Trait windows::Win32::UI::Animation::IUIAnimationStoryboard2_Impl
pub trait IUIAnimationStoryboard2_Impl: Sized {
Show 18 methods
// Required methods
fn AddTransition(
&self,
variable: Option<&IUIAnimationVariable2>,
transition: Option<&IUIAnimationTransition2>,
) -> Result<()>;
fn AddKeyframeAtOffset(
&self,
existingkeyframe: UI_ANIMATION_KEYFRAME,
offset: f64,
) -> Result<UI_ANIMATION_KEYFRAME>;
fn AddKeyframeAfterTransition(
&self,
transition: Option<&IUIAnimationTransition2>,
) -> Result<UI_ANIMATION_KEYFRAME>;
fn AddTransitionAtKeyframe(
&self,
variable: Option<&IUIAnimationVariable2>,
transition: Option<&IUIAnimationTransition2>,
startkeyframe: UI_ANIMATION_KEYFRAME,
) -> Result<()>;
fn AddTransitionBetweenKeyframes(
&self,
variable: Option<&IUIAnimationVariable2>,
transition: Option<&IUIAnimationTransition2>,
startkeyframe: UI_ANIMATION_KEYFRAME,
endkeyframe: UI_ANIMATION_KEYFRAME,
) -> Result<()>;
fn RepeatBetweenKeyframes(
&self,
startkeyframe: UI_ANIMATION_KEYFRAME,
endkeyframe: UI_ANIMATION_KEYFRAME,
crepetition: f64,
repeatmode: UI_ANIMATION_REPEAT_MODE,
piterationchangehandler: Option<&IUIAnimationLoopIterationChangeHandler2>,
id: usize,
fregisterfornextanimationevent: BOOL,
) -> Result<()>;
fn HoldVariable(
&self,
variable: Option<&IUIAnimationVariable2>,
) -> Result<()>;
fn SetLongestAcceptableDelay(&self, delay: f64) -> Result<()>;
fn SetSkipDuration(&self, secondsduration: f64) -> Result<()>;
fn Schedule(
&self,
timenow: f64,
schedulingresult: *mut UI_ANIMATION_SCHEDULING_RESULT,
) -> Result<()>;
fn Conclude(&self) -> Result<()>;
fn Finish(&self, completiondeadline: f64) -> Result<()>;
fn Abandon(&self) -> Result<()>;
fn SetTag(&self, object: Option<&IUnknown>, id: u32) -> Result<()>;
fn GetTag(&self, object: *mut Option<IUnknown>, id: *mut u32) -> Result<()>;
fn GetStatus(&self) -> Result<UI_ANIMATION_STORYBOARD_STATUS>;
fn GetElapsedTime(&self) -> Result<f64>;
fn SetStoryboardEventHandler(
&self,
handler: Option<&IUIAnimationStoryboardEventHandler2>,
fregisterstatuschangefornextanimationevent: BOOL,
fregisterupdatefornextanimationevent: BOOL,
) -> Result<()>;
}
Required Methods§
fn AddTransition( &self, variable: Option<&IUIAnimationVariable2>, transition: Option<&IUIAnimationTransition2>, ) -> Result<()>
fn AddKeyframeAtOffset( &self, existingkeyframe: UI_ANIMATION_KEYFRAME, offset: f64, ) -> Result<UI_ANIMATION_KEYFRAME>
fn AddKeyframeAfterTransition( &self, transition: Option<&IUIAnimationTransition2>, ) -> Result<UI_ANIMATION_KEYFRAME>
fn AddTransitionAtKeyframe( &self, variable: Option<&IUIAnimationVariable2>, transition: Option<&IUIAnimationTransition2>, startkeyframe: UI_ANIMATION_KEYFRAME, ) -> Result<()>
fn AddTransitionBetweenKeyframes( &self, variable: Option<&IUIAnimationVariable2>, transition: Option<&IUIAnimationTransition2>, startkeyframe: UI_ANIMATION_KEYFRAME, endkeyframe: UI_ANIMATION_KEYFRAME, ) -> Result<()>
fn RepeatBetweenKeyframes( &self, startkeyframe: UI_ANIMATION_KEYFRAME, endkeyframe: UI_ANIMATION_KEYFRAME, crepetition: f64, repeatmode: UI_ANIMATION_REPEAT_MODE, piterationchangehandler: Option<&IUIAnimationLoopIterationChangeHandler2>, id: usize, fregisterfornextanimationevent: BOOL, ) -> Result<()>
fn HoldVariable(&self, variable: Option<&IUIAnimationVariable2>) -> Result<()>
fn SetLongestAcceptableDelay(&self, delay: f64) -> Result<()>
fn SetSkipDuration(&self, secondsduration: f64) -> Result<()>
fn Schedule( &self, timenow: f64, schedulingresult: *mut UI_ANIMATION_SCHEDULING_RESULT, ) -> Result<()>
fn Conclude(&self) -> Result<()>
fn Finish(&self, completiondeadline: f64) -> Result<()>
fn Abandon(&self) -> Result<()>
fn SetTag(&self, object: Option<&IUnknown>, id: u32) -> Result<()>
fn GetTag(&self, object: *mut Option<IUnknown>, id: *mut u32) -> Result<()>
fn GetStatus(&self) -> Result<UI_ANIMATION_STORYBOARD_STATUS>
fn GetElapsedTime(&self) -> Result<f64>
fn SetStoryboardEventHandler( &self, handler: Option<&IUIAnimationStoryboardEventHandler2>, fregisterstatuschangefornextanimationevent: BOOL, fregisterupdatefornextanimationevent: BOOL, ) -> Result<()>
Object Safety§
This trait is not object safe.