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)
#
(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.
#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.
#additive=(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.
#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.
#calc_mode : String?
#
: String?
Defines how the animation should interpolate values.
- Potential values:
discrete | linear | paced | spline
- Mozilla SVG Docs
#calc_mode=(calc_mode : String?)
#
(calc_mode : String?)
Defines how the animation should interpolate values.
- Potential values:
discrete | linear | paced | spline
- Mozilla SVG Docs
#duration : IFNumber?
#
: IFNumber?
The duration of the animation
#duration=(duration : IFNumber?)
#
(duration : IFNumber?)
The duration of the animation
#freeze=(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.
#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.
#key_splines : Array(SIFNumber)
#
: 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
#key_splines=(key_splines : Array(SIFNumber))
#
(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
#key_times : Array(SIFNumber)
#
: 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
#key_times=(key_times : Array(SIFNumber))
#
(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
#max : IFNumber?
#
: IFNumber?
The max attribute specifies the minimum value of the active animation duration
#max=(max : IFNumber?)
#
(max : IFNumber?)
The max attribute specifies the minimum value of the active animation duration
#min : IFNumber?
#
: IFNumber?
The min attribute specifies the minimum value of the active animation duration
#min=(min : IFNumber?)
#
(min : IFNumber?)
The min attribute specifies the minimum value of the active animation duration
#repeat_count : IFNumber | String | Nil
#
: IFNumber | String | Nil
How many times this animation should be repeated. This can be a number or the string "indefinite"
#repeat_count=(repeat_count : IFNumber | String | Nil)
#
(repeat_count : IFNumber | String | Nil)
How many times this animation should be repeated. This can be a number or the string "indefinite"
#repeat_duration : IFNumber?
#
: IFNumber?
The duration that the animation should repeat.
#repeat_duration=(repeat_duration : IFNumber?)
#
(repeat_duration : IFNumber?)
The duration that the animation should repeat.
#repeat_duration_units : String?
#
: String?
What kind of unit repeat_duration
should use when rendering
#repeat_duration_units=(repeat_duration_units : String?)
#
(repeat_duration_units : String?)
What kind of unit repeat_duration
should use when rendering
#values : Array(SIFNumber)
#
: 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
#values=(values : Array(SIFNumber))
#
(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
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"
#
"accumulate"
ADDITIVE = "additive"
#
"additive"
CALC_MODE = "calcMode"
#
"calcMode"
DURATION = "dur"
#
"dur"
FILL = "fill"
#
"fill"
KEY_SPLINES = "keySplines"
#
"keySplines"
KEY_TIMES = "keyTimes"
#
"keyTimes"
MAX = "max"
#
"max"
MIN = "min"
#
"min"
REPEAT_COUNT = "repeatCount"
#
"repeatCount"
REPEAT_DURATION = "repeatDur"
#
"repeatDur"
VALUES = "values"
#
"values"