This tutorial is for Dojo 1.8 and may be out of date.

Up to date tutorials are available.

Dojo Effects

In this tutorial, we will explore the effects that Dojo provides, which allow us to jazz up your page or application!

Getting Started

By this point, we're pretty comfortable manipulating the DOM and handling events from DOM nodes. However, as we take some of these actions, the transitions can be very abrupt: removing a node makes it disappear from the page, and that can potentially be disorienting for a user. Using some of the standard effects that Dojo provides, we can create smoother user experiences that really add an additional bit of polish and shine to our applications. Further, if we tap into Dojo's dojo/_base/fx and dojo/fx modules, we can chain and combine these effects to make some really dazzling, dynamic experiences.

Dojo 1.8 has two fx modules: dojo/_base/fx and dojo/fx.

  • dojo/_base/fx provides base effects methods that were found previously in Dojo base, including: animateProperty, anim, fadeIn, and fadeOut.
  • dojo/fx provides more advanced effects, including: chain, combine, wipeIn, wipeOut and slideTo

Fading

One animation you might have seen in applications you have used is a node fading in or out. This effect is so common and simple that it's included as a part of the Dojo base. We can use it to hide or show elements on a page in a way that feels really smooth and polished. Here's an example:

<button id="fadeOutButton">Fade block out</button>
<button id="fadeInButton">Fade block in</button>

<div id="fadeTarget" class="red-block">
	A red block
</div>
<script>
	require(["dojo/_base/fx", "dojo/on", "dojo/dom", "dojo/domReady!"], function(fx, on, dom) {
		var fadeOutButton = dom.byId("fadeOutButton"),
			fadeInButton = dom.byId("fadeInButton"),
			fadeTarget = dom.byId("fadeTarget");

		on(fadeOutButton, "click", function(evt){
			fx.fadeOut({ node: fadeTarget }).play();
		});
		on(fadeInButton, "click", function(evt){
			fx.fadeIn({ node: fadeTarget }).play();
		});
	});
</script>

All animation functions take one argument: an object with properties. The most important property you will use is the node property: a DOM node or string ID of a node to animate. Another property is duration, which is how long the animation should last, specified in milliseconds. The duration defaults to 350 milliseconds. There are other properties for other animations, but fading doesn't require them.

Animation functions return a dojo.Animation object with several methods: play, pause, stop, status, and gotoPercent. Animations are not started when they are created and must be manually started with the play method, as shown above.

View Demo

Wiping

Another effect you might have seen is wiping: changing the height of a node while leaving the content alone. This makes it look like someone is using a windshield wiper on the node. Often, wiping could be a useful effect to create something like a pulldown on a page, where you might have some sort of infrequently accessed content or settings, or perhaps you just prefer the shrinking to fading.

<button id="wipeOutButton">Wipe block out</button>
<button id="wipeInButton">Wipe block in</button>

<div id="wipeTarget" class="red-block wipe">
	A red block
</div>
<script>
	require(["dojo/fx", "dojo/on", "dojo/dom", "dojo/domReady!"], function(fx, on, dom) {
		var wipeOutButton = dom.byId("wipeOutButton"),
			wipeInButton = dom.byId("wipeInButton"),
			wipeTarget = dom.byId("wipeTarget");

		on(wipeOutButton, "click", function(evt){
			fx.wipeOut({ node: wipeTarget }).play();
		});
		on(wipeInButton, "click", function(evt){
			fx.wipeIn({ node: wipeTarget }).play();
		});
	});
</script>

The wipe effect is in the dojo/fx module. In this example, we have added the "wipe" class to our target node. Because the wipe functions operate on the height of the contents of a node rather than a definite height, our "wipe" class sets the target node's height to "auto".

View Demo

Sliding

So far we've covered hiding nodes, but what if we're looking to move them around a bit? A fade or a wipe doesn't change the node's location. That's where fx.slideTo comes into play. Shifting a node around could be useful to create an appearance of movement or progression on a page, and fx.slideTo creates a smooth animation of the node in the page, moving it around by specifying the coordinates of the top and left position of the node in pixels.

<button id="slideAwayButton">Slide block away</button>
<button id="slideBackButton">Slide block back</button>

<div id="slideTarget" class="red-block slide">
	A red block
</div>
<script>
	require(["dojo/fx", "dojo/on", "dojo/dom", "dojo/domReady!"], function(fx, on, dom) {
		var slideAwayButton = dom.byId("slideAwayButton"),
			slideBackButton = dom.byId("slideBackButton"),
			slideTarget = dom.byId("slideTarget");

		on(slideAwayButton, "click", function(evt){
			fx.slideTo({ node: slideTarget, left: "200", top: "200" }).play();
		});
		on(slideBackButton, "click", function(evt){
			fx.slideTo({ node: slideTarget, left: "0", top: "100" }).play();
		});
	});
</script>
View Demo

Animation Events

As discussed previously, all of these animation methods return a dojo.Animation object. These objects all provide not just controls to play or pause the animation, but they also provide a set of events that we can listen to, in order to perform some sorts of actions before, during, and after the animation. Two of the most important and commonly-used event handlers are beforeBegin and onEnd:

<button id="slideAwayButton">Slide block away</button>
<button id="slideBackButton">Slide block back</button>

<div id="slideTarget" class="red-block slide">
	A red block
</div>
<script>
	require(["dojo/fx", "dojo/on", "dojo/dom-style", "dojo/dom", "dojo/domReady!"], function(fx, on, style, dom) {

		var slideAwayButton = dom.byId("slideAwayButton"),
			slideBackButton = dom.byId("slideBackButton"),
			slideTarget = dom.byId("slideTarget");

			on(slideAwayButton, "click", function(evt){
				// Note that we're specifying the beforeBegin as a property of the animation
				// rather than using connect. This ensures that our beforeBegin handler
				// executes before any others.
				var anim = fx.slideTo({
					node: slideTarget,
					left: "200",
					top: "200",
					beforeBegin: function(){

						console.warn("slide target is: ", slideTarget);

						style.set(slideTarget, {
							left: "0px",
							top: "100px"
						});
					}
				});

				// We could have also specified onEnd above alongside beforeBegin,
				// but it's just as easy to connect like so
				on(anim, "End", function(){
					style.set(slideTarget, {
						backgroundColor: "blue"
					});
				}, true);

				// Don't forget to actually start the animation!
				anim.play();
			});

			on(slideBackButton, "click", function(evt){
				var anim = fx.slideTo({
					node: slideTarget,
					left: "0",
					top: "100",
					beforeBegin: function(){

						style.set(slideTarget, {
							left: "200px",
							top: "200px"
						});
					}
				});

				on(anim, "End", function(){
					style.set(slideTarget, {
						backgroundColor: "red"
					});
				}, true);

				anim.play();
			});
	});
</script>

You might have noticed that beforeBegin is being passed as a property of the arguments object. The reason for passing it in more directly is that certain animations connect to beforeBegin when they are created. Therefore, if you connect to beforeBegin after the animation is created, your handler will be executed after the animation's beforeBegin handler, which may not be what you want to happen. By passing your handler as a property of the arguments object, you guarantee that your handler will execute first.

View Demo

Chaining

What if we want to fire animations in sequence? We could use the End event that we just talked about to set up the next effect, but that's not very convenient. This sort of pattern is common enough that the dojo/fx module gives us a couple of great convenience methods to set up effects to run in sequence or in parallel, and each method returns a new dojo.Animation object with its own set of events and methods that represent the entire sequence. Let's first take a look at fx.chain to play animations one after another:

<button id="slideAwayButton">Slide block away</button>
<button id="slideBackButton">Slide block back</button>

<div id="slideTarget" class="red-block slide chain">
	A red block
</div>
<script>
	require(["dojo/_base/fx", "dojo/fx", "dojo/on", "dojo/dom", "dojo/domReady!"], function(baseFx, fx, on, dom) {

		var slideAwayButton = dom.byId("slideAwayButton"),
			slideBackButton = dom.byId("slideBackButton"),
			slideTarget = dom.byId("slideTarget");

		// Set up a couple of click handlers to run our chained animations
		on(slideAwayButton, "click", function(evt){
			fx.chain([
				baseFx.fadeIn({ node: slideTarget }),
				fx.slideTo({ node: slideTarget, left: "200", top: "200" }),
				baseFx.fadeOut({ node: slideTarget })
			]).play();
		});
		on(slideBackButton, "click", function(evt){
			fx.chain([
				baseFx.fadeIn({ node: slideTarget }),
				fx.slideTo({ node: slideTarget, left: "0", top: "100" }),
				baseFx.fadeOut({ node: slideTarget })
			]).play();
		});

	});
</script>

As you can see here, we create a few effects directly inline the call to fx.chain, and immediately call play on the returned dojo.Animation to start the chained animation. We don't start playing each individual effect within the chain: fx.chain handles that for us.

View Demo

Combining

The second convenience method that dojo/fx provides is the combine method which will start multiple animations at the same time. The dojo.Animation returned will fire its onEnd event after the animation with the longest duration finishes. Let's look at another example:

<button id="slideAwayButton">Slide block away</button>
<button id="slideBackButton">Slide block back</button>

<div id="slideTarget" class="red-block slide chain">
	A red block
</div>
<script>
	require(["dojo/_base/fx", "dojo/fx", "dojo/on", "dojo/dom", "dojo/domReady!"], function(baseFx, fx, on, dom) {

		var slideAwayButton = dom.byId("slideAwayButton"),
			slideBackButton = dom.byId("slideBackButton"),
			slideTarget = dom.byId("slideTarget");

		// Set up a couple of click handlers to run our combined animations
		on(slideAwayButton, "click", function(evt){
			fx.combine([
				baseFx.fadeIn({ node: slideTarget }),
				fx.slideTo({ node: slideTarget, left: "200", top: "200" })
			]).play();
		});
		on(slideBackButton, "click", function(evt){
			fx.combine([
				fx.slideTo({ node: slideTarget, left: "0", top: "100" }),
				baseFx.fadeOut({ node: slideTarget })
			]).play();
		});

	});
</script>

In this case, rather than playing the fade and then the slideTo in sequence, they play simultaneously.

Using fx.chain and fx.combine, you can build up some fairly elaborate animation sequences. Also, given that both chain and combine return animation objects, the end results of those methods can also be chained and combined, allowing for you to build everything from very simple animations to very rich and detailed sequences.

View Demo

Conclusion

Using Dojo, it's quite simple to add some flair to your pages. With the dojo/_base/fx and dojo/fx modules, you can easily fade DOM nodes in and out, and with a simple require, you can bring in a lot more powerful ways to simply and easily move your nodes about or wipe them in and out, and the ability to chain and combine animations means you can quickly and easily build up a rather advanced animation.

However, what if you want to do something more advanced, like adjusting a DOM node's height but not necessarily shrinking it to zero, or perhaps adjusting a background color via animation? There's the more generalized dojo.animateProperty, which we'll be covering in the next tutorial.