#include "third_party/blink/renderer/bindings/core/v8/v8_union_animationeffect_animationeffectsequence.h"
#include "third_party/blink/renderer/bindings/core/v8/generated_code_helper.h"
#include "third_party/blink/renderer/bindings/core/v8/native_value_traits_impl.h"
#include "third_party/blink/renderer/bindings/core/v8/to_v8_traits.h"
#include "third_party/blink/renderer/bindings/core/v8/v8_animation_effect.h"
#include "third_party/blink/renderer/core/animation/animation_effect.h"
#include "third_party/blink/renderer/platform/bindings/exception_state.h"
namespace blink {
V8UnionAnimationEffectOrAnimationEffectSequence* V8UnionAnimationEffectOrAnimationEffectSequence::Create(v8::Isolate* isolate, v8::Local<v8::Value> v8_value, ExceptionState& exception_state) { … }
V8UnionAnimationEffectOrAnimationEffectSequence::V8UnionAnimationEffectOrAnimationEffectSequence(const HeapVector<Member<AnimationEffect>>& value) : … { … }
V8UnionAnimationEffectOrAnimationEffectSequence::V8UnionAnimationEffectOrAnimationEffectSequence(HeapVector<Member<AnimationEffect>>&& value) : … { … }
void V8UnionAnimationEffectOrAnimationEffectSequence::Set(const HeapVector<Member<AnimationEffect>>& value) { … }
void V8UnionAnimationEffectOrAnimationEffectSequence::Set(HeapVector<Member<AnimationEffect>>&& value) { … }
v8::Local<v8::Value> V8UnionAnimationEffectOrAnimationEffectSequence::ToV8(ScriptState* script_state) const { … }
void V8UnionAnimationEffectOrAnimationEffectSequence::Trace(Visitor* visitor) const { … }
void V8UnionAnimationEffectOrAnimationEffectSequence::Clear() { … }
}