pub struct Grid {
pub id: Option<String>,
pub children: Vec<Node>,
pub columns: Option<u32>,
pub gap: f32,
pub length: GridLength,
pub at: Option<f64>,
pub duration: Option<f64>,
pub inset: Option<Inset>,
pub enter: Option<Motion>,
pub exit: Option<Motion>,
pub stagger: Option<f64>,
}Expand description
Children in grid cells.
Fields§
§id: Option<String>The node’s name, for other nodes to refer to.
children: Vec<Node>The cells’ contents, row by row.
columns: Option<u32>Columns. Default: as square a grid as the children make.
gap: f32Pixels between cells.
length: GridLengthHow long the grid lasts when its cells differ, and what a cell that ends early shows.
Default shortest.
at: Option<f64>Seconds from the parent’s start (an overlay’s: the video’s). Ignored in a sequence.
duration: Option<f64>Length in seconds. Default: the node’s own length, else what its parent gives it.
inset: Option<Inset>Pixels kept clear inside the parent’s area: one number, or [top, right, bottom, left].
enter: Option<Motion>How it comes in at its start.
exit: Option<Motion>How it goes out, ending at its end.
stagger: Option<f64>Seconds between the children’s entrances. With it, the node’s enter and exit move
each child rather than the whole, and child i’s entrance (its own enter too) starts
i * stagger after the child does.