﻿// (c) Copyright Microsoft Corporation.
// This source is subject to the Microsoft Permissive License.
// See http://www.microsoft.com/resources/sharedsource/licensingbasics/sharedsourcelicenses.mspx.
// All other rights reserved.

Type.registerNamespace('ITkey.Web.Animation');

// Create an alias for the namespace to save 25 chars each time it's used since
// this is a very long script and will take awhile to download
var $TWA = ITkey.Web.Animation;

$TWA.registerAnimation = function(name, type) {
    /// <summary>
    /// Register an animation with the AJAX Control Toolkit animation framework. This serves a dual purpose:
    /// 1) to add standard utility methods to the animation type (such as a <code>play</code> method that creates
    /// an animation, plays it, and disposes it when the animation is over), and 2) to associate a name with the
    /// type that will be used when creating animations from a JSON description.  This method can also be called
    /// by other animation libraries to seamlessly interoperate with the AJAX Control Toolkit's animation
    /// framework.
    /// </summary>
    /// <param name="name" type="String">
    /// Name of the animation that will be used as the XML tag name in the XML animation description.  It
    /// should be a valid XML tag (i.e. an alpha-numeric sequence with no spaces, special characters, etc.).
    /// </param>
    /// <param name="type" type="Type">
    /// The type of the new animation must inherit from <see cref="ITkey.Web.Animation.Animation" />.
    /// </param>
    /// <returns />

    // Make sure the type inherits from ITkey.Web.Animation.Animation
    if (type && ((type === $TWA.Animation) || (type.inheritsFrom && type.inheritsFrom($TWA.Animation)))) {
        // We'll store the animation name/type mapping in a "static" object off of
        // ITkey.Web.Animation.  If this __animations object hasn't been
        // created yet, demand create it on the first registration.
        if (!$TWA.__animations) {
            $TWA.__animations = { };
        }
        
        // Add the current type to the collection of animations
        $TWA.__animations[name.toLowerCase()] = type;
        
        // Add a play function that will make it very easy to create, play, and
        // dispose of an animation.  This is effectively a "static" function on
        // each animation and will take the same parameters as that animation's
        // constructor.
        type.play = function() {
            /// <summary>
            /// Create an animation, play it immediately, and dispose it when finished.
            /// </summary>
            /// <param parameterArray="true" elementType="Object">
            /// The play function takes the same parameters as the type's constructor
            /// </param>
            /// <returns />
        
            // Create and initialize a new animation of the right type and pass in
            // any arguments given to the play function
            var animation = new type();
            type.apply(animation, arguments);
            animation.initialize();
            
            // Add an event handler to dispose the animation when it's finished
            var handler = Function.createDelegate(animation,
                function() {
                    /// <summary>
                    /// Dispose the animation after playing
                    /// </summary>
                    /// <returns />
                    animation.remove_ended(handler);
                    handler = null;
                    animation.dispose();
                });
            animation.add_ended(handler);
            
            // Once the animation has been created and initialized, play it and
            // dispose it as soon as it's finished
            animation.play();            
        }
    } else {
        // Raise an error if someone registers an animation that doesn't inherit
        // from our base Animation class
        throw Error.argumentType('type', type, $TWA.Animation, "ITkey.Web.Animation.registerAnimation can only register types that inherit from ITkey.Web.Animation.Animation");
    }
}

// In the Xml comments for each of the animations below, there is a special <animation /> tag
// that describes how the animation is referenced from a generic XML animation description


$TWA.Animation = function(target, duration, fps) {
    /// <summary>
    /// <code>Animation</code> is an abstract base class used as a starting point for all the other animations.
    /// It provides the basic mechanics for the animation (playing, pausing, stopping, timing, etc.)
    /// and leaves the actual animation to be done in the abstract methods <code>getAnimatedValue</code>
    /// and <code>setValue</code>.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <field name="DynamicProperties" type="Object">
    /// The DynamicProperties collection is used to associate JavaScript expressions with
    /// properties.  The expressions are evaluated just before the animation is played
    /// everytime (in the base onStart method).  The object itself maps strings with the
    /// names of property setters (like "set_verticalOffset") to JavaScript expressions
    /// (like "$find('MyBehavior').get_element().offsetHeight").  Note specifically that
    /// the dynamic properties are JavaScript expressions and not abitrary statements (i.e.
    /// you can't include things like "return foo;"), although you can include anything
    /// inside an anonymous function definition that you immediately invoke (i.e.,
    /// "(function() { return foo; })()").  A dynamic property can be set in the generic
    /// XML animation description by appending Script onto any legitimate property name
    /// (for example, instead of Height="70" we could use
    /// HeightScript="$find('MyBehavior').get_element().offsetHeight").  Any exceptions
    /// raised when setting dynamic properties (including both JavaScript evaluation errors
    /// and other exceptions raised by property setters) will only be propogated when
    /// debugging.
    /// </field>
    /// <remarks>
    /// Animations need to be as fast as possible - even in debug mode.  Don't add validation code to
    /// methods involved in every step of the animation.
    /// </remarks>
    /// <animation>Animation</animation>
    $TWA.Animation.initializeBase(this);
    
    // Length of the animation in seconds
    this._duration = 1;
    
    // Number of steps per second
    this._fps = 25;
    
    // Target Sys.UI.DomElement of the animation
    this._target = null;
    
    // Tick event handler
    this._tickHandler = null;
    
    // Animation timer
    this._timer = null;
    
    // Percentage of the animation already played
    this._percentComplete = 0;
    
    // Percentage of the animation to play on each step
    this._percentDelta = null;
    
    // Reference to the animation that owns this animation (currently only set in 
    // ParallelAnimation.add).  This concept of ownership allows an entire animation
    // subtree to be driven off a single timer so all the operations are properly
    // synchronized.
    this._owner = null;
    
    // Reference to the animation that contains this as a child (this is set
    // in ParentAnimation.add).  The primary use of the parent animation is in
    // resolving the animation target when one isn't specified.
    this._parentAnimation = null;
    
    // The DynamicProperties collection is used to associate JavaScript expressions with
    // properties.  The expressions are evaluated just before the animation is played
    // everytime (in the base onStart method).  See the additional information in the
    // XML <field> comment above.
    this.DynamicProperties = { };
    
    // Set the target, duration, and fps if they were provided in the constructor
    if (target) {
        this.set_target(target);
    }
    if (duration) {
        this.set_duration(duration);
    }
    if (fps) { 
        this.set_fps(fps);
    }
}
$TWA.Animation.prototype = {
    dispose : function() {
        /// <summary>
        /// Dispose the animation
        /// </summary>
        /// <returns />
        
        if (this._timer) {
            this._timer.dispose();
            this._timer = null;
        }
        
        this._tickHandler = null;
        this._target = null;
        
        $TWA.Animation.callBaseMethod(this, 'dispose');
    },
    
    play : function() {
        /// <summary>
        /// Play the animation from the beginning or where it was left off when paused.
        /// </summary>
        /// <returns />
        /// <remarks>
        /// If this animation is the child of another, you must call <code>play</code> on its parent instead.
        /// </remarks>
        
        // If ownership of this animation has been claimed, then we'll require the parent to
        // handle playing the animation (this is very important because then the entire animation
        // tree runs on the same timer and updates consistently)
        if (!this._owner) {
            var resume = true;
            if (!this._timer) {
                resume = false;
                
                if (!this._tickHandler) {
                    this._tickHandler = Function.createDelegate(this, this._onTimerTick);
                }

                this._timer = new ITkey.Web.Timer();
                this._timer.add_tick(this._tickHandler);
               
                this.onStart();
                
                this._timer.set_interval(1000 / this._fps);
                this._percentDelta = 100 / (this._duration * this._fps);
                this._updatePercentComplete(0, true);
            }

            this._timer.set_enabled(true);
            
            this.raisePropertyChanged('isPlaying');
            if (!resume) {
                this.raisePropertyChanged('isActive');
            }
        }
    },
    
    pause : function() {
        /// <summary>
        /// Pause the animation if it is playing.  Calling <code>play</code> will resume where
        /// the animation left off.
        /// </summary>
        /// <returns />
        /// <remarks>
        /// If this animation is the child of another, you must call <code>pause</code> on its parent instead.
        /// </remarks>
        
        if (!this._owner) {
            if (this._timer) {
                this._timer.set_enabled(false);
                
                this.raisePropertyChanged('isPlaying');
            }
        }
    },
    
    stop : function(finish) {
        /// <summary>
        /// Stop playing the animation.
        /// </summary>
        /// <param name="finish" type="Boolean" mayBeNull="true" optional="true">
        /// Whether or not stopping the animation should leave the target element in a state
        /// consistent with the animation playing completely by performing the last step.
        /// The default value is true.
        /// </param>
        /// <returns />
        /// <remarks>
        /// If this animation is the child of another, you must call <code>stop</code> on
        /// its parent instead.
        /// </remarks>
        
        if (!this._owner) {
            var t = this._timer;
            this._timer = null;
            if (t) {
                t.dispose();
                
                if (this._percentComplete !== 100) {
                    this._percentComplete = 100;
                    this.raisePropertyChanged('percentComplete');
                    if (finish || finish === undefined) {
                        this.onStep(100);
                    }
                }
                this.onEnd();
                
                this.raisePropertyChanged('isPlaying');
                this.raisePropertyChanged('isActive');
            }
        }
    },
    
    onStart : function() {
        /// <summary>
        /// The <code>onStart</code> method is called just before the animation is played each time.
        /// </summary>
        /// <returns />
        
        this.raiseStarted();
        
        // Initialize any dynamic properties
        for (var property in this.DynamicProperties) {
            try {
                // Invoke the property's setter on the evaluated expression
                this[property](eval(this.DynamicProperties[property]));
            } catch(ex) {
                // Propogate any exceptions if we're debugging, otherwise eat them
                if ( Sys.Debug.isDebug) {
                    throw ex;
                }
            }
        }
    },
    
    onStep : function(percentage) {
        /// <summary>
        /// The <code>onStep</code> method is called repeatedly to progress the animation through each frame
        /// </summary>
        /// <param name="percentage" type="Number">Percentage of the animation already complete</param>
        /// <returns />
        
        this.setValue(this.getAnimatedValue(percentage));
    },
    
    onEnd : function() {
        /// <summary>
        /// The <code>onEnd</code> method is called just after the animation is played each time.
        /// </summary>
        /// <returns />
        
        this.raiseEnded();
    },
    
    getAnimatedValue : function(percentage) {
        /// <summary>
        /// Determine the state of the animation after the given percentage of its duration has elapsed
        /// </summary>
        /// <param name="percentage" type="Number">Percentage of the animation already complete</param>
        /// <returns type="Object">
        /// State of the animation after the given percentage of its duration has elapsed that will
        /// be passed to <code>setValue</code>
        /// </returns>
        throw Error.notImplemented();
    },
    
    setValue : function(value) {
        /// <summary>
        /// Set the current state of the animation
        /// </summary>
        /// <param name="value" type="Object">Current state of the animation (as retreived from <code>getAnimatedValue</code>)</param>
        /// <returns />
        throw Error.notImplemented();
    },
    
    interpolate : function(start, end, percentage) {
        /// <summary>
        /// The <code>interpolate</code> function is used to find the appropriate value between starting and
        /// ending values given the current percentage.
        /// </summary>
        /// <param name="start" type="Number">
        /// Start of the range to interpolate
        /// </param>
        /// <param name="end" type="Number">
        /// End of the range to interpolate
        /// </param>
        /// <param name="percentage" type="Number">
        /// Percentage completed in the range to interpolate
        /// </param>
        /// <returns type="Number">
        /// Value the desired percentage between the start and end values
        /// </returns>
        /// <remarks>
        /// In the future, we hope to make several implementations of this available so we can dynamically
        /// change the apparent speed of the animations, although it may make more sense to modify the
        /// <code>_updatePercentComplete</code> function instead.
        /// </remarks>
        return start + (end - start) * (percentage / 100);
    },
    
    _onTimerTick : function() {
        /// <summary>
        /// Handler for the tick event to move the animation along through its duration
        /// </summary>
        /// <returns />
        this._updatePercentComplete(this._percentComplete + this._percentDelta, true);
		this.raise_onTick();
    },
    
    _updatePercentComplete : function(percentComplete, animate) {
        /// <summary>
        /// Update the animation and its target given the current percentage of its duration that
        /// has already elapsed
        /// </summary>
        /// <param name="percentComplete" type="Number">
        /// Percentage of the animation duration that has already elapsed
        /// </param>
        /// <param name="animate" type="Boolean" mayBeNull="true" optional="true">
        /// Whether or not updating the animation should visually modify the animation's target
        /// </param>
        /// <returns />
        
        if (percentComplete > 100) {
            percentComplete = 100;
        }
        
        this._percentComplete = percentComplete;
        this.raisePropertyChanged('percentComplete');
        
        if (animate) {
            this.onStep(percentComplete);
        }
        
        if (percentComplete === 100) {
            this.stop(false);
        }
    },
    
    setOwner : function(owner) {
        /// <summary>
        /// Make this animation the child of another animation
        /// </summary>
        /// <param name="owner" type="ITkey.Web.Animation.Animation">
        /// Parent animation
        /// </param>
        /// <returns />
        this._owner = owner;
    },
    
    raiseStarted : function() {
        /// <summary>
        /// Raise the <code>started</code> event
        /// </summary>
        /// <returns />
        var handlers = this.get_events().getHandler('started');
        if (handlers) {
            handlers(this, Sys.EventArgs.Empty);
        }
    },
    
    add_started : function(handler) {
        /// <summary>
        /// Adds an event handler for the <code>started</code> event.
        /// </summary>
        /// <param name="handler" type="Function">
        /// The handler to add to the event.
        /// </param>
        /// <returns />
        this.get_events().addHandler("started", handler);
    },
    
    remove_started : function(handler) {
        /// <summary>
        /// Removes an event handler for the <code>started</code> event.
        /// </summary>
        /// <param name="handler" type="Function">
        /// The handler to remove from the event.
        /// </param>
        /// <returns />
        this.get_events().removeHandler("started", handler);
    },
    
    raiseEnded : function() {
        /// <summary>
        /// Raise the <code>ended</code> event
        /// </summary>
        /// <returns />
        var handlers = this.get_events().getHandler('ended');
        if (handlers) {
            handlers(this, Sys.EventArgs.Empty);
        }
    },
    
    add_ended : function(handler) {
        /// <summary>
        /// Adds an event handler for the <code>ended</code> event.
        /// </summary>
        /// <param name="handler" type="Function">
        /// The handler to add to the event.
        /// </param>
        /// <returns />
        this.get_events().addHandler("ended", handler);
    },
    
    remove_ended : function(handler) {
        /// <summary>
        /// Removes an event handler for the <code>ended</code> event.
        /// </summary>
        /// <param name="handler" type="Function">
        /// The handler to remove from the event.
        /// </param>
        /// <returns />
        this.get_events().removeHandler("ended", handler);
    },

	raise_onTick : function ()
	{
        var handlers = this.get_events().getHandler('onTick');
        if (handlers)
		{
            handlers(this, Sys.EventArgs.Empty);
        }
	},
	
	add_onTick : function (handler)
	{
		this.get_events().addHandler("onTick", handler);
	},
	
	remove_onTick : function (handler)
	{
		this.get_events().removeHandler("onTick", handler);
	},

    get_target : function() {
        /// <value type="Sys.UI.DomElement" domElement="true" mayBeNull="true">
        /// Target of the animation.  If the target of this animation is null and
        /// the animation has a parent, then it will recursively use the target of
        /// the parent animation instead.
        /// </value>
        /// <remarks>
        /// Do not set this property in a generic Xml animation description. It should be set
        /// using either the extender's TargetControlID or the AnimationTarget property (the latter
        /// maps to ITkey.Web.Animation.set_animationTarget).  The only valid way to
        /// set this property in the generic Xml animation description is to use the dynamic
        /// property TargetScript="$get('myElement')".
        /// <remarks>
        if (!this._target && this._parentAnimation) {
            return this._parentAnimation.get_target();
        }
        return this._target;
    },
    set_target : function(value) {
        if (this._target != value) {
            this._target = value;
            this.raisePropertyChanged('target');
        }
    },
    
    set_animationTarget : function(id) {
        /// <value type="string" mayBeNull="false">
        /// ID of a Sys.UI.DomElement or Sys.UI.Control to use as the target of the animation
        /// </value>
        /// <remarks>
        /// If no Sys.UI.DomElement or Sys.UI.Control can be found for the given ID, an
        /// argument exception will be thrown.
        /// <remarks>
        
        // Try to find a Sys.UI.DomElement
        var target = null;
        var element = $get(id);
        if (element) {
            target = element;
        } else {
            // Try to find the control in the AJAX controls collection
            var ctrl = $find(id);
            if (ctrl) {
                element = ctrl.get_element();
                if (element) {
                    target = element;
                }
            }
        }
        
        // Use the new target if we have one, or raise an error if not
        if (target) { 
            this.set_target(target);
        } else {
            throw Error.argument('id', String.format('ITkey.Web.Animation.Animation.set_animationTarget requires the ID of a Sys.UI.DomElement or Sys.UI.Control.  No element or control could be found corresponding to "{0}"', id));
        }
    },
    
    get_duration : function() {
        /// <value type="Number">
        /// Length of the animation in seconds.  The default is 1.
        /// </value>
        return this._duration;
    },
    set_duration : function(value) {
        value = this._getFloat(value);
        if (this._duration != value) {
            this._duration = value;
            this.raisePropertyChanged('duration');
        }
    },
    
    get_fps : function() {
        /// <value type="Number" integer="true">
        /// Number of steps per second.  The default is 25.
        /// </value>
        return this._fps;
    },
    set_fps : function(value) {
        value = this._getInteger(value);
        if (this.fps != value) {
            this._fps = value;
            this.raisePropertyChanged('fps');
        }
    },
    
    get_isActive : function() {
        /// <value type="Boolean">
        /// <code>true</code> if animation is active, <code>false</code> if not.
        /// </value>
        return (this._timer !== null);
    },
    
    get_isPlaying : function() {
        /// <value type="Boolean">
        /// <code>true</code> if animation is playing, <code>false</code> if not.
        /// </value>
        return (this._timer !== null) && this._timer.get_enabled();
    },
    
    get_percentComplete : function() {
        /// <value type="Number">
        /// Percentage of the animation already played.
        /// </value>
        return this._percentComplete;
    },
    
    _getBoolean : function(value) {
        /// <summary>
        /// Helper to convert strings to booleans for property setters
        /// </summary>
        /// <param name="value" type="Object">
        /// Value to convert if it's a string
        /// </param>
        /// <returns type="Object">
        /// Value that has been converted if it was a string
        /// </returns>
        if (String.isInstanceOfType(value)) {
            return Boolean.parse(value);
        }
        return value;
    },
    
    _getInteger : function(value) {
        /// <summary>
        /// Helper to convert strings to integers for property setters
        /// </summary>
        /// <param name="value" type="Object">Value to convert if it's a string</param>
        /// <returns type="Object">Value that has been converted if it was a string</returns>
        if (String.isInstanceOfType(value)) {
            return parseInt(value);
        }
        return value;
    },
    
    _getFloat : function(value) {
        /// <summary>
        /// Helper to convert strings to floats for property setters
        /// </summary>
        /// <param name="value" type="Object">Value to convert if it's a string</param>
        /// <returns type="Object">Value that has been converted if it was a string</returns>
        if (String.isInstanceOfType(value)) {
            return parseFloat(value);
        }
        return value;
    },
    
    _getEnum : function(value, type) {
        /// <summary>
        /// Helper to convert strings to enum values for property setters
        /// </summary>
        /// <param name="value" type="Object">Value to convert if it's a string</param>
        /// <param name="type" type="Type">Type of the enum to convert to</param>
        /// <returns type="Object">Value that has been converted if it was a string</returns>
        if (String.isInstanceOfType(value) && type && type.parse) {
            return type.parse(value);
        }
        return value;
    }
}
$TWA.Animation.registerClass('ITkey.Web.Animation.Animation', Sys.Component);
$TWA.registerAnimation('animation', $TWA.Animation);


$TWA.ParentAnimation = function(target, duration, fps, animations) {
    /// <summary>
    /// The <code>ParentAnimation</code> serves as a base class for all animations that contain children (such as
    /// <see cref="ITkey.Web.Animation.ParallelAnimation" />, <see cref="ITkey.Web.SequenceAnimation" />,
    /// etc.).  It does not actually play the animations, so any classes that inherit from it must do so.  Any animation
    /// that requires nested child animations must inherit from this class, although it will likely want to inherit off of
    /// <see cref="ITkey.Web.Animation.ParallelAnimation" /> or <see cref="ITkey.Web.SequenceAnimation" />
    /// which will actually play their child animations.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="ITkey.Web.Animation.Animation">
    /// Array of child animations to be played
    /// </param>
    /// <animation>Parent</animation>
    $TWA.ParentAnimation.initializeBase(this, [target, duration, fps]);
    
    // Array of child animations (there are no assumptions placed on order because
    // it will matter for some derived animations like SequenceAnimation, but not
    // for others like ParallelAnimation) that is demand created in add
    this._animations = [];
    
    // Add any child animations passed into the constructor
    if (animations && animations.length) {
        for (var i = 0; i < animations.length; i++) {
            this.add(animations[i]);
        }
    }
}
$TWA.ParentAnimation.prototype = {
    initialize : function() {
    	/// <summary>
        /// Initialize the parent along with any child animations that have not yet been initialized themselves
    	/// </summary>
    	/// <returns />
        $TWA.ParentAnimation.callBaseMethod(this, 'initialize');
        
        // Initialize all the uninitialized child animations
        if (this._animations) {
            for (var i = 0; i < this._animations.length; i++) {
                var animation = this._animations[i];
                if (animation && !animation.get_isInitialized) {
                    animation.initialize();
                }
            }
        }
    },
    
    dispose : function() {
    	/// <summary>
        /// Dispose of the child animations
    	/// </summary>
    	/// <returns />

        this.clear();
        this._animations = null;
        $TWA.ParentAnimation.callBaseMethod(this, 'dispose');
    },
    
    get_animations : function() {
    	/// <value elementType="ITkey.Web.Animation.Animation">
        /// Array of child animations to be played (there are no assumptions placed on order because it will matter for some
        /// derived animations like <see cref="ITkey.Web.Animation.SequenceAnimation" />, but not for
        /// others like <see cref="ITkey.Web.Animation.ParallelAnimation" />).  To manipulate the child
        /// animations, use the functions <code>add</code>, <code>clear</code>, <code>remove</code>, and <code>removeAt</code>.
    	/// </value>
        return this._animations;
    },
    
    add : function(animation) {
    	/// <summary>
        /// Add an animation as a child of this animation.
    	/// </summary>
    	/// <param name="animation" type="ITkey.Web.Animation.Animation">Child animation to add</param>
    	/// <returns />

        if (this._animations) {
            if (animation) {
                animation._parentAnimation = this;
            }
            Array.add(this._animations, animation);
            this.raisePropertyChanged('animations');
        }
    },
    
    remove : function(animation) {
        /// <summary>
        /// Remove the animation from the array of child animations.
        /// </summary>
        /// <param name="animation" type="ITkey.Web.Animation.Animation">
        /// Child animation to remove
        /// </param>
        /// <returns />
        /// <remarks>
        /// This will dispose the removed animation.
        /// </remarks>

        if (this._animations) {
            if (animation) {
                animation.dispose();
            }
            Array.remove(this._animations, animation);
            this.raisePropertyChanged('animations');
        }
    },
    
    removeAt : function(index) {
        /// <summary>
        /// Remove the animation at a given index from the array of child animations.
        /// </summary>
        /// <param name="index" type="Number" integer="true">
        /// Index of the child animation to remove
        /// </param>
        /// <returns />
        
        if (this._animations) {
            var animation = this._animations[index];
            if (animation) {
                animation.dispose();
            }
            Array.removeAt(this._animations, index);
            this.raisePropertyChanged('animations');
        }
    },
    
    clear : function() {
    	/// <summary>
        /// Clear the array of child animations.
    	/// </summary>
    	/// <remarks>
    	/// This will dispose the cleared child animations.
    	/// </remarks>
    	/// <returns />

        if (this._animations) {
            for (var i = this._animations.length - 1; i >= 0; i--) {
                this._animations[i].dispose();
                this._animations[i] = null;
            }
            Array.clear(this._animations);
            this._animations = [];
            this.raisePropertyChanged('animations');
        }
    }
}
$TWA.ParentAnimation.registerClass('ITkey.Web.Animation.ParentAnimation', $TWA.Animation);
$TWA.registerAnimation('parent', $TWA.ParentAnimation);


$TWA.ParallelAnimation = function(target, duration, fps, animations) {
    /// <summary>
    /// The <code>ParallelAnimation</code> plays several animations simultaneously.  It inherits from
    /// <see cref="ITkey.Web.Animation.ParentAnimation" />, but makes itself the owner of all
    /// its child animations to allow the use a single timer and syncrhonization mechanisms shared with
    /// all the children (in other words, the <code>duration</code> properties of any child animations
    /// are ignored in favor of the parent's <code>duration</code>).  It is very useful in creating
    /// sophisticated effects through combination of simpler animations.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="ITkey.Web.Animation.Animation">
    /// Array of child animations
    /// </param>
    /// <animation>Parallel</animation>
    $TWA.ParallelAnimation.initializeBase(this, [target, duration, fps, animations]);
}
$TWA.ParallelAnimation.prototype = {
    add : function(animation) {
    	/// <summary>
        /// Add an animation as a child of this animation and make ourselves its owner.
    	/// </summary>
    	/// <param name="animation" type="ITkey.Web.Animation.Animation">Child animation to add</param>
    	/// <returns />
        $TWA.ParallelAnimation.callBaseMethod(this, 'add', [animation]);
        animation.setOwner(this);
    },
    
    onStart : function() {
        /// <summary>
        /// Get the child animations ready to play
        /// </summary>
        /// <returns />

        $TWA.ParallelAnimation.callBaseMethod(this, 'onStart');
        var animations = this.get_animations();
        for (var i = 0; i < animations.length; i++) {
            animations[i].onStart();
        }
    },
    
    onStep : function(percentage) {
        /// <summary>
        /// Progress the child animations through each frame
        /// </summary>
        /// <param name="percentage" type="Number">
        /// Percentage of the animation already complete
        /// </param>
        /// <returns />

        var animations = this.get_animations();
        for (var i = 0; i < animations.length; i++) {
            animations[i].onStep(percentage);
        }
    },
    
    onEnd : function() {
        /// <summary>
        /// Finish playing all of the child animations
        /// </summary>
        /// <returns />

        var animations = this.get_animations();
        for (var i = 0; i < animations.length; i++) {
            animations[i].onEnd();
        }
        $TWA.ParallelAnimation.callBaseMethod(this, 'onEnd');
    }
}
$TWA.ParallelAnimation.registerClass('ITkey.Web.Animation.ParallelAnimation', $TWA.ParentAnimation);
$TWA.registerAnimation('parallel', $TWA.ParallelAnimation);

$TWA.FadeEffect = function() {
    /// <summary>
    /// The FadeEffect enumeration determines whether a fade animation is used to fade in or fade out.
    /// </summary>
    /// <field name="FadeIn" type="Number" integer="true" />
    /// <field name="FadeOut" type="Number" integer="true" />
    throw Error.invalidOperation();
}
$TWA.FadeEffect.prototype = {
    FadeIn : 0,
    FadeOut : 1
}
$TWA.FadeEffect.registerEnum("ITkey.Web.Animation.FadeEffect", false);

$TWA.FadeAnimation = function(target, duration, fps, effect, minimumOpacity, maximumOpacity, forceLayoutInIE) {
    /// <summary>
    /// The <code>FadeAnimation</code> is used to fade an element in or out of view, depending on the
    /// provided <see cref="ITkey.Web.Animation.FadeEffect" />, by settings its opacity.
    /// The minimum and maximum opacity values can be specified to precisely control the fade.
    /// You may also consider using <see cref="ITkey.Web.Animation.FadeInAnimation" /> or
    /// <see cref="ITkey.Web.Animation.FadeOutAnimation" /> if you know the only direction you
    /// are fading.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="effect" type="ITkey.Web.Animation.FadeEffect" mayBeNull="true" optional="true">
    /// Determine whether to fade the element in or fade the element out.  The possible values are <code>FadeIn</code>
    /// and <code>FadeOut</code>.  The default value is <code>FadeOut</code>.
    /// </param>
    /// <param name="minimumOpacity" type="Number" mayBeNull="true" optional="true">
    /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
    /// </param>
    /// <param name="maximumOpacity" type="Number" mayBeNull="true" optional="true">
    /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
    /// </param>
    /// <param name="forceLayoutInIE" type="Boolean" mayBeNull="true" optional="true">
    /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
    /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>.
    /// This is obviously ignored when working in other browsers.
    /// </param>
    /// <animation>Fade</animation>
    $TWA.FadeAnimation.initializeBase(this, [target, duration, fps]);

    // The effect determines whether or not we fade in or out
    this._effect = (effect !== undefined) ? effect : $TWA.FadeEffect.FadeIn;
    
    // Maximum and minimum opacities default to 100% and 0%
    this._max = (maximumOpacity !== undefined) ? maximumOpacity : 1;
    this._min = (minimumOpacity !== undefined) ? minimumOpacity : 0;
    
    // Starting and ending opacities
    this._start = this._min;
    this._end = this._max;
    
    // Whether the a layout has already been created (to work around IE problems)
    this._layoutCreated = false;

    // Whether or not we should force a layout to be created for IE by giving it a width
    // and setting its background color (the latter is required in case the user has ClearType enabled).
    // http://msdn.microsoft.com/library/default.asp?url=/workshop/author/filter/reference/filters/alpha.asp
    this._forceLayoutInIE = (forceLayoutInIE === undefined || forceLayoutInIE === null) ? true : forceLayoutInIE;
    
    // Current target of the animation that is cached before the animation plays (since looking up
    // the target could mean walking all the way up to the root of the animation's tree, which we don't
    // want to do for every step of the animation)
    this._currentTarget = null;
    
    // Properly set up the min/max values provided by the constructor
    this._resetOpacities();
}
$TWA.FadeAnimation.prototype = {
    _resetOpacities : function() {
    	/// <summary>
        /// Set the starting and ending opacity values based on the effect (i.e. when we're fading
        /// in we go from <code>_min</code> to <code>_max</code>, but we go <code>_max</code> to
        /// <code>_min</code> when fading out)
    	/// </summary>
    	/// <returns />

        if (this._effect == $TWA.FadeEffect.FadeIn) {
            this._start = this._min;
            this._end = this._max;
        } else {
            this._start = this._max;
            this._end = this._min;
        }
    },
    
    _createLayout : function() {
    	/// <summary>
        /// Create a layout when using Internet Explorer (which entails setting a width and also
        /// a background color if it currently has neither)
    	/// </summary>
    	/// <returns />

        var element = this._currentTarget;
        if (element) {
            // Get the original width/height/back color
            var originalWidth = $ITkey.getCurrentStyle(element, 'width');
            var originalHeight = $ITkey.getCurrentStyle(element, 'height');
            var originalBackColor = $ITkey.getCurrentStyle(element, 'backgroundColor');

            // Set the width which will force the creation of a layout
            if ((!originalWidth || originalWidth == '' || originalWidth == 'auto') &&
                (!originalHeight || originalHeight == '' || originalHeight == 'auto')) {
                element.style.width = element.offsetWidth + 'px';
            }
            
            // Set the back color to avoid ClearType problems
            if (!originalBackColor || originalBackColor == '' || originalBackColor == 'transparent' || originalBackColor == 'rgba(0, 0, 0, 0)') {
                element.style.backgroundColor = $ITkey.getInheritedBackgroundColor(element);
            }
            
            // Mark that we've created the layout so we only do it once
            this._layoutCreated = true;
        }
    },
    
    onStart : function() {
    	/// <summary>
        /// The <code>onStart</code> method is called just before the animation is played each time.
        /// </summary>
        /// <returns />       
        $TWA.FadeAnimation.callBaseMethod(this, 'onStart');
        
        this._currentTarget = this.get_target();
        this.setValue(this._start);
        
        // Force the creation of a layout in IE if we're supposed to and the current browser is Internet Explorer
        if (this._forceLayoutInIE && !this._layoutCreated && Sys.Browser.agent == Sys.Browser.InternetExplorer) {
            this._createLayout();
        }
    },
    
    getAnimatedValue : function(percentage) {
    	/// <summary>
        /// Determine the current opacity after the given percentage of its duration has elapsed
        /// </summary>
        /// <param name="percentage" type="Number">Percentage of the animation already complete</param>
        /// <returns type="Number">
        /// Current opacity after the given percentage of its duration has elapsed that will
        /// be passed to <code>setValue</code>
        /// </returns>
        return this.interpolate(this._start, this._end, percentage);
    },
    
    setValue : function(value) {
        /// <summary>
        /// Set the current opacity of the element.
        /// </summary>
        /// <param name="value" type="Number">
        /// Current opacity (as retreived from <code>getAnimatedValue</code>)
        /// </param>
        /// <returns />
        /// <remarks>
        /// This method will be replaced by a dynamically generated function that requires no logic
        /// to determine whether it should use filters or the style's opacity.
        /// </remarks>
        if (this._currentTarget) {
            $ITkey.setOpacity(this._currentTarget, value);
        }
    },
    
//    set_target : function(value) {
//        /// <value type="Sys.UI.DomElement">
//        /// Override the <code>target</code> property to dynamically create the setValue function.
//        /// </value>
//        /// <remarks>
//        /// Do not set this property in a generic Xml animation description. It will be set automatically
//        /// using either the extender's TargetControlID or the AnimationTarget property.
//        /// <remarks>
//        $TWA.FadeAnimation.callBaseMethod(this, 'set_target', [value]);
//        
//        var element = value;
//        if (element) {
//            var filters = element.filters;
//            if (filters) {
//                var alphaFilter = null;
//                if (filters.length !== 0) {
//                    alphaFilter = filters['DXImageTransform.Microsoft.Alpha'];
//                }
//                if (!alphaFilter) {
//                    element.style.filter = 'progid:DXImageTransform.Microsoft.Alpha(opacity=' + (this._start * 100) + ')';
//                    alphaFilter = filters['DXImageTransform.Microsoft.Alpha'];
//                }
//                if (alphaFilter) {
//                    this.setValue = function(val) { alphaFilter.opacity = val * 100; }
//                } else {
//                    this.setValue = function(val) {
//                        element.style.filter = 'progid:DXImageTransform.Microsoft.Alpha(opacity=' + (val * 100) + ')';
//                    };
//                }
//            }
//            else {
//                this.setValue = function(val) { element.style.opacity = val; };
//            }
//        }
//    },
    
    get_effect : function() {
    	/// <value type="ITkey.Web.Animation.FadeEffect">
        /// Determine whether to fade the element in or fade the element out.  The possible values are
        /// <code>FadeIn</code> and <code>FadeOut</code>.  The default value is <code>FadeOut</code>.
    	/// </value>
        return this._effect;
    },
    set_effect : function(value) {
        value = this._getEnum(value, $TWA.FadeEffect);
        if (this._effect != value) {
            this._effect = value;
            this._resetOpacities();
            this.raisePropertyChanged('effect');
        }
    },
    
    get_minimumOpacity : function() {
        /// <value type="Number">
        /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1.
        /// The default value is 0.
        /// </value>
	    return this._min;
    },
    set_minimumOpacity : function(value) {
        value = this._getFloat(value);
        if (this._min != value) {
            this._min = value;
            this._resetOpacities();
            this.raisePropertyChanged('minimumOpacity');
        }
    },
    
    get_maximumOpacity : function() {
        /// <value type="Number">
        /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1.
        /// The default value is 1.
        /// </value>
        return this._max;
    },
    set_maximumOpacity : function(value) {
        value = this._getFloat(value);
        if (this._max != value) {
            this._max = value;
            this._resetOpacities();
            this.raisePropertyChanged('maximumOpacity');
        }
    },
    
    get_forceLayoutInIE : function() {
        /// <value type="Boolean">
        /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
        /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>.
        /// This is obviously ignored when working in other browsers.
        /// </value>
        return this._forceLayoutInIE;
    },
    set_forceLayoutInIE : function(value) {
        value = this._getBoolean(value);
        if (this._forceLayoutInIE != value) {
            this._forceLayoutInIE = value;
            this.raisePropertyChanged('forceLayoutInIE');
        }
    },
    
    set_startValue : function(value) {
        /// <value type="Number">
        /// Set the start value (so that child animations can set the current opacity as the start value when fading in or out)
        /// </value>
        value = this._getFloat(value);
        this._start = value;
    }
}
$TWA.FadeAnimation.registerClass('ITkey.Web.Animation.FadeAnimation', $TWA.Animation);
$TWA.registerAnimation('fade', $TWA.FadeAnimation);


$TWA.FadeInAnimation = function(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE) {
    /// <summary>
    /// The <code>FadeInAnimation</code> will fade the target in by moving from hidden to visible.
    /// It starts the animation the target's current opacity.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="minimumOpacity" type="Number" mayBeNull="true" optional="true">
    /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
    /// </param>
    /// <param name="maximumOpacity" type="Number" mayBeNull="true" optional="true">
    /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
    /// </param>
    /// <param name="forceLayoutInIE" type="Boolean" mayBeNull="true" optional="true">
    /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
    /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>.
    /// This is obviously ignored when working in other browsers.
    /// </param>
    /// <animation>FadeIn</animation>
    $TWA.FadeInAnimation.initializeBase(this, [target, duration, fps, $TWA.FadeEffect.FadeIn, minimumOpacity, maximumOpacity, forceLayoutInIE]);
}
$TWA.FadeInAnimation.prototype = {
    onStart : function() {
    	/// <summary>
        /// The <code>onStart</code> method is called just before the animation is played each time.
        /// </summary>
        /// <returns />
        $TWA.FadeInAnimation.callBaseMethod(this, 'onStart');
        
        if (this._currentTarget) {
            this.set_startValue($ITkey.getOpacity(this._currentTarget));
        }
    }
}
$TWA.FadeInAnimation.registerClass('ITkey.Web.Animation.FadeInAnimation', $TWA.FadeAnimation);
$TWA.registerAnimation('fadeIn', $TWA.FadeInAnimation);


$TWA.FadeOutAnimation = function(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE) {
    /// <summary>
    /// The FadeInAnimation will fade the element out by moving from visible to hidden. It starts the animation
    /// at the element's current opacity.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="minimumOpacity" type="Number" mayBeNull="true" optional="true">
    /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
    /// </param>
    /// <param name="maximumOpacity" type="Number" mayBeNull="true" optional="true">
    /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
    /// </param>
    /// <param name="forceLayoutInIE" type="Boolean" mayBeNull="true" optional="true">
    /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
    /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>.
    /// This is obviously ignored when working in other browsers.
    /// </param>
    /// <animation>FadeOut</animation>
    $TWA.FadeOutAnimation.initializeBase(this, [target, duration, fps, $TWA.FadeEffect.FadeOut, minimumOpacity, maximumOpacity, forceLayoutInIE]);
}
$TWA.FadeOutAnimation.prototype = {
    onStart : function() {
    	/// <summary>
        /// The <code>onStart</code> method is called just before the animation is played each time.
        /// </summary>
        /// <returns />
        $TWA.FadeOutAnimation.callBaseMethod(this, 'onStart');

        if (this._currentTarget) {
            this.set_startValue($ITkey.getOpacity(this._currentTarget));
        }
    }
}
$TWA.FadeOutAnimation.registerClass('ITkey.Web.Animation.FadeOutAnimation', $TWA.FadeAnimation);
$TWA.registerAnimation('fadeOut', $TWA.FadeOutAnimation);


$TWA.PropertyAnimation = function(target, duration, fps, property, propertyKey) {
    /// <summary>
    /// The <code>PropertyAnimation</code> is a useful base animation that will assign the value from
    /// <code>getAnimatedValue</code> to a specified <code>property</code>. You can provide the name of
    /// a <code>property</code> alongside an optional <code>propertyKey</code> (which indicates the value
    /// <code>property[propertyKey]</code>, like <code>style['backgroundColor']</code>).
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="property" type="String" mayBeNull="true" optional="true">
    /// Property of the <code>target</code> element to set when animating
    /// </param>
    /// <param name="propertyKey" type="String" mayBeNull="true" optional="true">
    /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
    /// </param>
    /// <animation>Property</animation>
    $TWA.PropertyAnimation.initializeBase(this, [target, duration, fps]);

    // Name of the property to set
    this._property = property;
    
    // Optional Key of the property to set (i.e., if the property were "style" then
    // this might be "backgroundColor")
    this._propertyKey = propertyKey;
    
    // Current target of the animation that is cached before the animation plays (since looking up
    // the target could mean walking all the way up to the root of the animation's tree, which we don't
    // want to do for every step of the animation)
    this._currentTarget = null;
}
$TWA.PropertyAnimation.prototype = {
    onStart : function() {
    	/// <summary>
        /// The <code>onStart</code> method is called just before the animation is played each time.
        /// </summary>
        /// <returns />
        $TWA.PropertyAnimation.callBaseMethod(this, 'onStart');

        this._currentTarget = this.get_target();
    },

    setValue : function(value) {
        /// <summary>
        /// Set the current value of the property
        /// </summary>
        /// <param name="value" type="Object" mayBeNull="true">
        /// Value to assign
        /// </param>
        /// <returns />

        var element = this._currentTarget;
        if (element && this._property && this._property.length > 0) { 
            if (this._propertyKey && this._propertyKey.length > 0 && element[this._property]) {
                element[this._property][this._propertyKey] = value;
            } else {
                element[this._property] = value;
            }
        }
        // Sys.TypeDescriptor.setProperty(this.get_target(), this._property, value, this._propertyKey);
    },
    
    getValue : function() {
        /// <summary>
        /// Get the current value from the property
        /// </summary>
        /// <returns type="Object" mayBeNull="true">
        /// Current value of the property
        /// </returns>

        var element = this.get_target();
        if (element && this._property && this._property.length > 0) { 
            var property = element[this._property];
            if (property) {
                if (this._propertyKey && this._propertyKey.length > 0) {
                    return property[this._propertyKey];
                }
                return property;
            }
        }
        return null;
        // return Sys.TypeDescriptor.getProperty(this.get_target(), this._property, this._propertyKey);
    },
    
    get_property : function() {
        /// <value type="String">
        /// Property of the <code>target</code> element to set when animating
        /// </value>
        return this._property;
    },
    set_property : function(value) {
        if (this._property != value) {
            this._property = value;
            this.raisePropertyChanged('property');
        }
    },
    
    get_propertyKey : function() {
        /// <value type="String" mayBeNull="true" optional="true">
        /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
        /// </value>
        return this._propertyKey;
    },
    set_propertyKey : function(value) {
        if (this._propertyKey != value) {
            this._propertyKey = value;
            this.raisePropertyChanged('propertyKey');
        }
    }
}
$TWA.PropertyAnimation.registerClass('ITkey.Web.Animation.PropertyAnimation', $TWA.Animation);
$TWA.registerAnimation('property', $TWA.PropertyAnimation);


$TWA.DiscreteAnimation = function(target, duration, fps, property, propertyKey, values) {
    /// <summary>
    /// The <code>DiscreteAnimation</code> inherits from <see cref="ITkey.Web.Animation.PropertyAnimation" />
    /// and sets the value of the <code>property</code> to the elements in a provided array of <code>values</code>.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="property" type="String" mayBeNull="true" optional="true">
    /// Property of the <code>target</code> element to set when animating
    /// </param>
    /// <param name="propertyKey" type="String" mayBeNull="true" optional="true">
    /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
    /// </param>
    /// <param name="values" mayBeNull="true" optional="true" parameterArray="true" elementType="Object">
    /// Array of possible values of the property that will be iterated over as the animation is played
    /// </param>
    /// <animation>Discrete</animation>
    $TWA.DiscreteAnimation.initializeBase(this, [target, duration, fps, property, propertyKey]);

    // Values to assign to the property
    this._values = (values && values.length) ? values : [];
}
$TWA.DiscreteAnimation.prototype = {
    getAnimatedValue : function(percentage) {
        /// <summary>
        /// Assign the value whose index corresponds to the current percentage
        /// </summary>
        /// <param name="percentage" type="Number">
        /// Percentage of the animation already complete
        /// </param>
        /// <returns type="Object">
        /// State of the animation after the given percentage of its duration has elapsed that will
        /// be passed to <code>setValue</code>
        /// </returns>
        var index = Math.floor(this.interpolate(0, this._values.length - 1, percentage));
        return this._values[index];
    },
    
    get_values : function() {
        /// <value parameterArray="true" elementType="Object">
        /// Array of possible values of the property that will be iterated over as the animation is played
        /// </value>
        return this._values;
    },
    set_values : function(value) {
        if (this._values != value) {
            this._values = value;
            this.raisePropertyChanged('values');
        }
    }
}
$TWA.DiscreteAnimation.registerClass('ITkey.Web.Animation.DiscreteAnimation', $TWA.PropertyAnimation);
$TWA.registerAnimation('discrete', $TWA.DiscreteAnimation);


$TWA.InterpolatedAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue) {
    /// <summary>
    /// The <code>InterpolatedAnimation</code> assigns a range of values between <code>startValue</code>
    /// and <code>endValue</code> to the designated property.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="property" type="String" mayBeNull="true" optional="true">
    /// Property of the <code>target</code> element to set when animating.  The default value is 'style'.
    /// </param>
    /// <param name="propertyKey" type="String" mayBeNull="true" optional="true">
    /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
    /// </param>
    /// <param name="startValue" type="Number" mayBeNull="true" optional="true">
    /// Start of the range of values
    /// </param>
    /// <param name="endValue" type="Number" mayBeNull="true" optional="true">
    /// End of the range of values
    /// </param>
    /// <animation>Interpolated</animation>
    $TWA.InterpolatedAnimation.initializeBase(this, [target, duration, fps, ((property !== undefined) ? property : 'style'), propertyKey]);

    // Start and end values
    this._startValue = startValue;
    this._endValue = endValue;
}
$TWA.InterpolatedAnimation.prototype = {
    get_startValue : function() {
        /// <value type="Number">
        /// Start of the range of values
        /// </value>
        return this._startValue;
    },
    set_startValue : function(value) {
        value = this._getFloat(value);
        if (this._startValue != value) {
            this._startValue = value;
            this.raisePropertyChanged('startValue');
        }
    },
    
    get_endValue : function() {
        /// <value type="Number">
        /// End of the range of values
        /// </value>
        return this._endValue;
    },
    set_endValue : function(value) {
        value = this._getFloat(value);
        if (this._endValue != value) {
            this._endValue = value;
            this.raisePropertyChanged('endValue');
        }
    }   
}
$TWA.InterpolatedAnimation.registerClass('ITkey.Web.Animation.InterpolatedAnimation', $TWA.PropertyAnimation);
$TWA.registerAnimation('interpolated', $TWA.InterpolatedAnimation);


$TWA.ColorAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue) {
    /// <summary>
    /// The <code>ColorAnimation</code> transitions the value of the <code>property</code> between
    /// two colors (although it does ignore the alpha channel). The colors must be 7-character hex strings
    /// (like <code>#246ACF</code>).
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="property" type="String" mayBeNull="true" optional="true">
    /// Property of the <code>target</code> element to set when animating.  The default value is 'style'.
    /// </param>
    /// <param name="propertyKey" type="String" mayBeNull="true" optional="true">
    /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
    /// </param>
    /// <param name="startValue" type="String" mayBeNull="true" optional="true">
    /// Start of the range of colors
    /// </param>
    /// <param name="endValue" type="String" mayBeNull="true" optional="true">
    /// End of the range of colors
    /// </param>
    /// <animation>Color</animation>
    $TWA.ColorAnimation.initializeBase(this, [target, duration, fps, property, propertyKey, startValue, endValue]);
    
    // Cached start/end RBG triplets
    this._start = null;
    this._end = null;
    
    // Flags indicating whether each dimension of color will be interpolated
    this._interpolateRed = false;
    this._interpolateGreen = false;
    this._interpolateBlue = false;
}
$TWA.ColorAnimation.prototype = {
    onStart : function() {
        /// <summary>
        /// Determine which dimensions of color will be animated
        /// </summary>
        /// <returns />
        $TWA.ColorAnimation.callBaseMethod(this, 'onStart');
       
        this._start = $TWA.ColorAnimation.getRGB(this.get_startValue());
        this._end = $TWA.ColorAnimation.getRGB(this.get_endValue());
        
        this._interpolateRed = (this._start.Red != this._end.Red);
        this._interpolateGreen = (this._start.Green != this._end.Green);
        this._interpolateBlue = (this._start.Blue != this._end.Blue);
    },
    
    getAnimatedValue : function(percentage) {
        /// <summary>
        /// Get the interpolated color values
        /// </summary>
        /// <param name="percentage" type="Number">
        /// Percentage of the animation already complete
        /// </param>
        /// <returns type="String">
        /// Current color formatted as a 7-character hex string (like <code>#246ACF</code>).
        /// </returns>

        var r = this._start.Red;
        var g = this._start.Green;
        var b = this._start.Blue;
        
        if (this._interpolateRed)
            r = Math.round(this.interpolate(r, this._end.Red, percentage));
        
        if (this._interpolateGreen)
            g = Math.round(this.interpolate(g, this._end.Green, percentage));
        
        if (this._interpolateBlue)
            b = Math.round(this.interpolate(b, this._end.Blue, percentage));
        
        return $TWA.ColorAnimation.toColor(r, g, b);
    },
    
    set_startValue : function(value) {
        /// <value type="String">
        /// Starting color of the transition formatted as a 7-character hex string (like <code>#246ACF</code>).
        /// </value>

        if (this._startValue != value) {
            this._startValue = value;
            this.raisePropertyChanged('startValue');
        }
    },
    
    set_endValue : function(value) {
        /// <value type="String">
        /// Ending color of the transition formatted as a 7-character hex string (like <code>#246ACF</code>).
        /// </value>

        if (this._endValue != value) {
            this._endValue = value;
            this.raisePropertyChanged('endValue');
        }
    }   
}
$TWA.ColorAnimation.getRGB = function(color) {
    /// <summary>
    /// Convert the color to an RGB triplet
    /// </summary>
    /// <param name="color" type="String">
    /// Color formatted as a 7-character hex string (like <code>#246ACF</code>)
    /// </param>
    /// <returns type="Object">
    /// Object representing the color with <code>Red</code>, <code>Green</code>, and <code>Blue</code> properties.
    /// </returns>

    if (!color || color.length != 7) {
        throw String.format('Color must be a 7-character hex representation (e.g. #246ACF), not "{0}"', color);
    }
    return { 'Red': parseInt(color.substr(1,2), 16),
             'Green': parseInt(color.substr(3,2), 16),
             'Blue': parseInt(color.substr(5,2), 16) };
}
$TWA.ColorAnimation.toColor = function(red, green, blue) {
    /// <summary>
    /// Convert an RBG triplet into a 7-character hex string (like <code>#246ACF</code>)
    /// </summary>
    /// <param name="red" type="Number" integer="true">
    /// Value of the color's red dimension
    /// </param>
    /// <param name="green" type="Number" integer="true">
    /// Value of the color's green dimension
    /// </param>
    /// <param name="blue" type="Number" integer="true">
    /// Value of the color's blue dimension
    /// </param>
    /// <returns type="String">
    /// Color as a 7-character hex string (like <code>#246ACF</code>)
    /// </returns>

    var r = red.toString(16);
    var g = green.toString(16);
    var b = blue.toString(16);
    if (r.length == 1) r = '0' + r;
    if (g.length == 1) g = '0' + g;
    if (b.length == 1) b = '0' + b;
    return '#' + r + g + b;
}
$TWA.ColorAnimation.registerClass('ITkey.Web.Animation.ColorAnimation', $TWA.InterpolatedAnimation);
$TWA.registerAnimation('color', $TWA.ColorAnimation);


$TWA.LengthAnimation = function(target, duration, fps, property, propertyKey, startValue, endValue, unit) {
    /// <summary>
    /// The <code>LengthAnimation</code> is identical to <see cref="ITkey.Web.Animation.InterpolatedAnimation" />
    /// except it adds a <code>unit</code> to the value before assigning it to the <code>property</code>.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="property" type="String" mayBeNull="true" optional="true">
    /// Property of the <code>target</code> element to set when animating.  The default value is 'style'.
    /// </param>
    /// <param name="propertyKey" type="String" mayBeNull="true" optional="true">
    /// Optional key of the property to be set (which indicates the value property[propertyKey], like style['backgroundColor']). Note that for the style property, the key must be in a JavaScript friendly format (i.e. backgroundColor instead of background-color).
    /// </param>
    /// <param name="startValue" type="Number" mayBeNull="true" optional="true">
    /// Start of the range of values
    /// </param>
    /// <param name="endValue" type="Number" mayBeNull="true" optional="true">
    /// End of the range of values
    /// </param>
    /// <param name="unit" type="String" mayBeNull="true" optional="true">
    /// Unit of the interpolated values.  The default value is <code>'px'</code>.
    /// </param>
    /// <animation>Length</animation>
    $TWA.LengthAnimation.initializeBase(this, [target, duration, fps, property, propertyKey, startValue, endValue]);
    
    // Unit of length (which defaults to px)
    this._unit = (unit != null) ? unit : 'px';
}
$TWA.LengthAnimation.prototype = {

    getAnimatedValue : function(percentage) {
        /// <summary>
        /// Get the interpolated length value
        /// </summary>
        /// <param name="percentage" type="Number">
        /// Percentage of the animation already complete
        /// </param>
        /// <returns type="String">
        /// Interpolated length
        /// </returns>

        var value = this.interpolate(this.get_startValue(), this.get_endValue(), percentage);
        return Math.round(value) + this._unit;
    },
    
    get_unit : function() {
        /// <value type="String">
        /// Unit of the interpolated values.  The default value is <code>'px'</code>.
        /// </value>
        return this._unit;
    },
    set_unit : function(value) {
        if (this._unit != value) {
            this._unit = value;
            this.raisePropertyChanged('unit');
        }
    }
}
$TWA.LengthAnimation.registerClass('ITkey.Web.Animation.LengthAnimation', $TWA.InterpolatedAnimation);
$TWA.registerAnimation('length', $TWA.LengthAnimation);


$TWA.MoveAnimation = function(target, duration, fps, horizontal, vertical, relative, unit) {
    /// <summary>
    /// The <code>MoveAnimation</code> is used to move the <code>target</code> element. If the
    /// <code>relative</code> flag is set to <code>true</code>, then it treats the <code>horizontal</code>
    /// and <code>vertical</code> properties as offsets to move the element. If the <code>relative</code>
    /// flag is <code>false</code>, then it will treat the <code>horizontal</code> and <code>vertical</code>
    /// properties as coordinates on the page where the <code>target</code> element should be moved. It is
    /// important to note that the <code>target</code> must be positioned (i.e. <code>absolutely</code>) so
    /// that settings its <code>top</code>/<code>left<code> style attributes will change its location.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="horizontal" type="Number" mayBeNull="true" optional="true">
    /// If <code>relative</code>  is <code>true</code>, this is the offset to move horizontally. Otherwise this is the x
    /// coordinate on the page where the <code>target</code> should be moved.
    /// </param>
    /// <param name="vertical" type="Number" mayBeNull="true" optional="true">
    /// If <code>relative</code> is <code>true</code>, this is the offset to move vertically. Otherwise this is the y
    /// coordinate on the page where the <code>target</code> should be moved.
    /// </param>
    /// <param name="relative" type="Boolean" mayBeNull="true" optional="true">
    /// <code>true</code> if we are moving relative to the current position, <code>false</code> if we are moving absolutely
    /// </param>
    /// <param name="unit" type="String" mayBeNull="true" optional="true">
    /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>.
    /// </param>
    /// <animation>Move</animation>
    $TWA.MoveAnimation.initializeBase(this, [target, duration, fps, null]);

    // Distance to move horizontally and vertically
    this._horizontal = horizontal ? horizontal : 0;
    this._vertical = vertical ? vertical : 0;
    this._relative = (relative === undefined) ? true : relative;
    
    // Length animations representing the movememnts
    this._horizontalAnimation = new $TWA.LengthAnimation(target, duration, fps, 'style', 'left', null, null, unit);
    this._verticalAnimation = new $TWA.LengthAnimation(target, duration, fps, 'style', 'top', null, null, unit);
    this.add(this._verticalAnimation);
    this.add(this._horizontalAnimation);
}
$TWA.MoveAnimation.prototype = {
    
    onStart : function() {
        /// <summary>
        /// Use the <code>target</code>'s current position as the starting point for the animation
        /// </summary>
        /// <returns />
        $TWA.MoveAnimation.callBaseMethod(this, 'onStart');
        
        // Set the start and end values of the animations by getting
        // the element's current position and applying the offsets
        var element = this.get_target();
        this._horizontalAnimation.set_startValue(element.offsetLeft);
        this._horizontalAnimation.set_endValue(this._relative ? element.offsetLeft + this._horizontal : this._horizontal);
        this._verticalAnimation.set_startValue(element.offsetTop); 
        this._verticalAnimation.set_endValue(this._relative ? element.offsetTop + this._vertical : this._vertical);
    },
    
    get_horizontal : function() {
        /// <value type="Number">
        /// If <code>relative</code>  is <code>true</code>, this is the offset to move horizontally. Otherwise this is the x
        /// coordinate on the page where the <code>target</code> should be moved.
        /// </value>
        return this._horizontal;
    },
    set_horizontal : function(value) {
        value = this._getFloat(value);
        if (this._horizontal != value) {
            this._horizontal = value;
            this.raisePropertyChanged('horizontal');
        }
    },
    
    get_vertical : function() {
        /// <value type="Number">
        /// If <code>relative</code> is <code>true</code>, this is the offset to move vertically. Otherwise this is the y
        /// coordinate on the page where the <code>target</code> should be moved.
        /// </value>
        return this._vertical;
    },
    set_vertical : function(value) {
        value = this._getFloat(value);
        if (this._vertical != value) {
            this._vertical = value;
            this.raisePropertyChanged('vertical');
        }
    },
    
    get_relative : function() {
        /// <value type="Boolean">
        /// <code>true</code> if we are moving relative to the current position, <code>false</code> if we are moving absolutely
        /// </value>
        return this._relative;
    },
    set_relative : function(value) {
        value = this._getBoolean(value);
        if (this._relative != value) {
            this._relative = value;
            this.raisePropertyChanged('relative');
        }
    },
    
    get_unit : function() {
        /// <value type="String" mayBeNull="true">
        /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>.
        /// </value>
        this._horizontalAnimation.get_unit();
    },
    set_unit : function(value) {
        var unit = this._horizontalAnimation.get_unit();
        if (unit != value) {
            this._horizontalAnimation.set_unit(value);
            this._verticalAnimation.set_unit(value);
            this.raisePropertyChanged('unit');
        }
    }
}
$TWA.MoveAnimation.registerClass('ITkey.Web.Animation.MoveAnimation', $TWA.ParallelAnimation);
$TWA.registerAnimation('move', $TWA.MoveAnimation);


$TWA.ResizeAnimation = function(target, duration, fps, width, height, unit) {
    /// <summary>
    /// The <code>ResizeAnimation</code> changes the size of the <code>target</code> from its
    /// current value to the specified <code>width</code> and <code>height</code>.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="width" type="Number" mayBeNull="true" optional="true">
    /// New width of the <code>target</code>
    /// </param>
    /// <param name="height" type="Number" mayBeNull="true" optional="true">
    /// New height of the <code>target</code>
    /// </param>
    /// <param name="unit" type="String" mayBeNull="true" optional="true">
    /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>.
    /// </param>
    /// <animation>Resize</animation>
    $TWA.ResizeAnimation.initializeBase(this, [target, duration, fps, null]);

    // New size of the element
    this._width = width;
    this._height = height;
    
    // Animations to set the size across both dimensions
    this._horizontalAnimation = new $TWA.LengthAnimation(target, duration, fps, 'style', 'width', null, null, unit);
    this._verticalAnimation = new $TWA.LengthAnimation(target, duration, fps, 'style', 'height', null, null, unit);
    this.add(this._horizontalAnimation);
    this.add(this._verticalAnimation);
}
$TWA.ResizeAnimation.prototype = {
    
    onStart : function() {
        /// <summary>
        /// Use the <code>target</code>'s current size as the starting point for the animation
        /// </summary>
        /// <returns />

        $TWA.ResizeAnimation.callBaseMethod(this, 'onStart');
        
        // Set the start and end values of the animations by getting
        // the element's current width and height
        var element = this.get_target();
        this._horizontalAnimation.set_startValue(element.offsetWidth);
        this._verticalAnimation.set_startValue(element.offsetHeight);
        this._horizontalAnimation.set_endValue((this._width !== null && this._width !== undefined) ?
            this._width : element.offsetWidth);
        this._verticalAnimation.set_endValue((this._height !== null && this._height !== undefined) ?
            this._height : element.offsetHeight);
    },
    
    get_width : function() {
        /// <value type="Number">
        /// New width of the <code>target</code>
        /// </value>

        return this._width;
    },
    set_width : function(value) {
        value = this._getFloat(value);
        if (this._width != value) {
            this._width = value;
            this.raisePropertyChanged('width');
        }
    },
    
    get_height : function() {
        /// <value type="Number">
        /// New height of the <code>target</code>
        /// </value>

        return this._height;
    },
    set_height : function(value) {
        value = this._getFloat(value);
        if (this._height != value) {
            this._height = value;   
            this.raisePropertyChanged('height');
        }
    },
    
    get_unit : function() {
        /// <value type="String">
        /// Length unit for the size of the <code>target</code>. The default value is <code>'px'</code>.
        /// </value>

        this._horizontalAnimation.get_unit();
    },
    set_unit : function(value) {
        var unit = this._horizontalAnimation.get_unit();
        if (unit != value) {
            this._horizontalAnimation.set_unit(value);
            this._verticalAnimation.set_unit(value);
            this.raisePropertyChanged('unit');
        }
    }
}
$TWA.ResizeAnimation.registerClass('ITkey.Web.Animation.ResizeAnimation', $TWA.ParallelAnimation);
$TWA.registerAnimation('resize', $TWA.ResizeAnimation);

$TWA.SequenceAnimation = function(target, duration, fps, animations, iterations) {
    /// <summary>
    /// The <code>SequenceAnimation</code> runs several animations one after the other.  It can also
    /// repeat the sequence of animations for a specified number of iterations (which defaults to a
    /// single iteration, but will repeat forever if you specify zero or less iterations).  Also, the
    /// <code>SequenceAnimation</code> cannot be a child of a <see cref="ITkey.Web.Animation.ParallelAnimation" />
    /// (or any animation inheriting from it).
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="animations" mayBeNull="true" optional="true" parameterArray="true" elementType="ITkey.Web.Animation.Animation">
    /// Array of child animations
    /// </param>
    /// <param name="iterations" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of times to repeatedly play the sequence.  If zero or less iterations are specified, the sequence
    /// will repeat forever.  The default value is 1 iteration.
    /// </param>
    /// <remarks>
    /// The <code>SequenceAnimation</code> ignores the <code>duration</code> and <code>fps</code>
    /// properties, and will let each of its child animations use any settings they please.
    /// </remarks>
    /// <animation>Sequence</animation>
    $TWA.SequenceAnimation.initializeBase(this, [target, duration, fps, animations]);

    // Handler used to determine when an animation has finished
    this._handler = null;
    
    // Flags to note whether we're playing, paused, or stopped
    this._paused = false;
    this._playing = false;
    
    // Index of the currently executing animation in the sequence
    this._index = 0;
    
    // Counter used when playing the animation to determine the remaining number of times to play the entire sequence
    this._remainingIterations = 0;
    
    // Number of iterations
    this._iterations = (iterations !== undefined) ? iterations : 1;
}
$TWA.SequenceAnimation.prototype = {
    dispose : function() {
    	/// <summary>
        /// Dispose the animation
        /// </summary>
        /// <returns />
        this._handler = null;
        $TWA.SequenceAnimation.callBaseMethod(this, 'dispose');
    },
    
    stop : function() {
        /// <summary>
        /// Stop playing the entire sequence of animations
        /// </summary>
        /// <returns />
        /// <remarks>
        /// Stopping this animation will perform the last step of each child animation, thereby leaving their
        /// target elements in a state consistent with the animation playing completely. If this animation is
        /// the child of another, you must call <code>stop</code> on its parent instead.
        /// </remarks>

        if (this._playing) {
            var animations = this.get_animations();
            if (this._index < animations.length) {
                // Remove the handler from the currently running animation
                animations[this._index].remove_ended(this._handler);
                // Call stop on all remaining animations to ensure their
                // effects will be seen
                for (var i = this._index; i < animations.length; i++) {
                    animations[i].stop();
                }
            }
            this._playing = false;
            this._paused = false;
            this.raisePropertyChanged('isPlaying');
            this.onEnd();
        }
    },
    
    pause : function() {
        /// <summary>
        /// Pause the animation if it is playing.  Calling <code>play</code> will resume where
        /// the animation left off.
        /// </summary>
        /// <returns />
        /// <remarks>
        /// If this animation is the child of another, you must call <code>pause</code> on its parent instead.
        /// </remarks>

        if (this.get_isPlaying()) {
            var current = this.get_animations()[this._index];
            if (current != null) {
                current.pause();
            }
            this._paused = true;
            this.raisePropertyChanged('isPlaying');
        }
    },
    
    play : function() {
        /// <summary>
        /// Play the sequence of animations from the beginning or where it was left off when paused
        /// </summary>
        /// <returns />
        /// <remarks>
        /// If this animation is the child of another, you must call <code>play</code> on its parent instead
        /// </remarks>

        var animations = this.get_animations();
        if (!this._playing) {
            this._playing = true;
            if (this._paused) {
                this._paused = false;
                var current = animations[this._index];
                if (current != null) {
                    current.play();
                    this.raisePropertyChanged('isPlaying');
                }
            } else {
                this.onStart();
                // Reset the index and attach the handler to the first
                this._index = 0;
                var first = animations[this._index];
                if (first) {
                    first.add_ended(this._handler);
                    first.play();
                    this.raisePropertyChanged('isPlaying');
                } else {
                    this.stop();
                }
            }
        }
    },
    
    onStart : function() {
        /// <summary>
        /// The <code>onStart</code> method is called just before the animation is played each time
        /// </summary>
        /// <returns />
        $TWA.SequenceAnimation.callBaseMethod(this, 'onStart');
        this._remainingIterations = this._iterations - 1;
        
        // Create the handler we attach to each animation as it plays to determine when we've finished with it
        if (!this._handler) {
            this._handler = Function.createDelegate(this, this._onEndAnimation);
        }
    },
    
    _onEndAnimation : function() {
    	/// <summary>
        /// Wait for the end of each animation, and then continue by playing the other animations remaining
        /// in the sequence.  Stop when it reaches the last animation and there are no remaining iterations.
    	/// </summary>
    	/// <returns />

        // Remove the handler from the current animation
        var animations = this.get_animations();
        var current = animations[this._index++];
        if (current) {
            current.remove_ended(this._handler);
        }
        
        // Keep running animations and stop when we're out
        if (this._index < animations.length) {
            var next = animations[this._index];
            next.add_ended(this._handler);
            next.play();
        } else if (this._remainingIterations >= 1 || this._iterations <= 0) {
            this._remainingIterations--;
            this._index = 0;
            var first = animations[0];
            first.add_ended(this._handler);
            first.play();
        } else {
            this.stop();
        }
    },
    
    onStep : function(percentage) {
        /// <summary>
        /// Raises an invalid operation exception because this will only be called if a <code>SequenceAnimation</code>
        /// has been nested inside an <see cref="ITkey.Web.Animation.ParallelAnimation" /> (or a derived type).
        /// </summary>
        /// <param name="percentage" type="Number">Percentage of the animation already complete</param>
        /// <returns />
        throw Error.invalidOperation("CANNOT NEST");
    },
    
    onEnd : function() {
        /// <summary>
        /// The <code>onEnd</code> method is called just after the animation is played each time.
        /// </summary>
        /// <returns />
        this._remainingIterations = 0;
        $TWA.SequenceAnimation.callBaseMethod(this, 'onEnd');
    },
    
    get_isActive : function() {
    	/// <value type="Boolean">
        /// <code>true</code> if animation is active, <code>false</code> if not.
        /// </value>
        return true;
    },
    
    get_isPlaying : function() {
    	/// <value type="Boolean">
        /// <code>true</code> if animation is playing, <code>false</code> if not.
        /// </value>
        return this._playing && !this._paused;
    },
    
    get_iterations : function() {
        /// <value type="Number" integer="true">
        /// Number of times to repeatedly play the sequence.  If zero or less iterations are specified, the sequence
        /// will repeat forever.  The default value is 1 iteration.
        /// </value>
        return this._iterations;
    },
    set_iterations : function(value) {
        value = this._getInteger(value);
        if (this._iterations != value) {
            this._iterations = value;
            this.raisePropertyChanged('iterations');
        }
    },
    
    get_isInfinite : function() {
    	/// <value type="Boolean">
        /// <code>true</code> if this animation will repeat forever, <code>false</code> otherwise.
    	/// </value>
        return this._iterations <= 0;
    }
}
$TWA.SequenceAnimation.registerClass('ITkey.Web.Animation.SequenceAnimation', $TWA.ParentAnimation);
$TWA.registerAnimation('sequence', $TWA.SequenceAnimation);

$TWA.PulseAnimation = function(target, duration, fps, iterations, minimumOpacity, maximumOpacity, forceLayoutInIE) {
    /// <summary>
    /// The PulseAnimation fades an element in and our repeatedly to create a pulsating
    /// effect.  The iterations determines how many pulses there will be (which defaults
    /// to three, but it will repeat infinitely if given zero or less).  The duration
    /// property defines the duration of each fade in or fade out, not the duration of
    /// the animation as a whole.
    /// </summary>
    /// <param name="target" type="Sys.UI.DomElement" mayBeNull="true" optional="true" domElement="true">
    /// Target of the animation
    /// </param>
    /// <param name="duration" type="Number" mayBeNull="true" optional="true">
    /// Length of the animation in seconds.  The default is 1.
    /// </param>
    /// <param name="fps" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of steps per second.  The default is 25.
    /// </param>
    /// <param name="iterations" type="Number" mayBeNull="true" optional="true" integer="true">
    /// Number of times to repeatedly play the sequence.  If zero or less iterations are specified, the sequence
    /// will repeat forever.  The default value is 1 iteration.
    /// </param>
    /// <param name="minimumOpacity" type="Number" mayBeNull="true" optional="true">
    /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
    /// </param>
    /// <param name="maximumOpacity" type="Number" mayBeNull="true" optional="true">
    /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
    /// </param>
    /// <param name="forceLayoutInIE" type="Boolean" mayBeNull="true" optional="true">
    /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
    /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>.
    /// This is obviously ignored when working in other browsers.
    /// </param>
    /// <animation>Pulse</animation>
    $TWA.PulseAnimation.initializeBase(this, [target, duration, fps, null, ((iterations !== undefined) ? iterations : 3)]);

    // Create the FadeOutAnimation
    this._out = new $TWA.FadeOutAnimation(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE);
    this.add(this._out);
    
    // Create the FadeInAnimation
    this._in = new $TWA.FadeInAnimation(target, duration, fps, minimumOpacity, maximumOpacity, forceLayoutInIE);
    this.add(this._in);
}
$TWA.PulseAnimation.prototype = {
   
    get_minimumOpacity : function() {
        /// <value type="Number">
        /// Minimum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 0.
        /// </value>
        return this._out.get_minimumOpacity();
    },
    set_minimumOpacity : function(value) {
        value = this._getFloat(value);
        this._out.set_minimumOpacity(value);
        this._in.set_minimumOpacity(value);
        this.raisePropertyChanged('minimumOpacity');
    },
    
    get_maximumOpacity : function() {
        /// <value type="Number">
        /// Maximum opacity to use when fading in or out. Its value can range from between 0 to 1. The default value is 1.
        /// </value>
        return this._out.get_maximumOpacity();
    },
    set_maximumOpacity : function(value) {
        value = this._getFloat(value);
        this._out.set_maximumOpacity(value);
        this._in.set_maximumOpacity(value);
        this.raisePropertyChanged('maximumOpacity');
    },
    
    get_forceLayoutInIE : function() {
        /// <value type="Boolean">
        /// Whether or not we should force a layout to be created for Internet Explorer by giving it a width and setting its
        /// background color (the latter is required in case the user has ClearType enabled). The default value is <code>true</code>.
        /// This is obviously ignored when working in other browsers.
        /// </value>
        return this._out.get_forceLayoutInIE();
    },
    set_forceLayoutInIE : function(value) {
        value = this._getBoolean(value);
        this._out.set_forceLayoutInIE(value);
        this._in.set_forceLayoutInIE(value);
        this.raisePropertyChanged('forceLayoutInIE');
    },
    
    set_duration : function(value) {
        /// <value type="Number">
        /// Override the <code>duration</code> property
        /// </value>
        value = this._getFloat(value);
        $TWA.PulseAnimation.callBaseMethod(this, 'set_duration', [value]);
        this._in.set_duration(value);
        this._out.set_duration(value);
    },
    
    set_fps : function(value) {
        /// <value type="Number" integer="true">
        /// Override the <code>fps</code> property
        /// </value>
        value = this._getInteger(value);
        $TWA.PulseAnimation.callBaseMethod(this, 'set_fps', [value]);
        this._in.set_fps(value);
        this._out.set_fps(value);
    }
    
}
$TWA.PulseAnimation.registerClass('ITkey.Web.Animation.PulseAnimation', $TWA.SequenceAnimation);
$TWA.registerAnimation('pulse', $TWA.PulseAnimation);

if(typeof(Sys)!=='undefined')Sys.Application.notifyScriptLoaded();