forked from enlightenment/efl
docs: Polish Efl.Canvas.Animation_*
Summary: These docs were lacking a lot of detail. Depends on D10562 Reviewers: bu5hm4n, cedric, zmike, Jaehyun_Cho Reviewed By: cedric Subscribers: #reviewers, #committers Tags: #efl Differential Revision: https://phab.enlightenment.org/D10565
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class @beta Efl.Canvas.Animation_Alpha extends Efl.Canvas.Animation
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class @beta Efl.Canvas.Animation_Alpha extends Efl.Canvas.Animation
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{
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{
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[[Efl alpha animation class]]
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[[Animated alpha blending effect.
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The @Efl.Canvas.Object will have its alpha (transparency) value multiplied by
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this animation.
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This can be used to create fade-in and fade-out transitions, for example.
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]]
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c_prefix: efl_animation_alpha;
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c_prefix: efl_animation_alpha;
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data: Efl_Canvas_Animation_Alpha_Data;
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data: Efl_Canvas_Animation_Alpha_Data;
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methods {
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methods {
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@property alpha {
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@property alpha {
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[[Alpha property]]
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[[Alpha range to animate. $[0.0] means the object is transparent and $[1.0] means
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the object is opaque.
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]]
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set {
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set {
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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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from_alpha: double; [[Alpha value when animation starts]]
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from_alpha: double; [[Initial alpha value.]]
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to_alpha: double; [[Alpha value when animation ends]]
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to_alpha: double; [[Ending alpha value.]]
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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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class @beta Efl.Canvas.Animation_Rotate extends Efl.Canvas.Animation
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class @beta Efl.Canvas.Animation_Rotate extends Efl.Canvas.Animation
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{
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{
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[[Efl rotate animation class]]
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[[Animated rotation effect.
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The @Efl.Canvas.Object will rotate around a pivot point from one degree to another.
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Coordinates for the pivot point can be relative to another object or absolute
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(relative to the containing canvas).
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Note: Changing an object's position using @Efl.Gfx.Entity.position while this
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animation is running might lead to unexpected results.
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]]
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c_prefix: efl_animation_rotate;
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c_prefix: efl_animation_rotate;
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data: Efl_Canvas_Animation_Rotate_Data;
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data: Efl_Canvas_Animation_Rotate_Data;
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methods {
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methods {
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@property rotate {
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@property rotate {
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[[Rotate property]]
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[[Degree range to animate and pivot object.
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The object will rotate from $from_degree to $to_degree around the pivot point.
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All of the object's vertices (i.e. the corners, if it's a rectangular object)
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will be rotated by these degrees, relative to the pivot point inside the pivot object.
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The pivot point is another object $pivot plus an additional offset $center_point.
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]]
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set {
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set {
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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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from_degree: double; [[Rotation degree when animation starts]]
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from_degree: double; [[Initial rotation (from 0 to 360). 0 means no rotation.]]
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to_degree: double; [[Rotation degree when animation ends]]
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to_degree: double; [[Ending rotation (from 0 to 360). 0 means no rotation.]]
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pivot: Efl.Canvas.Object; [[Pivot object for the center point.
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pivot: Efl.Canvas.Object; [[Object to use as pivot. $NULL means the animated object itself.]]
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If the pivot object is $NULL, then the object is rotated on itself.]]
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center_point: Eina.Vector2; [[Position in pixels of the pivot point inside the pivot object.
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center_point : Eina.Vector2; [[Relative coordinate of the center point.]]
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$[(0,0)] means the upper-left corner.]]
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}
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}
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}
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}
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@property rotate_absolute {
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@property rotate_absolute {
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[[Rotate absolute property]]
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[[Degree range to animate and absolute pivot point.
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The object will rotate from $from_degree to $to_degree around the pivot point.
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All of the object's vertices (i.e. the corners, if it's a rectangular object)
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will be rotated by these degrees, relative to an absolute pivot point.
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The pivot point is relative to the canvas.
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]]
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set {
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set {
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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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from_degree: double; [[Rotation degree when animation starts]]
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from_degree: double; [[Initial rotation (from 0 to 360). 0 means no rotation.]]
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to_degree: double; [[Rotation degree when animation ends]]
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to_degree: double; [[Ending rotation (from 0 to 360). 0 means no rotation.]]
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center_pointer : Eina.Position2D; [[absolute coordinate of the center point.]]
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pivot_point : Eina.Position2D; [[Position of the pivot point relative to the canvas.]]
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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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class @beta Efl.Canvas.Animation_Scale extends Efl.Canvas.Animation
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class @beta Efl.Canvas.Animation_Scale extends Efl.Canvas.Animation
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{
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{
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[[Efl scale animation class]]
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[[Animated scaling effect.
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The @Efl.Canvas.Object will have its size and position changed due to a scaling
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operation around a specified pivot point.
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Coordinates for the pivot point can be relative to the object or absolute
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(relative to the containing canvas).
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Note: Changing an object's geometry using @Efl.Gfx.Entity.position or @Efl.Gfx.Entity.size
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while this animation is running might lead to unexpected results.
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]]
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c_prefix: efl_animation_scale;
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c_prefix: efl_animation_scale;
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data: Efl_Canvas_Animation_Scale_Data;
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data: Efl_Canvas_Animation_Scale_Data;
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methods {
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methods {
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@property scale {
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@property scale {
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[[Scale property]]
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[[Scale range and pivot object.
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The object's scale will change from $from_scale to $to_scale.
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All of the object's vertices (i.e. the corners, if it's a rectangular object)
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will be multiplied by this scale, relative to the pivot point inside the pivot object.
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The pivot point is another object $pivot plus an additional offset $center_point.
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]]
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set {
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set {
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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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from_scale : Eina.Vector2; [[Scale factor when animation starts]]
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from_scale: Eina.Vector2; [[Initial scale value.]]
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to_scale : Eina.Vector2; [[Scale factor when animation ends]]
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to_scale: Eina.Vector2; [[Ending scale value.]]
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pivot: Efl.Canvas.Object; [[Pivot object for the center point. If the pivot object is $NULL, then the object
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pivot: Efl.Canvas.Object; [[Object to use as pivot. $NULL means the animated object itself.]]
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is scaled on itself.]]
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center_point: Eina.Vector2; [[Position in pixels of the pivot point inside the pivot object.
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pivot_pos : Eina.Vector2; [[Relative coordinates of the center point. 0.0,0.0 is upper left.]]
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$[(0,0)] means the upper-left corner.]]
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}
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}
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}
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}
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@property scale_absolute {
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@property scale_absolute {
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[[Scale absolute property]]
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[[Scale range and pivot position, relative to the canvas.
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The object's scale will change from $from_scale to $to_scale.
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All of the object's vertices (i.e. the corners, if it's a rectangular object)
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will be multiplied by this scale, relative to the pivot point.
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The pivot point is relative to the canvas.
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]]
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set {
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set {
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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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from_scale : Eina.Vector2; [[Scale factor when animation starts]]
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from_scale: Eina.Vector2; [[Initial scale value.]]
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to_scale : Eina.Vector2; [[Scale factor when animation ends]]
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to_scale: Eina.Vector2; [[Ending scale value.]]
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pos : Eina.Position2D; [[Absolut coordinates in canvas space]]
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pivot_point: Eina.Position2D; [[Position of the pivot point relative to the canvas.]]
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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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class @beta Efl.Canvas.Animation_Translate extends Efl.Canvas.Animation
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class @beta Efl.Canvas.Animation_Translate extends Efl.Canvas.Animation
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{
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{
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[[Efl translate animation class]]
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[[Animated translation effect.
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The @Efl.Canvas.Object will move from one point to another.
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Coordinates for the origin and destination points can be relative to the object
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or absolute (relative to the containing canvas).
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Note: Changing an object's position using @Efl.Gfx.Entity.position while this
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animation is running might lead to unexpected results.
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]]
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c_prefix: efl_animation_translate;
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c_prefix: efl_animation_translate;
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data: Efl_Canvas_Animation_Translate_Data;
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data: Efl_Canvas_Animation_Translate_Data;
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methods {
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methods {
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@property translate {
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@property translate {
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[[Translate property]]
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[[Translation vector, relative to the starting position of the object.
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So, for example, if $from is $[(0,0)], the object will move from its
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current position to $to.
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]]
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set {
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set {
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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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from : Eina.Position2D; [[Position moved when animation starts.]]
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from : Eina.Position2D; [[Relative initial position.]]
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to : Eina.Position2D; [[Position moved when animation ends.]]
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to : Eina.Position2D; [[Relative ending position.]]
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}
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}
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}
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}
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@property translate_absolute {
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@property translate_absolute {
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[[Translate absolute property]]
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[[Translation vector, relative to the canvas.
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So, for example, if $from is $[(0,0)], the object will always start from the
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origin of the canvas, regardless of the current object position.
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]]
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set {
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set {
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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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from : Eina.Position2D; [[The position where the animation starts.]]
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from : Eina.Position2D; [[Absolute initial position.]]
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to : Eina.Position2D; [[The position where the animation stops.]]
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to : Eina.Position2D; [[Absolute ending position.]]
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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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