1 2enum Efl.Ui.Vg_Animation_State 3{ 4 [[State of vg_animation 5 6 @since 1.24 7 ]] 8 not_ready, [[Animation is not ready to play. (Probably, it didn't file set yet or failed to read file.]] 9 playing, [[Animation is playing.]] 10 playing_backwards, [[Animation is playing backwards (rewinding).]] 11 paused, [[Animation has been paused.]] 12 stopped [[Vg Animation successfully loaded a file then readied for playing. 13 Otherwise after finished animation or stopped forcibly by request.]] 14} 15 16class Efl.Ui.Vg_Animation extends Efl.Ui.Widget implements Efl.Gfx.View, Efl.File, Efl.Player, Efl.Playable 17{ 18 [[Elementary Vector Graphcis Animation class. 19 Vg Animation is designed to show and play animation of 20 vector graphics based content. It hides all @Efl.Canvas.Vg.Object details 21 but just open an API to read vector data from file. Also, it implements 22 details of animation control methods of Vector. 23 24 Vector data could contain static or animatable vector elements including 25 animation information. Available vector data file formats are SVG, JSON and EET. 26 @Efl.Ui.Vg_Animation currently only supports the animation information contained in 27 JSON (known as Lottie file as well) and EET files. 28 29 @since 1.24 30 ]] 31 event_c_prefix: efl_ui_vg_animation; 32 methods { 33 @property frame { 34 [[Number of current frame. 35 36 Ranges from 0 to @.frame_count - 1. 37 ]] 38 set { 39 } 40 get { 41 } 42 values { 43 frame_num: int; [[Current frame number.]] 44 } 45 } 46 @property default_view_size { 47 [[The default view size that specified from vector resource. 48 ]] 49 get { 50 } 51 values { 52 size: Eina.Size2D; 53 } 54 } 55 @property state { 56 [[Current vg animation state. 57 See @Efl.Ui.Vg_Animation_State 58 ]] 59 get{ 60 } 61 values { 62 state: Efl.Ui.Vg_Animation_State; [[Current vg animation state]] 63 } 64 } 65 @property frame_count { 66 [[The index of end frame of the vg animation, if it's animated. 67 Note : frame number starts with 0. 68 ]] 69 get { 70 } 71 values { 72 frame_count: int; [[The number of frames. 0, if it's not animated.]] 73 } 74 } 75 @property min_progress { 76 [[The start progress of the play. 77 ]] 78 set { 79 } 80 get { 81 } 82 values { 83 min_progress: double(0.0); [[The minimum progress. Value must be 0 ~ 1.]] 84 } 85 } 86 @property max_progress { 87 [[The last progress of the play. 88 ]] 89 set { 90 } 91 get { 92 } 93 values { 94 max_progress: double(1.0); [[The maximum progress. Value must be 0 ~ 1.]] 95 } 96 } 97 @property min_frame { 98 [[The start frame of the play. 99 ]] 100 set { 101 } 102 get { 103 } 104 values { 105 min_frame: int(0); [[The minimum frame for play. Value must be 0 ~ @.max_frame]] 106 } 107 } 108 @property max_frame { 109 [[The last frame of the play. 110 ]] 111 set { 112 } 113 get { 114 } 115 values { 116 max_frame: int; [[The maximum frame for play. Value must be @.min_frame ~ (@.frame_count - 1). 117 The default value is @.frame_count - 1. 118 ]] 119 } 120 } 121 playing_sector @beta { 122 [[Play animation of sector one time instantly when it's available. 123 124 If end sector is NULL, only start sector is referenced. 125 If both the start and end sectors are valid, 126 Play is played and stoped at starting point of each sector. 127 128 If start is null and end is valid, playback starts from 0 frame to the start frame of the end sector. 129 If both sectors start and end are invalid. Play from 0 frame to the last frame of vg animation object. 130 131 Note: This method use to @.min_frame, @.max_frame (@.min_progress, @.max_progress) internally. 132 So if you have changed the min or max frame(progress) it can be changed to the sector frame. 133 ]] 134 params { 135 @in start: string; [[ The name of start sector ]] 136 @in end: string; [[ The name of end sector ]] 137 } 138 return: bool; [[$true when it's successful. $false otherwise.]] 139 } 140 value_provider_override @beta { 141 [[Override each value of the animation object. 142 Values can be properties of Efl.Gfx.Vg.Value_provider such as color and matrix information. 143 144 Example: 145 Eo *vp = efl_add(EFL_GFX_VG_VALUE_PROVIDER_CLASS, NULL); 146 @Efl.Gfx.Vg.Value_Provider.keypath.set(vp, "SomeLayer:SomeObject:SomeContents"); 147 // Set vp property 148 @.value_provider_override(target_vg_animation, vg); 149 See @Efl.Gfx.Vg.Value_Provider 150 ]] 151 params { 152 value_provider: Efl.Gfx.Vg.Value_Provider; [[ Override the values of the animation object. this should have keypath infomation. See @Efl.Gfx.Vg.Value_Provider ]] 153 } 154 } 155 } 156 implements { 157 Efl.Object.constructor; 158 Efl.Object.destructor; 159 Efl.File.load; 160 Efl.File.unload; 161 Efl.Gfx.Entity.visible { set; } 162 Efl.Gfx.Entity.position { set; } 163 Efl.Gfx.Entity.size { set; } 164 Efl.Gfx.View.view_size { set; get; } 165 Efl.Player.playing { set; get; } 166 Efl.Player.paused { set; get; } 167 Efl.Player.playback_position { set; get; } 168 Efl.Player.playback_progress { get; set; } 169 Efl.Player.playback_speed { set; get; } 170 Efl.Playable.length { get; } 171 Efl.Playable.playable { get; } 172 Efl.Playable.seekable { get; } 173 Efl.Player.autoplay { set; get; } 174 Efl.Player.playback_loop { set; get; } 175 } 176} 177