Previously, final_state_keep did not work correctly with animation
repeat.
e.g. repeat mode is restart and repeat count is 1, then final_state_keep
did not work.
Now, final_state_keep logic has been fixed to work correctly.
Previously, for a single canvas animation, map effect was applied in
animator callback without resetting previously applied map effect.
This increased numerical error because each time map effect factors
(e.g. scale, degree) should be calculated based on the current map
coordinates.
To resolve this numerical error, now the previously applied map effect
is reset before applying the current map effect in animator callback.
the animation itself does not implement the player interface, and
nothing forces it to do so. Additionally, we should ask the reference
object for the current progress. Not the animation object.
This fixes pos_set / pos_get.
Reviewed-by: Mike Blumenkrantz <michael.blumenkrantz@gmail.com>
Differential Revision: https://phab.enlightenment.org/D8783
Previously, animation was not applied immediately when player starts
animation because elapsed time is 0.
This caused flickering object if animation begins with alpha 0 because
the alpha 0 animation is not applied immediately.
Now, animation is applied immediately when player start animation.
Summary:
For clarity, since there are all kinds of maps, including a navigation map
widget.
Also, corrected some misspellings.
Test Plan: make && make check && make examples all work
Reviewers: cedric, zmike, bu5hm4n
Reviewed By: cedric
Subscribers: Jaehyun_Cho, #reviewers, #committers
Tags: #efl
Maniphest Tasks: T7564
Differential Revision: https://phab.enlightenment.org/D7974
This changes a lot of things all across the EFL. Previously,
methods tagged @const had both their external prototype and
internal impl generated with const on object, while property
getters only had const on the external API. This is now changed
and it all has const everywhere.
Ref T6859.
Previously, beginning state of animation is applied after animation is
finished if final_state_keep_get() is false.
Now, map is reset (no animation is applied) after animation is finished
if final_state_keep_get() is false.
To synchronize other types of event info,
Efl_Canvas_Animation_Player_Running_Event_Info is changed to
Efl_Canvas_Animation_Player_Event_Running.
Remove unused struct.