPROTEK.util.Anim
 * @param {HTMLElement | String} el Reference to the element that will be animated
 * @param {Object} attributes The attribute(s) to be animated.
 * Each attribute is an object with at minimum a "to" or "by" member defined.
 * Additional optional members are "from" (defaults to current value), "units" (defaults to "px").
 * All attribute names use camelCase.
 * @param {Number} duration (optional, defaults to 1 second) Length of animation (frames or seconds), defaults to time-based
 * @param {Function} method (optional, defaults to DIGIPROTEK.util.Easing.easeNone) Computes the values that are applied to the attributes per frame (generally a DIGIPROTEK.util.Easing method)
 */
    DIGIPROTEK.util.ColorAnim = function(el, attributes, duration,  method) {
        DIGIPROTEK.util.ColorAnim.superclass.constructor.call(this, el, attributes, duration, method);
    };
    
    DIGIPROTEK.extend(DIGIPROTEK.util.ColorAnim, DIGIPROTEK.util.Anim);
    
    // shorthand
    var Y = DIGIPROTEK.util;
    var superclass = Y.ColorAnim.superclass;
    var proto = Y.ColorAnim.prototype;
    
    proto.toString = function() {
        var el = this.getEl();
        var id = el.id || el.tagName;
        return ("ColorAnim " + id);
    };

    proto.patterns.color = /color$/i;
    proto.patterns.rgb            = /^rgb\(([0-9]+)\s*,\s*([0-9]+)\s*,\s*([0-9]+)\)$/i;
    proto.patterns.hex            = /^#?([0-9A-F]{2})([0-9A-F]{2})([0-9A-F]{2})$/i;
    proto.patterns.hex3          = /^#?([0-9A-F]{1})([0-9A-F]{1})([0-9A-F]{1})$/i;
    proto.patterns.transparent = /^transparent|rgba\(0, 0, 0, 0\)$/; // need rgba for safari
    
    /**
     * Attempts to parse the given string and return a 3-tuple.
     * @method parseColor
     * @param {String} s The string to parse.
     * @return {Array} The 3-tuple of rgb values.
     */
    proto.parseColor = function(s) {
        if (s.length == 3) { return s; }
    
        var c = this.patterns.hex.exec(s);
        if (c && c.length == 4) {
            return [ parseInt(c[1], 16), parseInt(c[2], 16), parseInt(c[3], 16) ];
        }
    
        c = this.patterns.rgb.exec(s);
        if (c && c.length == 4) {
            return [ parseInt(c[1], 10), parseInt(c[2], 10), parseInt(c[3], 10) ];
        }
    
        c = this.patterns.hex3.exec(s);
        if (c && c.length == 4) {
            return [ parseInt(c[1] + c[1], 16), parseInt(c[2] + c[2], 16), parseInt(c[3] + c[3], 16) ];
        }
        
        return null;
    };

    proto.getAttribute = function(attr) {
        var el = this.getEl();
        if (  this.patterns.color.test(attr) ) {
            var val = DIGIPROTEK.util.Dom.getStyle(el, attr);
            
            if (this.patterns.transparent.test(val)) { // bgcolor default
                var parent = el.parentNode; // try and get from an ancestor
                val = Y.Dom.getStyle(parent, attr);
            
                while (parent && this.patterns.transparent.test(val)) {
                    parent = parent.parentNode;
                    val = Y.Dom.getStyle(parent, attr);
                    if (parent.tagName.toUpperCase() == 'HTML') {
                        val = '#fff';
                    }
                }
            }
        } else {
            val = superclass.getAttribute.call(this, attr);
        }

        return val;
    };
    
    proto.doMethod = function(attr, start, end) {
        var val;
    
        if ( this.patterns.color.test(attr) ) {
            val = [];
            for (var i = 0, len = start.length; i < len; ++i) {
                val[i] = superclass.doMethod.call(this, attr, start[i], end[i]);
            }
            
            val = 'rgb('+Math.floor(val[0])+','+Math.floor(val[1])+','+Math.floor(val[2])+')';
        }
        else {
            val = superclass.doMethod.call(this, attr, start, end);
        }

        return val;
    };

    proto.setRuntimeAttribute = function(attr) {
        superclass.setRuntimeAttribute.call(this, attr);
        
        if ( this.patterns.color.test(attr) ) {
            var attributes = this.attributes;
            var start = this.parseColor(this.runtimeAttributes[attr].start);
            var end = this.parseColor(this.runtimeAttributes[attr].end);
            // fix colors if going "by"
            if ( typeof attributes[attr]['to'] === 'undefined' && typeof attributes[attr]['by'] !== 'undefined' ) {
                end = this.parseColor(attributes[attr].by);
            
                for (var i = 0, len = start.length; i < len; ++i) {
                    end[i] = start[i] + end[i];
                }
            }
            
            this.runtimeAttributes[attr].start = start;
            this.runtimeAttributes[attr].end = end;
        }
    };
})();


DIGIPROTEK.util.Easing = {

    /**
     * Uniform speed between points.
     * @method easeNone
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    easeNone: function (t, b, c, d) {
    	return c*t/d + b;
    },
    
    /**
     * Begins slowly and accelerates towards end. (quadratic)
     * @method easeIn
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    easeIn: function (t, b, c, d) {
    	return c*(t/=d)*t + b;
    },

    /**
     * Begins quickly and decelerates towards end.  (quadratic)
     * @method easeOut
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    easeOut: function (t, b, c, d) {
    	return -c *(t/=d)*(t-2) + b;
    },
    
    /**
     * Begins slowly and decelerates towards end. (quadratic)
     * @method easeBoth
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    easeBoth: function (t, b, c, d) {
    	if ((t/=d/2) < 1) {
            return c/2*t*t + b;
        }
        
    	return -c/2 * ((--t)*(t-2) - 1) + b;
    },
    
    /**
     * Begins slowly and accelerates towards end. (quartic)
     * @method easeInStrong
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    easeInStrong: function (t, b, c, d) {
    	return c*(t/=d)*t*t*t + b;
    },
    
    /**
     * Begins quickly and decelerates towards end.  (quartic)
     * @method easeOutStrong
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    easeOutStrong: function (t, b, c, d) {
    	return -c * ((t=t/d-1)*t*t*t - 1) + b;
    },
    
    /**
     * Begins slowly and decelerates towards end. (quartic)
     * @method easeBothStrong
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    easeBothStrong: function (t, b, c, d) {
    	if ((t/=d/2) < 1) {
            return c/2*t*t*t*t + b;
        }
        
    	return -c/2 * ((t-=2)*t*t*t - 2) + b;
    },

    /**
     * Snap in elastic effect.
     * @method elasticIn
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @param {Number} a Amplitude (optional)
     * @param {Number} p Period (optional)
     * @return {Number} The computed value for the current animation frame
     */

    elasticIn: function (t, b, c, d, a, p) {
    	if (t == 0) {
            return b;
        }
        if ( (t /= d) == 1 ) {
            return b+c;
        }
        if (!p) {
            p=d*.3;
        }
        
    	if (!a || a < Math.abs(c)) {
            a = c; 
            var s = p/4;
        }
    	else {
            var s = p/(2*Math.PI) * Math.asin (c/a);
        }
        
    	return -(a*Math.pow(2,10*(t-=1)) * Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
    },

    /**
     * Snap out elastic effect.
     * @method elasticOut
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @param {Number} a Amplitude (optional)
     * @param {Number} p Period (optional)
     * @return {Number} The computed value for the current animation frame
     */
    elasticOut: function (t, b, c, d, a, p) {
    	if (t == 0) {
            return b;
        }
        if ( (t /= d) == 1 ) {
            return b+c;
        }
        if (!p) {
            p=d*.3;
        }
        
    	if (!a || a < Math.abs(c)) {
            a = c;
            var s = p / 4;
        }
    	else {
            var s = p/(2*Math.PI) * Math.asin (c/a);
        }
        
    	return a*Math.pow(2,-10*t) * Math.sin( (t*d-s)*(2*Math.PI)/p ) + c + b;
    },
    
    /**
     * Snap both elastic effect.
     * @method elasticBoth
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @param {Number} a Amplitude (optional)
     * @param {Number} p Period (optional)
     * @return {Number} The computed value for the current animation frame
     */
    elasticBoth: function (t, b, c, d, a, p) {
    	if (t == 0) {
            return b;
        }
        
        if ( (t /= d/2) == 2 ) {
            return b+c;
        }
        
        if (!p) {
            p = d*(.3*1.5);
        }
        
    	if ( !a || a < Math.abs(c) ) {
            a = c; 
            var s = p/4;
        }
    	else {
            var s = p/(2*Math.PI) * Math.asin (c/a);
        }
        
    	if (t < 1) {
            return -.5*(a*Math.pow(2,10*(t-=1)) * 
                    Math.sin( (t*d-s)*(2*Math.PI)/p )) + b;
        }
    	return a*Math.pow(2,-10*(t-=1)) * 
                Math.sin( (t*d-s)*(2*Math.PI)/p )*.5 + c + b;
    },


    /**
     * Backtracks slightly, then reverses direction and moves to end.
     * @method backIn
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @param {Number} s Overshoot (optional)
     * @return {Number} The computed value for the current animation frame
     */
    backIn: function (t, b, c, d, s) {
    	if (typeof s == 'undefined') {
            s = 1.70158;
        }
    	return c*(t/=d)*t*((s+1)*t - s) + b;
    },

    /**
     * Overshoots end, then reverses and comes back to end.
     * @method backOut
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @param {Number} s Overshoot (optional)
     * @return {Number} The computed value for the current animation frame
     */
    backOut: function (t, b, c, d, s) {
    	if (typeof s == 'undefined') {
            s = 1.70158;
        }
    	return c*((t=t/d-1)*t*((s+1)*t + s) + 1) + b;
    },
    
    /**
     * Backtracks slightly, then reverses direction, overshoots end, 
     * then reverses and comes back to end.
     * @method backBoth
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @param {Number} s Overshoot (optional)
     * @return {Number} The computed value for the current animation frame
     */
    backBoth: function (t, b, c, d, s) {
    	if (typeof s == 'undefined') {
            s = 1.70158; 
        }
        
    	if ((t /= d/2 ) < 1) {
            return c/2*(t*t*(((s*=(1.525))+1)*t - s)) + b;
        }
    	return c/2*((t-=2)*t*(((s*=(1.525))+1)*t + s) + 2) + b;
    },

    /**
     * Bounce off of start.
     * @method bounceIn
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    bounceIn: function (t, b, c, d) {
    	return c - DIGIPROTEK.util.Easing.bounceOut(d-t, 0, c, d) + b;
    },
    
    /**
     * Bounces off end.
     * @method bounceOut
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    bounceOut: function (t, b, c, d) {
    	if ((t/=d) < (1/2.75)) {
    		return c*(7.5625*t*t) + b;
    	} else if (t < (2/2.75)) {
    		return c*(7.5625*(t-=(1.5/2.75))*t + .75) + b;
    	} else if (t < (2.5/2.75)) {
    		return c*(7.5625*(t-=(2.25/2.75))*t + .9375) + b;
    	}
        return c*(7.5625*(t-=(2.625/2.75))*t + .984375) + b;
    },
    
    /**
     * Bounces off start and end.
     * @method bounceBoth
     * @param {Number} t Time value used to compute current value
     * @param {Number} b Starting value
     * @param {Number} c Delta between start and end values
     * @param {Number} d Total length of animation
     * @return {Number} The computed value for the current animation frame
     */
    bounceBoth: function (t, b, c, d) {
    	if (t < d/2) {
            return DIGIPROTEK.util.Easing.bounceIn(t*2, 0, c, d) * .5 + b;
        }
    	return DIGIPROTEK.util.Easing.bounceOut(t*2-d, 0, c, d) * .5 + c*.5 + b;
    }
};

(function() {
/**
 * Anim subclass for moving elements along a path defined by the "points" 
 * member of "attributes".  All "points" are arrays with x, y coordinates.
 * <p>Usage: <code>var myAnim = new DIGIPROTEK.util.Motion(el, { points: { to: [800, 800] } }, 1, DIGIPROTEK.util.Easing.easeOut);</code></p>
 * @class Motion
 * @namespace DIGIPROTEK.util
 * @requires DIGIPROTEK.util.Anim
 * @requires DIGIPROTEK.util.AnimMgr
 * @requires DIGIPROTEK.util.Easing
 * @requires DIGIPROTEK.util.Bezier
 * @requires DIGIPROTEK.util.Dom
 * @requires DIGIPROTEK.util.Event
 * @requires DIGIPROTEK.util.CustomEvent 
 * @constructor
 * @extends DIGIPROTEK.util.Anim
 * @param {String | HTMLElement} el Reference to the element that will be animated
 * @param {Object} attributes The attribute(s) to be animated.  
 * Each attribute is an object with at minimum a "to" or "by" member defined.  
 * Additional optional members are "from" (defaults to current value), "units" (defaults to "px").  
 * All attribute names use camelCase.
 * @param {Number} duration (optional, defaults to 1 second) Length of animation (frames or seconds), defaults to time-based
 * @param {Function} method (optional, defaults to DIGIPROTEK.util.Easing.easeNone) Computes the values that are applied to the attributes per frame (generally a DIGIPROTEK.util.Easing method)
 */
    DIGIPROTEK.util.Motion = function(el, attributes, duration,  method) {
        if (el) { // dont break existing subclasses not using DIGIPROTEK.extend
            DIGIPROTEK.util.Motion.superclass.constructor.call(this, el, attributes, duration, method);
        }
    };

    DIGIPROTEK.extend(DIGIPROTEK.util.Motion, DIGIPROTEK.util.ColorAnim);
    
    // shorthand
    var Y = DIGIPROTEK.util;
    var superclass = Y.Motion.superclass;
    var proto = Y.Motion.prototype;

    proto.toString = function() {
        var el = this.getEl();
        var id = el.id || el.tagName;
        return ("Motion " + id);
    };
    
    proto.patterns.points = /^points$/i;
    
    proto.setAttribute = function(attr, val, unit) {
        if (  this.patterns.points.test(attr) ) {
            unit = unit || 'px';
            superclass.setAttribute.call(this, 'left', val[0], unit);
            superclass.setAttribute.call(this, 'top', val[1], unit);
        } else {
            superclass.setAttribute.call(this, attr, val, unit);
        }
    };

    proto.getAttribute = function(attr) {
        if (  this.patterns.points.test(attr) ) {
            var val = [
                superclass.getAttribute.call(this, 'left'),
                superclass.getAttribute.call(this, 'top')
            ];
        } else {
            val = superclass.getAttribute.call(this, attr);
        }

        return val;
    };

    proto.doMethod = function(attr, start, end) {
        var val = null;

        if ( this.patterns.points.test(attr) ) {
            var t = this.method(this.currentFrame, 0, 100, this.totalFrames) / 100;				
            val = Y.Bezier.getPosition(this.runtimeAttributes[attr], t);
        } else {
            val = superclass.doMethod.call(this, attr, start, end);
        }
        return val;
    };

    proto.setRuntimeAttribute = function(attr) {
        if ( this.patterns.points.test(attr) ) {
            var el = this.getEl();
            var attributes = this.attributes;
            var start;
            var control = attributes['points']['control'] || [];
            var end;
            var i, len;
            
            if (control.length > 0 && !(control[0] instanceof Array) ) { // could be single point or array of points
                control = [control];
            } else { // break reference to attributes.points.control
                var tmp = []; 
                for (i = 0, len = control.length; i< len; ++i) {
                    tmp[i] = control[i];
                }
                control = tmp;
            }

            if (Y.Dom.getStyle(el, 'position') == 'static') { // default to relative
                Y.Dom.setStyle(el, 'position', 'relative');
            }
    
            if ( isset(attributes['points']['from']) ) {
                Y.Dom.setXY(el, attributes['points']['from']); // set position to from point
            } 
            else { Y.Dom.setXY( el, Y.Dom.getXY(el) ); } // set it to current position
            
            start = this.getAttribute('points'); // get actual top & left
            
            // TO beats BY, per SMIL 2.1 spec
            if ( isset(attributes['points']['to']) ) {
                end = translateValues.call(this, attributes['points']['to'], start);
                
                var pageXY = Y.Dom.getXY(this.getEl());
                for (i = 0, len = control.length; i < len; ++i) {
                    control[i] = translateValues.call(this, control[i], start);
                }

                
            } else if ( isset(attributes['points']['by']) ) {
                end = [ start[0] + attributes['points']['by'][0], start[1] + attributes['points']['by'][1] ];
                
                for (i = 0, len = control.length; i < len; ++i) {
                    control[i] = [ start[0] + control[i][0], start[1] + control[i][1] ];
                }
            }

            this.runtimeAttributes[attr] = [start];
            
            if (control.length > 0) {
                this.runtimeAttributes[attr] = this.runtimeAttributes[attr].concat(control); 
            }

            this.runtimeAttributes[attr][this.runtimeAttributes[attr].length] = end;
        }
        else {
            superclass.setRuntimeAttribute.call(this, attr);
        }
    };
    
    var translateValues = function(val, start) {
        var pageXY = Y.Dom.getXY(this.getEl());
        val = [ val[0] - pageXY[0] + start[0], val[1] - pageXY[1] + start[1] ];

        return val; 
    };
    
    var isset = function(prop) {
        return (typeof prop !== 'undefined');
    };
})();
(function() {
/**
 * Anim subclass for scrolling elements to a position defined by the "scroll"
 * member of "attributes".  All "scroll" members are arrays with x, y scroll positions.
 * <p>Usage: <code>var myAnim = new DIGIPROTEK.util.Scroll(el, { scroll: { to: [0, 800] } }, 1, DIGIPROTEK.util.Easing.easeOut);</code></p>
 * @class Scroll
 * @namespace DIGIPROTEK.util
 * @requires DIGIPROTEK.util.Anim
 * @requires DIGIPROTEK.util.AnimMgr
 * @requires DIGIPROTEK.util.Easing
 * @requires DIGIPROTEK.util.Bezier
 * @requires DIGIPROTEK.util.Dom
 * @requires DIGIPROTEK.util.Event
 * @requires DIGIPROTEK.util.CustomEvent 
 * @extends DIGIPROTEK.util.Anim
 * @constructor
 * @param {String or HTMLElement} el Reference to the element that will be animated
 * @param {Object} attributes The attribute(s) to be animated.  
 * Each attribute is an object with at minimum a "to" or "by" member defined.  
 * Additional optional members are "from" (defaults to current value), "units" (defaults to "px").  
 * All attribute names use camelCase.
 * @param {Number} duration (optional, defaults to 1 second) Length of animation (frames or seconds), defaults to time-based
 * @param {Function} method (optional, defaults to DIGIPROTEK.util.Easing.easeNone) Computes the values that are applied to the attributes per frame (generally a DIGIPROTEK.util.Easing method)
 */
    DIGIPROTEK.util.Scroll = function(el, attributes, duration,  method) {
        if (el) { // dont break existing subclasses not using DIGIPROTEK.extend
            DIGIPROTEK.util.Scroll.superclass.constructor.call(this, el, attributes, duration, method);
        }
    };

    DIGIPROTEK.extend(DIGIPROTEK.util.Scroll, DIGIPROTEK.util.ColorAnim);
    
    // shorthand
    var Y = DIGIPROTEK.util;
    var superclass = Y.Scroll.superclass;
    var proto = Y.Scroll.prototype;

    proto.toString = function() {
        var el = this.getEl();
        var id = el.id || el.tagName;
        return ("Scroll " + id);
    };

    proto.doMethod = function(attr, start, end) {
        var val = null;
    
        if (attr == 'scroll') {
            val = [
                this.method(this.currentFrame, start[0], end[0] - start[0], this.totalFrames),
                this.method(this.currentFrame, start[1], end[1] - start[1], this.totalFrames)
            ];
            
        } else {
            val = superclass.doMethod.call(this, attr, start, end);
        }
        return val;
    };

    proto.getAttribute = function(attr) {
        var val = null;
        var el = this.getEl();
        
        if (attr == 'scroll') {
            val = [ el.scrollLeft, el.scrollTop ];
        } else {
            val = superclass.getAttribute.call(this, attr);
        }
        
        return val;
    };

    proto.setAttribute = function(attr, val, unit) {
        var el = this.getEl();
        
        if (attr == 'scroll') {
            el.scrollLeft = val[0];
            el.scrollTop = val[1];
        } else {
            superclass.setAttribute.call(this, attr, val, unit);
        }
    };
})();
DIGIPROTEK.register("animation", DIGIPROTEK.util.Anim, {version: "2.3.0", build: "442"});

