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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
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| 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 |
| (...skipping 16 matching lines...) Expand all Loading... | |
| 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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