-// 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.
-//
-//
-// This File has been auto-generated by SWIG and then modified using DALi Ruby Scripts
-// Some have been manually changed
+/*
+ * 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 Tizen.NUI.BaseComponents;
/// <summary>
- /// Animation can be used to animate the properties of any number of objects, typically view.<br>
- /// If the "Finished" event is connected to a member function of an object, it must be disconnected before the object is destroyed.<br>
- /// This is typically done in the object destructor, and requires either the animation handle to be stored.<br>
- /// The overall animation time is superseded by the values given in the animation time used when calling the AnimateTo(), AnimateBy(), AnimateBetween() and AnimatePath() methods.<br>
- /// If any of the individual calls to those functions exceeds the overall animation time (Duration), then the overall animation time is automatically extended.<br>
+ /// Animation can be used to animate the properties of any number of objects, typically view.<br />
+ /// If the "Finished" event is connected to a member function of an object, it must be disconnected before the object is destroyed.<br />
+ /// This is typically done in the object destructor, and requires either the animation handle to be stored.<br />
+ /// The overall animation time is superseded by the values given in the animation time used when calling the AnimateTo(), AnimateBy(), AnimateBetween() and AnimatePath() methods.<br />
+ /// If any of the individual calls to those functions exceeds the overall animation time (Duration), then the overall animation time is automatically extended.<br />
/// </summary>
public class Animation : BaseHandle
{
}
/// <summary>
- /// Creates an initialized animation.<br>
- /// The animation will not loop.<br>
- /// The default end action is "Cancel".<br>
- /// The default alpha function is linear.<br>
+ /// Creates an initialized animation.<br />
+ /// The animation will not loop.<br />
+ /// The default end action is "Cancel".<br />
+ /// The default alpha function is linear.<br />
/// </summary>
/// <remarks>DurationmSeconds must be greater than zero.</remarks>
/// <param name="durationMilliSeconds">The duration in milliseconds.</param>
}
/// <summary>
- /// Set: Enables looping for 'count' repeats. A zero is the same as Looping = true; i.e., repeat forever.<br>
- /// If Play() Stop() or 'count' loops is reached, the loop counter will reset.<br>
- /// Setting this parameter does not cause the animation to Play().<br>
- /// Get: Gets the loop count. A zero is the same as Looping = true; i.e., repeat forever.<br>
- /// The loop count is initially 1 for play once.<br>
+ /// Set: Enables looping for 'count' repeats. A zero is the same as Looping = true; i.e., repeat forever.<br />
+ /// If Play() Stop() or 'count' loops is reached, the loop counter will reset.<br />
+ /// Setting this parameter does not cause the animation to Play().<br />
+ /// Get: Gets the loop count. A zero is the same as Looping = true; i.e., repeat forever.<br />
+ /// The loop count is initially 1 for play once.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public int LoopCount
}
/// <summary>
- /// Gets or sets the status of whether the animation will loop.<br>
- /// This property resets the loop count and should not be used with the LoopCount property.<br>
- /// Setting this parameter does not cause the animation to Play().<br>
+ /// Gets or sets the status of whether the animation will loop.<br />
+ /// This property resets the loop count and should not be used with the LoopCount property.<br />
+ /// Setting this parameter does not cause the animation to Play().<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public bool Looping
/// <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>
+ /// 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 />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public EndActions EndAction
}
/// <summary>
- /// Gets the current loop count.<br>
- /// A value 0 indicating the current loop count when looping.<br>
+ /// Gets the current loop count.<br />
+ /// A value 0 indicating the current loop count when looping.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public int CurrentLoop
}
/// <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>
+ /// 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 />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public EndActions DisconnectAction
/// <summary>
- /// Gets or sets the progress of the animation.<br>
- /// The animation will play (or continue playing) from this point.<br>
- /// The progress must be in the 0-1 interval or in the play range interval if defined<br>
- /// otherwise, it will be ignored.<br>
+ /// Gets or sets the progress of the animation.<br />
+ /// The animation will play (or continue playing) from this point.<br />
+ /// The progress must be in the 0-1 interval or in the play range interval if defined<br />
+ /// otherwise, it will be ignored.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public float CurrentProgress
}
/// <summary>
- /// Gets or sets specificifications of a speed factor for the animation.<br>
- /// The speed factor is a multiplier of the normal velocity of the animation.<br>
- /// Values between [0, 1] will slow down the animation and values above one will speed up the animation.<br>
- /// It is also possible to specify a negative multiplier to play the animation in reverse.<br>
+ /// Gets or sets specificifications of a speed factor for the animation.<br />
+ /// The speed factor is a multiplier of the normal velocity of the animation.<br />
+ /// Values between [0, 1] will slow down the animation and values above one will speed up the animation.<br />
+ /// It is also possible to specify a negative multiplier to play the animation in reverse.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public float SpeedFactor
}
/// <summary>
- /// Gets or sets the playing range.<br>
+ /// Gets or sets the playing range.<br />
/// 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.<br>
+ /// otherwise they will be ignored. If the range provided is not in proper order (minimum, maximum ), it will be reordered.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public RelativeVector2 PlayRange
/// <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>
+ /// 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 />
/// One notification can be set on each animation.
/// </summary>
/// <since_tizen> 3 </since_tizen>
}
/// <summary>
- /// Animates a property value by a relative amount.<br>
+ /// Animates a property value by a relative amount.<br />
/// </summary>
/// <param name="target">The target object to animate.</param>
/// <param name="property">The target property to animate.</param>
}
/// <summary>
- /// Animates a property value by a relative amount.<br>
+ /// Animates a property value by a relative amount.<br />
/// </summary>
/// <param name="target">The target object to animate.</param>
/// <param name="property">The target property to animate.</param>
}
/// <summary>
- /// Animates a property to a destination value.<br>
+ /// Animates a property to a destination value.<br />
/// </summary>
/// <param name="target">The target object to animate.</param>
/// <param name="property">The target property to animate.</param>
}
/// <summary>
- /// Animates a property to a destination value.<br>
+ /// Animates a property to a destination value.<br />
/// </summary>
/// <param name="target">The target object to animate.</param>
/// <param name="property">The target property to animate.</param>
/// <param name="destinationValue">The destination value.</param>
- /// <param name="alphaFunction">The alpha function to apply.</param>
/// <param name="startTime">The start time of the animation.</param>
/// <param name="endTime">The end time of the animation.</param>
/// <param name="alphaFunction">The alpha function to apply.</param>
}
/// <summary>
- /// Animates the view's position and orientation through a predefined path.<br>
- /// The view will rotate to orient the supplied forward vector with the path's tangent.<br>
- /// If forward is the zero vector then no rotation will happen.<br>
+ /// Animates the view's position and orientation through a predefined path.<br />
+ /// The view will rotate to orient the supplied forward vector with the path's tangent.<br />
+ /// If forward is the zero vector then no rotation will happen.<br />
/// </summary>
/// <param name="view">The view to animate.</param>
/// <param name="path">It defines position and orientation.</param>
}
/// <summary>
- /// Animates the view's position and orientation through a predefined path.<br>
- /// The view will rotate to orient the supplied forward vector with the path's tangent.<br>
- /// If forward is the zero vector then no rotation will happen.<br>
+ /// Animates the view's position and orientation through a predefined path.<br />
+ /// The view will rotate to orient the supplied forward vector with the path's tangent.<br />
+ /// If forward is the zero vector then no rotation will happen.<br />
/// </summary>
/// <param name="view">The view to animate.</param>
/// <param name="path">It defines position and orientation.</param>
}
/// <summary>
- /// Creates an initialized animation.<br>
- /// The animation will not loop.<br>
- /// The default end action is "Cancel".<br>
- /// The default alpha function is linear.<br>
+ /// Creates an initialized animation.<br />
+ /// The animation will not loop.<br />
+ /// The default end action is "Cancel".<br />
+ /// The default alpha function is linear.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public Animation() : this(NDalicPINVOKE.Animation_New(0.0f), true)
}
/// <summary>
- /// Downcasts a handle to animation handle.<br>
- /// If handle points to an animation object, the downcast produces a valid handle.<br>
- /// If not, the returned handle is left uninitialized.<br>
+ /// Downcasts a handle to animation handle.<br />
+ /// If handle points to an animation object, the downcast produces a valid handle.<br />
+ /// If not, the returned handle is left uninitialized.<br />
/// </summary>
/// <param name="handle">Handle to an object.</param>
/// <returns>Handle to an animation object or an uninitialized handle.</returns>
}
/// <summary>
- /// Plays the animation from a given point.<br>
+ /// Plays the animation from a given point.<br />
/// The progress must be in the 0-1 interval or in the play range interval if defined,
- /// otherwise, it will be ignored.<br>
+ /// otherwise, it will be ignored.<br />
/// </summary>
/// <param name="progress">A value between [0,1], or between the play range if specified, from where the animation should start playing.</param>
/// <since_tizen> 3 </since_tizen>
}
/// <summary>
- /// Clears the animation.<br>
- /// This disconnects any objects that were being animated, effectively stopping the animation.<br>
+ /// Clears the animation.<br />
+ /// This disconnects any objects that were being animated, effectively stopping the animation.<br />
/// </summary>
/// <since_tizen> 3 </since_tizen>
public void Clear()