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Motion

Struct Motion 

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pub struct Motion {
    pub tracks: Vec<Track>,
    pub duration: f32,
    pub delay: f32,
    pub end_delay: f32,
    pub ease: Easing,
    pub loops: Loop,
    pub alternate: bool,
    pub reversed: bool,
}
Expand description

A set of tracks that run together, with shared timing.

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§tracks: Vec<Track>§duration: f32

Milliseconds each track gets, before per-keyframe overrides.

§delay: f32

Milliseconds of stillness before the tracks start. The tracks hold their from value throughout — which is what makes a staggered entrance stay hidden until its turn.

§end_delay: f32

Milliseconds of stillness after the tracks finish, inside the iteration — so a loop pauses at the end instead of snapping back.

§ease: Easing§loops: Loop§alternate: bool

Play every other iteration backwards.

§reversed: bool

Play the whole thing backwards.

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impl Motion

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pub fn new() -> Self

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pub fn tween( self, prop: Prop, from: impl Into<AnimValue>, to: impl Into<AnimValue>, ) -> Self

A single leg from from to to.

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pub fn keyframes<K: IntoKeyframe>( self, prop: Prop, from: impl Into<AnimValue>, frames: impl IntoIterator<Item = K>, ) -> Self

A multi-leg path for one property. The legs are destinations, or Keyframes when a leg needs its own duration or easing.

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pub fn track(self, track: Track) -> Self

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pub fn duration(self, ms: f32) -> Self

Milliseconds. Springs ignore it — they run for their settle time.

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pub fn delay(self, ms: f32) -> Self

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pub fn end_delay(self, ms: f32) -> Self

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pub fn ease(self, easing: Easing) -> Self

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pub fn loops(self, loops: Loop) -> Self

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pub fn repeat(self, times: u32) -> Self

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pub fn repeat_forever(self) -> Self

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pub fn alternate(self, alternate: bool) -> Self

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pub fn reversed(self, reversed: bool) -> Self

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pub fn iteration_ms(&self) -> f32

The duration of one pass, delays included.

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pub fn total_ms(&self) -> f32

The duration of every pass together, or f32::INFINITY when it loops forever.

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pub fn sample(&self, t: f32) -> Frame

The values t milliseconds in.

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pub fn sample_into(&self, t: f32, frame: &mut Frame)

Sample into an existing frame. Later writers win, which is how a Sequence layers overlapping motions.

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impl Motion

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pub fn enter(kind: TransitionKind) -> Self

The entrance Transition plays, as a motion you can retime, delay, stagger or drop into a Sequence.

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pub fn enter_from(kind: TransitionKind, distance: f32) -> Self

Motion::enter with the slide distance spelled out.

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pub fn exit(kind: TransitionKind) -> Self

The mirror of Motion::enter — ends invisible and displaced.

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pub fn exit_to(kind: TransitionKind, distance: f32) -> Self

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pub fn as_margins(self) -> Self

Re-express Prop::X/Prop::Y as margins.

Those two are relative insets, which is the right way to move an element in flow — it slides and its neighbours do not care. But an element pinned with absolute() is its inset, so animating one would drag it off its pin and leave it wherever the motion ended. Margins offset a pinned element from where it was pinned, which is the same visible motion without the fight.

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pub fn pulse() -> Self

A breathing fade that never stops — the shape of a “working on it” hint that isn’t a spinner.

Trait Implementations§

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impl Clone for Motion

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fn clone(&self) -> Motion

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Motion

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Default for Motion

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl From<Motion> for Clip

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fn from(motion: Motion) -> Self

Converts to this type from the input type.
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impl PartialEq for Motion

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fn eq(&self, other: &Motion) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
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impl StructuralPartialEq for Motion

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