forked from enlightenment/efl
docs: Add missing docs for Efl.Canvas.Object_Animation
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@ -1,5 +1,9 @@
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mixin @beta Efl.Canvas.Object_Animation requires Efl.Object
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mixin @beta Efl.Canvas.Object_Animation requires Efl.Object
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{
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{
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[[A mixin that provides animation capabilities to @Efl.Canvas.Object.
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By including this mixin canvas objects can be animated just by calling @.animation_start.
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]]
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methods {
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methods {
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@property animation {
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@property animation {
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[[The animation that is currently played on the canvas object.
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[[The animation that is currently played on the canvas object.
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@ -13,43 +17,50 @@ mixin @beta Efl.Canvas.Object_Animation requires Efl.Object
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}
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}
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}
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}
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@property animation_progress {
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@property animation_progress {
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[[The current progress of the animation, between 0.0 and 1.0.
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[[The current progress of the animation, between $[0.0] and $[1.0].
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Even if the animation is going backwards (speed < 0.0). the progress will still go from 0.0 to 1.0.
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Even if the animation is going backwards (speed < 0.0) the progress will still go from $[0.0] to $[1.0].
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If there is no animation going on, this will return -1.0.
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If there is no animation going on, this will return $[-1.0].
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]]
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]]
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get {
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get {
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}
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}
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values {
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values {
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progress : double; [[The progress the animation applying is currently in.]]
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progress : double; [[Current progress of the animation.]]
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}
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}
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}
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}
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@property animation_pause {
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@property animation_pause {
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[[Pause the animation
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[[Pause the animation.
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The animation will not be unset. When $pause is unset, the animation will be resumed at the same progress it has right now.
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@.animation will not be unset. When $pause is $false, the animation will be resumed at the same progress it
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was when it was paused.
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]]
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]]
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values {
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values {
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pause : bool;
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pause : bool; [[Paused state.]]
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}
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}
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}
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}
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animation_start {
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animation_start {
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[[Start a new animation.
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[[Start a new animation.
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If there is a animation going on, this is stopped. The previous @.animation object will be replaced. The lifetime is adjusted accordingly.
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If there is an animation going on, it is stopped and the previous @.animation object is replaced.
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Its lifetime is adjusted accordingly.
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]]
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]]
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params {
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params {
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animation : Efl.Canvas.Animation @move; [[The animation to start. When not needed anymore, the reference that was passed is given up.]]
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animation : Efl.Canvas.Animation @move; [[The animation to start. When not needed anymore,
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speed : double; [[The speed of the playback. `1.0` is normal playback. Negative values mean backward playback.]]
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the reference that was passed is given up.]]
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starting_progress : double; [[The progress to start, must be between 0.0 and 1.0.]]
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speed : double; [[The speed of the playback. $[1.0] is normal playback. Negative values mean reverse playback.
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]]
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starting_progress : double; [[The progress point where to start. Must be between $[0.0] and $[1.0].
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Useful to revert an animation which has already started.
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]]
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}
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}
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}
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}
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animation_stop {
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animation_stop {
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[[Stop the animation.
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[[Stop the animation.
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After this call, @.animation will return $null. The reference that was taken during @.animation_start will be given up on.
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After this call, @.animation will return $null.
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The reference that was taken during @.animation_start will be given up.
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]]
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]]
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}
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}
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}
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}
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