Types
Animation[T] = ref object enabled*: Property[bool] = (unsafeVal: true, changed: (p: nil, firstHandHandler: nil, firstHandHandlerEnv: nil)) running*: Property[bool] duration*: Property[Duration] action*: proc (x: T) easing*: Property[proc (x: float): float] a*, b*: Property[T] loop*: Property[bool] ended*: Event[void] currentTime*: Property[Duration]
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Procs
proc clearTransition(prop: var AnyProperty)
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proc currentValue[T](a: Animation[T]): T
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proc inBounceEasing(x: float): float {....raises: [], tags: [], forbids: [].}
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proc inCubicEasing(x: float): float {....raises: [], tags: [], forbids: [].}
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proc initIfNeeded(a: Animation)
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proc inSquareEasing(x: float): float {....raises: [], tags: [], forbids: [].}
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func interpolate[T: array](a, b: T; x: float): T
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func interpolate[T: enum | bool](a, b: T; x: float): T
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func interpolate[T: object | tuple](a, b: T; x: float): T
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func interpolate[T: SomeFloat](a, b: T; x: float): T
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func interpolate[T: SomeInteger](a, b: T; x: float): T
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proc linearEasing(x: float): float {....raises: [], tags: [], forbids: [].}
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proc outBounceEasing(x: float): float {....raises: [], tags: [], forbids: [].}
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proc outCubicEasing(x: float): float {....raises: [], tags: [], forbids: [].}
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proc outSquareEasing(x: float): float {....raises: [], tags: [], forbids: [].}
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proc parentAnimator(obj: Uiobj): Animator {....raises: [], tags: [], forbids: [].}
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Methods
method connectFirstHandHandlers(this: Animator) {....raises: [], tags: [], forbids: [].}
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Templates
template transition[T](prop: var AnyProperty[T]; dur: Duration): Animation[T]
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template withAnimator(obj: Uiobj; animVar: untyped; body: untyped)
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