/*
* Copyright(c) 2017 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*/
namespace Tizen.NUI
{
using System;
using System.Runtime.InteropServices;
using Tizen.NUI.BaseComponents;
///
/// Animation can be used to animate the properties of any number of objects, typically view.
/// If the "Finished" event is connected to a member function of an object, it must be disconnected before the object is destroyed.
/// This is typically done in the object destructor, and requires either the animation handle to be stored.
/// The overall animation time is superseded by the values given in the animation time used when calling the AnimateTo(), AnimateBy(), AnimateBetween() and AnimatePath() methods.
/// If any of the individual calls to those functions exceeds the overall animation time (Duration), then the overall animation time is automatically extended.
///
public class Animation : BaseHandle
{
private global::System.Runtime.InteropServices.HandleRef swigCPtr;
internal Animation(global::System.IntPtr cPtr, bool cMemoryOwn) : base(NDalicPINVOKE.Animation_SWIGUpcast(cPtr), cMemoryOwn)
{
swigCPtr = new global::System.Runtime.InteropServices.HandleRef(this, cPtr);
}
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(Animation obj)
{
return (obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr;
}
///
/// To make animation instance be disposed.
///
protected override void Dispose(DisposeTypes type)
{
if(disposed)
{
return;
}
if(type == DisposeTypes.Explicit)
{
//Called by User
//Release your own managed resources here.
//You should release all of your own disposable objects here.
}
else if(type == DisposeTypes.Implicit)
{
}
if (_animationFinishedEventCallback != null)
{
FinishedSignal().Disconnect(_animationFinishedEventCallback);
}
if (_animationProgressReachedEventCallback != null)
{
ProgressReachedSignal().Disconnect(_animationProgressReachedEventCallback);
}
if(this)
{
this.Clear();
this.Reset();
NUILog.Error("Now Animation is playing! Clear and Reset here!");
//throw new System.InvalidOperationException("Animation Instance should not be disposed until getting Finished event. Should be a global variable");
}
//Release your own unmanaged resources here.
//You should not access any managed member here except static instance.
//because the execution order of Finalizes is non-deterministic.
if (swigCPtr.Handle != global::System.IntPtr.Zero)
{
if (swigCMemOwn)
{
swigCMemOwn = false;
NDalicPINVOKE.delete_Animation(swigCPtr);
}
swigCPtr = new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero);
}
base.Dispose(type);
}
///
/// Creates an initialized animation.
/// The animation will not loop.
/// The default end action is "Cancel".
/// The default alpha function is linear.
///
/// DurationmSeconds must be greater than zero.
/// The duration in milliseconds.
/// 3
public Animation(int durationMilliSeconds) : this(NDalicPINVOKE.Animation_New((float)durationMilliSeconds / 1000.0f), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
private AnimationFinishedEventCallbackType _animationFinishedEventCallback;
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
private delegate void AnimationFinishedEventCallbackType(IntPtr data);
private event EventHandler _animationFinishedEventHandler;
/**
* @brief Event for the finished signal which can be used to subscribe or unsubscribe the event handler.
* The finished signal is emitted when an animation's animations have finished.
*/
public event EventHandler Finished
{
add
{
if (_animationFinishedEventHandler == null)
{
NUILog.Debug("[add before]FinishedSignal().Empty=" + FinishedSignal().Empty() + " GetConnectionCount=" + FinishedSignal().GetConnectionCount());
_animationFinishedEventCallback = OnFinished;
FinishedSignal().Connect(_animationFinishedEventCallback);
NUILog.Debug("[add after]FinishedSignal().Empty=" + FinishedSignal().Empty() + " GetConnectionCount=" + FinishedSignal().GetConnectionCount());
}
_animationFinishedEventHandler += value;
}
remove
{
_animationFinishedEventHandler -= value;
if (_animationFinishedEventHandler == null && FinishedSignal().Empty() == false)
{
NUILog.Debug("[remove before]FinishedSignal().Empty=" + FinishedSignal().Empty() + " GetConnectionCount=" + FinishedSignal().GetConnectionCount());
FinishedSignal().Disconnect(_animationFinishedEventCallback);
NUILog.Debug("[remove after]FinishedSignal().Empty=" + FinishedSignal().Empty() + " GetConnectionCount=" + FinishedSignal().GetConnectionCount());
}
}
}
private void OnFinished(IntPtr data)
{
if (_animationFinishedEventHandler != null)
{
//here we send all data to user event handlers
_animationFinishedEventHandler(this, null);
}
}
[UnmanagedFunctionPointer(CallingConvention.StdCall)]
private delegate void AnimationProgressReachedEventCallbackType(IntPtr data);
private AnimationProgressReachedEventCallbackType _animationProgressReachedEventCallback;
private event EventHandler _animationProgressReachedEventHandler;
/**
* @brief Event for the ProgressReached signal, which can be used to subscribe or unsubscribe the event handler.
* The ProgressReached signal is emitted when the animation has reached a given progress percentage, this is set in the api SetProgressNotification.
*/
public event EventHandler ProgressReached
{
add
{
if (_animationProgressReachedEventHandler == null)
{
NUILog.Debug("[add before]ProgressReachedSignal().Empty=" + FinishedSignal().Empty() + " GetConnectionCount=" + FinishedSignal().GetConnectionCount());
_animationProgressReachedEventCallback = OnProgressReached;
ProgressReachedSignal().Connect(_animationProgressReachedEventCallback);
NUILog.Debug("[add after]ProgressReachedSignal().Empty=" + FinishedSignal().Empty() + " GetConnectionCount=" + FinishedSignal().GetConnectionCount());
}
_animationProgressReachedEventHandler += value;
}
remove
{
_animationProgressReachedEventHandler -= value;
if (_animationProgressReachedEventHandler == null && ProgressReachedSignal().Empty() == false)
{
NUILog.Debug("[remove before]ProgressReachedSignal().Empty=" + FinishedSignal().Empty() + " GetConnectionCount=" + FinishedSignal().GetConnectionCount());
ProgressReachedSignal().Disconnect(_animationProgressReachedEventCallback);
NUILog.Debug("[remove after]ProgressReachedSignal().Empty=" + FinishedSignal().Empty() + " GetConnectionCount=" + FinishedSignal().GetConnectionCount());
}
}
}
private void OnProgressReached(IntPtr data)
{
if (_animationProgressReachedEventHandler != null)
{
//here we send all data to user event handlers
_animationProgressReachedEventHandler(this, null);
}
}
private float MilliSecondsToSeconds(int millisec)
{
return (float)millisec / 1000.0f;
}
private int SecondsToMilliSeconds(float sec)
{
return (int)(sec * 1000);
}
///
/// Gets or sets the duration in milliseconds of the animation.
///
/// 3
public int Duration
{
set
{
SetDuration(MilliSecondsToSeconds(value));
}
get
{
return SecondsToMilliSeconds(GetDuration());
}
}
///
/// Gets or sets the default alpha function for the animation.
///
/// 3
public AlphaFunction DefaultAlphaFunction
{
set
{
SetDefaultAlphaFunction(value);
}
get
{
AlphaFunction ret = GetDefaultAlphaFunction();
return ret;
}
}
///
/// Queries the state of the animation.
///
/// 3
public States State
{
get
{
return GetState();
}
}
///
/// Set: Enables looping for 'count' repeats. A zero is the same as Looping = true; i.e., repeat forever.
/// If Play() Stop() or 'count' loops is reached, the loop counter will reset.
/// Setting this parameter does not cause the animation to Play().
/// Get: Gets the loop count. A zero is the same as Looping = true; i.e., repeat forever.
/// The loop count is initially 1 for play once.
///
/// 3
public int LoopCount
{
set
{
SetLoopCount(value);
}
get
{
int ret = GetLoopCount();
return ret;
}
}
///
/// Gets or sets the status of whether the animation will loop.
/// This property resets the loop count and should not be used with the LoopCount property.
/// Setting this parameter does not cause the animation to Play().
///
/// 3
public bool Looping
{
set
{
SetLooping(value);
}
get
{
bool ret = IsLooping();
return ret;
}
}
///
/// Gets or sets the end action of the animation.
/// This action is performed when the animation ends or if it is stopped.
/// The default end action is cancel.
///
/// 3
public EndActions EndAction
{
set
{
SetEndAction(value);
}
get
{
return GetEndAction();
}
}
///
/// Stops the animation.
///
/// The end action can be set.
/// 3
public void Stop(EndActions action = EndActions.Cancel)
{
SetEndAction(action);
NDalicPINVOKE.Animation_Stop(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Gets the current loop count.
/// A value 0 indicating the current loop count when looping.
///
/// 3
public int CurrentLoop
{
get
{
return GetCurrentLoop();
}
}
///
/// Gets or sets the disconnect action.
/// If any of the animated property owners are disconnected from the stage while the animation is being played, then this action is performed.
/// The default action is cancel.
///
/// 3
public EndActions DisconnectAction
{
set
{
NDalicPINVOKE.Animation_SetDisconnectAction(swigCPtr, (int)value);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
get
{
Animation.EndActions ret = (Animation.EndActions)NDalicPINVOKE.Animation_GetDisconnectAction(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
}
///
/// Gets or sets the progress of the animation.
/// The animation will play (or continue playing) from this point.
/// The progress must be in the 0-1 interval or in the play range interval if defined
/// otherwise, it will be ignored.
///
/// 3
public float CurrentProgress
{
set
{
NDalicPINVOKE.Animation_SetCurrentProgress(swigCPtr, value);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
get
{
float ret = NDalicPINVOKE.Animation_GetCurrentProgress(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
}
///
/// Gets or sets specificifications of a speed factor for the animation.
/// The speed factor is a multiplier of the normal velocity of the animation.
/// Values between [0, 1] will slow down the animation and values above one will speed up the animation.
/// It is also possible to specify a negative multiplier to play the animation in reverse.
///
/// 3
public float SpeedFactor
{
set
{
NDalicPINVOKE.Animation_SetSpeedFactor(swigCPtr, value);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
get
{
float ret = NDalicPINVOKE.Animation_GetSpeedFactor(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
}
///
/// Gets or sets the playing range.
/// Animation will play between the values specified. Both values (range.x and range.y ) should be between 0-1,
/// otherwise they will be ignored. If the range provided is not in proper order (minimum, maximum ), it will be reordered.
///
/// 3
public RelativeVector2 PlayRange
{
set
{
NDalicPINVOKE.Animation_SetPlayRange(swigCPtr, Vector2.getCPtr(value));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
get
{
Vector2 ret = new Vector2(NDalicPINVOKE.Animation_GetPlayRange(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
}
///
/// Gets or sets the progress notification marker which triggers the ProgressReachedSignal.
/// Percentage of animation progress should be greater than 0 and less than 1, for example, 0.3 for 30%
/// One notification can be set on each animation.
///
/// 3
public float ProgressNotification
{
set
{
NDalicPINVOKE.Animation_SetProgressNotification(swigCPtr, value);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
get
{
float ret = NDalicPINVOKE.Animation_GetProgressNotification(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
}
///
/// Animates a property value by a relative amount.
///
/// The target object to animate.
/// The target property to animate.
/// The property value will change by this amount.
/// The alpha function to apply.
/// 3
public void AnimateBy(View target, string property, object relativeValue, AlphaFunction alphaFunction = null)
{
Property _prop = PropertyHelper.GetPropertyFromString(target, property);
PropertyType propertyType = target.GetPropertyType(_prop.propertyIndex);
if(propertyType.Equals(PropertyType.Float))
{
System.Type type = relativeValue.GetType();
if (type.Equals(typeof(System.Int32)) || type.Equals(typeof(int)))
{
int num = (int)relativeValue;
relativeValue = (float)num;
}
}
PropertyValue val = PropertyValue.CreateFromObject(relativeValue);
if (alphaFunction != null)
{
AnimateBy(_prop, val, alphaFunction);
}
else
{
AnimateBy(_prop, val);
}
}
///
/// Animates a property value by a relative amount.
///
/// The target object to animate.
/// The target property to animate.
/// The property value will change by this amount.
/// The start time of the animation.
/// The end time of the animation.
/// The alpha function to apply.
/// 3
public void AnimateBy(View target, string property, object relativeValue, int startTime, int endTime, AlphaFunction alphaFunction = null)
{
Property _prop = PropertyHelper.GetPropertyFromString(target, property);
PropertyType propertyType = target.GetPropertyType(_prop.propertyIndex);
if(propertyType.Equals(PropertyType.Float))
{
System.Type type = relativeValue.GetType();
if (type.Equals(typeof(System.Int32)) || type.Equals(typeof(int)))
{
int num = (int)relativeValue;
relativeValue = (float)num;
}
}
PropertyValue val = PropertyValue.CreateFromObject(relativeValue);
if (alphaFunction != null)
{
Tizen.NUI.TimePeriod time = new Tizen.NUI.TimePeriod(MilliSecondsToSeconds(startTime), MilliSecondsToSeconds(endTime - startTime));
AnimateBy(_prop, val, alphaFunction, time);
}
else
{
Tizen.NUI.TimePeriod time = new Tizen.NUI.TimePeriod(MilliSecondsToSeconds(startTime), MilliSecondsToSeconds(endTime - startTime));
AnimateBy(_prop, val, time);
}
}
///
/// Animates a property to a destination value.
///
/// The target object to animate.
/// The target property to animate.
/// The destination value.
/// The alpha function to apply.
/// 3
public void AnimateTo(View target, string property, object destinationValue, AlphaFunction alphaFunction = null)
{
Property _prop = PropertyHelper.GetPropertyFromString(target, property);
PropertyType propertyType = target.GetPropertyType(_prop.propertyIndex);
if(propertyType.Equals(PropertyType.Float))
{
System.Type type = destinationValue.GetType();
if (type.Equals(typeof(System.Int32)) || type.Equals(typeof(int)))
{
int num = (int)destinationValue;
destinationValue = (float)num;
}
}
PropertyValue val = PropertyValue.CreateFromObject(destinationValue);
if (alphaFunction != null)
{
AnimateTo(_prop, val, alphaFunction);
}
else
{
AnimateTo(_prop, val);
}
}
///
/// Animates a property to a destination value.
///
/// The target object to animate.
/// The target property to animate.
/// The destination value.
/// The start time of the animation.
/// The end time of the animation.
/// The alpha function to apply.
/// 3
public void AnimateTo(View target, string property, object destinationValue, int startTime, int endTime, AlphaFunction alphaFunction = null)
{
Property _prop = PropertyHelper.GetPropertyFromString(target, property);
PropertyType propertyType = target.GetPropertyType(_prop.propertyIndex);
if(propertyType.Equals(PropertyType.Float))
{
System.Type type = destinationValue.GetType();
if (type.Equals(typeof(System.Int32)) || type.Equals(typeof(int)))
{
int num = (int)destinationValue;
destinationValue = (float)num;
}
}
PropertyValue val = PropertyValue.CreateFromObject(destinationValue);
if (alphaFunction != null)
{
Tizen.NUI.TimePeriod time = new Tizen.NUI.TimePeriod(MilliSecondsToSeconds(startTime), MilliSecondsToSeconds(endTime - startTime));
AnimateTo(_prop, val, alphaFunction, time);
}
else
{
Tizen.NUI.TimePeriod time = new Tizen.NUI.TimePeriod(MilliSecondsToSeconds(startTime), MilliSecondsToSeconds(endTime - startTime));
AnimateTo(_prop, val, time);
}
}
///
/// Animates a property between keyframes.
///
/// The target object to animate.
/// The target property to animate.
/// The set of time or value pairs between which to animate.
/// The method used to interpolate between values.
/// The alpha function to apply.
/// 3
public void AnimateBetween(View target, string property, KeyFrames keyFrames, Interpolation interpolation = Interpolation.Linear, AlphaFunction alphaFunction = null)
{
Property _prop = PropertyHelper.GetPropertyFromString(target, property);
if (_prop.propertyIndex == Property.INVALID_INDEX)
{
throw new System.ArgumentException("second argument string property is invalid parameter!");
}
if (alphaFunction != null)
{
AnimateBetween(_prop, keyFrames, alphaFunction, interpolation);
}
else
{
AnimateBetween(_prop, keyFrames, interpolation);
}
}
///
/// Animates a property between keyframes.
///
/// The target object to animate
/// The target property to animate
/// The set of time/value pairs between which to animate
/// The start time of animation in milliseconds.
/// The end time of animation in milliseconds.
/// The method used to interpolate between values.
/// The alpha function to apply.
/// 3
public void AnimateBetween(View target, string property, KeyFrames keyFrames, int startTime, int endTime, Interpolation interpolation = Interpolation.Linear, AlphaFunction alphaFunction = null)
{
Property _prop = PropertyHelper.GetPropertyFromString(target, property);
Tizen.NUI.TimePeriod time = new Tizen.NUI.TimePeriod(MilliSecondsToSeconds(startTime), MilliSecondsToSeconds(endTime - startTime));
if (alphaFunction != null)
{
AnimateBetween(_prop, keyFrames, alphaFunction, time, interpolation);
}
else
{
AnimateBetween(_prop, keyFrames, time, interpolation);
}
}
///
/// Animates the view's position and orientation through a predefined path.
/// The view will rotate to orient the supplied forward vector with the path's tangent.
/// If forward is the zero vector then no rotation will happen.
///
/// The view to animate.
/// It defines position and orientation.
/// The vector (in local space coordinate system) will be oriented with the path's tangent direction.
/// The alpha function to apply.
/// 3
public void AnimatePath(View view, Path path, Vector3 forward, AlphaFunction alphaFunction = null)
{
if (alphaFunction == null)
{
Animate(view, path, forward);
}
else
{
Animate(view, path, forward, alphaFunction);
}
}
///
/// Animates the view's position and orientation through a predefined path.
/// The view will rotate to orient the supplied forward vector with the path's tangent.
/// If forward is the zero vector then no rotation will happen.
///
/// The view to animate.
/// It defines position and orientation.
/// The vector (in local space coordinate system) will be oriented with the path's tangent direction.
/// The start time of the animation.
/// The end time of the animation.
/// The alpha function to apply.
/// 3
public void AnimatePath(View view, Path path, Vector3 forward, int startTime, int endTime, AlphaFunction alphaFunction = null)
{
TimePeriod time = new TimePeriod(MilliSecondsToSeconds(startTime), MilliSecondsToSeconds(endTime - startTime));
if (alphaFunction == null)
{
Animate(view, path, forward, time);
}
else
{
Animate(view, path, forward, alphaFunction, time);
}
}
///
/// Creates an initialized animation.
/// The animation will not loop.
/// The default end action is "Cancel".
/// The default alpha function is linear.
///
/// 3
public Animation() : this(NDalicPINVOKE.Animation_New(0.0f), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Animation(float durationSeconds) : this(NDalicPINVOKE.Animation_New(durationSeconds), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Downcasts a handle to animation handle.
/// If handle points to an animation object, the downcast produces a valid handle.
/// If not, the returned handle is left uninitialized.
///
/// Handle to an object.
/// Handle to an animation object or an uninitialized handle.
/// 3
public static Animation DownCast(BaseHandle handle)
{
Animation ret = Registry.GetManagedBaseHandleFromNativePtr(handle) as Animation;
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal Animation(Animation handle) : this(NDalicPINVOKE.new_Animation__SWIG_1(Animation.getCPtr(handle)), true)
{
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Animation Assign(Animation rhs)
{
Animation ret = new Animation(NDalicPINVOKE.Animation_Assign(swigCPtr, Animation.getCPtr(rhs)), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetDuration(float seconds)
{
NDalicPINVOKE.Animation_SetDuration(swigCPtr, seconds);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal float GetDuration()
{
float ret = NDalicPINVOKE.Animation_GetDuration(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetLooping(bool looping)
{
NDalicPINVOKE.Animation_SetLooping(swigCPtr, looping);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void SetLoopCount(int count)
{
NDalicPINVOKE.Animation_SetLoopCount(swigCPtr, count);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal int GetLoopCount()
{
int ret = NDalicPINVOKE.Animation_GetLoopCount(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal int GetCurrentLoop()
{
int ret = NDalicPINVOKE.Animation_GetCurrentLoop(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal bool IsLooping()
{
bool ret = NDalicPINVOKE.Animation_IsLooping(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetEndAction(Animation.EndActions action)
{
NDalicPINVOKE.Animation_SetEndAction(swigCPtr, (int)action);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Animation.EndActions GetEndAction()
{
Animation.EndActions ret = (Animation.EndActions)NDalicPINVOKE.Animation_GetEndAction(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetDisconnectAction(Animation.EndActions disconnectAction)
{
NDalicPINVOKE.Animation_SetDisconnectAction(swigCPtr, (int)disconnectAction);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Animation.EndActions GetDisconnectAction()
{
Animation.EndActions ret = (Animation.EndActions)NDalicPINVOKE.Animation_GetDisconnectAction(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetDefaultAlphaFunction(AlphaFunction alpha)
{
NDalicPINVOKE.Animation_SetDefaultAlphaFunction(swigCPtr, AlphaFunction.getCPtr(alpha));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal AlphaFunction GetDefaultAlphaFunction()
{
AlphaFunction ret = new AlphaFunction(NDalicPINVOKE.Animation_GetDefaultAlphaFunction(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetCurrentProgress(float progress)
{
NDalicPINVOKE.Animation_SetCurrentProgress(swigCPtr, progress);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal float GetCurrentProgress()
{
float ret = NDalicPINVOKE.Animation_GetCurrentProgress(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetSpeedFactor(float factor)
{
NDalicPINVOKE.Animation_SetSpeedFactor(swigCPtr, factor);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal float GetSpeedFactor()
{
float ret = NDalicPINVOKE.Animation_GetSpeedFactor(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void SetPlayRange(Vector2 range)
{
NDalicPINVOKE.Animation_SetPlayRange(swigCPtr, Vector2.getCPtr(range));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Vector2 GetPlayRange()
{
Vector2 ret = new Vector2(NDalicPINVOKE.Animation_GetPlayRange(swigCPtr), true);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
private static bool? disableAnimation = null;
private bool DisableAnimation
{
get
{
if (disableAnimation.HasValue == false)
{
string type = Environment.GetEnvironmentVariable("PlatformSmartType");
if (type == "Entry")
disableAnimation = true;
else
disableAnimation = false;
}
return disableAnimation.Value;
}
}
///
/// Plays the animation.
///
/// 3
public void Play()
{
NDalicPINVOKE.Animation_Play(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
if (DisableAnimation == true)
Stop(EndActions.StopFinal);
}
///
/// Plays the animation from a given point.
/// The progress must be in the 0-1 interval or in the play range interval if defined,
/// otherwise, it will be ignored.
///
/// A value between [0,1], or between the play range if specified, from where the animation should start playing.
/// 3
public void PlayFrom(float progress)
{
NDalicPINVOKE.Animation_PlayFrom(swigCPtr, progress);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Plays the animation after a given delay time.
/// The delay time is not included in the looping time.
/// When the delay time is a negative value, it would treat as play immediately.
///
/// The delay time.
/// 4
public void PlayAfter(int delayMilliseconds)
{
NDalicPINVOKE.Animation_PlayAfter(swigCPtr, MilliSecondsToSeconds(delayMilliseconds));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Pauses the animation.
///
/// 3
public void Pause()
{
NDalicPINVOKE.Animation_Pause(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal Animation.States GetState()
{
Animation.States ret = (Animation.States)NDalicPINVOKE.Animation_GetState(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
///
/// Stops the animation.
///
/// 3
public void Stop()
{
NDalicPINVOKE.Animation_Stop(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Clears the animation.
/// This disconnects any objects that were being animated, effectively stopping the animation.
///
/// 3
public void Clear()
{
NDalicPINVOKE.Animation_Clear(swigCPtr);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal AnimationSignal FinishedSignal()
{
AnimationSignal ret = new AnimationSignal(NDalicPINVOKE.Animation_FinishedSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal AnimationSignal ProgressReachedSignal()
{
AnimationSignal ret = new AnimationSignal(NDalicPINVOKE.Animation_ProgressReachedSignal(swigCPtr), false);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
return ret;
}
internal void AnimateBy(Property target, PropertyValue relativeValue)
{
NDalicPINVOKE.Animation_AnimateBy__SWIG_0(swigCPtr, Property.getCPtr(target), PropertyValue.getCPtr(relativeValue));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBy(Property target, PropertyValue relativeValue, AlphaFunction alpha)
{
NDalicPINVOKE.Animation_AnimateBy__SWIG_1(swigCPtr, Property.getCPtr(target), PropertyValue.getCPtr(relativeValue), AlphaFunction.getCPtr(alpha));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBy(Property target, PropertyValue relativeValue, TimePeriod period)
{
NDalicPINVOKE.Animation_AnimateBy__SWIG_2(swigCPtr, Property.getCPtr(target), PropertyValue.getCPtr(relativeValue), TimePeriod.getCPtr(period));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBy(Property target, PropertyValue relativeValue, AlphaFunction alpha, TimePeriod period)
{
NDalicPINVOKE.Animation_AnimateBy__SWIG_3(swigCPtr, Property.getCPtr(target), PropertyValue.getCPtr(relativeValue), AlphaFunction.getCPtr(alpha), TimePeriod.getCPtr(period));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateTo(Property target, PropertyValue destinationValue)
{
NDalicPINVOKE.Animation_AnimateTo__SWIG_0(swigCPtr, Property.getCPtr(target), PropertyValue.getCPtr(destinationValue));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateTo(Property target, PropertyValue destinationValue, AlphaFunction alpha)
{
NDalicPINVOKE.Animation_AnimateTo__SWIG_1(swigCPtr, Property.getCPtr(target), PropertyValue.getCPtr(destinationValue), AlphaFunction.getCPtr(alpha));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateTo(Property target, PropertyValue destinationValue, TimePeriod period)
{
NDalicPINVOKE.Animation_AnimateTo__SWIG_2(swigCPtr, Property.getCPtr(target), PropertyValue.getCPtr(destinationValue), TimePeriod.getCPtr(period));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateTo(Property target, PropertyValue destinationValue, AlphaFunction alpha, TimePeriod period)
{
NDalicPINVOKE.Animation_AnimateTo__SWIG_3(swigCPtr, Property.getCPtr(target), PropertyValue.getCPtr(destinationValue), AlphaFunction.getCPtr(alpha), TimePeriod.getCPtr(period));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBetween(Property target, KeyFrames keyFrames)
{
NDalicPINVOKE.Animation_AnimateBetween__SWIG_0(swigCPtr, Property.getCPtr(target), KeyFrames.getCPtr(keyFrames));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBetween(Property target, KeyFrames keyFrames, Animation.Interpolation interpolation)
{
NDalicPINVOKE.Animation_AnimateBetween__SWIG_1(swigCPtr, Property.getCPtr(target), KeyFrames.getCPtr(keyFrames), (int)interpolation);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBetween(Property target, KeyFrames keyFrames, AlphaFunction alpha)
{
NDalicPINVOKE.Animation_AnimateBetween__SWIG_2(swigCPtr, Property.getCPtr(target), KeyFrames.getCPtr(keyFrames), AlphaFunction.getCPtr(alpha));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBetween(Property target, KeyFrames keyFrames, AlphaFunction alpha, Animation.Interpolation interpolation)
{
NDalicPINVOKE.Animation_AnimateBetween__SWIG_3(swigCPtr, Property.getCPtr(target), KeyFrames.getCPtr(keyFrames), AlphaFunction.getCPtr(alpha), (int)interpolation);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBetween(Property target, KeyFrames keyFrames, TimePeriod period)
{
NDalicPINVOKE.Animation_AnimateBetween__SWIG_4(swigCPtr, Property.getCPtr(target), KeyFrames.getCPtr(keyFrames), TimePeriod.getCPtr(period));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBetween(Property target, KeyFrames keyFrames, TimePeriod period, Animation.Interpolation interpolation)
{
NDalicPINVOKE.Animation_AnimateBetween__SWIG_5(swigCPtr, Property.getCPtr(target), KeyFrames.getCPtr(keyFrames), TimePeriod.getCPtr(period), (int)interpolation);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBetween(Property target, KeyFrames keyFrames, AlphaFunction alpha, TimePeriod period)
{
NDalicPINVOKE.Animation_AnimateBetween__SWIG_6(swigCPtr, Property.getCPtr(target), KeyFrames.getCPtr(keyFrames), AlphaFunction.getCPtr(alpha), TimePeriod.getCPtr(period));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void AnimateBetween(Property target, KeyFrames keyFrames, AlphaFunction alpha, TimePeriod period, Animation.Interpolation interpolation)
{
NDalicPINVOKE.Animation_AnimateBetween__SWIG_7(swigCPtr, Property.getCPtr(target), KeyFrames.getCPtr(keyFrames), AlphaFunction.getCPtr(alpha), TimePeriod.getCPtr(period), (int)interpolation);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void Animate(View view, Path path, Vector3 forward)
{
NDalicPINVOKE.Animation_Animate__SWIG_0(swigCPtr, View.getCPtr(view), Path.getCPtr(path), Vector3.getCPtr(forward));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void Animate(View view, Path path, Vector3 forward, AlphaFunction alpha)
{
NDalicPINVOKE.Animation_Animate__SWIG_1(swigCPtr, View.getCPtr(view), Path.getCPtr(path), Vector3.getCPtr(forward), AlphaFunction.getCPtr(alpha));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void Animate(View view, Path path, Vector3 forward, TimePeriod period)
{
NDalicPINVOKE.Animation_Animate__SWIG_2(swigCPtr, View.getCPtr(view), Path.getCPtr(path), Vector3.getCPtr(forward), TimePeriod.getCPtr(period));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void Animate(View view, Path path, Vector3 forward, AlphaFunction alpha, TimePeriod period)
{
NDalicPINVOKE.Animation_Animate__SWIG_3(swigCPtr, View.getCPtr(view), Path.getCPtr(path), Vector3.getCPtr(forward), AlphaFunction.getCPtr(alpha), TimePeriod.getCPtr(period));
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void Show(View view, float delaySeconds)
{
NDalicPINVOKE.Animation_Show(swigCPtr, View.getCPtr(view), delaySeconds);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
internal void Hide(View view, float delaySeconds)
{
NDalicPINVOKE.Animation_Hide(swigCPtr, View.getCPtr(view), delaySeconds);
if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
}
///
/// Enumeration for what to do when the animation ends, stopped, or destroyed.
///
/// 3
public enum EndActions
{
///
/// When the animation ends, the animated property values are saved.
///
Cancel,
///
/// When the animation ends, the animated property values are forgotten.
///
Discard,
///
/// If the animation is stopped, the animated property values are saved as if the animation had run to completion, otherwise behaves like cancel.
///
StopFinal
}
///
/// Enumeration for what interpolation method to use on key-frame animations.
///
/// 3
public enum Interpolation
{
///
/// Values in between key frames are interpolated using a linear polynomial. (Default)
///
Linear,
///
/// Values in between key frames are interpolated using a cubic polynomial.
///
Cubic
}
///
/// Enumeration for what state the animation is in.
///
/// Calling Reset() on this class will not reset the animation. It will call the BaseHandle.Reset() which drops the object handle.
/// 3
public enum States
{
///
/// The animation has stopped.
///
Stopped,
///
/// The animation is playing.
///
Playing,
///
/// The animation is paused.
///
Paused
}
}
}