﻿// VERSION: 1.7 LAST UPDATE: 16.12.2010
/*
* THIS IS FREE SCRIPT BUT LEAVE THIS COMMENT IF
* YOU WANT USE THIS CODE ON YOUR SITE
* 
* Made by Wilq32, wilq32@gmail.com, Wroclaw, Poland, 01.2009
* http://wilq32.blogspot.com
* 
*/

(function ($) {
    var supportedCSS, styles = document.getElementsByTagName("head")[0].style, toCheck = "transformProperty WebkitTransform OTransform msTransform".split(" "); //MozTransform <- firefox works slower with css!!!
    for (var a = 0; a < toCheck.length; a++) if (styles[toCheck[a]] !== undefined) supportedCSS = toCheck[a];
    // Bad eval to preven google closure to remove it from code o_O
    // After compresion replace it back to var IE = 'v' == '\v'
    var IE = eval('"v"=="\v"');

    jQuery.fn.extend({
        ImageRotate: function (parameters) {
            // If this element is already a Wilq32.PhotoEffect object, skip creation
            if (this.Wilq32 && this.Wilq32.PhotoEffect) return;
            // parameters might be applied to many objects - so because we use them later - a fresh instance is needed 
            var paramClone = $.extend(true, {}, parameters);
            return (new Wilq32.PhotoEffect(this.get(0), paramClone))._temp;
        },
        rotate: function (parameters) {
            if (this.length === 0 || typeof parameters == "undefined") return;
            if (typeof parameters == "number") parameters = { angle: parameters };
            var returned = [];
            for (var i = 0, i0 = this.length; i < i0; i++) {
                var element = this.get(i);
                if (typeof element.Wilq32 == "undefined")
                    returned.push($($(element).ImageRotate(parameters)));
                else {
                    element.Wilq32.PhotoEffect._rotate(parameters.angle);
                }
            }
            return returned;
        },

        rotateAnimation: function (parameters) {
            if (this.length === 0 || typeof parameters == "undefined") return;
            if (typeof parameters == "number") parameters = { animateAngle: parameters };
            var returned = [];
            for (var i = 0, i0 = this.length; i < i0; i++) {
                var element = this.get(i);
                if (typeof element.Wilq32 == "undefined")
                    returned.push($($(element).ImageRotate(parameters)));
                else {
                    element.Wilq32.PhotoEffect.rotateAnimation(parameters);
                }
            }
            return returned;
        }

    });

    // Library agnostic interface

    Wilq32 = window.Wilq32 || {};
    Wilq32.PhotoEffect = (function () {
        function setupParameters(img, parameters) {
            this._img = img;
            this._parameters = parameters || {};
            this._parameters.angle = this._angle = parameters.angle || 0;
            this._parameters.animateAngle = typeof parameters.animateAngle == "number" ? parameters.animateAngle : this._angle;
            this._parameters.easing = parameters.easing || function (x, t, b, c, d) { return -c * ((t = t / d - 1) * t * t * t - 1) + b; }
            this._parameters.duration = parameters.duration || 1000;
        }
        if (supportedCSS) {
            return function (img, parameters) {
                setupParameters.call(this, img, parameters);
                img.Wilq32 = {
                    PhotoEffect: this
                };
                // TODO: needed to have a _temp variable accessible outside - used for object retrieval, 
                //        needs refactor + change name (temp is not self descriptive)
                // also need better passing values between functions - to FIX (remove _temp and _img at all)
                this._temp = this._img;
                this._BindEvents(img, this._parameters.bind);
                this._rotate(this._parameters.angle);
                if (this._parameters.angle != this._parameters.animateAngle) this.rotateAnimation(this._parameters);
            }
        } else {
            return function (img, parameters) {
                setupParameters.call(this, img, parameters);
                // Make sure that class and id are also copied - just in case you would like to refeer to an newly created object
                this._parameters.className = img.className;
                this._parameters.id = img.getAttribute('id');

                this._temp = document.createElement('span');
                this._temp.style.display = "inline-block";
                this._temp.Wilq32 =
				{
				    PhotoEffect: this
				};
                img.parentNode.insertBefore(this._temp, img);

                if (img.complete) {
                    this._Loader();
                } else {
                    var self = this;
                    // TODO: Remove jQuery dependency
                    jQuery(this._img).bind("load", function () {
                        self._Loader();
                    });
                }
            }
        }
    })();

    Wilq32.PhotoEffect.prototype = {

        rotateAnimation: function (parameters) {
            this._parameters.animateAngle = parameters.animateAngle;
            this._parameters.callback = parameters.callback || this._parameters.callback || function () { };
            this._animateStart();
        },

        _BindEvents: function (element, events) {
            if (events) {
                for (var a in events) if (events.hasOwnProperty(a))
                    for (var b in events[a]) if (events[a].hasOwnProperty(b))
                    // TODO: Remove jQuery dependency
                        jQuery(element).bind(b, events[a][b]);
            }
        },

        _Loader: (function () {
            if (IE)
                return function () {
                    var width = this._img.width;
                    var height = this._img.height;
                    this._img.parentNode.removeChild(this._img);

                    this._vimage = this.createVMLNode('image');
                    this._vimage.src = this._img.src;
                    this._vimage.style.height = height + "px";
                    this._vimage.style.width = width + "px";
                    this._vimage.style.position = "absolute"; // FIXES IE PROBLEM - its only rendered if its on absolute position!
                    this._vimage.style.top = "0px";
                    this._vimage.style.left = "0px";

                    /* Group minifying a small 1px precision problem when rotating object */
                    this._container = this.createVMLNode('group');
                    this._container.style.width = width;
                    this._container.style.height = height;
                    this._container.style.position = "absolute";
                    this._container.setAttribute('coordsize', width - 1 + ',' + (height - 1)); // This -1, -1 trying to fix that ugly problem
                    this._container.appendChild(this._vimage);

                    this._temp.appendChild(this._container);
                    this._temp.style.position = "relative"; // FIXES IE PROBLEM
                    this._temp.style.width = width + "px";
                    this._temp.style.height = height + "px";
                    this._temp.setAttribute('id', this._parameters.id);
                    this._temp.className = this._parameters.className;

                    this._BindEvents(this._temp, this._parameters.bind);
                    _finally.call(this);

                }
            else
                return function () {
                    this._temp.setAttribute('id', this._parameters.id);
                    this._temp.className = this._parameters.className;

                    this._width = this._img.width;
                    this._height = this._img.height;
                    this._widthHalf = this._width / 2; // used for optimisation
                    this._heightHalf = this._height / 2; // used for optimisation

                    var _widthMax = Math.sqrt((this._height) * (this._height) + (this._width) * (this._width));

                    this._widthAdd = _widthMax - this._width;
                    this._heightAdd = _widthMax - this._height; // widthMax because maxWidth=maxHeight
                    this._widthAddHalf = this._widthAdd / 2; // used for optimisation
                    this._heightAddHalf = this._heightAdd / 2; // used for optimisation

                    this._img.parentNode.removeChild(this._img);

                    this._aspectW = ((parseInt(this._img.style.width, 10)) || this._width) / this._img.width;
                    this._aspectH = ((parseInt(this._img.style.height, 10)) || this._height) / this._img.height;

                    this._canvas = document.createElement('canvas');
                    this._canvas.setAttribute('width', this._width);
                    this._canvas.style.position = "relative";
                    this._canvas.style.left = -this._widthAddHalf + "px";
                    this._canvas.style.top = -this._heightAddHalf + "px";
                    this._canvas.Wilq32 = this._temp.Wilq32;

                    this._temp.appendChild(this._canvas);
                    this._temp.style.width = this._width + "px";
                    this._temp.style.height = this._height + "px";

                    this._BindEvents(this._canvas, this._parameters.bind);
                    this._cnv = this._canvas.getContext('2d');
                    _finally.call(this);
                }
            function _finally() {
                this._rotate(this._parameters.angle);
                if (this._parameters.angle != this._parameters.animateAngle) this.rotateAnimation(this._parameters);
            }

        })(),

        _animateStart: function () {
            if (this._timer) {
                clearTimeout(this._timer);
            }
            this._animateStartTime = +new Date;
            this._animateStartAngle = this._angle;
            this._animate();
        },
        _animate: function () {
            var actualTime = +new Date;
            //var checkEnd = !!(Math.round(this._angle * 100 - this._parameters.animateAngle * 100)) == 0 && !!this._timer;
            var checkEnd = actualTime - this._animateStartTime > this._parameters.duration;
            if (this._parameters.callback && checkEnd) {
                this._parameters.callback();
            }

            // TODO: Bug for animatedGif for static rotation ? (to test)
            if (checkEnd && !this._parameters.animatedGif) {
                clearTimeout(this._timer);
            }
            else {
                if (this._canvas || this._vimage || this._img) {
                    // TODO: implement easing and speed of animation
                    this._angle = this._parameters.easing(0, actualTime - this._animateStartTime, this._animateStartAngle, this._parameters.animateAngle - this._animateStartAngle, this._parameters.duration);
                    //this._angle-=(this._angle-this._parameters.animateAngle)*0.1;
                    //if (typeof this._parameters.minAngle!="undefined") this._angle=Math.max(this._angle,this._parameters.minAngle);
                    //if (typeof this._parameters.maxAngle!="undefined") this._angle=Math.min(this._angle,this._parameters.maxAngle);
                    this._rotate((~ ~(this._angle * 10)) / 10);
                }
                var self = this;
                this._timer = setTimeout(function () {
                    self._animate.call(self);
                }, 10);
            }
        },

        _rotate: (function () {
            var rad = Math.PI / 180;
            if (IE)
                return function (angle) {
                    this._container.style.rotation = angle + "deg";
                }
            else if (supportedCSS)
                return function (angle) {
                    this._img.style[supportedCSS] = "rotate(" + angle + "deg)";
                }
            else
                return function (angle) {

                    if (!this._img.width || typeof angle != "number") return;
                    angle = (angle % 360) * rad;
                    // clear canvas	
                    this._canvas.width = this._width + this._widthAdd;
                    this._canvas.height = this._height + this._heightAdd;

                    // REMEMBER: all drawings are read from backwards.. so first function is translate, then rotate, then translate, translate..
                    this._cnv.translate(this._widthAddHalf, this._heightAddHalf); // at least center image on screen
                    this._cnv.translate(this._widthHalf, this._heightHalf); 		// we move image back to its orginal 
                    this._cnv.rotate(angle); 									// rotate image
                    this._cnv.translate(-this._widthHalf, -this._heightHalf); 	// move image to its center, so we can rotate around its center
                    this._cnv.scale(this._aspectW, this._aspectH); // SCALE - if needed ;)
                    this._cnv.drawImage(this._img, 0, 0); 						// First - we draw image
                }

        })()
    }

    if (IE) {
        Wilq32.PhotoEffect.prototype.createVMLNode = (function () {
            document.createStyleSheet().addRule(".rvml", "behavior:url(#default#VML)");
            try {
                !document.namespaces.rvml && document.namespaces.add("rvml", "urn:schemas-microsoft-com:vml");
                return function (tagName) {
                    return document.createElement('<rvml:' + tagName + ' class="rvml">');
                };
            } catch (e) {
                return function (tagName) {
                    return document.createElement('<' + tagName + ' xmlns="urn:schemas-microsoft.com:vml" class="rvml">');
                };
            }
        })();
    }

})(jQuery);
