class @beta Efl.Canvas.Animation_Alpha extends Efl.Canvas.Animation
{
- [[Efl alpha animation class]]
+ [[Animated alpha blending effect.
+
+ The @Efl.Canvas.Object will have its alpha (transparency) value multiplied by
+ this animation.
+ This can be used to create fade-in and fade-out transitions, for example.
+ ]]
c_prefix: efl_animation_alpha;
data: Efl_Canvas_Animation_Alpha_Data;
methods {
@property alpha {
- [[Alpha property]]
+ [[Alpha range to animate. $[0.0] means the object is transparent and $[1.0] means
+ the object is opaque.
+ ]]
set {
}
get {
}
values {
- from_alpha: double; [[Alpha value when animation starts]]
- to_alpha: double; [[Alpha value when animation ends]]
+ from_alpha: double; [[Initial alpha value.]]
+ to_alpha: double; [[Ending alpha value.]]
}
}
}
class @beta Efl.Canvas.Animation_Rotate extends Efl.Canvas.Animation
{
- [[Efl rotate animation class]]
+ [[Animated rotation effect.
+
+ The @Efl.Canvas.Object will rotate around a pivot point from one degree to another.
+ Coordinates for the pivot point can be relative to another object or absolute
+ (relative to the containing canvas).
+
+ Note: Changing an object's position using @Efl.Gfx.Entity.position while this
+ animation is running might lead to unexpected results.
+ ]]
c_prefix: efl_animation_rotate;
data: Efl_Canvas_Animation_Rotate_Data;
methods {
@property rotate {
- [[Rotate property]]
+ [[Degree range to animate and pivot object.
+ The object will rotate from $from_degree to $to_degree around the pivot point.
+ All of the object's vertices (i.e. the corners, if it's a rectangular object)
+ will be rotated by these degrees, relative to the pivot point inside the pivot object.
+ The pivot point is another object $pivot plus an additional offset $center_point.
+ ]]
set {
}
get {
}
values {
- from_degree: double; [[Rotation degree when animation starts]]
- to_degree: double; [[Rotation degree when animation ends]]
- pivot: Efl.Canvas.Object; [[Pivot object for the center point.
- If the pivot object is $NULL, then the object is rotated on itself.]]
- center_point : Eina.Vector2; [[Relative coordinate of the center point.]]
+ from_degree: double; [[Initial rotation (from 0 to 360). 0 means no rotation.]]
+ to_degree: double; [[Ending rotation (from 0 to 360). 0 means no rotation.]]
+ pivot: Efl.Canvas.Object; [[Object to use as pivot. $NULL means the animated object itself.]]
+ center_point: Eina.Vector2; [[Position in pixels of the pivot point inside the pivot object.
+ $[(0,0)] means the upper-left corner.]]
}
}
@property rotate_absolute {
- [[Rotate absolute property]]
+ [[Degree range to animate and absolute pivot point.
+ The object will rotate from $from_degree to $to_degree around the pivot point.
+ All of the object's vertices (i.e. the corners, if it's a rectangular object)
+ will be rotated by these degrees, relative to an absolute pivot point.
+ The pivot point is relative to the canvas.
+ ]]
set {
}
get {
}
values {
- from_degree: double; [[Rotation degree when animation starts]]
- to_degree: double; [[Rotation degree when animation ends]]
- center_pointer : Eina.Position2D; [[absolute coordinate of the center point.]]
+ from_degree: double; [[Initial rotation (from 0 to 360). 0 means no rotation.]]
+ to_degree: double; [[Ending rotation (from 0 to 360). 0 means no rotation.]]
+ pivot_point : Eina.Position2D; [[Position of the pivot point relative to the canvas.]]
}
}
}
class @beta Efl.Canvas.Animation_Scale extends Efl.Canvas.Animation
{
- [[Efl scale animation class]]
+ [[Animated scaling effect.
+
+ The @Efl.Canvas.Object will have its size and position changed due to a scaling
+ operation around a specified pivot point.
+ Coordinates for the pivot point can be relative to the object or absolute
+ (relative to the containing canvas).
+
+ Note: Changing an object's geometry using @Efl.Gfx.Entity.position or @Efl.Gfx.Entity.size
+ while this animation is running might lead to unexpected results.
+ ]]
c_prefix: efl_animation_scale;
data: Efl_Canvas_Animation_Scale_Data;
methods {
@property scale {
- [[Scale property]]
+ [[Scale range and pivot object.
+ The object's scale will change from $from_scale to $to_scale.
+ All of the object's vertices (i.e. the corners, if it's a rectangular object)
+ will be multiplied by this scale, relative to the pivot point inside the pivot object.
+ The pivot point is another object $pivot plus an additional offset $center_point.
+ ]]
set {
}
get {
}
values {
- from_scale : Eina.Vector2; [[Scale factor when animation starts]]
- to_scale : Eina.Vector2; [[Scale factor when animation ends]]
- pivot: Efl.Canvas.Object; [[Pivot object for the center point. If the pivot object is $NULL, then the object
- is scaled on itself.]]
- pivot_pos : Eina.Vector2; [[Relative coordinates of the center point. 0.0,0.0 is upper left.]]
+ from_scale: Eina.Vector2; [[Initial scale value.]]
+ to_scale: Eina.Vector2; [[Ending scale value.]]
+ pivot: Efl.Canvas.Object; [[Object to use as pivot. $NULL means the animated object itself.]]
+ center_point: Eina.Vector2; [[Position in pixels of the pivot point inside the pivot object.
+ $[(0,0)] means the upper-left corner.]]
}
}
@property scale_absolute {
- [[Scale absolute property]]
+ [[Scale range and pivot position, relative to the canvas.
+ The object's scale will change from $from_scale to $to_scale.
+ All of the object's vertices (i.e. the corners, if it's a rectangular object)
+ will be multiplied by this scale, relative to the pivot point.
+ The pivot point is relative to the canvas.
+ ]]
set {
}
get {
}
values {
- from_scale : Eina.Vector2; [[Scale factor when animation starts]]
- to_scale : Eina.Vector2; [[Scale factor when animation ends]]
- pos : Eina.Position2D; [[Absolut coordinates in canvas space]]
+ from_scale: Eina.Vector2; [[Initial scale value.]]
+ to_scale: Eina.Vector2; [[Ending scale value.]]
+ pivot_point: Eina.Position2D; [[Position of the pivot point relative to the canvas.]]
}
}
}
class @beta Efl.Canvas.Animation_Translate extends Efl.Canvas.Animation
{
- [[Efl translate animation class]]
+ [[Animated translation effect.
+
+ The @Efl.Canvas.Object will move from one point to another.
+ Coordinates for the origin and destination points can be relative to the object
+ or absolute (relative to the containing canvas).
+
+ Note: Changing an object's position using @Efl.Gfx.Entity.position while this
+ animation is running might lead to unexpected results.
+ ]]
c_prefix: efl_animation_translate;
data: Efl_Canvas_Animation_Translate_Data;
methods {
@property translate {
- [[Translate property]]
+ [[Translation vector, relative to the starting position of the object.
+ So, for example, if $from is $[(0,0)], the object will move from its
+ current position to $to.
+ ]]
set {
}
get {
}
values {
- from : Eina.Position2D; [[Position moved when animation starts.]]
- to : Eina.Position2D; [[Position moved when animation ends.]]
+ from : Eina.Position2D; [[Relative initial position.]]
+ to : Eina.Position2D; [[Relative ending position.]]
}
}
@property translate_absolute {
- [[Translate absolute property]]
+ [[Translation vector, relative to the canvas.
+ So, for example, if $from is $[(0,0)], the object will always start from the
+ origin of the canvas, regardless of the current object position.
+ ]]
set {
}
get {
}
values {
- from : Eina.Position2D; [[The position where the animation starts.]]
- to : Eina.Position2D; [[The position where the animation stops.]]
+ from : Eina.Position2D; [[Absolute initial position.]]
+ to : Eina.Position2D; [[Absolute ending position.]]
}
}
}