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Rename animatable to animation_type.
animation_type takes following values: animation_type="none" for non-animatable properties animation_type="normal" for animatable properties animation_type="discrete" for animatable but discrete type of animations We use string value to distinguish the case where no animation_type is specified. animation_type="discrete" will be used in a subsequent patch to make a property animatable as discrete type.
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24 changed files with 251 additions and 246 deletions
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@ -92,7 +92,7 @@ def arg_to_bool(arg):
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class Longhand(object):
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def __init__(self, style_struct, name, spec=None, animatable=None, derived_from=None, keyword=None,
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def __init__(self, style_struct, name, spec=None, animation_type=None, derived_from=None, keyword=None,
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predefined_type=None, custom_cascade=False, experimental=False, internal=False,
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need_clone=False, need_index=False, gecko_ffi_name=None, depend_on_viewport_size=False,
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allowed_in_keyframe_block=True, complex_color=False, cast_type='u8',
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@ -134,9 +134,14 @@ class Longhand(object):
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# This is done like this since just a plain bool argument seemed like
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# really random.
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if animatable is None:
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raise TypeError("animatable should be specified for " + name + ")")
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self.animatable = arg_to_bool(animatable)
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if animation_type is None:
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raise TypeError("animation_type should be specified for (" + name + ")")
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animation_types = ["none", "normal", "discrete"]
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if animation_type not in animation_types:
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raise TypeError("animation_type should be one of (" + str(animation_types) + ")")
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self.animation_type = animation_type
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self.animatable = animation_type != "none"
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if self.logical:
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# Logical properties don't animate separately
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self.animatable = False
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