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module Celestine::Modules::CommonAnimate #

Gives animated elements like animate and animate_motion it's shared attributes.

Direct including types

Celestine::Animate Celestine::Animate::Motion Celestine::Modules::Animate::Transform::Rotate Celestine::Modules::Animate::Transform::Scale Celestine::Modules::Animate::Transform::SkewX Celestine::Modules::Animate::Transform::SkewY Celestine::Modules::Animate::Transform::Translate

Methods#

#accumulate=(accumulate) #

The accumulate attribute controls whether or not an animation is cumulative. It is frequently useful for repeated animations to build upon the previous results, accumulating with each iteration.

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#accumulate? #

The accumulate attribute controls whether or not an animation is cumulative. It is frequently useful for repeated animations to build upon the previous results, accumulating with each iteration.

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#additive=(additive) #

The additive attribute controls whether or not an animation is additive. It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values.

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#additive? #

The additive attribute controls whether or not an animation is additive. It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values.

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#animate_attribute(io : IO) #

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#calc_mode : String? #

Defines how the animation should interpolate values.

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#calc_mode=(calc_mode : String?) #

Defines how the animation should interpolate values.

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#duration : IFNumber? #

The duration of the animation

#duration=(duration : IFNumber?) #

The duration of the animation

#duration_units : String? #

What kind of unit duration should use when rendering

#duration_units=(duration_units : String?) #

What kind of unit duration should use when rendering

#freeze=(freeze) #

The additive attribute controls whether or not an animation is additive. It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values.

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#freeze? #

The additive attribute controls whether or not an animation is additive. It is frequently useful to define animation as an offset or delta to an attribute's value, rather than as absolute values.

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#key_splines : Array(SIFNumber) #

This is an optional array of floats that describe at what times in an animation values should be used. This can only be used with values. TODO: Restrict this to only allow numbers between 0 and 1.0

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#key_splines=(key_splines : Array(SIFNumber)) #

This is an optional array of floats that describe at what times in an animation values should be used. This can only be used with values. TODO: Restrict this to only allow numbers between 0 and 1.0

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#key_times : Array(SIFNumber) #

This is an optional array of floats that describe at what times in an animation values should be used. This can only be used with values. TODO: Restrict this to only allow numbers between 0 and 1.0

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#key_times=(key_times : Array(SIFNumber)) #

This is an optional array of floats that describe at what times in an animation values should be used. This can only be used with values. TODO: Restrict this to only allow numbers between 0 and 1.0

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#max : IFNumber? #

The max attribute specifies the minimum value of the active animation duration

#max=(max : IFNumber?) #

The max attribute specifies the minimum value of the active animation duration

#max_units : String? #

What kind of unit max should use when rendering

#max_units=(max_units : String?) #

What kind of unit max should use when rendering

#min : IFNumber? #

The min attribute specifies the minimum value of the active animation duration

#min=(min : IFNumber?) #

The min attribute specifies the minimum value of the active animation duration

#min_units : String? #

What kind of unit min should use when rendering

#min_units=(min_units : String?) #

What kind of unit min should use when rendering

#repeat_count : IFNumber | String | Nil #

How many times this animation should be repeated. This can be a number or the string "indefinite"

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#repeat_count=(repeat_count : IFNumber | String | Nil) #

How many times this animation should be repeated. This can be a number or the string "indefinite"

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#repeat_duration : IFNumber? #

The duration that the animation should repeat.

#repeat_duration=(repeat_duration : IFNumber?) #

The duration that the animation should repeat.

#repeat_duration_units : String? #

What kind of unit repeat_duration should use when rendering

#repeat_duration_units=(repeat_duration_units : String?) #

What kind of unit repeat_duration should use when rendering

#values : Array(SIFNumber) #

An optional way to specify the values to animate between, for example, adding the numbers 0, 100, 0 it will animate the attribute from 0 to 100 in the first half # of the animation time and then go back to 0. Values in this

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#values=(values : Array(SIFNumber)) #

An optional way to specify the values to animate between, for example, adding the numbers 0, 100, 0 it will animate the attribute from 0 to 100 in the first half # of the animation time and then go back to 0. Values in this

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module Celestine::Modules::CommonAnimate::Attrs #

Direct including types

Celestine::Animate::Attrs Celestine::Animate::Motion::Attrs Celestine::Modules::Animate::Transform::Rotate::Attrs Celestine::Modules::Animate::Transform::Scale::Attrs Celestine::Modules::Animate::Transform::SkewX::Attrs Celestine::Modules::Animate::Transform::SkewY::Attrs Celestine::Modules::Animate::Transform::Translate::Attrs

Constants#

ACCUMULATE = "accumulate" #

ADDITIVE = "additive" #

CALC_MODE = "calcMode" #

DURATION = "dur" #

FILL = "fill" #

KEY_SPLINES = "keySplines" #

KEY_TIMES = "keyTimes" #

MAX = "max" #

MIN = "min" #

REPEAT_COUNT = "repeatCount" #

REPEAT_DURATION = "repeatDur" #

VALUES = "values" #