| Conditions | 2 |
| Paths | 2 |
| Total Lines | 143 |
| Code Lines | 9 |
| Lines | 0 |
| Ratio | 0 % |
| Changes | 0 | ||
Small methods make your code easier to understand, in particular if combined with a good name. Besides, if your method is small, finding a good name is usually much easier.
For example, if you find yourself adding comments to a method's body, this is usually a good sign to extract the commented part to a new method, and use the comment as a starting point when coming up with a good name for this new method.
Commonly applied refactorings include:
If many parameters/temporary variables are present:
| 1 | <?php |
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| 104 | public function getFunctions() |
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| 105 | { |
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| 106 | $bool = "False"; |
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| 107 | if ($this->doAnimation) { |
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| 108 | $bool = "True"; |
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| 109 | } |
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| 110 | |||
| 111 | return /** @lang textmate */ |
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| 112 | <<<EOL |
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| 113 | CAnimManager::EAnimManagerEasing convertEasing(Text text) { |
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| 114 | switch (text) { |
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| 115 | case "QuadIn": { |
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| 116 | return CAnimManager::EAnimManagerEasing::QuadIn; |
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| 117 | } |
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| 118 | case "QuadOut": { |
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| 119 | return CAnimManager::EAnimManagerEasing::QuadOut; |
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| 120 | } |
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| 121 | case "QuadInOut": { |
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| 122 | return CAnimManager::EAnimManagerEasing::QuadInOut; |
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| 123 | } |
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| 124 | case "CubicIn": { |
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| 125 | return CAnimManager::EAnimManagerEasing::CubicIn; |
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| 126 | } |
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| 127 | case "CubicOut": { |
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| 128 | return CAnimManager::EAnimManagerEasing::CubicOut; |
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| 129 | } |
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| 130 | case "CubicInOut": { |
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| 131 | return CAnimManager::EAnimManagerEasing::CubicInOut; |
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| 132 | } |
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| 133 | case "QuartIn": { |
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| 134 | return CAnimManager::EAnimManagerEasing::QuartIn; |
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| 135 | } |
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| 136 | case "QuartOut": { |
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| 137 | return CAnimManager::EAnimManagerEasing::QuartOut; |
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| 138 | } |
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| 139 | case "QuartInOut": { |
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| 140 | return CAnimManager::EAnimManagerEasing::QuartInOut; |
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| 141 | } |
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| 142 | case "QuintIn": { |
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| 143 | return CAnimManager::EAnimManagerEasing::QuintIn; |
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| 144 | } |
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| 145 | case "QuintOut": { |
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| 146 | return CAnimManager::EAnimManagerEasing::QuintOut; |
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| 147 | } |
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| 148 | case "QuintInOut": { |
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| 149 | return CAnimManager::EAnimManagerEasing::QuintInOut; |
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| 150 | } |
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| 151 | case "QuintIn": { |
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| 152 | return CAnimManager::EAnimManagerEasing::QuintIn; |
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| 153 | } |
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| 154 | case "QuintOut": { |
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| 155 | return CAnimManager::EAnimManagerEasing::QuintOut; |
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| 156 | } |
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| 157 | case "QuintInOut": { |
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| 158 | return CAnimManager::EAnimManagerEasing::QuintInOut; |
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| 159 | } |
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| 160 | case "SineIn": { |
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| 161 | return CAnimManager::EAnimManagerEasing::SineIn; |
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| 162 | } |
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| 163 | case "SineOut": { |
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| 164 | return CAnimManager::EAnimManagerEasing::SineOut; |
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| 165 | } |
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| 166 | case "SineInOut": { |
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| 167 | return CAnimManager::EAnimManagerEasing::SineInOut; |
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| 168 | } |
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| 169 | case "ExpIn": { |
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| 170 | return CAnimManager::EAnimManagerEasing::ExpIn; |
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| 171 | } |
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| 172 | case "ExpOut": { |
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| 173 | return CAnimManager::EAnimManagerEasing::ExpOut; |
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| 174 | } |
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| 175 | case "ExpInOut": { |
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| 176 | return CAnimManager::EAnimManagerEasing::ExpInOut; |
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| 177 | } |
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| 178 | case "CircIn": { |
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| 179 | return CAnimManager::EAnimManagerEasing::CircIn; |
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| 180 | } |
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| 181 | case "CircOut": { |
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| 182 | return CAnimManager::EAnimManagerEasing::CircOut; |
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| 183 | } |
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| 184 | case "CircInOut": { |
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| 185 | return CAnimManager::EAnimManagerEasing::CircInOut; |
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| 186 | } |
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| 187 | case "BackOut": { |
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| 188 | return CAnimManager::EAnimManagerEasing::BackOut; |
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| 189 | } |
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| 190 | case "BackIn": { |
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| 191 | return CAnimManager::EAnimManagerEasing::BackIn; |
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| 192 | } |
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| 193 | case "BackInOut": { |
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| 194 | return CAnimManager::EAnimManagerEasing::BackInOut; |
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| 195 | } |
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| 196 | case "ElasticIn": { |
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| 197 | return CAnimManager::EAnimManagerEasing::ElasticIn; |
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| 198 | } |
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| 199 | case "ElasticOut": { |
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| 200 | return CAnimManager::EAnimManagerEasing::ElasticOut; |
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| 201 | } |
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| 202 | case "ElasticInOut": { |
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| 203 | return CAnimManager::EAnimManagerEasing::ElasticInOut; |
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| 204 | } |
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| 205 | case "ElasticIn2": { |
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| 206 | return CAnimManager::EAnimManagerEasing::ElasticIn2; |
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| 207 | } |
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| 208 | case "ElasticOut2": { |
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| 209 | return CAnimManager::EAnimManagerEasing::ElasticOut2; |
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| 210 | } |
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| 211 | case "ElasticInOut2": { |
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| 212 | return CAnimManager::EAnimManagerEasing::ElasticInOut2; |
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| 213 | } |
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| 214 | case "BounceIn": { |
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| 215 | return CAnimManager::EAnimManagerEasing::BounceIn; |
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| 216 | } |
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| 217 | case "BounceOut": { |
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| 218 | return CAnimManager::EAnimManagerEasing::BounceOut; |
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| 219 | } |
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| 220 | case "BounceInOut": { |
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| 221 | return CAnimManager::EAnimManagerEasing::BounceInOut; |
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| 222 | } |
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| 223 | |||
| 224 | } |
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| 225 | return CAnimManager::EAnimManagerEasing::Linear; |
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| 226 | } |
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| 227 | |||
| 228 | ***FML_OnInit*** |
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| 229 | *** |
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| 230 | declare Boolean doAnimation = $bool; |
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| 231 | |||
| 232 | if (doAnimation) { |
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| 233 | Page.GetClassChildren ("uiAnimation", Page.MainFrame, True); |
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| 234 | foreach (control in Page.GetClassChildren_Result) { |
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| 235 | declare Text xmlString = "<elem " ^ TextLib::ReplaceChars(control.DataAttributeGet("animate"), "'", "\"") ^ "/>"; |
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| 236 | declare Integer duration = TextLib::ToInteger(control.DataAttributeGet("duration")); |
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| 237 | declare Integer delay = TextLib::ToInteger(control.DataAttributeGet("delay")); |
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| 238 | declare Text easing = control.DataAttributeGet("easing"); |
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| 239 | AnimMgr.Add(control, xmlString, Now + delay, duration, convertEasing(easing)); |
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| 240 | } |
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| 241 | } |
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| 242 | |||
| 243 | *** |
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| 244 | EOL; |
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| 245 | |||
| 246 | } |
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| 247 | |||
| 291 |