class @beta Efl.Canvas.Animation_Rotate extends Efl.Canvas.Animation { [[Animated rotation effect. The @Efl.Canvas.Object will rotate around a pivot point from one degree to another. Coordinates for the pivot point can be relative to another object or absolute (relative to the containing canvas). Note: Changing an object's position using @Efl.Gfx.Entity.position while this animation is running might lead to unexpected results. ]] c_prefix: efl_animation_rotate; data: Efl_Canvas_Animation_Rotate_Data; methods { @property rotate { [[Degree range to animate and pivot object. The object will rotate from $from_degree to $to_degree around the pivot point. All of the object's vertices (i.e. the corners, if it's a rectangular object) will be rotated by these degrees, relative to the pivot point inside the pivot object. The pivot point is another object $pivot plus an additional offset $center_point. ]] set { } get { } values { from_degree: double; [[Initial rotation (from 0 to 360). 0 means no rotation.]] to_degree: double; [[Ending rotation (from 0 to 360). 0 means no rotation.]] pivot: Efl.Canvas.Object; [[Object to use as pivot. $NULL means the animated object itself.]] center_point: Eina.Vector2; [[Position in pixels of the pivot point inside the pivot object. $[(0,0)] means the upper-left corner.]] } } @property rotate_absolute { [[Degree range to animate and absolute pivot point. The object will rotate from $from_degree to $to_degree around the pivot point. All of the object's vertices (i.e. the corners, if it's a rectangular object) will be rotated by these degrees, relative to an absolute pivot point. The pivot point is relative to the canvas. ]] set { } get { } values { from_degree: double; [[Initial rotation (from 0 to 360). 0 means no rotation.]] to_degree: double; [[Ending rotation (from 0 to 360). 0 means no rotation.]] pivot_point : Eina.Position2D; [[Position of the pivot point relative to the canvas.]] } } } implements { Efl.Object.constructor; Efl.Canvas.Animation.animation_apply; } }