Documentation
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Index ¶
- type VisibilityAnimation
- func (v VisibilityAnimation) Animating() bool
- func (v *VisibilityAnimation) Appear(now time.Time)
- func (v *VisibilityAnimation) Disappear(now time.Time)
- func (v *VisibilityAnimation) Revealed(gtx layout.Context) float32
- func (v *VisibilityAnimation) String(gtx layout.Context) string
- func (v *VisibilityAnimation) ToggleVisibility(now time.Time)
- func (v VisibilityAnimation) Visible() bool
- type VisibilityAnimationState
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type VisibilityAnimation ¶
type VisibilityAnimation struct {
// How long does the animation last
Duration time.Duration
State VisibilityAnimationState
Started time.Time
}
VisibilityAnimation holds the animation state for animations that transition between a "visible" and "invisible" state for a fixed duration of time.
func (VisibilityAnimation) Animating ¶
func (v VisibilityAnimation) Animating() bool
Animating() returns whether the animation is either in the process of appearsing or disappearing.
func (*VisibilityAnimation) Appear ¶
func (v *VisibilityAnimation) Appear(now time.Time)
Appear triggers the animation to begin becoming visible at the provided time. It is a no-op if the animation is already visible.
func (*VisibilityAnimation) Disappear ¶
func (v *VisibilityAnimation) Disappear(now time.Time)
Disappear triggers the animation to begin becoming invisible at the provided time. It is a no-op if the animation is already invisible.
func (*VisibilityAnimation) Revealed ¶
func (v *VisibilityAnimation) Revealed(gtx layout.Context) float32
Revealed returns the fraction of the animated entity that should be revealed at the current time in the animation. This fraction is computed with linear interpolation.
Revealed should be invoked during every frame that v.Animating() returns true.
If the animation reaches its end this frame, Revealed will transition it to a non-animating state automatically.
If the animation is in the process of animating, calling Revealed will automatically add an InvalidateOp to the provided layout.Context to ensure that the next frame will be generated promptly.
func (*VisibilityAnimation) String ¶
func (v *VisibilityAnimation) String(gtx layout.Context) string
func (*VisibilityAnimation) ToggleVisibility ¶
func (v *VisibilityAnimation) ToggleVisibility(now time.Time)
ToggleVisibility will make an invisible animation begin the process of becoming visible and a visible animation begin the process of disappearing.
func (VisibilityAnimation) Visible ¶
func (v VisibilityAnimation) Visible() bool
Visible() returns whether any part of the animated entity should be visible during the current animation frame.
type VisibilityAnimationState ¶
type VisibilityAnimationState int
VisibilityAnimationState represents possible states that a VisibilityAnimation can be in.
const ( Visible VisibilityAnimationState = iota Disappearing Appearing Invisible )
func (VisibilityAnimationState) String ¶
func (v VisibilityAnimationState) String() string