Animation

Enum Animation 

Source
pub enum Animation {
    Default,
    Linear(Duration),
    EaseIn(Duration),
    EaseOut(Duration),
    EaseInOut(Duration),
    Spring {
        stiffness: f32,
        damping: f32,
    },
}
Expand description

An enumeration representing different types of animations

This enum provides various animation types for UI elements or graphics:

  • Linear: Constant speed from start to finish
  • EaseIn: Starts slow and accelerates
  • EaseOut: Starts fast and decelerates
  • EaseInOut: Starts and ends slowly with acceleration in the middle
  • Spring: Physics-based movement with configurable stiffness and damping

Each animation type (except Spring) takes a Duration parameter that specifies how long the animation should take to complete.

Variants§

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Default

Default animation behavior (uses system defaults)

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Linear(Duration)

Linear animation with constant velocity

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EaseIn(Duration)

Ease-in animation that starts slow and accelerates

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EaseOut(Duration)

Ease-out animation that starts fast and decelerates

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EaseInOut(Duration)

Ease-in-out animation that starts and ends slowly with acceleration in the middle

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Spring

Spring animation with physics-based movement

Fields

§stiffness: f32

Stiffness of the spring (higher values create faster animations)

§damping: f32

Damping factor to control oscillation (higher values reduce bouncing)

Implementations§

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impl Animation

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pub fn linear(duration: impl Into<Duration>) -> Animation

Creates a new Linear animation with the specified duration

This is an ergonomic constructor that accepts any type that can be converted into a Duration (such as u64 milliseconds, etc.)

§Examples
use waterui_core::animation::Animation;
use core::time::Duration;

let animation = Animation::linear(Duration::from_millis(300)); // 300ms
let animation = Animation::linear(Duration::from_secs(1)); // 1 second
Source

pub fn ease_in(duration: impl Into<Duration>) -> Animation

Creates a new ease-in animation with the specified duration

This is an ergonomic constructor that accepts any type that can be converted into a Duration (such as u64 milliseconds, etc.)

§Examples
use waterui_core::animation::Animation;
use core::time::Duration;

let animation = Animation::ease_in(Duration::from_millis(300)); // 300ms
let animation = Animation::ease_in(Duration::from_secs(1)); // 1 second
Source

pub fn ease_out(duration: impl Into<Duration>) -> Animation

Creates a new ease-out animation with the specified duration

This is an ergonomic constructor that accepts any type that can be converted into a Duration (such as u64 milliseconds, etc.)

§Examples
use waterui_core::animation::Animation;
use core::time::Duration;

let animation = Animation::ease_out(Duration::from_millis(300)); // 300ms
let animation = Animation::ease_out(Duration::from_secs(1)); // 1 second
Source

pub fn ease_in_out(duration: impl Into<Duration>) -> Animation

Creates a new ease-in-out animation with the specified duration

This is an ergonomic constructor that accepts any type that can be converted into a Duration (such as u64 milliseconds, etc.)

§Examples
use waterui_core::animation::Animation;
use core::time::Duration;

let animation = Animation::ease_in_out(Duration::from_millis(300)); // 300ms
let animation = Animation::ease_in_out(Duration::from_secs(1)); // 1 second
Source

pub const fn spring(stiffness: f32, damping: f32) -> Animation

Creates a new Spring animation with the specified stiffness and damping

§Examples
use waterui_core::animation::Animation;

let animation = Animation::spring(100.0, 10.0);

Trait Implementations§

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impl Clone for Animation

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fn clone(&self) -> Animation

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 Animation

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

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

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fn default() -> Animation

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

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

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for Animation

Auto Trait Implementations§

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impl<T> Any for T
where T: 'static + ?Sized,

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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where T: ?Sized,

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fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
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Returns the argument unchanged.

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type Output = T

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type Owned = T

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