Fixed complicated SQL injection vulnerability in URL handler, updated license info for Tigra Tree Menu, and killed one XSS vulnerability
// Make an HTML element fly in from the top or bottom.
// Includes inertia!
// vB, don't even try. It's GPL like the rest of Enano. I know you're jealous. >:)
var fly_in_cache = new Object();
var FI_TOP = 1;
var FI_BOTTOM = 2;
var FI_IN = 1;
var FI_OUT = 2;
var FI_UP = 1;
var FI_DOWN = 2;
// Placeholder functions, to make organization a little easier :-)
function fly_in_top(element, nofade, height_taken_care_of)
{
return fly_core(element, nofade, FI_TOP, FI_IN, height_taken_care_of);
}
function fly_in_bottom(element, nofade, height_taken_care_of)
{
return fly_core(element, nofade, FI_BOTTOM, FI_IN, height_taken_care_of);
}
function fly_out_top(element, nofade, height_taken_care_of)
{
return fly_core(element, nofade, FI_TOP, FI_OUT, height_taken_care_of);
}
function fly_out_bottom(element, nofade, height_taken_care_of)
{
return fly_core(element, nofade, FI_BOTTOM, FI_OUT, height_taken_care_of);
}
function fly_core(element, nofade, origin, direction, height_taken_care_of)
{
if ( !element || typeof(element) != 'object' )
return false;
// target dimensions
var top, left;
// initial dimensions
var topi, lefti;
// current dimensions
var topc, leftc;
// screen dimensions
var w = getWidth();
var h = getHeight();
var y = parseInt ( getScrollOffset() );
// temp vars
var dim, off, diff, dist, ratio, opac_factor;
// setup element
element.style.position = 'absolute';
dim = [ $(element).Height(), $(element).Width() ];
off = [ $(element).Top(), $(element).Left() ];
if ( height_taken_care_of )
{
top = off[0];
left = off[1];
}
else
{
top = Math.round(( h / 2 ) - ( dim[0] / 2 )) + y; // - ( h / 4 ));
left = Math.round(( w / 2 ) - ( dim[1] / 2 ));
}
// you can change this around to get it to fly in from corners or be on the left/right side
lefti = left;
// calculate first frame Y position
if ( origin == FI_TOP && direction == FI_IN )
{
topi = 0 - dim[0] + y;
}
else if ( origin == FI_TOP && direction == FI_OUT )
{
topi = top;
top = 0 - dim[0] + y;
}
else if ( origin == FI_BOTTOM && direction == FI_IN )
{
topi = h + y;
}
else if ( origin == FI_BOTTOM && direction == FI_OUT )
{
topi = top;
top = h + y;
}
var abs_dir = ( ( origin == FI_TOP && direction == FI_IN ) || ( origin == FI_BOTTOM && direction == FI_OUT ) ) ? FI_DOWN : FI_UP;
/*
* Framestepper parameters
*/
// starting value for inertia
var inertiabase = 1;
// increment for inertia, or 0 to disable inertia effects
var inertiainc = 1;
// when the progress reaches this %, deceleration is activated
var divider = 0.666667;
// multiplier for deceleration, setting this above 2 can cause some weird slowdown effects
var decelerate = 2; // 1 / divider; // reciprocal of the divider
/*
* Timer parameters
*/
// how long animation start is delayed, you want this at 0
var timer = 0;
// frame ttl
var timestep = 12;
// sanity check
var frames = 0;
// cache element so it can be changed from within setTimeout()
var rand_seed = Math.floor(Math.random() * 1000000);
fly_in_cache[rand_seed] = element;
// set element left pos, you can comment this out to preserve left position
element.style.left = left + 'px';
element.style.top = topi + 'px';
if ( nofade )
{
domObjChangeOpac(100, element);
}
// total distance to be traveled
dist = abs(top - topi);
// animation loop
while ( true )
{
// used for a sanity check
frames++;
// time until this frame should be executed
timer += timestep;
// math stuff
// how far we are along in animation...
diff = abs(top - topi);
// ...in %
ratio = abs( 1 - ( diff / dist ) );
// decelerate if we're more than 2/3 of the way there
if ( ratio < divider )
inertiabase += inertiainc;
else
inertiabase -= ( inertiainc * decelerate );
// if the deceleration factor is anywhere above 1 then technically that can cause an infinite loop
// so leave this in there unless decelerate is set to 1
if ( inertiabase < 1 )
inertiabase = 1;
// uncomment to disable inertia
// inertiabase = 3;
// figure out frame Y position
topi = ( abs_dir == FI_UP ) ? topi - inertiabase : topi + inertiabase;
if ( ( abs_dir == FI_DOWN && topi > top ) || ( abs_dir == FI_UP && top > topi ) )
topi = top;
// tell the browser to do it
setTimeout('var o = fly_in_cache['+rand_seed+']; o.style.top=\''+topi+'px\';', timer);
if ( !nofade )
{
// handle fade
opac_factor = ratio * 100;
if ( direction == FI_OUT )
opac_factor = 100 - opac_factor;
setTimeout('var o = fly_in_cache['+rand_seed+']; domObjChangeOpac('+opac_factor+', o);', timer);
}
// if we're done or if our sanity check failed then break out of the loop
if ( ( abs_dir == FI_DOWN && topi >= top ) || ( abs_dir == FI_UP && top >= topi ) || frames > 1000 )
break;
}
//timer += timestep;
setTimeout('delete(fly_in_cache['+rand_seed+']);', timer);
return timer;
}
function abs(i)
{
if ( isNaN(i) )
return i;
return ( i < 0 ) ? ( 0 - i ) : i;
}