module Celestine::Modules::CommonAnimate
Overview
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
Defined in:
modules/common_animate.crInstance Method Summary
-
#accumulate=(accumulate)
The accumulate attribute controls whether or not an animation is cumulative.
-
#accumulate?
The accumulate attribute controls whether or not an animation is cumulative.
-
#additive=(additive)
The additive attribute controls whether or not an animation is additive.
-
#additive?
The additive attribute controls whether or not an animation is additive.
- #animate_attribute(io : IO)
-
#calc_mode : String | Nil
Defines how the animation should interpolate values.
-
#calc_mode=(calc_mode : String | Nil)
Defines how the animation should interpolate values.
-
#duration : IFNumber | Nil
The duration of the animation
-
#duration=(duration : IFNumber | Nil)
The duration of the animation
-
#duration_units : String | Nil
What kind of unit
#duration
should use when rendering -
#duration_units=(duration_units : String | Nil)
What kind of unit
#duration
should use when rendering -
#freeze=(freeze)
The additive attribute controls whether or not an animation is additive.
-
#freeze?
The additive attribute controls whether or not an animation is additive.
-
#key_splines : Array(SIFNumber)
This is an optional array of floats that describe at what times in an animation
#values
should be used. -
#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. -
#key_times : Array(SIFNumber)
This is an optional array of floats that describe at what times in an animation
#values
should be used. -
#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. -
#max : IFNumber | Nil
The max attribute specifies the minimum value of the active animation duration
-
#max=(max : IFNumber | Nil)
The max attribute specifies the minimum value of the active animation duration
-
#max_units : String | Nil
What kind of unit
#max
should use when rendering -
#max_units=(max_units : String | Nil)
What kind of unit
#max
should use when rendering -
#min : IFNumber | Nil
The min attribute specifies the minimum value of the active animation duration
-
#min=(min : IFNumber | Nil)
The min attribute specifies the minimum value of the active animation duration
-
#min_units : String | Nil
What kind of unit
#min
should use when rendering -
#min_units=(min_units : String | Nil)
What kind of unit
#min
should use when rendering -
#repeat_count : IFNumber | String | Nil
How many times this animation should be repeated.
-
#repeat_count=(repeat_count : IFNumber | String | Nil)
How many times this animation should be repeated.
-
#repeat_duration : IFNumber | Nil
The duration that the animation should repeat.
-
#repeat_duration=(repeat_duration : IFNumber | Nil)
The duration that the animation should repeat.
-
#repeat_duration_units : String | Nil
What kind of unit
#repeat_duration
should use when rendering -
#repeat_duration_units=(repeat_duration_units : String | Nil)
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 from0
to100
in the first half # of the animation time and then go back to0
. -
#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 from0
to100
in the first half # of the animation time and then go back to0
.
Instance Method Detail
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.
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.
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.
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.
Defines how the animation should interpolate values.
- Potential values:
discrete | linear | paced | spline
- Mozilla SVG Docs
Defines how the animation should interpolate values.
- Potential values:
discrete | linear | paced | spline
- Mozilla SVG Docs
What kind of unit #duration
should use when rendering
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.
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.
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
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
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
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
The max attribute specifies the minimum value of the active animation duration
The max attribute specifies the minimum value of the active animation duration
The min attribute specifies the minimum value of the active animation duration
The min attribute specifies the minimum value of the active animation duration
How many times this animation should be repeated. This can be a number or the string "indefinite"
How many times this animation should be repeated. This can be a number or the string "indefinite"
The duration that the animation should repeat.
What kind of unit #repeat_duration
should use when rendering
What kind of unit #repeat_duration
should use when rendering
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
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