Animatable

open class Animatable(source)

Constructors

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constructor()
constructor(createAtTime: Long)

Types

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object Companion

Properties

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the time at which created animations will start

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@get:JvmName(name = "durationInMsLinearTypeProperty")
val <T : LinearType<T>> KMutableProperty0<T>.durationInMs: Long

remaining duration of queued and active animations for LinearType property

@get:JvmName(name = "durationInMsDouble")
val KMutableProperty0<Double>.durationInMs: Long

remaining duration of queued and active animations for Double property

@get:JvmName(name = "durationInMsUnit")
val KMutableProperty0<Unit>.durationInMs: Long

remaining duration of queued and activate animation groups for Unit property

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@get:JvmName(name = "hasAnimationsLinearTypeProperty")
val <T : LinearType<T>> KMutableProperty0<T>.hasAnimations: Boolean

check if LinearType property has queued or active animation groups

@get:JvmName(name = "hasAnimationsDoubleProperty")
val KMutableProperty0<Double>.hasAnimations: Boolean

check if Double property has queued or active animation groups

@get:JvmName(name = "hasAnimationsUnitProperty")
val KMutableProperty0<Unit>.hasAnimations: Boolean

check if Unit property has queued or active animation groups

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@get:JvmName(name = "lastLinearTypeProperty")
val <T : LinearType<T>> KMutableProperty0<T>.last: PropertyAnimationKey<T>?

the last queued or active animation for LinearType property, or null if no animations are available

@get:JvmName(name = "lastDoubleProperty")
val KMutableProperty0<Double>.last: PropertyAnimationKey<Double>?

the last queued or active animation for Double property, or null if no animations are available

@get:JvmName(name = "lastUnitProperty")
val KMutableProperty0<Unit>.last: PropertyAnimationKey<Unit>?

the last queued or active animation group for Unit property, or null if no animations are available

Functions

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@JvmName(name = "animatePropLinearType")
fun <T : LinearType<T>> KMutableProperty0<T>.animate(targetValue: T, durationInMs: Long, easing: Easing = Easing.None, predelayInMs: Long = 0): PropertyAnimationKey<T>

animate LinearType property

@JvmName(name = "animateProp")
fun KMutableProperty0<Double>.animate(targetValue: Double, durationInMs: Long, easing: Easing = Easing.None, predelayInMs: Long = 0): PropertyAnimationKey<Double>
@JvmName(name = "animatePropQuaternion")
fun KMutableProperty0<Quaternion>.animate(targetValue: Quaternion, durationInMs: Long, easing: Easing = Easing.None, predelayInMs: Long = 0): PropertyAnimationKey<Quaternion>

animate Double property

fun <T : LinearType<T>> animate(variable: KMutableProperty0<T>, target: T, durationMillis: Long, easing: Easing = Easing.None, predelayInMs: Long = 0): PropertyAnimationKey<T>
fun animate(variable: KMutableProperty0<Double>, target: Double, durationMillis: Long, easing: Easing = Easing.None, predelayInMs: Long = 0): PropertyAnimationKey<Double>
fun animate(variable: KMutableProperty0<Quaternion>, target: Quaternion, durationMillis: Long, easing: Easing = Easing.None, predelayInMs: Long = 0): PropertyAnimationKey<Quaternion>
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Returns the number of playing plus queued animations

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@JvmName(name = "animateUnitProperty")
fun KMutableProperty0<Unit>.animationGroup(builder: Animatable.() -> Unit): PropertyAnimationKey<Unit>

create an animation group

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fun cancel()

Cancels all animations.

@JvmName(name = "cancelLinearTypeProperty")
fun <T : LinearType<T>> KMutableProperty0<T>.cancel()

cancel all animations on LinearType property

@JvmName(name = "cancelDoubleProperty")
fun KMutableProperty0<Double>.cancel()

cancel all animations on Double property

@JvmName(name = "cancelUnitProperty")
fun KMutableProperty0<Unit>.cancel()

cancel all animation groups on Unit property

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@JvmName(name = "completeLinearTypeProperty")
fun <T : LinearType<T>> KMutableProperty0<T>.complete()
@JvmName(name = "completeDoubleProperty")
fun KMutableProperty0<Double>.complete()
@JvmName(name = "completeUnitProperty")
fun KMutableProperty0<Unit>.complete()
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fun delay(delayInMs: Long, delayInNs: Long = 0)

Wait for a given time before cueing the next animation.

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Queries if animations are cued.

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fun popTime()
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fun pushTime()
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fun updateAnimation(timeInNs: Long = clock.timeNanos)

Updates the animation state with a user supplied time

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fun waitUntil(timeInMs: Long, timeInNs: Long = 0)

Wait until the given timeMillis