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AnimationTiming

Struct AnimationTiming 

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pub struct AnimationTiming {
    pub delay: f64,
    pub duration: f64,
    pub repeat: bool,
    pub repeat_count: Option<u32>,
    pub yoyo: bool,
    pub repeat_delay: f64,
    pub overshoot: Option<f64>,
    pub spring: Option<SpringConfig>,
    pub amplitude: Option<f64>,
}
Expand description

Timing configuration for preset animations.

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§delay: f64

Delay before animation starts (seconds).

§duration: f64

Animation duration (seconds).

§repeat: bool

Loop the animation continuously. Kept as a plain bool for source compatibility with every reader that only ever checked this flag (several live outside this workstream’s owned files) — true covers both “loop forever” (repeat_count: None) and “loop a known number of times” (repeat_count: Some(n)), so a finite count is never mistaken for a one-shot animation by code that only reads this field. The JSON "loop" key this deserializes from accepts either shape (see [AnimationTimingWire]); repeat alone can’t tell you which one was written — check repeat_count for that.

§repeat_count: Option<u32>

How many times the animation plays, when the JSON "loop" value was a positive integer rather than a bare bool (issue #330) — e.g. "loop": 12 for GSAP’s repeat: 11 (11 replays, 12 plays total — this field counts total plays, not replays). None defers entirely to repeat: true loops forever, false plays once — today’s behaviour, unchanged. 0 and 1 both fold back into repeat: false, repeat_count: None at parse time (see [RepeatSpec::into_parts]): there is no visible difference between “play once” and “loop zero times”, so there’s no reason to carry a count that never changes anything downstream.

§yoyo: bool

Reverse direction on every other play (ping-pong) instead of snapping back to the start each cycle — GSAP calls this yoyo. Only meaningful when the animation actually repeats (repeat or repeat_count); a no-op otherwise. Works on any animation this timing drives, not a fixed set of presets — see engine::animator::cycle_time.

§repeat_delay: f64

Pause between plays, in seconds, held at the resting value of the play that just finished before the next one starts. 0.0 (default) is a seamless loop.

§overshoot: Option<f64>

Overshoot/anticipation intensity for scale_in/scale_out (0.0 = none, default 0.08 = 8%).

§spring: Option<SpringConfig>

Spring physics for the preset’s motion keyframes (translate/scale/ rotate — opacity keeps its ease to avoid alpha overshoot flashes). bounce_in / elastic_in use their built-in springs as defaults; this overrides them.

§amplitude: Option<f64>

Travel of an oscillating preset, in pixels (float_3d only; default 12). Threaded through to_preset_config into PresetConfig::amplitude, which expand_preset_inner already reads — this field is what makes an author-supplied amplitude actually reach it instead of the hardcoded default on every element.

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Trait Implementations§

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impl Clone for AnimationTiming

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fn clone(&self) -> Self

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

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

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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 AnimationTiming

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fn default() -> Self

Returns the “default value” for a type. Read more
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impl<'de> Deserialize<'de> for AnimationTiming

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fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
where D: Deserializer<'de>,

Deserialize this value from the given Serde deserializer. Read more
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impl JsonSchema for AnimationTiming

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fn schema_name() -> String

The name of the generated JSON Schema. Read more
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fn schema_id() -> Cow<'static, str>

Returns a string that uniquely identifies the schema produced by this type. Read more
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fn json_schema(generator: &mut SchemaGenerator) -> Schema

Generates a JSON Schema for this type. Read more
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fn is_referenceable() -> bool

Whether JSON Schemas generated for this type should be re-used where possible using the $ref keyword. Read more
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impl PartialEq for AnimationTiming

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fn eq(&self, other: &Self) -> 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 Serialize for AnimationTiming

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fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
where S: Serializer,

Serialize this value into the given Serde serializer. Read more
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impl StructuralPartialEq for AnimationTiming

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Gets the TypeId of self. Read more
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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
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