function AnimationStateManager()

in src/OrchardCore.Modules/OrchardCore.Resources/wwwroot/Scripts/Sortable.js [631:772]


  function AnimationStateManager() {
    var animationStates = [],
        animationCallbackId;
    return {
      captureAnimationState: function captureAnimationState() {
        animationStates = [];
        if (!this.options.animation) return;
        var children = [].slice.call(this.el.children);
        children.forEach(function (child) {
          if (css(child, 'display') === 'none' || child === Sortable.ghost) return;
          animationStates.push({
            target: child,
            rect: getRect(child)
          });

          var fromRect = _objectSpread({}, animationStates[animationStates.length - 1].rect); // If animating: compensate for current animation


          if (child.thisAnimationDuration) {
            var childMatrix = matrix(child, true);

            if (childMatrix) {
              fromRect.top -= childMatrix.f;
              fromRect.left -= childMatrix.e;
            }
          }

          child.fromRect = fromRect;
        });
      },
      addAnimationState: function addAnimationState(state) {
        animationStates.push(state);
      },
      removeAnimationState: function removeAnimationState(target) {
        animationStates.splice(indexOfObject(animationStates, {
          target: target
        }), 1);
      },
      animateAll: function animateAll(callback) {
        var _this = this;

        if (!this.options.animation) {
          clearTimeout(animationCallbackId);
          if (typeof callback === 'function') callback();
          return;
        }

        var animating = false,
            animationTime = 0;
        animationStates.forEach(function (state) {
          var time = 0,
              target = state.target,
              fromRect = target.fromRect,
              toRect = getRect(target),
              prevFromRect = target.prevFromRect,
              prevToRect = target.prevToRect,
              animatingRect = state.rect,
              targetMatrix = matrix(target, true);

          if (targetMatrix) {
            // Compensate for current animation
            toRect.top -= targetMatrix.f;
            toRect.left -= targetMatrix.e;
          }

          target.toRect = toRect;

          if (target.thisAnimationDuration) {
            // Could also check if animatingRect is between fromRect and toRect
            if (isRectEqual(prevFromRect, toRect) && !isRectEqual(fromRect, toRect) && // Make sure animatingRect is on line between toRect & fromRect
            (animatingRect.top - toRect.top) / (animatingRect.left - toRect.left) === (fromRect.top - toRect.top) / (fromRect.left - toRect.left)) {
              // If returning to same place as started from animation and on same axis
              time = calculateRealTime(animatingRect, prevFromRect, prevToRect, _this.options);
            }
          } // if fromRect != toRect: animate


          if (!isRectEqual(toRect, fromRect)) {
            target.prevFromRect = fromRect;
            target.prevToRect = toRect;

            if (!time) {
              time = _this.options.animation;
            }

            _this.animate(target, animatingRect, toRect, time);
          }

          if (time) {
            animating = true;
            animationTime = Math.max(animationTime, time);
            clearTimeout(target.animationResetTimer);
            target.animationResetTimer = setTimeout(function () {
              target.animationTime = 0;
              target.prevFromRect = null;
              target.fromRect = null;
              target.prevToRect = null;
              target.thisAnimationDuration = null;
            }, time);
            target.thisAnimationDuration = time;
          }
        });
        clearTimeout(animationCallbackId);

        if (!animating) {
          if (typeof callback === 'function') callback();
        } else {
          animationCallbackId = setTimeout(function () {
            if (typeof callback === 'function') callback();
          }, animationTime);
        }

        animationStates = [];
      },
      animate: function animate(target, currentRect, toRect, duration) {
        if (duration) {
          css(target, 'transition', '');
          css(target, 'transform', '');
          var elMatrix = matrix(this.el),
              scaleX = elMatrix && elMatrix.a,
              scaleY = elMatrix && elMatrix.d,
              translateX = (currentRect.left - toRect.left) / (scaleX || 1),
              translateY = (currentRect.top - toRect.top) / (scaleY || 1);
          target.animatingX = !!translateX;
          target.animatingY = !!translateY;
          css(target, 'transform', 'translate3d(' + translateX + 'px,' + translateY + 'px,0)');
          repaint(target); // repaint

          css(target, 'transition', 'transform ' + duration + 'ms' + (this.options.easing ? ' ' + this.options.easing : ''));
          css(target, 'transform', 'translate3d(0,0,0)');
          typeof target.animated === 'number' && clearTimeout(target.animated);
          target.animated = setTimeout(function () {
            css(target, 'transition', '');
            css(target, 'transform', '');
            target.animated = false;
            target.animatingX = false;
            target.animatingY = false;
          }, duration);
        }
      }
    };
  }