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.
- */
+ /// <summary>
+ /// Event for the finished signal which can be used to subscribe or unsubscribe the event handler.<br />
+ /// The finished signal is emitted when an animation's animations have finished.<br />
+ /// </summary>
/// <since_tizen> 3 </since_tizen>
public event EventHandler Finished
{
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.
- */
+ /// <summary>
+ /// Event for the ProgressReached signal, which can be used to subscribe or unsubscribe the event handler.<br />
+ /// The ProgressReached signal is emitted when the animation has reached a given progress percentage, this is set in the api SetProgressNotification.<br />
+ /// </summary>
+ /// <remark>
+ /// This value only be applied if animation state is Stopped.
+ /// </remark>
/// <since_tizen> 3 </since_tizen>
public event EventHandler ProgressReached
{
}
/// <summary>
+ /// Enumeration for what looping mode is in.
+ /// </summary>
+ /// This will be public opened in next tizen after ACR done. Before ACR, need to be hidden as inhouse API.
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ [System.Diagnostics.CodeAnalysis.SuppressMessage("Naming", "CA1717:Only FlagsAttribute enums should have plural names")]
+ public enum LoopingModes
+ {
+ /// <summary>
+ /// When the animation arrives at the end in looping mode, the animation restarts from the beginning. (Default)
+ /// </summary>
+ /// This will be public opened in next tizen after ACR done. Before ACR, need to be hidden as inhouse API.
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ Restart,
+ /// <summary>
+ /// When the animation arrives at the end in looping mode, the animation reverses direction and runs backwards again.
+ /// </summary>
+ /// This will be public opened in next tizen after ACR done. Before ACR, need to be hidden as inhouse API.
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ AutoReverse
+ }
+
+ /// <summary>
/// Gets or sets the duration in milliseconds of the animation.
/// This duration is applied to the animations are added after the Duration is set.
/// </summary>
/// <summary>
/// Gets or sets the end action of the animation.<br />
/// This action is performed when the animation ends or if it is stopped.<br />
- /// The default end action is cancel.<br />
+ /// The default end action is EndActions.Cancel.<br />
/// </summary>
+ /// <remark>
+ /// Change the action value from EndActions.Discard, or to EndActions.Discard during animation is playing / paused will not works well.
+ /// </remark>
/// <since_tizen> 3 </since_tizen>
public EndActions EndAction
{
/// <summary>
/// Gets or sets the disconnect action.<br />
/// If any of the animated property owners are disconnected from the stage while the animation is being played, then this action is performed.<br />
- /// The default action is cancel.<br />
+ /// The default action is EndActions.StopFinal.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public EndActions DisconnectAction
/// <summary>
/// Gets or sets the progress notification marker which triggers the ProgressReachedSignal.<br />
- /// Percentage of animation progress should be greater than 0 and less than 1, for example, 0.3 for 30% <br />
+ /// Percentage of animation progress should be greater than 0 and less than 1, for example, 0.3 for 30%<br />
/// One notification can be set on each animation.
/// </summary>
+ /// <remark>
+ /// This value only be applied if animation state is Stopped.
+ /// </remark>
/// <since_tizen> 3 </since_tizen>
public float ProgressNotification
{
}
/// <summary>
+ /// Enumeration for what looping mode is in.
+ /// </summary>
+ /// This will be public opened in next tizen after ACR done. Before ACR, need to be hidden as inhouse API.
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public LoopingModes LoopingMode
+ {
+ set
+ {
+ Interop.Animation.SetLoopingMode(SwigCPtr, (int)value);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+ get
+ {
+ Animation.LoopingModes ret = (Animation.LoopingModes)Interop.Animation.GetLoopingMode(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw new InvalidOperationException("FATAL: get Exception", NDalicPINVOKE.SWIGPendingException.Retrieve());
+ return ret;
+ }
+ }
+
+ /// <summary>
+ /// Sets and Gets the blend point to interpolate animate property
+ ///
+ /// BlendPoint is a value between [0,1], If the value of the keyframe whose progress is 0 is different from the current value,
+ /// the property is animated as it smoothly blends until the progress reaches the blendPoint.
+ /// </summary>
+ /// <remarks>
+ /// The blend point only affects animation registered with AnimateBetween. Other animations operate the same as when Play() is called.
+ /// And the blend point needs to be set before this animation plays. If the blend point changes after playback, animation continuity cannot be guaranteed.
+ /// </remarks>
+ /// <remarks>
+ /// In the case of a looping animation, the animation is blended only in the first loop.
+ /// </remarks>
+ [EditorBrowsable(EditorBrowsableState.Never)]
+ public float BlendPoint
+ {
+ set
+ {
+ Interop.Animation.SetBlendPoint(SwigCPtr, value);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw NDalicPINVOKE.SWIGPendingException.Retrieve();
+ }
+ get
+ {
+ float ret = Interop.Animation.GetBlendPoint(SwigCPtr);
+ if (NDalicPINVOKE.SWIGPendingException.Pending) throw new InvalidOperationException("FATAL: get Exception", NDalicPINVOKE.SWIGPendingException.Retrieve());
+ return ret;
+ }
+ }
+
+ /// <summary>
/// Gets or sets the properties of the animation.
/// </summary>
//ToDo : will raise deprecated-ACR, [Obsolete("Deprecated in API9, will be removed in API11, Use PropertyList instead")]
}
/// <summary>
- /// Stops the animation.
+ /// Stops the animation. It will change this animation's EndAction property.
/// </summary>
+ /// <remarks>
+ /// Change the value from EndActions.Discard, or to EndActions.Discard during animation is playing / paused will not works well.<br/>
+ /// If you want to stop by EndActions.Discard, EndAction property also should be EndActions.Discard before Play API called. <br/>
+ /// <br/>
+ /// This method is deprecated since API11 because EndActions property concept is not matched with Stop(). <br/>
+ /// Use <see cref="EndAction"/> property instead.
+ /// </remarks>
/// <param name="action">The end action can be set.</param>
/// <since_tizen> 3 </since_tizen>
+ [Obsolete("Deprecated in API11, will be removed in API13. Use EndAction property instead.")]
public void Stop(EndActions action)
{
SetEndAction(action);