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Issue 772893004: Adds constants and runner for animations (Closed) Base URL: https://github.com/domokit/mojo.git@master
Patch Set: tweaks Created 6 years ago
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1 // Copyright 2014 The Chromium Authors. All rights reserved. 1 // Copyright 2014 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 mojo; 5 module mojo;
6 6
7 import "mojo/services/public/interfaces/geometry/geometry.mojom";
8
7 enum OrderDirection { 9 enum OrderDirection {
8 ABOVE = 1, 10 ABOVE = 1,
9 BELOW, 11 BELOW,
10 }; 12 };
13
14 enum AnimationTweenType {
15 LINEAR,
16 EASE_IN,
17 EASE_OUT,
18 EASE_IN_OUT,
19 };
20
21 enum AnimationProperty {
22 // Used for pausing.
23 NONE,
24 OPACITY,
25 TRANSFORM,
26 };
27
28 struct AnimationValue {
Elliot Glaysher 2014/12/03 23:49:59 You may want to have these in a different file; if
sky 2014/12/04 00:21:23 Done.
29 float float_value;
30 Transform transform;
31 };
32
33 // Identifies how a particular property should be animated between a start and
34 // target value.
35 struct AnimationElement {
36 AnimationProperty property;
37
38 // Duration is in microseconds.
39 int64 duration;
40
41 AnimationTweenType tween_type;
42
43 // If not specified the start value is taken from either the current value
44 // (for the first element) or the target_value of the previous element.
45 AnimationValue? start_value;
46
47 // target_value may be null when property is NONE.
48 AnimationValue? target_value;
49 };
50
51 // An AnimationSequence consists of a number of AnimationElements to animate.
52 // Each element is animated serially.
53 struct AnimationSequence {
54 // Number of times to run the sequence. Value of 0 means run until
55 // explicitly stopped.
56 uint32 cycle_count;
57
58 array<AnimationElement> elements;
59 };
60
61 // AnimationGroup identifies a view and a set of AnimationSequences to apply
62 // to the view. Each sequence is run in parallel.
63 struct AnimationGroup {
64 uint32 view_id;
65 array<AnimationSequence> sequences;
66 };
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