Commit 6dcc2fba authored by Ruben Di Battista's avatar Ruben Di Battista
Browse files

Rearranging tree. AGPL instead of GPL.

parent e2623f0b
### GNU GENERAL PUBLIC LICENSE
### GNU AFFERO GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
Version 3, 19 November 2007
Copyright (C) 2007 Free Software Foundation, Inc.
<http://fsf.org/>
......@@ -10,17 +10,15 @@ license document, but changing it is not allowed.
### Preamble
The GNU General Public License is a free, copyleft license for
software and other kinds of works.
The GNU Affero General Public License is a free, copyleft license for
software and other kinds of works, specifically designed to ensure
cooperation with the community in the case of network server software.
The licenses for most software and other practical works are designed
to take away your freedom to share and change the works. By contrast,
the GNU General Public License is intended to guarantee your freedom
to share and change all versions of a program--to make sure it remains
free software for all its users. We, the Free Software Foundation, use
the GNU General Public License for most of our software; it applies
also to any other work released this way by its authors. You can apply
it to your programs, too.
our General Public Licenses are intended to guarantee your freedom to
share and change all versions of a program--to make sure it remains
free software for all its users.
When we speak of free software, we are referring to freedom, not
price. Our General Public Licenses are designed to make sure that you
......@@ -29,46 +27,34 @@ them if you wish), that you receive source code or can get it if you
want it, that you can change the software or use pieces of it in new
free programs, and that you know you can do these things.
To protect your rights, we need to prevent others from denying you
these rights or asking you to surrender the rights. Therefore, you
have certain responsibilities if you distribute copies of the
software, or if you modify it: responsibilities to respect the freedom
of others.
For example, if you distribute copies of such a program, whether
gratis or for a fee, you must pass on to the recipients the same
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or can get the source code. And you must show them these terms so they
know their rights.
Developers that use the GNU GPL protect your rights with two steps:
(1) assert copyright on the software, and (2) offer you this License
giving you legal permission to copy, distribute and/or modify it.
For the developers' and authors' protection, the GPL clearly explains
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Some devices are designed to deny users access to install or run
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Developers that use our General Public Licenses protect your rights
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An older license, called the Affero General Public License and
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released a new version of the Affero GPL which permits relicensing
under this license.
The precise terms and conditions for copying, distribution and
modification follow.
......@@ -77,7 +63,8 @@ modification follow.
#### 0. Definitions.
"This License" refers to version 3 of the GNU General Public License.
"This License" refers to version 3 of the GNU Affero General Public
License.
"Copyright" also means copyright-like laws that apply to other kinds
of works, such as semiconductor masks.
......@@ -546,37 +533,47 @@ from those to whom you convey the Program, the only way you could
satisfy both those terms and this License would be to refrain entirely
from conveying the Program.
#### 13. Use with the GNU Affero General Public License.
#### 13. Remote Network Interaction; Use with the GNU General Public License.
Notwithstanding any other provision of this License, if you modify the
Program, your modified version must prominently offer all users
interacting with it remotely through a computer network (if your
version supports such interaction) an opportunity to receive the
Corresponding Source of your version by providing access to the
Corresponding Source from a network server at no charge, through some
standard or customary means of facilitating copying of software. This
Corresponding Source shall include the Corresponding Source for any
work covered by version 3 of the GNU General Public License that is
incorporated pursuant to the following paragraph.
Notwithstanding any other provision of this License, you have
permission to link or combine any covered work with a work licensed
under version 3 of the GNU Affero General Public License into a single
under version 3 of the GNU General Public License into a single
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License will continue to apply to the part which is the covered work,
but the special requirements of the GNU Affero General Public License,
section 13, concerning interaction through a network will apply to the
combination as such.
but the work with which it is combined will remain governed by version
3 of the GNU General Public License.
#### 14. Revised Versions of this License.
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of the GNU General Public License from time to time. Such new versions
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Program does not specify a version number of the GNU General Public
License, you may choose any version ever published by the Free
Software Foundation.
specifies that a certain numbered version of the GNU Affero General
Public License "or any later version" applies to it, you have the
option of following the terms and conditions either of that numbered
version or of any later version published by the Free Software
Foundation. If the Program does not specify a version number of the
GNU Affero General Public License, you may choose any version ever
published by the Free Software Foundation.
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Later license versions may give you additional or different
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......@@ -617,59 +614,3 @@ Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
### How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these
terms.
To do so, attach the following notices to the program. It is safest to
attach them to the start of each source file to most effectively state
the exclusion of warranty; and each file should have at least the
"copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper
mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands \`show w' and \`show c' should show the
appropriate parts of the General Public License. Of course, your
program's commands might be different; for a GUI interface, you would
use an "about box".
You should also get your employer (if you work as a programmer) or
school, if any, to sign a "copyright disclaimer" for the program, if
necessary. For more information on this, and how to apply and follow
the GNU GPL, see <http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your
program into proprietary programs. If your program is a subroutine
library, you may consider it more useful to permit linking proprietary
applications with the library. If this is what you want to do, use the
GNU Lesser General Public License instead of this License. But first,
please read <http://www.gnu.org/philosophy/why-not-lgpl.html>.
# Icon set
This website is generated using [Pelican](https://getpelican.com).
# Copyright
## Icon sets
- [Fontawesome](http://fontawesome.io)
- Scientific Study & Playing Videogames [by Freepik](http://flaticon.com)
## Other Software
- [Pelican Plugins](https://github.com/getpelican/pelican-plugins/blob/master/LICENSE)
- [PureCSS](https://github.com/yahoo/pure/blob/master/LICENSE.md)
- [Parallax](https://github.com/wagerfield/parallax/blob/master/LICENSE)
# Licensing
- [AGPL](https://gitlab.com/rubendibattista/me-rdb-is/blob/develop/LICENSE.md)
Subproject commit cb97d498bddff34618b1428cb43d20125b038493
Subproject commit aa463f7e9e738e31f07d7c3889b6bd31c8468108
PY?=python3
PY?=python
PELICAN?=pelican
PELICANOPTS=
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//============================================================
//
// The MIT License
//
// Copyright (C) 2014 Matthew Wagerfield - @wagerfield
//
// Permission is hereby granted, free of charge, to any
// person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the
// Software without restriction, including without limitation
// the rights to use, copy, modify, merge, publish, distribute,
// sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do
// so, subject to the following conditions:
//
// The above copyright notice and this permission notice
// shall be included in all copies or substantial portions
// of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY
// OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
// LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
// FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
// EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
// FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
// AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
// OR OTHER DEALINGS IN THE SOFTWARE.
//
//============================================================
# Parallax.js
Parallax Engine that reacts to the orientation of a smart device. Where no gyroscope or motion detection hardware is available, the position of the cursor is used instead.
Check out this **[demo][demo]** to see it in action!
## Setup
Create a list of elements giving each item that you want to move within your parallax scene a class of `layer` and a `data-depth` attribute specifying its depth within the scene. A depth of **0** will cause the layer to remain stationary, and a depth of **1** will cause the layer to move by the total effect of the calculated motion. Values inbetween **0** and **1** will cause the layer to move by an amount relative to the supplied ratio.
```html
<ul id="scene">
<li class="layer" data-depth="0.00"><img src="layer1.png"></li>
<li class="layer" data-depth="0.20"><img src="layer2.png"></li>
<li class="layer" data-depth="0.40"><img src="layer3.png"></li>
<li class="layer" data-depth="0.60"><img src="layer4.png"></li>
<li class="layer" data-depth="0.80"><img src="layer5.png"></li>
<li class="layer" data-depth="1.00"><img src="layer6.png"></li>
</ul>
```
To kickoff a **Parallax** scene, select your parent DOM Element and pass it to the **Parallax** constructor.
```javascript
var scene = document.getElementById('scene');
var parallax = new Parallax(scene);
```
## Understanding Layer Motion Calculations
The amount of motion that each layer moves by depends on 3 contributing factors:
1. The `scalarX` and `scalarY` values (see [Behaviours](#behaviours) below for configuration)
2. The dimensions of the parent DOM element
3. The `depth` of a layer within a parallax scene (specified by it's `data-depth` attribute)
The calculation for this motion is as follows:
```coffeescript
xMotion = parentElement.width * (scalarX / 100) * layerDepth
yMotion = parentElement.height * (scalarY / 100) * layerDepth
```
So for a layer with a `data-depth` value of `0.5` within a scene that has both the `scalarX` and `scalarY` values set to `10` ( *the default* ) where the containing scene element is `1000px x 1000px`, the total motion of the layer in both `x` and `y` would be:
```coffeescript
xMotion = 1000 * (10 / 100) * 0.5 = 50 # 50px of positive and negative motion in x
yMotion = 1000 * (10 / 100) * 0.5 = 50 # 50px of positive and negative motion in y
```
## Behaviours
There are a number of behaviours that you can setup for any given **Parallax** instance. These behaviours can either be specified in the markup via data attributes or in JavaScript via the constructor and API.
| Behaviour | Values | Default | Description |
| ------------------- | ------------------- | ------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
| `relativeInput` | `true` or `false` | `false` | Specifies whether or not to use the coordinate system of the `element` passed to the parallax `constructor`. **Mouse input only.** |
| `clipRelativeInput` | `true` or `false` | `false` | Specifies whether or not to clip the mouse input to the bounds of the `element` passed to the parallax `constructor`. **Mouse input only.** |
| `calibrate-x` | `true` or `false` | `false` | Specifies whether or not to cache & calculate the motion relative to the initial `x` axis value on initialisation. |
| `calibrate-y` | `true` or `false` | `true` | Specifies whether or not to cache & calculate the motion relative to the initial `y` axis value on initialisation. |
| `invert-x` | `true` or `false` | `true` | `true` moves layers in opposition to the device motion, `false` slides them away. |
| `invert-y` | `true` or `false` | `true` | `true` moves layers in opposition to the device motion, `false` slides them away. |
| `limit-x` | `number` or `false` | `false` | A numeric value limits the total range of motion in `x`, `false` allows layers to move with complete freedom. |
| `limit-y` | `number` or `false` | `false` | A numeric value limits the total range of motion in `y`, `false` allows layers to move with complete freedom. |
| `scalar-x` | `number` | `10.0` | Multiplies the input motion by this value, increasing or decreasing the sensitivity of the layer motion. |
| `scalar-y` | `number` | `10.0` | Multiplies the input motion by this value, increasing or decreasing the sensitivity of the layer motion. |
| `friction-x` | `number` `0 - 1` | `0.1` | The amount of friction the layers experience. This essentially adds some easing to the layer motion. |
| `friction-y` | `number` `0 - 1` | `0.1` | The amount of friction the layers experience. This essentially adds some easing to the layer motion. |
| `origin-x` | `number` | `0.5` | The `x` origin of the mouse input. Defaults to 0.5 (the center). `0` moves the origin to the left edge, `1` to the right edge. **Mouse input only.** |
| `origin-y` | `number` | `0.5` | The `y` origin of the mouse input. Defaults to 0.5 (the center). `0` moves the origin to the top edge, `1` to the bottom edge. **Mouse input only.** |
| `precision` | `integer` | `1` | Decimals the element positions should be rounded to. Changing this value should not be necessary anytime soon. |
| `pointerEvents` | `true` or `false` | `true` | Setting this to false might increase the performance in some instances, while removing pointer events for the scene - eg, Links are not clickable |
In addition to the behaviours described above, there are **two** methods `enable()` and `disable()` that *activate* and *deactivate* the **Parallax** instance respectively.
### Behaviours: Data Attributes Example
```html
<ul id="scene"
data-calibrate-x="false"
data-calibrate-y="true"
data-invert-x="false"
data-invert-y="true"
data-limit-x="false"
data-limit-y="10"
data-scalar-x="2"
data-scalar-y="8"
data-friction-x="0.2"
data-friction-y="0.8"
data-origin-x="0.0"
data-origin-y="1.0">
<li class="layer" data-depth="0.00"><img src="graphics/layer1.png"></li>
<li class="layer" data-depth="0.20"><img src="graphics/layer2.png"></li>
<li class="layer" data-depth="0.40"><img src="graphics/layer3.png"></li>
<li class="layer" data-depth="0.60"><img src="graphics/layer4.png"></li>
<li class="layer" data-depth="0.80"><img src="graphics/layer5.png"></li>
<li class="layer" data-depth="1.00"><img src="graphics/layer6.png"></li>
</ul>
```
### Behaviours: Constructor Object Example
```javascript
var scene = document.getElementById('scene');
var parallax = new Parallax(scene, {
calibrateX: false,
calibrateY: true,
invertX: false,
invertY: true,
limitX: false,
limitY: 10,
scalarX: 2,
scalarY: 8,
frictionX: 0.2,
frictionY: 0.8,
originX: 0.0,
originY: 1.0
});
```
### Behaviours: API Example
```javascript
var scene = document.getElementById('scene');
var parallax = new Parallax(scene);
parallax.enable();
parallax.disable();
parallax.updateLayers(); // Useful for reparsing the layers in your scene if you change their data-depth value
parallax.calibrate(false, true);
parallax.invert(false, true);
parallax.limit(false, 10);
parallax.scalar(2, 8);
parallax.friction(0.2, 0.8);
parallax.origin(0.0, 1.0);
```
## jQuery
If you're using **[jQuery][jquery]** or **[Zepto][zepto]** and would prefer to
use **Parallax.js** as a plugin, you're in luck!
```javascript
$('#scene').parallax();
```
### jQuery: Passing Options
```javascript
$('#scene').parallax({
calibrateX: false,
calibrateY: true,
invertX: false,
invertY: true,
limitX: false,
limitY: 10,
scalarX: 2,
scalarY: 8,
frictionX: 0.2,
frictionY: 0.8,
originX: 0.0,
originY: 1.0
});
```
### jQuery: API
```javascript
var $scene = $('#scene').parallax();
$scene.parallax('enable');
$scene.parallax('disable');
$scene.parallax('updateLayers');
$scene.parallax('calibrate', false, true);
$scene.parallax('invert', false, true);
$scene.parallax('limit', false, 10);
$scene.parallax('scalar', 2, 8);
$scene.parallax('friction', 0.2, 0.8);
$scene.parallax('origin', 0.0, 1.0);
```
## iOS
If you are writing a **native iOS application** and would like to use **parallax.js** within a `UIWebView`, you will need to do a little bit of work to get it running.
`UIWebView` no longer automatically receives the `deviceorientation` event, so your native application must intercept the events from the gyroscope and reroute them to the `UIWebView`:
1. Include the **CoreMotion** framework `#import <CoreMotion/CoreMotion.h>` and create a reference to the **UIWebView** `@property(nonatomic, strong) IBOutlet UIWebView *parallaxWebView;`
2. Add a property to the app delegate (or controller that will own the **UIWebView**) `@property(nonatomic, strong) CMMotionManager *motionManager;`
3. Finally, make the following calls:
```Objective-C
self.motionManager = [[CMMotionManager alloc] init];
if (self.motionManager.isGyroAvailable && !self.motionManager.isGyroActive) {
[self.motionManager setGyroUpdateInterval:0.5f]; // Set the event update frequency (in seconds)
[self.motionManager startGyroUpdatesToQueue:NSOperationQueue.mainQueue
withHandler:^(CMGyroData *gyroData, NSError *error) {
NSString *js = [NSString stringWithFormat:@"parallax.onDeviceOrientation({beta:%f, gamma:%f})", gyroData.rotationRate.x, gyroData.rotationRate.y];
[self.parallaxWebView stringByEvaluatingJavaScriptFromString:js];
}];
}
```
## Build
> As a prerequisite, you will need [gulp][gulp] installed: `npm install -g gulp`
```
npm install
gulp
```
During development you can have gulp watch the `source` directory for changes and automatically build the `deploy` files by running:
```
gulp watch
```
## Author
Matthew Wagerfield: [@wagerfield][twitter]
## License
Licensed under [MIT][mit]. Enjoy.
[demo]: http://wagerfield.github.com/parallax/
[twitter]: http://twitter.com/wagerfield
[mit]: http://www.opensource.org/licenses/mit-license.php
[jquery]: http://jquery.com/
[zepto]: http://zeptojs.com/
[gulp]: http://gulpjs.com/
{
"name": "parallax-js",
"description": "Parallax Engine that reacts to the orientation of a smart device.",
"license": "MIT",
"homepage": "http://wagerfield.github.io/parallax/",
"authors": [
"Matthew Wagerfield <matthew@wagerfield.com>"
],
"main": [
"deploy/parallax.js",
"deploy/jquery.parallax.js"
],
"ignore": [
"**/.*",
"assets",
"source",
"examples"
],
"keywords": [
"parallax",
"gyroscope",
"jquery",
"javascript",
"library"
]