Class: Clutter::Animation
- Inherits:
-
Object
- Object
- Clutter::Animation
- Defined in:
- (unknown)
Overview
The Clutter::AnimationClass structure contains only private data and
should be accessed using the provided functions.
Instance Method Summary collapse
-
#alpha ⇒ Clutter::Alpha
The Clutter::Alpha used by the animation.
-
#alpha=(alpha) ⇒ Clutter::Alpha
The Clutter::Alpha used by the animation.
-
#bind(property_name, final) ⇒ Clutter::Animation
Adds a single property with name property_name to the animation animation.
-
#bind_interval(property_name, interval) ⇒ Clutter::Animation
Binds interval to the property_name of the #GObject attached to animation.
-
#completed ⇒ nil
Emits the ::completed signal on animation.
-
#duration ⇒ Integer
The duration of the animation, expressed in milliseconds.
-
#duration=(duration) ⇒ Integer
The duration of the animation, expressed in milliseconds.
-
#get_interval(property_name) ⇒ Clutter::Interval
Retrieves the Clutter::Interval associated to property_name inside animation.
-
#has_property(property_name) ⇒ Boolean
Checks whether animation is controlling property_name.
-
#initialize ⇒ Clutter::Animation
constructor
Creates a new Clutter::Animation instance.
-
#loop ⇒ Boolean
Retrieves whether animation is looping.
-
#loop=(loop) ⇒ Boolean
Whether the animation should loop.
-
#loop? ⇒ Boolean
Whether the animation should loop.
-
#mode ⇒ Clutter::gulong
The animation mode, either a value from Clutter::AnimationMode or a value returned by clutter_alpha_register_func().
-
#mode=(mode) ⇒ Clutter::gulong
The animation mode, either a value from Clutter::AnimationMode or a value returned by clutter_alpha_register_func().
-
#object ⇒ GObject::Object
The #GObject to which the animation applies.
-
#object=(object) ⇒ GObject::Object
The #GObject to which the animation applies.
-
#timeline ⇒ Clutter::Timeline
The Clutter::Timeline used by the animation.
-
#timeline=(timeline) ⇒ Clutter::Timeline
The Clutter::Timeline used by the animation.
-
#unbind_property(property_name) ⇒ nil
Removes property_name from the list of animated properties.
-
#update(property_name, final) ⇒ Clutter::Animation
Updates the final value of the interval for property_name.
-
#update_interval(property_name, interval) ⇒ nil
Changes the interval for property_name.
Constructor Details
#initialize ⇒ Clutter::Animation
Creates a new Clutter::Animation instance. You should set the
#GObject to be animated using clutter_animation_set_object(),
set the duration with clutter_animation_set_duration() and the
easing mode using clutter_animation_set_mode().
Use clutter_animation_bind() or clutter_animation_bind_interval()
to define the properties to be animated. The interval and the
animated properties can be updated at runtime.
The clutter_actor_animate() and relative family of functions provide
an easy way to animate a Clutter::Actor and automatically manage the
lifetime of a Clutter::Animation instance, so you should consider using
those functions instead of manually creating an animation.
Instance Method Details
#alpha ⇒ Clutter::Alpha
The Clutter::Alpha used by the animation.
#alpha=(alpha) ⇒ Clutter::Alpha
The Clutter::Alpha used by the animation.
#bind(property_name, final) ⇒ Clutter::Animation
Adds a single property with name property_name to the
animation animation. For more information about animations,
see clutter_actor_animate().
This method returns the animation primarily to make chained
calls convenient in language bindings.
#bind_interval(property_name, interval) ⇒ Clutter::Animation
Binds interval to the property_name of the #GObject
attached to animation. The Clutter::Animation will take
ownership of the passed Clutter::Interval. For more information
about animations, see clutter_actor_animate().
If you need to update the interval instance use
clutter_animation_update_interval() instead.
#completed ⇒ nil
Emits the ::completed signal on animation
When using this function with a Clutter::Animation created
by the clutter_actor_animate() family of functions, animation
will be unreferenced and it will not be valid anymore,
unless g_object_ref() was called before calling this function
or unless a reference was taken inside a handler for the
Clutter::Animation::completed signal
#duration ⇒ Integer
The duration of the animation, expressed in milliseconds.
#duration=(duration) ⇒ Integer
The duration of the animation, expressed in milliseconds.
#get_interval(property_name) ⇒ Clutter::Interval
Retrieves the Clutter::Interval associated to property_name
inside animation.
#has_property(property_name) ⇒ Boolean
Checks whether animation is controlling property_name.
#loop ⇒ Boolean
Retrieves whether animation is looping.
#loop=(loop) ⇒ Boolean
Whether the animation should loop.
#loop? ⇒ Boolean
Whether the animation should loop.
#mode ⇒ Clutter::gulong
The animation mode, either a value from Clutter::AnimationMode
or a value returned by clutter_alpha_register_func(). The
default value is %CLUTTER_LINEAR.
#mode=(mode) ⇒ Clutter::gulong
The animation mode, either a value from Clutter::AnimationMode
or a value returned by clutter_alpha_register_func(). The
default value is %CLUTTER_LINEAR.
#object ⇒ GObject::Object
The #GObject to which the animation applies.
#object=(object) ⇒ GObject::Object
The #GObject to which the animation applies.
#timeline ⇒ Clutter::Timeline
The Clutter::Timeline used by the animation.
#timeline=(timeline) ⇒ Clutter::Timeline
The Clutter::Timeline used by the animation.
#unbind_property(property_name) ⇒ nil
Removes property_name from the list of animated properties.
#update(property_name, final) ⇒ Clutter::Animation
Updates the final value of the interval for property_name
#update_interval(property_name, interval) ⇒ nil
Changes the interval for property_name. The Clutter::Animation
will take ownership of the passed Clutter::Interval.