*
* @endcode
*
- * If the "Finish" signal 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 Dali::Connection object or Dali::Animation handle to be stored.
*
- * Signals
- * | %Signal Name | Method |
- * |--------------|--------------------------|
- * | finished | @ref FinishedSignal() |
- *
- * Actions
- * | %Action Name | %Animation method called |
- * |--------------|--------------------------|
- * | play | Play() |
- * | stop | Stop() |
- * | pause | Pause() |
* @since_tizen 2.4
*/
class DALI_IMPORT_API Animation : public BaseHandle
{
public:
- typedef Signal< void (Animation&) > AnimationSignalType; ///< Animation finished signal type
+ typedef Signal< void (Animation&) > AnimationSignalType; ///< Animation finished signal type @since_tizen 2.4
- typedef Any AnyFunction; ///< Interpolation function
+ typedef Any AnyFunction; ///< Interpolation function @since_tizen 2.4
/**
* @brief What to do when the animation ends, is stopped or is destroyed
*/
enum EndAction
{
- Bake, ///< When the animation ends, the animated property values are saved.
- Discard, ///< When the animation ends, the animated property values are forgotten.
- BakeFinal ///< If the animation is stopped, the animated property values are saved as if the animation had run to completion, otherwise behaves like Bake.
+ Bake, ///< When the animation ends, the animated property values are saved. @since_tizen 2.4
+ Discard, ///< When the animation ends, the animated property values are forgotten. @since_tizen 2.4
+ BakeFinal ///< If the animation is stopped, the animated property values are saved as if the animation had run to completion, otherwise behaves like Bake. @since_tizen 2.4
};
/**
*/
enum Interpolation
{
- Linear, ///< Values in between key frames are interpolated using a linear polynomial. (Default)
- Cubic ///< Values in between key frames are interpolated using a cubic polynomial.
+ Linear, ///< Values in between key frames are interpolated using a linear polynomial. (Default) @since_tizen 2.4
+ Cubic ///< Values in between key frames are interpolated using a cubic polynomial. @since_tizen 2.4
};
/**
* @brief Create an uninitialized Animation; this can be initialized with Animation::New().
*
- * Calling member functions with an uninitialized Dali::Object is not allowed.
+ * Calling member functions with an unintialized Animation handle is not allowed.
+ *
* @since_tizen 2.4
*/
Animation();
* @since_tizen 2.4
* @param [in] durationSeconds The duration in seconds.
* @return A handle to a newly allocated Dali resource.
- * @pre durationSeconds must be greater than zero.
+ * @pre DurationSeconds must be greater than zero.
*/
static Animation New(float durationSeconds);
/**
- * @brief Downcast an Object handle to Animation.
+ * @brief Downcast a handle to Animation handle.
*
* If handle points to an Animation object the downcast produces
* valid handle. If not the returned handle is left uninitialized.
*
* @since_tizen 2.4
- * @param[in] handle to An object
- * @return handle to a Animation object or an uninitialized handle
+ * @param[in] handle Handle to an object
+ * @return Handle to a Animation object or an uninitialized handle
*/
static Animation DownCast( BaseHandle handle );
*
* @since_tizen 2.4
* @param[in] seconds The duration in seconds.
- * @pre durationSeconds must be greater than zero.
+ * @pre DurationSeconds must be greater than zero.
*/
void SetDuration(float seconds);
/**
* @brief 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 ( See SetPlayRange ),
+ * must be in the 0-1 interval or in the play range interval if defined ( See @ref Animation::SetPlayRange ),
* otherwise, it will be ignored.
*
* @since_tizen 2.4
* @brief Retrieve the speed factor of the animation
*
* @since_tizen 2.4
- * @return speed factor
+ * @return Speed factor
*/
float GetSpeedFactor() const;
/**
* @brief Set 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.
*
/**
* @brief Play the animation from a given point.
- * The progress must be in the 0-1 interval or in the play range interval if defined ( See SetPlayRange ),
+ *
+ * The progress must be in the 0-1 interval or in the play range interval if defined ( See @ref Animation::SetPlayRange ),
* otherwise, it will be ignored.
*
* @since_tizen 2.4
* @brief Connect to this signal to be notified when an Animation's animations have finished.
*
* @since_tizen 2.4
- * @return A signal object to Connect() with.
+ * @return A signal object to @ref Signal::Connect() with.
*/
AnimationSignalType& FinishedSignal();
* @brief Animate a property between keyframes.
*
* @since_tizen 2.4
- * @param [in] target The target object + property to animate
- * @param [in] keyFrames The set of time / value pairs between which to animate.
+ * @param [in] target The target object/property to animate
+ * @param [in] keyFrames The set of time/value pairs between which to animate.
* @param [in] interpolation The method used to interpolate between values.
*/
void AnimateBetween(Property target, KeyFrames& keyFrames, Interpolation interpolation);
* @brief Animate a property between keyframes.
*
* @since_tizen 2.4
- * @param [in] target The target object + property to animate
- * @param [in] keyFrames The set of time / value pairs between which to animate.
+ * @param [in] target The target object/property to animate
+ * @param [in] keyFrames The set of time/value pairs between which to animate.
* @param [in] alpha The alpha function to apply.
* @param [in] interpolation The method used to interpolate between values.
*/
* @brief Animate a property between keyframes.
*
* @since_tizen 2.4
- * @param [in] target The target object + property to animate
- * @param [in] keyFrames The set of time / value pairs between which to animate.
+ * @param [in] target The target object/property to animate
+ * @param [in] keyFrames The set of time/value pairs between which to animate.
* @param [in] period The effect will occur duing this time period.
* @param [in] interpolation The method used to interpolate between values.
*/
* @brief Animate a property between keyframes.
*
* @since_tizen 2.4
- * @param [in] target The target object + property to animate
- * @param [in] keyFrames The set of time / value pairs between which to animate.
+ * @param [in] target The target object/property to animate
+ * @param [in] keyFrames The set of time/value pairs between which to animate.
* @param [in] alpha The alpha function to apply to the overall progress.
* @param [in] period The effect will occur duing this time period.
* @param [in] interpolation The method used to interpolate between values.
// Actor-specific convenience methods
/**
- * @brief Animate an actor's position and orientation through a predefined path. The actor will rotate to orient the supplied
+ * @brief Animate an actor's position and orientation through a predefined path.
+ *
+ * The actor will rotate to orient the supplied
* forward vector with the path's tangent. If forward is the zero vector then no rotation will happen.
*
* @since_tizen 2.4
void Animate( Actor actor, Path path, const Vector3& forward );
/**
- * @brief Animate an actor's position and orientation through a predefined path. The actor will rotate to orient the supplied
+ * @brief Animate an actor's position and orientation through a predefined path.
+ *
+ * The actor will rotate to orient the supplied
* forward vector with the path's tangent. If forward is the zero vector then no rotation will happen.
*
* @since_tizen 2.4
void Animate( Actor actor, Path path, const Vector3& forward, AlphaFunction alpha );
/**
- * @brief Animate an actor's position and orientation through a predefined path. The actor will rotate to orient the supplied
+ * @brief Animate an actor's position and orientation through a predefined path.
+ *
+ * The actor will rotate to orient the supplied
* forward vector with the path's tangent. If forward is the zero vector then no rotation will happen.
*
* @since_tizen 2.4
void Animate( Actor actor, Path path, const Vector3& forward, TimePeriod period );
/**
- * @brief Animate an actor's position and orientation through a predefined path. The actor will rotate to orient the supplied
+ * @brief Animate an actor's position and orientation through a predefined path.
+ *
+ * The actor will rotate to orient the supplied
* forward vector with the path's tangent. If forward is the zero vector then no rotation will happen.
*
* @since_tizen 2.4
public: // Not intended for use by Application developers
/**
- * @brief This constructor is used by Dali New() methods
+ * @brief This constructor is used by Animation::New() methods
* @since_tizen 2.4
* @param [in] animation A pointer to a newly allocated Dali resource
*/