It allows you to apply more than one effect at once, and also allows to set properties like event_enabled, auto_reverse, repeat_times and tween_mode.
#include <Elementary.h>
struct Context
{
int repeat_times;
};
static void
{
}
static void
{
}
static void
{
}
static void
{
}
static void
{
}
static void
{
}
static struct {
const char *label;
} _transitions[] = {
{
"Translation", _transit_translation,
EINA_FALSE },
};
static void
{
elm_object_text_set(check, label);
}
static void
{
int i;
struct Context *ctxt = data;
for (i = 0; _transitions[i].label; i++)
{
if (_transitions[i].checked)
_transitions[i].transition_add_cb(trans);
}
}
static void
{
printf("object clicked!\n");
}
static void
{
int *repeat_cnt = data;
}
static void
{
double val = 0.0;
}
EAPI_MAIN int
{
Evas_Object *win, *obj, *icon, *box, *vbox, *vbox2, *hbox, *btn;
char buf[PATH_MAX];
int i;
struct Context context;
context.repeat_times = 0;
elm_object_text_set(obj, "Transformed object!");
context.obj = obj;
elm_object_text_set(btn, "Transit!");
for (i = 0; _transitions[i].label; i++)
_checkbox_transition_add(vbox, _transitions[i].label,
&_transitions[i].checked);
elm_object_text_set(cbox, "Events enabled");
elm_object_text_set(cbox, "Auto reverse");
elm_object_text_set(cbox, "Keep final state");
return 0;
}