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Side by Side Diff: services/ui/public/interfaces/animations.mojom

Issue 2179273002: Mojo C++ bindings: support mapping T and T? differently. (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: . Created 4 years, 4 months ago
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1 // Copyright 2016 The Chromium Authors. All rights reserved. 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 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 module ui.mojom; 5 module ui.mojom;
6 6
7 import "ui/gfx/mojo/transform.mojom"; 7 import "ui/gfx/mojo/transform.mojom";
8 8
9 enum AnimationTweenType { 9 enum AnimationTweenType {
10 LINEAR, 10 LINEAR,
11 EASE_IN, 11 EASE_IN,
12 EASE_OUT, 12 EASE_OUT,
13 EASE_IN_OUT, 13 EASE_IN_OUT,
14 }; 14 };
15 15
16 enum AnimationProperty { 16 enum AnimationProperty {
17 // Used for pausing. 17 // Used for pausing.
18 NONE, 18 NONE,
19 OPACITY, 19 OPACITY,
20 TRANSFORM, 20 TRANSFORM,
21 }; 21 };
22 22
23 struct AnimationValue { 23 struct AnimationValue {
24 float float_value; 24 float float_value;
25 gfx.mojom.Transform? transform; 25 gfx.mojom.Transform transform;
sky 2016/07/26 21:26:16 This structure is like a union, so we want to supp
yzshen1 2016/07/26 21:32:36 Sure we can do that. I made this change because th
26 }; 26 };
27 27
28 // Identifies how a particular property should be animated between a start and 28 // Identifies how a particular property should be animated between a start and
29 // target value. 29 // target value.
30 struct AnimationElement { 30 struct AnimationElement {
31 AnimationProperty property; 31 AnimationProperty property;
32 32
33 // Duration is in microseconds. 33 // Duration is in microseconds.
34 int64 duration; 34 int64 duration;
35 35
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52 52
53 array<AnimationElement> elements; 53 array<AnimationElement> elements;
54 }; 54 };
55 55
56 // AnimationGroup identifies a window and a set of AnimationSequences to apply 56 // AnimationGroup identifies a window and a set of AnimationSequences to apply
57 // to the window. Each sequence is run in parallel. 57 // to the window. Each sequence is run in parallel.
58 struct AnimationGroup { 58 struct AnimationGroup {
59 uint32 window_id; 59 uint32 window_id;
60 array<AnimationSequence> sequences; 60 array<AnimationSequence> sequences;
61 }; 61 };
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