adw.timed_animation

Module for [TimedAnimation] class

Types 3

A time-based adw.animation.Animation.

adw.timed_animation.TimedAnimation implements a simple animation interpolating the given value from adw.timed_animation.TimedAnimation.valueFrom to adw.timed_animation.TimedAnimation.valueTo over adw.timed_animation.TimedAnimation.duration milliseconds using the curve described by adw.timed_animation.TimedAnimation.easing.

If adw.timed_animation.TimedAnimation.reverse is set to TRUE, adw.timed_animation.TimedAnimation will instead animate from adw.timed_animation.TimedAnimation.valueTo to adw.timed_animation.TimedAnimation.valueFrom, and the easing curve will be inverted.

The animation can repeat a certain amount of times, or endlessly, depending on the adw.timed_animation.TimedAnimation.repeatCount value. If adw.timed_animation.TimedAnimation.alternate is set to TRUE, it will also change the direction every other iteration.

Methods
GType _getGType() static nothrow
GType _gType() @property nothrow
TimedAnimation self() nothrowReturns `this`, for use in `with` statements.
TimedAnimationGidBuilder builder() static nothrowGet builder for [adw.timed_animation.TimedAnimation] Returns: New builder object
bool alternate() @property nothrowGet `alternate` property. Returns: Whether the animation changes direction on every iteration.
void alternate(bool propval) @property nothrowSet `alternate` property. Params: propval = Whether the animation changes direction on every iteration.
uint duration() @property nothrowGet `duration` property. Returns: Duration of the animation, in milliseconds.
void duration(uint propval) @property nothrowSet `duration` property. Params: propval = Duration of the animation, in milliseconds.
adw.types.Easing easing() @property nothrowGet `easing` property. Returns: Easing function used in the animation.
void easing(adw.types.Easing propval) @property nothrowSet `easing` property. Params: propval = Easing function used in the animation.
uint repeatCount() @property nothrowGet `repeatCount` property. Returns: Number of times the animation will play.
void repeatCount(uint propval) @property nothrowSet `repeatCount` property. Params: propval = Number of times the animation will play.
bool reverse() @property nothrowGet `reverse` property. Returns: Whether the animation plays backwards.
void reverse(bool propval) @property nothrowSet `reverse` property. Params: propval = Whether the animation plays backwards.
double valueFrom() @property nothrowGet `valueFrom` property. Returns: The value to animate from.
void valueFrom(double propval) @property nothrowSet `valueFrom` property. Params: propval = The value to animate from.
double valueTo() @property nothrowGet `valueTo` property. Returns: The value to animate to.
void valueTo(double propval) @property nothrowSet `valueTo` property. Params: propval = The value to animate to.
bool getAlternate() nothrowGets whether self changes direction on every iteration. Returns: whether self alternates
uint getDuration() nothrowGets the duration of self. Returns: the duration of self, in milliseconds
adw.types.Easing getEasing() nothrowGets the easing function self uses. Returns: the easing function self uses
uint getRepeatCount() nothrowGets the number of times self will play. Returns: the number of times self will play
bool getReverse() nothrowGets whether self plays backwards. Returns: whether self plays backwards
double getValueFrom() nothrowGets the value self will animate from. Returns: the value to animate from
double getValueTo() nothrowGets the value self will animate to. Returns: the value to animate to
void setAlternate(bool alternate) nothrowSets whether self changes direction on every iteration.
void setDuration(uint duration) nothrowSets the duration of self.
void setEasing(adw.types.Easing easing) nothrowSets the easing function self will use.
void setRepeatCount(uint repeatCount) nothrowSets the number of times self will play.
void setReverse(bool reverse) nothrowSets whether self plays backwards.
void setValueFrom(double value) nothrowSets the value self will animate from.
void setValueTo(double value) nothrowSets the value self will animate to.
Constructors
this(void * ptr, Flag!"Take" take)
this(gtk.widget.Widget widget, double from, double to, uint duration, adw.animation_target.AnimationTarget target)Creates a new [adw.timed_animation.TimedAnimation] on widget to animate target from from to to.

Fluent builder implementation template for adw.timed_animation.TimedAnimation

Methods
T alternate(bool propval) nothrowSet `alternate` property. Params: propval = Whether the animation changes direction on every iteration. Returns: Builder instance for fluent chaining
T duration(uint propval) nothrowSet `duration` property. Params: propval = Duration of the animation, in milliseconds.
T easing(adw.types.Easing propval) nothrowSet `easing` property. Params: propval = Easing function used in the animation.
T repeatCount(uint propval) nothrowSet `repeatCount` property. Params: propval = Number of times the animation will play.
T reverse(bool propval) nothrowSet `reverse` property. Params: propval = Whether the animation plays backwards. Returns: Builder instance for fluent chaining
T valueFrom(double propval) nothrowSet `valueFrom` property. Params: propval = The value to animate from.
T valueTo(double propval) nothrowSet `valueTo` property. Params: propval = The value to animate to.
Methods
TimedAnimation build() nothrowCreate object from builder. Returns: New object