docs: Add missing docs for Efl.Canvas.Object_Animation

This commit is contained in:
Xavi Artigas 2019-12-17 13:53:25 +01:00
parent bfc095104c
commit 3bfc73a95a
1 changed files with 23 additions and 12 deletions

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