Struct Motion
pub struct Motion {
pub springs: SpringPresets,
pub durations: Durations,
pub gesture: Gesture,
pub still: bool,
}Fields§
§springs: SpringPresets§durations: Durations§gesture: Gesture§still: boolThe theme asks for no motion at all (MotionCurve::None): nothing
moves and nothing fades, every change lands at once. Unlike reduced
motion it keeps no fade, because nobody asked for the change to be
softened, only for the interface to hold still.
Implementations§
§impl Motion
impl Motion
pub fn eased(self) -> Motion
pub fn eased(self) -> Motion
These tokens with every spring critically damped: an eased curve with no overshoot at each spring’s own speed.
pub fn with_duration_scale(self, factor: f32) -> Motion
pub fn with_duration_scale(self, factor: f32) -> Motion
These tokens with every timed duration scaled by factor.
§impl Motion
impl Motion
pub fn result(&self, source: MotionSource, nominal: Duration) -> Duration
pub fn result(&self, source: MotionSource, nominal: Duration) -> Duration
How long a transition that changes what is shown (a crossfade, a
group springing to its new slot) lasts when source started it:
nominal for a pointer or gesture, nothing for a shortcut or action.
pub fn context(&self, source: MotionSource, nominal: Duration) -> Duration
pub fn context(&self, source: MotionSource, nominal: Duration) -> Duration
How long a transition that only says where something went (an
off-screen target sliding into view, a direction cue) lasts when
source started it: nominal for a pointer or gesture, at most
fast for a shortcut or action.
Trait Implementations§
impl Copy for Motion
impl StructuralPartialEq for Motion
Auto Trait Implementations§
impl Freeze for Motion
impl RefUnwindSafe for Motion
impl Send for Motion
impl Sync for Motion
impl Unpin for Motion
impl UnsafeUnpin for Motion
impl UnwindSafe for Motion
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