Functions that deal with animations. More...
Typedefs | |
typedef enum _Edje_Tween_Mode | Edje_Tween_Mode |
typedef enum _Edje_Action_Type | Edje_Action_Type |
Enumerations | |
enum | _Edje_Tween_Mode { EDJE_TWEEN_MODE_NONE = 0, EDJE_TWEEN_MODE_LINEAR = 1, EDJE_TWEEN_MODE_SINUSOIDAL = 2, EDJE_TWEEN_MODE_ACCELERATE = 3, EDJE_TWEEN_MODE_DECELERATE = 4, EDJE_TWEEN_MODE_ACCELERATE_FACTOR = 5, EDJE_TWEEN_MODE_DECELERATE_FACTOR = 6, EDJE_TWEEN_MODE_SINUSOIDAL_FACTOR = 7, EDJE_TWEEN_MODE_DIVISOR_INTERP = 8, EDJE_TWEEN_MODE_BOUNCE = 9, EDJE_TWEEN_MODE_SPRING = 10, EDJE_TWEEN_MODE_LAST = 11, EDJE_TWEEN_MODE_MASK = 0xff, EDJE_TWEEN_MODE_OPT_FROM_CURRENT = (1 << 31) } |
enum | _Edje_Action_Type { EDJE_ACTION_TYPE_NONE = 0, EDJE_ACTION_TYPE_STATE_SET = 1, EDJE_ACTION_TYPE_ACTION_STOP = 2, EDJE_ACTION_TYPE_SIGNAL_EMIT = 3, EDJE_ACTION_TYPE_DRAG_VAL_SET = 4, EDJE_ACTION_TYPE_DRAG_VAL_STEP = 5, EDJE_ACTION_TYPE_DRAG_VAL_PAGE = 6, EDJE_ACTION_TYPE_SCRIPT = 7, EDJE_ACTION_TYPE_FOCUS_SET = 8, EDJE_ACTION_TYPE_RESERVED00 = 9, EDJE_ACTION_TYPE_FOCUS_OBJECT = 10, EDJE_ACTION_TYPE_PARAM_COPY = 11, EDJE_ACTION_TYPE_PARAM_SET = 12, EDJE_ACTION_TYPE_SOUND_SAMPLE = 13, EDJE_ACTION_TYPE_SOUND_TONE = 14, EDJE_ACTION_TYPE_PHYSICS_IMPULSE = 15, EDJE_ACTION_TYPE_PHYSICS_TORQUE_IMPULSE = 16, EDJE_ACTION_TYPE_PHYSICS_FORCE = 17, EDJE_ACTION_TYPE_PHYSICS_TORQUE = 18, EDJE_ACTION_TYPE_PHYSICS_FORCES_CLEAR = 19, EDJE_ACTION_TYPE_PHYSICS_VEL_SET = 20, EDJE_ACTION_TYPE_PHYSICS_ANG_VEL_SET = 21, EDJE_ACTION_TYPE_PHYSICS_STOP = 22, EDJE_ACTION_TYPE_PHYSICS_ROT_SET = 23, EDJE_ACTION_TYPE_LAST = 24 } |
Functions | |
void | edje_frametime_set (double t) |
Set edje trasitions' frame time. More... | |
double | edje_frametime_get (void) |
Get edje trasitions' frame time. More... | |
void | edje_freeze (void) |
Freeze Edje objects. More... | |
void | edje_thaw (void) |
Thaw Edje objects. More... | |
#define | edje_obj_play_set(play) EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_PLAY_SET), EO_TYPECHECK(Eina_Bool, play) |
Set the Edje object to playing or paused states. More... | |
#define | edje_obj_play_get(ret) EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_PLAY_GET), EO_TYPECHECK(Eina_Bool *, ret) |
Get the Edje object's state. More... | |
#define | edje_obj_animation_set(on) EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_ANIMATION_SET), EO_TYPECHECK(Eina_Bool, on) |
Set the object's animation state. More... | |
#define | edje_obj_animation_get(ret) EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_ANIMATION_GET), EO_TYPECHECK(Eina_Bool *, ret) |
Get the Edje object's animation state. More... | |
#define | edje_obj_freeze(ret) EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_FREEZE), EO_TYPECHECK(int *, ret) |
Freezes the Edje object. More... | |
#define | edje_obj_thaw(ret) EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_THAW), EO_TYPECHECK(int *, ret) |
Thaws the Edje object. More... | |
#define | edje_obj_part_state_get(part, val_ret, ret) EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_PART_STATE_GET), EO_TYPECHECK(const char *, part), EO_TYPECHECK(double *, val_ret), EO_TYPECHECK(const char **, ret) |
Returns the state of the Edje part. More... | |
void | edje_object_play_set (Evas_Object *obj, Eina_Bool play) |
Set the Edje object to playing or paused states. More... | |
Eina_Bool | edje_object_play_get (const Evas_Object *obj) |
Get the Edje object's state. More... | |
void | edje_object_animation_set (Evas_Object *obj, Eina_Bool on) |
Set the object's animation state. More... | |
Eina_Bool | edje_object_animation_get (const Evas_Object *obj) |
Get the Edje object's animation state. More... | |
int | edje_object_freeze (Evas_Object *obj) |
Freezes the Edje object. More... | |
int | edje_object_thaw (Evas_Object *obj) |
Thaws the Edje object. More... | |
const char * | edje_object_part_state_get (const Evas_Object *obj, const char *part, double *val_ret) |
Returns the state of the Edje part. More... | |
Functions that deal with animations.
Edje has the ability to animate objects. One can start, stop, play, pause, freeze and thaw edje animations using the functions of this section.
#define edje_obj_play_set | ( | play | ) | EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_PLAY_SET), EO_TYPECHECK(Eina_Bool, play) |
Set the Edje object to playing or paused states.
[in] | play |
Referenced by edje_object_play_set().
#define edje_obj_play_get | ( | ret | ) | EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_PLAY_GET), EO_TYPECHECK(Eina_Bool *, ret) |
Get the Edje object's state.
[out] | ret |
Referenced by edje_object_play_get().
#define edje_obj_animation_set | ( | on | ) | EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_ANIMATION_SET), EO_TYPECHECK(Eina_Bool, on) |
Set the object's animation state.
[in] | on |
Referenced by edje_object_animation_set().
#define edje_obj_animation_get | ( | ret | ) | EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_ANIMATION_GET), EO_TYPECHECK(Eina_Bool *, ret) |
Get the Edje object's animation state.
[out] | ret |
Referenced by edje_object_animation_get().
#define edje_obj_freeze | ( | ret | ) | EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_FREEZE), EO_TYPECHECK(int *, ret) |
Freezes the Edje object.
[out] | ret |
Referenced by edje_object_freeze().
#define edje_obj_thaw | ( | ret | ) | EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_THAW), EO_TYPECHECK(int *, ret) |
Thaws the Edje object.
[out] | ret |
Referenced by edje_object_thaw().
#define edje_obj_part_state_get | ( | part, | |
val_ret, | |||
ret | |||
) | EDJE_OBJ_ID(EDJE_OBJ_SUB_ID_PART_STATE_GET), EO_TYPECHECK(const char *, part), EO_TYPECHECK(double *, val_ret), EO_TYPECHECK(const char **, ret) |
Returns the state of the Edje part.
[in] | part | |
[out] | val_ret | |
[out] | ret |
Referenced by edje_object_part_state_get().
enum _Edje_Action_Type |
void edje_frametime_set | ( | double | t | ) |
Set edje trasitions' frame time.
t | The frame time, in seconds. Default value is 1/30. |
This function sets the edje built-in animations' frame time (thus, affecting their resolution) by calling ecore_animator_frametime_set(). This frame time can be retrieved with edje_frametime_get().
References EAPI, and ecore_animator_frametime_set().
double edje_frametime_get | ( | void | ) |
Get edje trasitions' frame time.
This function returns the edje frame time set by edje_frametime_set() or the default value 1/30.
References EAPI, ecore_animator_frametime_get(), edje_obj_signal_callback_add, edje_obj_signal_callback_del, edje_object_signal_callback_add(), edje_object_signal_callback_del(), EINA_FALSE, eina_stringshare_add(), eina_stringshare_del(), EINA_TRUE, and EINA_UNUSED.
void edje_freeze | ( | void | ) |
Freeze Edje objects.
This function freezes all Edje animations in the current process.
References edje_object_freeze(), and EINA_LIST_FOREACH.
void edje_thaw | ( | void | ) |
Thaw Edje objects.
This function thaws all Edje animations in the current process.
References EAPI, edje_object_thaw(), EINA_FALSE, EINA_LIST_FOREACH, and EINA_LIST_FREE.
void edje_object_play_set | ( | Evas_Object * | obj, |
Eina_Bool | play | ||
) |
Set the Edje object to playing or paused states.
obj | A handle to an Edje object. |
play | Object state (EINA_TRUE to playing, EINA_FALSE to paused). |
This function sets the Edje object obj to playing or paused states, depending on the parameter play. This has no effect if the object was already at that state.
References ecore_time_get(), edje_obj_play_set, EINA_FALSE, EINA_LIST_FOREACH, EINA_TRUE, and EINA_UNUSED.
Eina_Bool edje_object_play_get | ( | const Evas_Object * | obj | ) |
Get the Edje object's state.
obj | A handle to an Edje object. |
EINA_FALSE
if the object is not connected, its delete_me
flag is set, or it is at paused state; EINA_TRUE
if the object is at playing state.This function tells if an Edje object is playing or not. This state is set by edje_object_play_set().
References EAPI, edje_obj_play_get, EINA_FALSE, EINA_TRUE, and EINA_UNUSED.
void edje_object_animation_set | ( | Evas_Object * | obj, |
Eina_Bool | on | ||
) |
Set the object's animation state.
obj | A handle to an Edje object. |
on | The animation state. EINA_TRUE to starts or EINA_FALSE to stops. |
This function starts or stops an Edje object's animation. The information if it's stopped can be retrieved by edje_object_animation_get().
References edje_obj_animation_set, eina_list_append(), eina_list_data_get(), EINA_LIST_FOREACH, eina_list_free(), eina_list_remove(), evas_object_hide(), evas_object_show(), and evas_object_visible_get().
Eina_Bool edje_object_animation_get | ( | const Evas_Object * | obj | ) |
Get the Edje object's animation state.
obj | A handle to an Edje object. |
EINA_FALSE
on error or if object is not animated; EINA_TRUE
if animated.This function returns if the animation is stopped or not. The animation state is set by edje_object_animation_set().
References ecore_timer_add(), edje_obj_animation_get, eina_cow_free(), EINA_FALSE, eina_list_append(), EINA_LIST_FOREACH, eina_list_remove(), EINA_TRUE, and EINA_UNUSED.
int edje_object_freeze | ( | Evas_Object * | obj | ) |
Freezes the Edje object.
obj | A handle to an Edje object. |
This function puts all changes on hold. Successive freezes will nest, requiring an equal number of thaws.
References edje_obj_freeze.
Referenced by edje_freeze().
int edje_object_thaw | ( | Evas_Object * | obj | ) |
Thaws the Edje object.
obj | A handle to an Edje object. |
This function thaws the given Edje object.
References edje_obj_thaw.
Referenced by edje_thaw().
const char* edje_object_part_state_get | ( | const Evas_Object * | obj, |
const char * | part, | ||
double * | val_ret | ||
) |
Returns the state of the Edje part.
obj | A valid Evas_Object handle |
part | The part name |
val_ret |
References edje_obj_part_state_get.