if(!dojo._hasResource["dojox.fx.easing"]){ //_hasResource checks added by build. Do not use _hasResource directly in your code.
dojo._hasResource["dojox.fx.easing"] = true;
dojo.provide("dojox.fx.easing");
/*
	dojox.fx.easing is in this little file so you don't need dojox.fx to utilize this.
	dojox.fx has a lot of fun animations, but this module is optimized for size ... 

*/
dojox.fx.easing = {
	// summary: Collection of easing functions to use beyond the default dojo._defaultEasing
	// 
	// description:
	//	Easing functions are used to manipulate the iteration through
	//	an _Animation's _Line. _Line being the properties of an Animation,
	//	and the easing function progresses through that Line determing
	//	how quickly (or slowly) it should go. Or more accurately: modify
	//	the value of the _Line based on the percentage of animation completed.
	//	
	//	example:
	//	|	dojo.require("dojox.fx.easing");
	//	|	var anim = dojo.fadeOut({
	//	|		node: 'node',	
	//	|		duration: 2000,
	//	|		easing: dojox.fx.easing.quadIn
	//	|	}).play();
	//
	
	linear: function(/* Decimal? */n){
		// summary: A linear easing function
		return n;
	},

	quadIn: function(/* Decimal? */n){
		return Math.pow(n, 2);
	},

	quadOut: function(/* Decimal? */n){
		return n * (n-2) * -1;
	},

	quadInOut: function(/* Decimal? */n){
		n=n*2;
		if(n<1){ return Math.pow(n, 2) / 2; }
		return -1 * ((--n)*(n-2) - 1) / 2;
	},

	cubicIn: function(/* Decimal? */n){
		return Math.pow(n, 3);
	},

	cubicOut: function(/* Decimal? */n){
		return Math.pow(n-1, 3) + 1;
	},

	cubicInOut: function(/* Decimal? */n){
		n=n*2;
		if(n<1){ return Math.pow(n, 3) / 2; }
		n-=2;
		return (Math.pow(n, 3) + 2) / 2;
	},

	quartIn: function(/* Decimal? */n){
		return Math.pow(n, 4);
	},

	quartOut: function(/* Decimal? */n){
		return -1 * (Math.pow(n-1, 4) - 1);
	},

	quartInOut: function(/* Decimal? */n){
		n=n*2;
		if(n<1){ return Math.pow(n, 4) / 2; }
		n-=2;
		return -1/2 * (Math.pow(n, 4) - 2);
	},

	quintIn: function(/* Decimal? */n){
		return Math.pow(n, 5);
	},

	quintOut: function(/* Decimal? */n){
		return Math.pow(n-1, 5) + 1;
	},

	quintInOut: function(/* Decimal? */n){
		n=n*2;
		if(n<1){ return Math.pow(n, 5) / 2; };
		n-=2;
		return (Math.pow(n, 5) + 2) / 2;
	},

	sineIn: function(/* Decimal? */n){
		return -1 * Math.cos(n * (Math.PI/2)) + 1;
	},

	sineOut: function(/* Decimal? */n){
		return Math.sin(n * (Math.PI/2));
	},

	sineInOut: function(/* Decimal? */n){
		return -1 * (Math.cos(Math.PI*n) - 1) / 2;
	},

	expoIn: function(/* Decimal? */n){
		return (n==0) ? 0 : Math.pow(2, 10 * (n - 1));
	},

	expoOut: function(/* Decimal? */n){
		return (n==1) ? 1 : (-1 * Math.pow(2, -10 * n) + 1);
	},

	expoInOut: function(/* Decimal? */n){
		if(n==0){ return 0; }
		if(n==1){ return 1; }
		n = n*2;
		if(n<1){ return Math.pow(2, 10 * (n-1)) / 2; }
		--n;
		return (-1 * Math.pow(2, -10 * n) + 2) / 2;
	},

	circIn: function(/* Decimal? */n){
		return -1 * (Math.sqrt(1 - Math.pow(n, 2)) - 1);
	},

	circOut: function(/* Decimal? */n){
		n = n-1;
		return Math.sqrt(1 - Math.pow(n, 2));
	},

	circInOut: function(/* Decimal? */n){
		n = n*2;
		if(n<1){ return -1/2 * (Math.sqrt(1 - Math.pow(n, 2)) - 1); }
		n-=2;
		return 1/2 * (Math.sqrt(1 - Math.pow(n, 2)) + 1);
	},

	backIn: function(/* Decimal? */n){
		var s = 1.70158;
		return Math.pow(n, 2) * ((s+1)*n - s);
	},

	backOut: function(/* Decimal? */n){
		// summary: an easing function that pops past the range briefly, and 
		// 	slowly comes back. 
		n = n - 1;
		var s = 1.70158;
		return Math.pow(n, 2) * ((s + 1) * n + s) + 1;
	},

	backInOut: function(/* Decimal? */n){
		var s = 1.70158 * 1.525;
		n = n*2;
		if(n < 1){ return (Math.pow(n, 2)*((s+1)*n - s))/2; }
		n-=2;
		return (Math.pow(n, 2)*((s+1)*n + s) + 2)/2;
	},

	elasticIn: function(/* Decimal? */n){
		if(n==0){ return 0; }
		if(n==1){ return 1; }
		var p = .3;
		var s = p/4;
		n = n - 1;
		return -1 * Math.pow(2,10*n) * Math.sin((n-s)*(2*Math.PI)/p);
	},

	elasticOut: function(/* Decimal? */n){
		// summary: An easing function that elasticly snaps around the target value, near the end of the Animation
		if(n==0) return 0;
		if(n==1) return 1;
		var p = .3;
		var s = p/4;
		return Math.pow(2,-10*n) * Math.sin((n-s)*(2*Math.PI)/p) + 1;
	},

	elasticInOut: function(/* Decimal? */n){
		// summary: An easing function that elasticly snaps around the value, near the beginning and end of the Animation		
		if(n==0) return 0;
		n = n*2;
		if(n==2) return 1;
		var p = .3*1.5;
		var s = p/4;
		if(n<1){
			n-=1;
			return -.5*(Math.pow(2,10*n) * Math.sin((n-s)*(2*Math.PI)/p));
		}
		n-=1;
		return .5*(Math.pow(2,-10*n) * Math.sin((n-s)*(2*Math.PI)/p)) + 1;
	},

	bounceIn: function(/* Decimal? */n){
		// summary: An easing function that "bounces" near the beginning of an Animation
		return (1 - dojox.fx.easing.bounceOut(1-n)); // Decimal
	},

	bounceOut: function(/* Decimal? */n){
		// summary: An easing function that "bounces" near the end of an Animation
		var s=7.5625;
		var p=2.75;
		var l; 
		if(n < (1 / p)){
			l = s*Math.pow(n, 2);
		}else if(n < (2 / p)){
			n -= (1.5 / p);
			l = s * Math.pow(n, 2) + .75;
		}else if(n < (2.5 / p)){
			n -= (2.25 / p);
			l = s * Math.pow(n, 2) + .9375;
		}else{
			n -= (2.625 / p);
			l = s * Math.pow(n, 2) + .984375;
		}
		return l;
	},

	bounceInOut: function(/* Decimal? */n){
		// summary: An easing function that "bounces" at the beginning and end of the Animation
		if(n<0.5){ return dojox.fx.easing.bounceIn(n*2) / 2; }
		return (dojox.fx.easing.bounceOut(n*2-1) / 2) + 0.5; // Decimal
	}
};

}
