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MotionRuntime

Struct MotionRuntime 

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pub struct MotionRuntime { /* private fields */ }
Expand description

Stores animations and advances their active values.

§Examples

use aura_anim_core::{MotionRuntime, timing::Timing};
use std::time::Duration;

let mut runtime = MotionRuntime::new();
let opacity = runtime.motion_with(0.0_f32, Timing::new(100.0));

assert!(opacity.transition_to(1.0, &mut runtime));
runtime.tick(Duration::from_millis(50));

assert_eq!(opacity.value(&runtime), 0.5);
assert!(opacity.is_active(&runtime));

Implementations§

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impl MotionRuntime

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pub fn new() -> Self

Creates an empty motion runtime.

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pub fn motion<T: Animatable>(&mut self, initial: T) -> Motion<T>

Inserts an idle motion with the default transition timing.

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pub fn motion_with<T: Animatable>( &mut self, initial: T, timing: Timing, ) -> Motion<T>

Inserts an idle motion with the provided transition timing.

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pub fn insert<T: Animatable>( &mut self, animation: impl Animation<T>, transition: Timing, ) -> Motion<T>

Inserts an animation that remains stored after it settles.

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pub fn play_once<T: Animatable>( &mut self, animation: impl Animation<T>, ) -> Motion<T>

Inserts an animation that is removed after it settles.

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pub fn insert_with_policy<T: Animatable>( &mut self, animation: impl Animation<T>, transition: Timing, retain_policy: RetainPolicy, ) -> Motion<T>

Inserts an animation with transition timing and a retention policy.

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pub fn tick(&mut self, delta: impl Into<Duration>)

Advances every active animation by delta.

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pub fn tick_at(&mut self, now: Instant)

Advances active animations using elapsed wall-clock time.

The first call establishes the clock origin and advances by zero.

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pub fn active_count(&self) -> usize

Returns the number of animations currently marked active.

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pub fn has_active(&self) -> bool

Returns whether at least one animation is active.

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pub fn motion_count(&self) -> usize

Returns the number of stored animations.

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pub fn slot_capacity(&self) -> usize

Returns the allocated capacity of the runtime slot storage.

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pub fn shrink_to_fit(&mut self)

Releases unused slot and queue capacity.

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pub fn value<T: Animatable>(&self, motion: Motion<T>) -> Option<&T>

Returns the current value for a valid motion handle.

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pub fn state<T: Animatable>(&self, motion: Motion<T>) -> Option<AnimationState>

Returns the state for a valid motion handle.

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pub fn is_active<T: Animatable>(&self, motion: Motion<T>) -> bool

Returns whether the referenced motion is active.

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pub fn transition_to<T: Animatable>( &mut self, motion: Motion<T>, target: T, ) -> bool

Transitions a valid motion toward target.

Returns false when the handle is no longer valid.

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pub fn play<T: Animatable>( &mut self, motion: Motion<T>, animation: impl Animation<T>, ) -> bool

Replaces the animation associated with a valid motion.

Returns false when the handle is no longer valid.

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pub fn command<T: Animatable>( &mut self, motion: Motion<T>, command: AnimationCommand, ) -> bool

Applies a command to a valid motion.

Returns false when the handle is no longer valid.

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pub fn remove<T: Animatable>(&mut self, motion: Motion<T>) -> bool

Removes the animation referenced by motion.

Returns false when the handle is no longer valid.

Trait Implementations§

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impl Default for MotionRuntime

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fn default() -> MotionRuntime

Returns the “default value” for a type. Read more

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