Package-level declarations
Types
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What mode for a Scene is active. Scenes can be displayed multiple times and in multiple locations. It is useful for a scene to know what mode it is in, so it can change how it is rendered or perform different effects. For example, a scene may have an animation, which is not useful to play when the scene is being previewed.
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Properties
Functions
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fun <T> StoryboardBuilder.scene(vararg states: T, enterTransition: (AdvanceDirection) -> EnterTransition = DefaultEnterTransition, exitTransition: (AdvanceDirection) -> ExitTransition = DefaultExitTransition, content: SceneContent<T>): Scene<T>
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fun StoryboardBuilder.sceneForBoolean(enterTransition: (AdvanceDirection) -> EnterTransition = DefaultEnterTransition, exitTransition: (AdvanceDirection) -> ExitTransition = DefaultExitTransition, content: SceneContent<Boolean>): Scene<Boolean>
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inline fun <T : Enum<T>> StoryboardBuilder.sceneForEnum(noinline enterTransition: (AdvanceDirection) -> EnterTransition = DefaultEnterTransition, noinline exitTransition: (AdvanceDirection) -> ExitTransition = DefaultExitTransition, content: SceneContent<T>): Scene<T>
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fun StoryboardBuilder.sceneForTransition(enterTransition: (AdvanceDirection) -> EnterTransition = DefaultEnterTransition, exitTransition: (AdvanceDirection) -> ExitTransition = DefaultExitTransition, content: SceneContent<Nothing>): Scene<Nothing>
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fun <T, R : T> Frame<R>.toState(start: T = when {
sceneScope.states.isNotEmpty() -> sceneScope.states.first()
else -> error("implicit conversion to state requires non-empty states")
}, end: T = when {
sceneScope.states.isNotEmpty() -> sceneScope.states.last()
else -> error("implicit conversion to state requires non-empty states")
}): T