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Issue 2072573002: Basic support for animating window properties in Mus. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@launcher_controller_mus_mus_3
Patch Set: Created 4 years, 6 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 module mus.mojom;
6
7 import "ui/gfx/mojo/transform.mojom";
8
9 enum AnimationTweenType {
10 LINEAR,
11 EASE_IN,
12 EASE_OUT,
13 EASE_IN_OUT,
14 };
15 //import "ui/gfx/geometry/mojo/geometry.mojom";
sky 2016/06/16 16:36:33 ?
mfomitchev 2016/06/22 21:59:35 Done.
16
17 enum AnimationProperty {
18 // Used for pausing.
19 NONE,
20 OPACITY,
21 TRANSFORM,
22 };
23
24 struct AnimationValue {
25 float float_value;
26 gfx.mojom.Transform transform;
sky 2016/06/16 16:36:33 Shouldn't this be a ? as it isn't applicable to al
mfomitchev 2016/06/22 21:59:35 Done. Note that we still always return true for tr
27 };
28
29 // Identifies how a particular property should be animated between a start and
30 // target value.
31 struct AnimationElement {
32 AnimationProperty property;
33
34 // Duration is in microseconds.
35 int64 duration;
36
37 AnimationTweenType tween_type;
38
39 // If not specified the start value is taken from either the current value
40 // (for the first element) or the target_value of the previous element.
41 AnimationValue? start_value;
42
43 // target_value may be null when property is NONE.
44 AnimationValue? target_value;
45 };
46
47 // An AnimationSequence consists of a number of AnimationElements to animate.
48 // Each element is animated serially.
49 struct AnimationSequence {
50 // Number of times to run the sequence. Value of 0 means run until
51 // explicitly stopped.
52 uint32 cycle_count;
53
54 array<AnimationElement> elements;
55 };
56
57 // AnimationGroup identifies a window and a set of AnimationSequences to apply
58 // to the window. Each sequence is run in parallel.
59 struct AnimationGroup {
60 uint32 window_id;
61 array<AnimationSequence> sequences;
62 };
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