{
enum Type
{
- CONDITION, ///< A condition triggering the transition animation (the actor is added/removed/focus gained/focus lost)
- PROPERTY, ///< A property to animate
- INITIAL_VALUE, ///< Initial value of an animated property
- TARGET_VALUE, ///< Target value of an animated property
- ANIMATOR, ///< Animator for an animated property
- TYPE, ///< Type of an animator
- NAME, ///< Name of an animator
- TIME_PERIOD, ///< Time period of an property animation
- DURATION, ///< Duration of an property animation
- DELAY, ///< Delay of an property animation
- ALPHA_FUNCTION, ///< Alpha function of a property animation
+ CONDITION, ///< A condition triggering the transition animation (the actor is added/removed/focus gained/focus lost)
+ PROPERTY, ///< A property to animate
+ INITIAL_VALUE, ///< Initial value of an animated property
+ TARGET_VALUE, ///< Target value of an animated property
+ ANIMATOR, ///< Animator for an animated property
+ TYPE, ///< Type of an animator
+ NAME, ///< Name of an animator
+ TIME_PERIOD, ///< Time period of an property animation
+ DURATION, ///< Duration of an property animation
+ DELAY, ///< Delay of an property animation
+ ALPHA_FUNCTION, ///< Alpha function of a property animation
+ AFFECTS_SIBLINGS, ///< Might change the actor siblings positions etc by updating the actor measured size if the actor size is changed due to the animation. False by default.
+ };
+ };
+
+ struct Animator
+ {
+ enum Type
+ {
+ ANIMATE_TO, ///< Animate to property target value
+ ANIMATE_BY, ///< Animate by property target value
+ ANIMATE_BETWEEN, ///< Animate between property initial and target values
+ ANIMATE_PATH ///< Animate using the animation path
};
};