Tizen Native API
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This group discusses functions that deal with animations.
- Remarks:
- Edje has the ability to animate objects. One can start, stop, play, pause, freeze, and thaw edje animations using the functions of this section.
Functions | |
void | edje_frametime_set (double t) |
Sets the edje trasitions' frame time. | |
double | edje_frametime_get (void) |
Gets the edje trasitions' frame time. | |
void | edje_freeze (void) |
Freezes the edje objects. | |
void | edje_thaw (void) |
Thaws the edje objects. | |
void | edje_object_play_set (Evas_Object *obj, Eina_Bool play) |
Sets the edje object to the playing or paused states. | |
Eina_Bool | edje_object_play_get (const Evas_Object *obj) |
Gets the edje object's state. | |
void | edje_object_animation_set (Evas_Object *obj, Eina_Bool on) |
Sets the object's animation state. | |
Eina_Bool | edje_object_animation_get (const Evas_Object *obj) |
Gets the edje object's animation state. | |
int | edje_object_freeze (Evas_Object *obj) |
Freezes the edje object. | |
int | edje_object_thaw (Evas_Object *obj) |
Thaws the edje object. | |
const char * | edje_object_part_state_get (const Evas_Object *obj, const char *part, double *val_ret) |
Gets the state of the edje part. | |
Typedefs | |
typedef enum _Edje_Action_Type | Edje_Action_Type |
Edje Action Type. |
Enumeration Type Documentation
enum _Edje_Action_Type |
Function Documentation
double edje_frametime_get | ( | void | ) |
Gets the edje trasitions' frame time.
This function returns the edje frame time set by edje_frametime_set() or the default value of 1/30.
- Since :
- 2.3.1
- Returns:
- The frame time, in seconds
- See also:
- edje_frametime_set()
void edje_frametime_set | ( | double | t | ) |
Sets the edje trasitions' frame time.
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().
- Since :
- 2.3.1
- Parameters:
-
[in] t The frame time, in seconds
Default value is 1/30.
- See also:
- edje_frametime_get()
void edje_freeze | ( | void | ) |
Freezes the edje objects.
This function freezes all edje animations in the current process.
- Since :
- 2.3.1
- See also:
- edje_object_freeze() to freeze a specific object
- edje_thaw()
Eina_Bool edje_object_animation_get | ( | const Evas_Object * | obj | ) |
Gets the edje object's animation state.
This function gets whether the animation is stopped or not. The animation state is set by edje_object_animation_set().
- Since :
- 2.3.1
- Parameters:
-
[in] obj A handle to an edje object
- Returns:
- EINA_FALSE on error or if the object is not animated, otherwise EINA_TRUE if it is animated
- See also:
- edje_object_animation_set()
void edje_object_animation_set | ( | Evas_Object * | obj, |
Eina_Bool | on | ||
) |
Sets the object's animation state.
This function starts or stops an edje object's animation. The information about whether it's stopped can be retrieved by edje_object_animation_get().
- Since :
- 2.3.1
- Parameters:
-
[in] obj A handle to an edje object [in] on The animation state
If EINA_TRUE the object starts, otherwise EINA_FALSE to stop it
- See also:
- edje_object_animation_get()
int edje_object_freeze | ( | Evas_Object * | obj | ) |
Freezes the edje object.
This function puts all changes on hold. Successive freezes are nested, requiring an equal number of thaws.
- Since :
- 2.3.1
- Parameters:
-
[in] obj A handle to an edje object
- Returns:
- The frozen state, otherwise
0
on error
- See also:
- edje_object_thaw()
const char* edje_object_part_state_get | ( | const Evas_Object * | obj, |
const char * | part, | ||
double * | val_ret | ||
) |
Gets the state of the edje part.
- Since :
- 2.3.1
- Parameters:
-
[in] obj A valid Evas_Object handle [in] part The part name [out] val_ret The part state name
- Returns:
- The part state:
"default" for the default state
"" for other states
Eina_Bool edje_object_play_get | ( | const Evas_Object * | obj | ) |
Gets the edje object's state.
This function gets whether an edje object is playing or not. This state is set by edje_object_play_set().
- Since :
- 2.3.1
- Parameters:
-
[in] obj A handle to an edje object
- Returns:
- EINA_FALSE if the object is not connected, its
delete_me
flag is set, or it is in the paused state; otherwise EINA_TRUE if the object is in playing state.
- See also:
- edje_object_play_set()
void edje_object_play_set | ( | Evas_Object * | obj, |
Eina_Bool | play | ||
) |
Sets the edje object to the playing or paused states.
This function sets the edje object obj to the playing or paused states, depending on the parameter play. This has no effect if the object is already in that state.
- Since :
- 2.3.1
- Parameters:
-
[in] obj A handle to an edje object [in] play The object state (EINA_TRUE for the playing state, EINA_FALSE for the paused state)
- See also:
- edje_object_play_get()
int edje_object_thaw | ( | Evas_Object * | obj | ) |
Thaws the edje object.
This function thaws the given edje object.
- Since :
- 2.3.1
- Remarks:
- If sucessives freezes are done, an equal number of thaws are required.
- Parameters:
-
[in] obj A handle to an edje object
- Returns:
- The frozen state, otherwise
0
if the object is not frozen or on error
- See also:
- edje_object_freeze()
void edje_thaw | ( | void | ) |
Thaws the edje objects.
This function thaws all the edje animations in the current process.
- Since :
- 2.3.1
- See also:
- edje_object_thaw() to thaw a specific object
- edje_freeze()