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class @beta Efl.Canvas.Animation_Player extends Efl.Object implements Efl.Player, Efl.Playable
{
[[Player object for playing canvas animations.
This player object can be used to play animations on a @.target canvas object.
The type of animation depends on the @.animation object.
]]
c_prefix: efl_animation_player;
methods {
@property animation {
[[The animation to play.
This animation object will be used to change the visual state of the @.target object.
]]
values {
animation: Efl.Canvas.Animation; [[An already-configured animation object.]]
}
}
@property auto_del {
[[Auto delete property]]
set {
}
get {
}
values {
auto_del: bool; [[$true to delete animation object automatically when animation is finished or animation is
cancelled, $false otherwise.]]
}
}
@property target {
[[The canvas object to apply the effects of the @.animation object on.
The @.animation object can change several properties of the $target.
You should ensure that nothing else is trying to change them too.
]]
values {
target: Efl.Canvas.Object; [[Canvas object to animate.]]
}
}
}
implements {
Efl.Object.constructor;
Efl.Object.destructor;
Efl.Player.playing { get; set; }
Efl.Player.paused { get; set; }
Efl.Playable.playable { get; }
Efl.Player.playback_position { get; set; }
Efl.Player.playback_progress { get;}
Efl.Player.playback_speed { get; set; }
//Efl.Player.volume { get; set; }
//Efl.Player.mute { get; set; }
Efl.Playable.length { get; }
Efl.Playable.seekable { get; }
}
events {
/* FIXME: This event is similar to Efl.Canvas.Object.anim_started but with different type, might be confusing. */
started: void; [[Animation is started.]]
running: Efl.Canvas.Object_Animation_Event; [[Animation is running.]]
/* FIXME: This event is similar to Efl.Canvas.Object.anim_ended but with different type, might be confusing. */
ended: void; [[Animation is ended.]]
}
}
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