mixin Efl.Canvas.Object_Animation requires Efl.Object { [[A mixin that provides animation capabilities to @Efl.Canvas.Object. By including this mixin canvas objects can be animated just by calling @.animation_start. @since 1.24 ]] methods { @property animation { [[The animation that is currently played on the canvas object. $null in case that there is no animation running.]] get { } values { animation : Efl.Canvas.Animation; [[The animation which is currently applied on this object.]] } } @property animation_progress { [[The current progress of the animation, between $[0.0] and $[1.0]. Even if the animation is going backwards (speed < 0.0) the progress will still go from $[0.0] to $[1.0]. If there is no animation going on, this will return $[-1.0]. ]] get { } values { progress : double; [[Current progress of the animation.]] } } @property animation_pause { [[Pause the animation. @.animation will not be unset. When $pause is $false, the animation will be resumed at the same progress it was when it was paused. ]] values { pause : bool; [[Paused state.]] } } animation_start { [[Start a new animation. If there is an animation going on, it is stopped and the previous @.animation object is replaced. Its lifetime is adjusted accordingly. ]] params { animation : Efl.Canvas.Animation @move; [[The animation to start. When not needed anymore, the reference that was passed is given up.]] speed : double; [[The speed of the playback. $[1.0] is normal playback. Negative values mean reverse playback. ]] starting_progress : double; [[The progress point where to start. Must be between $[0.0] and $[1.0]. Useful to revert an animation which has already started. ]] } } animation_stop { [[Stop the animation. After this call, @.animation will return $null. The reference that was taken during @.animation_start will be given up. ]] } } events { animation,changed: Efl.Canvas.Animation; [[The animation object got changed.]] animation_progress,updated : double; [[The animation progress got changed.]] } }