X-Git-Url: http://review.tizen.org/git/?a=blobdiff_plain;f=dali%2Fpublic-api%2Fanimation%2Fanimation.h;h=4117d0167e37efcd658c07de3952a021be6209c6;hb=c4750afbf79f15bf71e2aa8ef54f84750463aae2;hp=fc77725a963933fa5ee6b14bb5bac5164068b62c;hpb=57d1b821320145a6c0e5e22c3759a62aaf70a5de;p=platform%2Fcore%2Fuifw%2Fdali-core.git diff --git a/dali/public-api/animation/animation.h b/dali/public-api/animation/animation.h index fc77725..4117d01 100644 --- a/dali/public-api/animation/animation.h +++ b/dali/public-api/animation/animation.h @@ -1,8 +1,8 @@ -#ifndef __DALI_ANIMATION_H__ -#define __DALI_ANIMATION_H__ +#ifndef DALI_ANIMATION_H +#define DALI_ANIMATION_H /* - * Copyright (c) 2016 Samsung Electronics Co., Ltd. + * Copyright (c) 2020 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. @@ -18,6 +18,9 @@ * */ +// EXTERNAL INCLUDES +#include // uint32_t, uint8_t + // INTERNAL INCLUDES #include #include @@ -100,6 +103,10 @@ class Animation; * The overall animation time is superseded by the values given in the TimePeriod structure used when calling the AnimateTo(), AnimateBy(), AnimateBetween() and Animate() methods. * If any of the individual calls to those functions exceeds the overall animation time, then the overall animation time is automatically extended. * + * Using AnimateTo and AnimateBy for the same property of the same Actor will yield undefined behaviour especially if the TimePeriod overlaps. + * + * After calling Animation::Play(), Handle::GetProperty will return the target value of the animated property. + * * Signals * | %Signal Name | Method | * |--------------|--------------------------| @@ -113,51 +120,61 @@ class Animation; * | pause | Pause() | * @SINCE_1_0.0 */ -class DALI_IMPORT_API Animation : public BaseHandle +class DALI_CORE_API Animation : public BaseHandle { public: + using AnimationSignalType = Signal; ///< Animation finished signal type @SINCE_1_0.0 - typedef Signal< void (Animation&) > AnimationSignalType; ///< Animation finished signal type @SINCE_1_0.0 - - typedef Any AnyFunction; ///< Interpolation function @SINCE_1_0.0 + using AnyFunction = Any; ///< Interpolation function @SINCE_1_0.0 /** - * @brief What to do when the animation ends, is stopped or is destroyed + * @brief Enumeration for what to do when the animation ends, is stopped, or is destroyed. * @SINCE_1_0.0 */ - enum EndAction + enum EndAction : uint8_t { - Bake, ///< When the animation ends, the animated property values are saved. @SINCE_1_0.0 - Discard, ///< When the animation ends, the animated property values are forgotten. @SINCE_1_0.0 - 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_1_0.0 + BAKE, ///< When the animation ends, the animated property values are saved. @SINCE_1_0.0 + DISCARD, ///< When the animation ends, the animated property values are forgotten. @SINCE_1_0.0 + BAKE_FINAL ///< If the animation is stopped, the animated property values are saved as if the animation had run to completion, otherwise behaves like Bake. @SINCE_1_0.0 }; /** - * @brief What interpolation method to use on key-frame animations + * @brief Enumeration for what interpolation method to use on key-frame animations. * @SINCE_1_0.0 */ - enum Interpolation + enum Interpolation : uint8_t { - Linear, ///< Values in between key frames are interpolated using a linear polynomial. (Default) @SINCE_1_0.0 - Cubic ///< Values in between key frames are interpolated using a cubic polynomial. @SINCE_1_0.0 + LINEAR, ///< Values in between key frames are interpolated using a linear polynomial. (Default) @SINCE_1_0.0 + CUBIC ///< Values in between key frames are interpolated using a cubic polynomial. @SINCE_1_0.0 }; /** - * @brief What state the animation is in + * @brief Enumeration for what state the animation is in. * * Note: Calling Reset() on this class will NOT reset the animation. It will call BaseHandle::Reset() which drops the object handle. * * @SINCE_1_1.21 */ - enum State + enum State : uint8_t + { + STOPPED, ///< Animation has stopped @SINCE_1_1.21 + PLAYING, ///< The animation is playing @SINCE_1_1.21 + PAUSED ///< The animation is paused @SINCE_1_1.21 + }; + + /** + * @brief Enumeration for what looping mode is in. + * + * @SINCE_1_2.60 + */ + enum LoopingMode : uint8_t { - STOPPED, ///< Animation has stopped @SINCE_1_1.21 - PLAYING, ///< The animation is playing @SINCE_1_1.21 - PAUSED ///< The animation is paused @SINCE_1_1.21 + RESTART, ///< When the animation arrives at the end in looping mode, the animation restarts from the beginning. @SINCE_1_2.60 + AUTO_REVERSE ///< When the animation arrives at the end in looping mode, the animation reverses direction and runs backwards again. @SINCE_1_2.60 }; /** - * @brief Create an uninitialized Animation; this can be initialized with Animation::New(). + * @brief Creates an uninitialized Animation; this can be initialized with Animation::New(). * * Calling member functions with an uninitialized Animation handle is not allowed. * @SINCE_1_0.0 @@ -165,32 +182,32 @@ public: Animation(); /** - * @brief Create an initialized Animation. + * @brief Creates an initialized Animation. * * The animation will not loop. * The default end action is "Bake". * The default alpha function is linear. * @SINCE_1_0.0 - * @param [in] durationSeconds The duration in seconds. - * @return A handle to a newly allocated Dali resource. + * @param[in] durationSeconds The duration in seconds + * @return A handle to a newly allocated Dali resource * @note durationSeconds can not be negative. */ static Animation New(float durationSeconds); /** - * @brief Downcast a handle to Animation handle. + * @brief Downcasts 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. + * If handle points to an Animation object, the downcast produces valid handle. + * If not, the returned handle is left uninitialized. * * @SINCE_1_0.0 * @param[in] handle Handle to an object - * @return Handle to a Animation object or an uninitialized handle + * @return Handle to an Animation object or an uninitialized handle */ - static Animation DownCast( BaseHandle handle ); + static Animation DownCast(BaseHandle handle); /** - * @brief Destructor + * @brief Destructor. * * This is non-virtual since derived Handle types must not contain data or virtual methods. * @SINCE_1_0.0 @@ -201,7 +218,7 @@ public: * @brief This copy constructor is required for (smart) pointer semantics. * * @SINCE_1_0.0 - * @param [in] handle A reference to the copied handle + * @param[in] handle A reference to the copied handle */ Animation(const Animation& handle); @@ -209,87 +226,104 @@ public: * @brief This assignment operator is required for (smart) pointer semantics. * * @SINCE_1_0.0 - * @param [in] rhs A reference to the copied handle + * @param[in] rhs A reference to the copied handle * @return A reference to this */ Animation& operator=(const Animation& rhs); /** - * @brief Set the duration of an animation. + * @brief Move constructor. + * + * @SINCE_1_9.22 + * @param[in] rhs A reference to the moved handle + */ + Animation(Animation&& rhs) noexcept; + + /** + * @brief Move assignment operator. + * + * @SINCE_1_9.22 + * @param[in] rhs A reference to the moved handle + * @return A reference to this handle + */ + Animation& operator=(Animation&& rhs) noexcept; + + /** + * @brief Sets the duration of an animation. * * @SINCE_1_0.0 - * @param[in] seconds The duration in seconds. + * @param[in] seconds The duration in seconds * @pre DurationSeconds must be greater than zero. */ void SetDuration(float seconds); /** - * @brief Retrieve the duration of an animation. + * @brief Retrieves the duration of an animation. * * @SINCE_1_0.0 - * @return The duration in seconds. + * @return The duration in seconds */ float GetDuration() const; /** - * @brief Set whether the animation will loop. + * @brief Sets whether the animation will loop. * * This function resets the loop count and should not be used with SetLoopCount(int). - * Setting this parameter does not cause the animation to Play() + * Setting this parameter does not cause the animation to Play(). * * @SINCE_1_0.0 - * @param[in] looping True if the animation will loop. + * @param[in] looping True if the animation will loop */ void SetLooping(bool looping); /** - * @brief Enable looping for 'count' repeats. + * @brief Enables looping for 'count' repeats. * - * A zero is the same as SetLooping(true) ie 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() + * A zero is the same as SetLooping(true) i.e. repeat forever. + * This function resets the looping value and should not be used with SetLooping(bool). + * Setting this parameter does not cause the animation to Play(). * * @SINCE_1_1.20 - * @param[in] count The number of times to loop. + * @param[in] count The number of times to loop */ - void SetLoopCount(int count); + void SetLoopCount(int32_t count); /** - * @brief Get the loop count. + * @brief Gets the loop count. * * A zero is the same as SetLooping(true) ie repeat forever. * The loop count is initially 1 for play once. * * @SINCE_1_1.20 - * @return The number of times to loop. + * @return The number of times to loop */ - int GetLoopCount(); + int32_t GetLoopCount(); /** - * @brief Get the current loop count. + * @brief Gets the current loop count. * * A value 0 to GetLoopCount() indicating the current loop count when looping. * * @SINCE_1_1.20 - * @return The current number of loops that have occured. + * @return The current number of loops that have occured */ - int GetCurrentLoop(); + int32_t GetCurrentLoop(); /** - * @brief Query whether the animation will loop. + * @brief Queries whether the animation will loop. * * @SINCE_1_0.0 - * @return True if the animation will loop. + * @return True if the animation will loop */ bool IsLooping() const; /** - * @brief Set the end action of the animation. + * @brief Sets the end action of the animation. * * This action is performed when the animation ends or if it is stopped. - * Default end action is bake + * Default end action is bake. * @SINCE_1_0.0 - * @param[in] action The end action. + * @param[in] action The end action */ void SetEndAction(EndAction action); @@ -297,46 +331,46 @@ public: * @brief Returns the end action of the animation. * * @SINCE_1_0.0 - * @return The end action. + * @return The end action */ EndAction GetEndAction() const; /** - * @brief Set the disconnect action. + * @brief 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. * Default action is to BakeFinal. * @SINCE_1_0.0 - * @param[in] disconnectAction The disconnect action. + * @param[in] disconnectAction The disconnect action */ - void SetDisconnectAction( EndAction disconnectAction ); + void SetDisconnectAction(EndAction disconnectAction); /** * @brief Returns the disconnect action. * * @SINCE_1_0.0 - * @return The disconnect action. + * @return The disconnect action */ EndAction GetDisconnectAction() const; /** - * @brief Set the default alpha function for an animation. + * @brief Sets the default alpha function for an animation. * * This is applied to individual property animations, if no further alpha functions are supplied. * @SINCE_1_0.0 - * @param[in] alpha The default alpha function. + * @param[in] alpha The default alpha function */ void SetDefaultAlphaFunction(AlphaFunction alpha); /** - * @brief Retrieve the default alpha function for an animation. + * @brief Retrieves the default alpha function for an animation. * * @SINCE_1_0.0 - * @return The default alpha function. + * @return The default alpha function */ AlphaFunction GetDefaultAlphaFunction() const; - /* + /** * @brief Sets the progress of the animation. * * The animation will play (or continue playing) from this point. The progress @@ -345,32 +379,32 @@ public: * * @SINCE_1_0.0 * @param[in] progress The new progress as a normalized value between [0,1] - * or between the play range if specified. + * or between the play range if specified */ - void SetCurrentProgress( float progress ); + void SetCurrentProgress(float progress); /** - * @brief Retrieve the current progress of the animation. + * @brief Retrieves the current progress of the animation. * * @SINCE_1_0.0 - * @return The current progress as a normalized value between [0,1]. + * @return The current progress as a normalized value between [0,1] */ float GetCurrentProgress(); /** - * @brief Specifies an speed factor for the animation. + * @brief Specifies 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. * * @SINCE_1_0.0 - * @param[in] factor A value which will multiply the velocity. + * @param[in] factor A value which will multiply the velocity */ - void SetSpeedFactor( float factor ); + void SetSpeedFactor(float factor); /** - * @brief Retrieve the speed factor of the animation + * @brief Retrieves the speed factor of the animation. * * @SINCE_1_0.0 * @return Speed factor @@ -378,22 +412,22 @@ public: float GetSpeedFactor() const; /** - * @brief Set the playing range. + * @brief 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. * * @SINCE_1_0.0 * @param[in] range Two values between [0,1] to specify minimum and maximum progress. The - * animation will play between those values. + * animation will play between those values */ - void SetPlayRange( const Vector2& range ); + void SetPlayRange(const Vector2& range); /** - * @brief Get the playing range + * @brief Gets the playing range. * * @SINCE_1_0.0 - * @return The play range defined for the animation. + * @return The play range defined for the animation */ Vector2 GetPlayRange() const; @@ -404,37 +438,47 @@ public: void Play(); /** - * @brief Play the animation from a given point. + * @brief Plays the animation from a given point. * * 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_1_0.0 - * @param[in] progress A value between [0,1], or between the play range if specified, form where the animation should start playing + * @param[in] progress A value between [0,1], or between the play range if specified, from where the animation should start playing + */ + void PlayFrom(float progress); + + /** + * @brief Play the animation after a given delay time. + * + * The delay time is not included in the looping time. + * When the delay time is negative value, it would treat as play immediately. + * @SINCE_1_2.60 + * @param[in] delaySeconds The delay time */ - void PlayFrom( float progress ); + void PlayAfter(float delaySeconds); /** - * @brief Pause the animation. + * @brief Pauses the animation. * @SINCE_1_0.0 */ void Pause(); /** - * @brief Query the state of the animation. + * @brief Queries the state of the animation. * @SINCE_1_1.21 * @return The Animation::State */ State GetState() const; /** - * @brief Stop the animation. + * @brief Stops the animation. * @SINCE_1_0.0 */ void Stop(); /** - * @brief Clear the animation. + * @brief Clears the animation. * * This disconnects any objects that were being animated, effectively stopping the animation. * @SINCE_1_0.0 @@ -442,190 +486,206 @@ public: void Clear(); /** - * @brief Connect to this signal to be notified when an Animation's animations have finished. + * @brief Sets the looping mode. + * + * Animation plays forwards and then restarts from the beginning or runs backwards again. + * @SINCE_1_2.60 + * @param[in] loopingMode The looping mode is one of RESTART and AUTO_REVERSE + */ + void SetLoopingMode(LoopingMode loopingMode); + + /** + * @brief Gets one of the current looping mode. + * + * @SINCE_1_2.60 + * @return The current looping mode + */ + LoopingMode GetLoopingMode() const; + + /** + * @brief Connects to this signal to be notified when an Animation's animations have finished. * * @SINCE_1_0.0 - * @return A signal object to connect with. + * @return A signal object to connect with */ AnimationSignalType& FinishedSignal(); /** - * @brief Animate a property value by a relative amount. + * @brief Animates a property value by a relative amount. * * The default alpha function will be used. * The effect will start & end when the animation begins & ends. * @SINCE_1_0.0 - * @param [in] target The target object/property to animate. - * @param [in] relativeValue The property value will change by this amount. + * @param[in] target The target object/property to animate + * @param[in] relativeValue The property value will change by this amount */ void AnimateBy(Property target, Property::Value relativeValue); /** - * @brief Animate a property value by a relative amount. + * @brief Animates a property value by a relative amount. * * The effect will start & end when the animation begins & ends. * @SINCE_1_0.0 - * @param [in] target The target object/property to animate. - * @param [in] relativeValue The property value will change by this amount. - * @param [in] alpha The alpha function to apply. + * @param[in] target The target object/property to animate + * @param[in] relativeValue The property value will change by this amount + * @param[in] alpha The alpha function to apply */ void AnimateBy(Property target, Property::Value relativeValue, AlphaFunction alpha); /** - * @brief Animate a property value by a relative amount. + * @brief Animates a property value by a relative amount. * * The default alpha function will be used. * @SINCE_1_0.0 - * @param [in] target The target object/property to animate. - * @param [in] relativeValue The property value will increase/decrease by this amount. - * @param [in] period The effect will occur during this time period. + * @param[in] target The target object/property to animate + * @param[in] relativeValue The property value will increase/decrease by this amount + * @param[in] period The effect will occur during this time period */ void AnimateBy(Property target, Property::Value relativeValue, TimePeriod period); /** - * @brief Animate a property value by a relative amount. + * @brief Animates a property value by a relative amount. * * @SINCE_1_0.0 - * @param [in] target The target object/property to animate. - * @param [in] relativeValue The property value will increase/decrease by this amount. - * @param [in] alpha The alpha function to apply. - * @param [in] period The effect will occur during this time period. + * @param[in] target The target object/property to animate + * @param[in] relativeValue The property value will increase/decrease by this amount + * @param[in] alpha The alpha function to apply + * @param[in] period The effect will occur during this time period */ void AnimateBy(Property target, Property::Value relativeValue, AlphaFunction alpha, TimePeriod period); /** - * @brief Animate a property to a destination value. + * @brief Animates a property to a destination value. * * The default alpha function will be used. * The effect will start & end when the animation begins & ends. * @SINCE_1_0.0 - * @param [in] target The target object/property to animate. - * @param [in] destinationValue The destination value. + * @param[in] target The target object/property to animate + * @param[in] destinationValue The destination value */ void AnimateTo(Property target, Property::Value destinationValue); /** - * @brief Animate a property to a destination value. + * @brief Animates a property to a destination value. * * The effect will start & end when the animation begins & ends. * @SINCE_1_0.0 - * @param [in] target The target object/property to animate. - * @param [in] destinationValue The destination value. - * @param [in] alpha The alpha function to apply. + * @param[in] target The target object/property to animate + * @param[in] destinationValue The destination value + * @param[in] alpha The alpha function to apply */ void AnimateTo(Property target, Property::Value destinationValue, AlphaFunction alpha); /** - * @brief Animate a property to a destination value. + * @brief Animates a property to a destination value. * * The default alpha function will be used. * @SINCE_1_0.0 - * @param [in] target The target object/property to animate. - * @param [in] destinationValue The destination value. - * @param [in] period The effect will occur during this time period. + * @param[in] target The target object/property to animate + * @param[in] destinationValue The destination value + * @param[in] period The effect will occur during this time period */ void AnimateTo(Property target, Property::Value destinationValue, TimePeriod period); /** - * @brief Animate a property to a destination value. + * @brief Animates a property to a destination value. * * @SINCE_1_0.0 - * @param [in] target The target object/property to animate. - * @param [in] destinationValue The destination value. - * @param [in] alpha The alpha function to apply. - * @param [in] period The effect will occur during this time period. + * @param[in] target The target object/property to animate + * @param[in] destinationValue The destination value + * @param[in] alpha The alpha function to apply + * @param[in] period The effect will occur during this time period */ void AnimateTo(Property target, Property::Value destinationValue, AlphaFunction alpha, TimePeriod period); - /** - * @brief Animate a property between keyframes. + /** + * @brief Animates a property between keyframes. * * @SINCE_1_0.0 - * @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 */ void AnimateBetween(Property target, KeyFrames& keyFrames); /** - * @brief Animate a property between keyframes. + * @brief Animates a property between keyframes. * * @SINCE_1_0.0 - * @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. + * @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. + * @brief Animates a property between keyframes. * * @SINCE_1_0.0 - * @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] 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 */ void AnimateBetween(Property target, KeyFrames& keyFrames, AlphaFunction alpha); /** - * @brief Animate a property between keyframes. + * @brief Animates a property between keyframes. * * @SINCE_1_0.0 - * @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. + * @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 */ void AnimateBetween(Property target, KeyFrames& keyFrames, AlphaFunction alpha, Interpolation interpolation); /** - * @brief Animate a property between keyframes. + * @brief Animates a property between keyframes. * * @SINCE_1_0.0 - * @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 during this time period. + * @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 during this time period */ void AnimateBetween(Property target, KeyFrames& keyFrames, TimePeriod period); /** - * @brief Animate a property between keyframes. + * @brief Animates a property between keyframes. * * @SINCE_1_0.0 - * @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. + * @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 during this time period + * @param[in] interpolation The method used to interpolate between values */ void AnimateBetween(Property target, KeyFrames& keyFrames, TimePeriod period, Interpolation interpolation); /** - * @brief Animate a property between keyframes. + * @brief Animates a property between keyframes. * * @SINCE_1_0.0 - * @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] period The effect will occur during this time period. + * @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] period The effect will occur during this time period */ void AnimateBetween(Property target, KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period); /** - * @brief Animate a property between keyframes. + * @brief Animates a property between keyframes. * * @SINCE_1_0.0 - * @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. + * @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 during this time period + * @param[in] interpolation The method used to interpolate between values */ void AnimateBetween(Property target, KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation); - // Actor-specific convenience methods /** - * @brief Animate an actor's position and orientation through a predefined path. + * @brief Animates 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. @@ -635,10 +695,10 @@ public: * @param[in] path The path. It defines position and orientation * @param[in] forward The vector (in local space coordinate system) that will be oriented with the path's tangent direction */ - void Animate( Actor actor, Path path, const Vector3& forward ); + void Animate(Actor actor, Path path, const Vector3& forward); /** - * @brief Animate an actor's position and orientation through a predefined path. + * @brief Animates 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. @@ -647,12 +707,12 @@ public: * @param[in] actor The actor to animate * @param[in] path The path. It defines position and orientation * @param[in] forward The vector (in local space coordinate system) that will be oriented with the path's tangent direction - * @param [in] alpha The alpha function to apply. + * @param[in] alpha The alpha function to apply */ - void Animate( Actor actor, Path path, const Vector3& forward, AlphaFunction alpha ); + void Animate(Actor actor, Path path, const Vector3& forward, AlphaFunction alpha); /** - * @brief Animate an actor's position and orientation through a predefined path. + * @brief Animates 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. @@ -661,12 +721,12 @@ public: * @param[in] actor The actor to animate * @param[in] path The path. It defines position and orientation * @param[in] forward The vector (in local space coordinate system) that will be oriented with the path's tangent direction - * @param [in] period The effect will occur during this time period. + * @param[in] period The effect will occur during this time period */ - void Animate( Actor actor, Path path, const Vector3& forward, TimePeriod period ); + void Animate(Actor actor, Path path, const Vector3& forward, TimePeriod period); /** - * @brief Animate an actor's position and orientation through a predefined path. + * @brief Animates 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. @@ -675,40 +735,38 @@ public: * @param[in] actor The actor to animate * @param[in] path The path. It defines position and orientation * @param[in] forward The vector (in local space coordinate system) that will be oriented with the path's tangent direction - * @param [in] alpha The alpha function to apply. - * @param [in] period The effect will occur during this time period. + * @param[in] alpha The alpha function to apply + * @param[in] period The effect will occur during this time period */ - void Animate( Actor actor, Path path, const Vector3& forward, AlphaFunction alpha, TimePeriod period); + void Animate(Actor actor, Path path, const Vector3& forward, AlphaFunction alpha, TimePeriod period); /** - * @brief Show an actor during the animation. + * @brief Shows an actor during the animation. * * @SINCE_1_0.0 - * @param [in] actor The actor to animate. - * @param [in] delaySeconds The initial delay from the start of the animation. + * @param[in] actor The actor to animate + * @param[in] delaySeconds The initial delay from the start of the animation */ void Show(Actor actor, float delaySeconds); /** - * @brief Hide an actor during the animation. + * @brief Hides an actor during the animation. * * @SINCE_1_0.0 - * @param [in] actor The actor to animate. - * @param [in] delaySeconds The initial delay from the start of the animation. + * @param[in] actor The actor to animate + * @param[in] delaySeconds The initial delay from the start of the animation */ void Hide(Actor actor, float delaySeconds); public: // Not intended for use by Application developers - /// @cond internal /** - * @brief This constructor is used by Animation::New() methods + * @brief This constructor is used by Animation::New() methods. * @SINCE_1_0.0 - * @param [in] animation A pointer to a newly allocated Dali resource + * @param[in] animation A pointer to a newly allocated Dali resource */ explicit DALI_INTERNAL Animation(Internal::Animation* animation); /// @endcond - }; /** @@ -716,4 +774,4 @@ public: // Not intended for use by Application developers */ } // namespace Dali -#endif // __DALI_ANIMATION_H__ +#endif // DALI_ANIMATION_H