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//! Control flow primitives for orchestrating multiple animations.
//!
//! This module provides functions and macros to combine animations in parallel,
//! sequence, or with specific timing modifications (delays, staggers, easing overrides).
pub use all;
pub use any;
pub use chain;
pub use delay;
pub use with_easing;
pub use loop_anim;
pub use sequence;
pub use wait;
/// Runs multiple animations in parallel.
/// The resulting animation finishes when the *last* child finishes.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// # use std::time::Duration;
/// # let circle = Circle::default();
/// # let rect = Rect::default();
/// all![
/// circle.position.to(Vec2::new(100.0, 100.0), Duration::from_secs_f32(1.0)),
/// rect.opacity.to(0.0, Duration::from_secs_f32(0.5)),
/// ];
/// ```
/// Runs multiple animations in parallel.
/// The resulting animation finishes when the *first* child finishes.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// # use std::time::Duration;
/// # let circle = Circle::default();
/// # let rect = Rect::default();
/// any![
/// circle.position.to(Vec2::new(100.0, 100.0), Duration::from_secs(2)),
/// rect.opacity.to(0.0, Duration::from_secs_f32(0.5)), // Finish after 0.5s
/// ];
/// ```
/// Runs multiple animations sequentially.
/// Each animation starts as soon as the previous one finishes.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// # use std::time::Duration;
/// # let circle = Circle::default();
/// # let target1 = Vec2::new(100.0, 0.0);
/// # let target2 = Vec2::new(100.0, 100.0);
/// # let dur = Duration::from_secs(1);
/// chain![
/// circle.position.to(target1.clone(), dur.clone()),
/// circle.position.to(target2.clone(), dur.clone()),
/// ];
/// ```
/// Adds a pre-delay to an animation.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// # use std::time::Duration;
/// # let circle = Circle::default();
/// delay!(Duration::from_secs_f32(1.0), circle.opacity.to(1.0, Duration::from_secs_f32(0.5)));
/// ```
/// Runs multiple animations sequentially with a fixed stagger delay between starts.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// # use std::time::Duration;
/// # let c1 = Circle::default();
/// # let c2 = Circle::default();
/// sequence!(
/// Duration::from_millis(100),
/// c1.scale.to(Vec2::splat(2.0), Duration::from_secs_f32(0.5)),
/// c2.scale.to(Vec2::splat(2.0), Duration::from_secs_f32(0.5)),
/// );
/// ```
/// Repeats an animation factory multiple times.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// # use std::time::Duration;
/// # let circle = Circle::default();
/// # let target = 6.28;
/// # let dur = Duration::from_secs(1);
/// loop_anim!(circle.rotation.to(target, dur.clone()), Some(5)); // Loops 5 times
/// // loop_anim!(circle.rotation.to(target, dur), None); // Loops forever
/// ```
/// Overrides the easing function for a set of animations running in parallel.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// # use std::time::Duration;
/// # let circle = Circle::default();
/// # let target = Vec2::new(100.0, 100.0);
/// # let dur = Duration::from_secs(1);
/// with_easing!(easings::elastic_out, [
/// circle.position.to(target.clone(), dur.clone()),
/// ]);
/// ```
/// Triggers playback of an audio node.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// # let audio = AudioNode::new("assets/sound.wav");
/// play!(audio);
/// ```
/// A specialized wait macro for audio-syncing.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// audio_wait!(2.0); // Wait for 2 seconds
/// ```
/// Creates a wait animation for a given number of seconds.
///
/// ### Example
/// ```rust
/// # use motion_canvas_rs::prelude::*;
/// chain![
/// all![/* ... */],
/// wait!(1.0),
/// any![/* ... */],
/// ];
/// ```