Tizen Native API
|
Functions | |
void | edje_frametime_set (double t) |
Set edje trasitions' frame time. | |
double | edje_frametime_get (void) |
Get edje trasitions' frame time. | |
void | edje_freeze (void) |
Freeze Edje objects. | |
void | edje_thaw (void) |
Thaw Edje objects. | |
void | edje_object_animation_set (Edje_Object *obj, Eina_Bool on) |
Set the object's animation state. | |
Eina_Bool | edje_object_animation_get (const Edje_Object *obj) |
Get the Edje object's animation state. | |
void | edje_object_play_set (Edje_Object *obj, Eina_Bool play) |
Set the Edje object to playing or paused states. | |
Eina_Bool | edje_object_play_get (const Edje_Object *obj) |
Get the Edje object's state. | |
const char * | edje_object_part_state_get (const Edje_Object *obj, const char *part, double *val_ret) |
Returns the state of the Edje part. | |
int | edje_object_freeze (Edje_Object *obj) |
Freezes the Edje object. | |
int | edje_object_thaw (Edje_Object *obj) |
Thaws the Edje object. | |
Typedefs | |
typedef enum _Edje_Tween_Mode | Edje_Tween_Mode |
typedef enum _Edje_Action_Type | Edje_Action_Type |
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.
Typedef Documentation
All actions available in Edje programs.
Available tween mode for edje animations
Enumeration Type Documentation
enum _Edje_Action_Type |
- Enumerator:
enum _Edje_Tween_Mode |
- Enumerator:
Function Documentation
double edje_frametime_get | ( | void | ) |
Get edje trasitions' frame time.
- Since :
- 2.3
- Returns:
- The frame time, in seconds.
- Remarks:
- This function returns the edje frame time set by edje_frametime_set() or the default value 1/30.
- See also:
- edje_frametime_set()
void edje_frametime_set | ( | double | t | ) |
Set edje trasitions' frame time.
- Since :
- 2.3
- Parameters:
-
[in] t The frame time, in seconds. Default value is 1/30.
- Remarks:
- 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().
- See also:
- edje_frametime_get()
void edje_freeze | ( | void | ) |
Freeze Edje objects.
- Since :
- 2.3
- Remarks:
- This function freezes all Edje animations in the current process.
- : for freeze a specific object
- See also:
- edje_object_freeze().
- edje_thaw()
Eina_Bool edje_object_animation_get | ( | const Edje_Object * | obj | ) |
Get the Edje object's animation state.
- Since :
- 2.3
- Returns:
EINA_FALSE
on error or if object is not animated;EINA_TRUE
if animated.
- Remarks:
- This function returns if the animation is stopped or not. The animation state is set by edje_object_animation_set().
- See also:
- edje_object_animation_set().
- Parameters:
-
[in] obj The edje object
void edje_object_animation_set | ( | Edje_Object * | obj, |
Eina_Bool | on | ||
) |
Set the object's animation state.
- Since :
- 2.3
- Remarks:
- This function starts or stops an Edje object's animation. The information if it's stopped can be retrieved by edje_object_animation_get().
- See also:
- edje_object_animation_get()
- Parameters:
-
[in] obj The edje object [in] on The animation state. EINA_TRUE
to starts orEINA_FALSE
to stops.
int edje_object_freeze | ( | Edje_Object * | obj | ) |
Freezes the Edje object.
- Since :
- 2.3
- Returns:
- The frozen state or 0 on Error
- Remarks:
- This function puts all changes on hold. Successive freezes will nest, requiring an equal number of thaws.
- See also:
- edje_object_thaw()
- Parameters:
-
[in] obj The edje object
const char* edje_object_part_state_get | ( | const Edje_Object * | obj, |
const char * | part, | ||
double * | val_ret | ||
) |
Returns the state of the Edje part.
- Since :
- 2.3
- Returns:
- The part state: "default" for the default state "" for other states
- Parameters:
-
[in] obj The edje object [in] part The part name [out] val_ret No description supplied.
Eina_Bool edje_object_play_get | ( | const Edje_Object * | obj | ) |
Get the Edje object's state.
- Since :
- 2.3
- Returns:
EINA_FALSE
if the object is not connected, itsdelete_me
flag is set, or it is at paused state;EINA_TRUE
if the object is at playing state.
- Remarks:
- This function tells if an Edje object is playing or not. This state is set by edje_object_play_set().
- See also:
- edje_object_play_set().
- Parameters:
-
[in] obj The edje object
void edje_object_play_set | ( | Edje_Object * | obj, |
Eina_Bool | play | ||
) |
Set the Edje object to playing or paused states.
- Since :
- 2.3
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.
- See also:
- edje_object_play_get().
- Parameters:
-
[in] obj The edje object [in] play Object state ( EINA_TRUE
to playing,EINA_FALSE
to paused).
int edje_object_thaw | ( | Edje_Object * | obj | ) |
Thaws the Edje object.
- Since :
- 2.3
- Returns:
- The frozen state or 0 if the object is not frozen or on error.
- Remarks:
- This function thaws the given Edje object.
- : If sucessives freezes were done, an equal number of thaws will be required.
- See also:
- edje_object_freeze()
- Parameters:
-
[in] obj The edje object
void edje_thaw | ( | void | ) |
Thaw Edje objects.
- Since :
- 2.3
- Remarks:
- This function thaws all Edje animations in the current process.
- for thaw a specific object
- See also:
- edje_object_thaw().
- edje_freeze()