forked from enlightenment/efl
docs: Add caveat details to Efl.Canvas.Animation
Summary: Regarding object properties not matching actual rendered values when animations are running. Depends on D10560 Reviewers: bu5hm4n, cedric, zmike, Jaehyun_Cho Reviewed By: bu5hm4n Subscribers: #reviewers, #committers Tags: #efl Differential Revision: https://phab.enlightenment.org/D10566
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@ -1,4 +1,5 @@
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import efl_canvas_animation_types;
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parse efl_canvas_animation_player;
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class @beta Efl.Canvas.Animation extends Efl.Object implements Efl.Playable
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{
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@ -10,12 +11,25 @@ class @beta Efl.Canvas.Animation extends Efl.Object implements Efl.Playable
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evolves from $[0] to $[1].
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For example implementations see @Efl.Canvas.Animation_Translate or @Efl.Canvas.Animation_Scale.
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Note: Unless @.final_state_keep is used, when an animation finishes any effect it introduced on the object is
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removed. This means that if the animation does not end in the object's initial state there will be a noticeable
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sudden jump.
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To avoid this, animations must finish in the same state as they begin, or the object's state must be
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matched to the animation's ending state once the animation finishes (using the @[Efl.Canvas.Animation_Player.ended]
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event).
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]]
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c_prefix: efl_animation;
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methods {
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@property final_state_keep {
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[[If $true the last mapping state the animation applies will be kept.
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Otherwise all the @Efl.Gfx.Mapping properties will be reset when the animation ends.]]
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Otherwise all the @Efl.Gfx.Mapping properties will be reset when the animation ends.
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Be careful, though. Object properties like @Efl.Gfx.Entity.position do not take
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animations into account so they might not match the actual rendered values.
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It is usually better to remove the effects of the animation as soon as it finishes
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and set the final values on the object's properties.
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]]
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set {
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}
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get {
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