forked from enlightenment/efl
52 lines
2.2 KiB
Plaintext
52 lines
2.2 KiB
Plaintext
class @beta Efl.Ui.Spotlight.Animation_Manager extends Efl.Ui.Spotlight.Manager
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{
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[[A spotlight manager that uses animation objects to react to different @Efl.Ui.Spotlight.Manager.switch_to situations.
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Animations are played forward when they are on the $to argument, they are played backward when they are on the $from argument.
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Pop animations are always played backwards, Push animations are always played forward.
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Reason for this is, the reusability. You should be able to pass in 1 animation to all sitatuations, which should cover the turn arround effect that "moving in" and "moving out" has. This means, when you have a alpha channel animation, the pop animation can be the same as the jump-in and out animation, and both will look like fading out.
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]]
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c_prefix: efl_ui_spotlight_manager_animation;
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methods {
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@property forward_animation {
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[[Set the animation objects you want to play on going forward. (going from lower index page to higher index page)
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]]
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values {
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in : Efl.Canvas.Animation; [[The animation to play, the implementation will take an additional reference]]
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out : Efl.Canvas.Animation; [[The animation to play, the implementation will take an additional reference. Can be the same as $in.]]
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}
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set {
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}
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}
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@property backward_animation {
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[[Set the animation objects you want to play on going backward. (going from higher index page to lower index page)
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]]
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values {
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in : Efl.Canvas.Animation; [[The animation to play, the implementation will take an additional reference]]
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out : Efl.Canvas.Animation; [[The animation to play, the implementation will take an additional reference. Can be the same as $in.]]
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}
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set {
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}
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}
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}
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constructors {
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.forward_animation;
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.backward_animation;
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}
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implements {
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Efl.Ui.Spotlight.Manager.bind;
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Efl.Ui.Spotlight.Manager.content_add;
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Efl.Ui.Spotlight.Manager.content_del;
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Efl.Ui.Spotlight.Manager.switch_to;
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Efl.Ui.Spotlight.Manager.size {set;}
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Efl.Ui.Spotlight.Manager.animated_transition {set; get;}
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Efl.Object.finalize;
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Efl.Object.invalidate;
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}
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}
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