#ifndef _EFL_UI_SPOTLIGHT_ANIMATION_MANAGER_EO_H_
#define _EFL_UI_SPOTLIGHT_ANIMATION_MANAGER_EO_H_

#ifndef _EFL_UI_SPOTLIGHT_ANIMATION_MANAGER_EO_CLASS_TYPE
#define _EFL_UI_SPOTLIGHT_ANIMATION_MANAGER_EO_CLASS_TYPE

typedef Eo Efl_Ui_Spotlight_Animation_Manager;

#endif

#ifndef _EFL_UI_SPOTLIGHT_ANIMATION_MANAGER_EO_TYPES
#define _EFL_UI_SPOTLIGHT_ANIMATION_MANAGER_EO_TYPES


#endif
#ifdef EFL_BETA_API_SUPPORT
/**
 * @brief A spotlight manager that uses animation objects to react to different
 * @ref efl_ui_spotlight_manager_switch_to situations.
 *
 * Animations are played forward when they are on the @c to argument and they
 * are played backward when they are on the @c from argument.
 *
 * Pop animations are always played backwards, Push animations are always
 * played forward. The reason for this is reusability: you can use the same
 * animation in all situations and this covers the inverted effect that "moving
 * in" and "moving out" has. For example, when you have an alpha channel
 * animation, the Pop animation can be the same as the Jump-In and Out
 * animation, and both will look like fading out.
 *
 * @ingroup Efl_Ui_Spotlight_Animation_Manager
 */
#define EFL_UI_SPOTLIGHT_ANIMATION_MANAGER_CLASS efl_ui_spotlight_animation_manager_class_get()

EWAPI const Efl_Class *efl_ui_spotlight_animation_manager_class_get(void) EINA_CONST;

/**
 * @brief Animation that is used to animate the @c to argument of a
 * @ref efl_ui_spotlight_manager_switch_to request when the passed @c reason is
 * @ref EFL_UI_SPOTLIGHT_MANAGER_SWITCH_REASON_PUSH.
 *
 * If these animations are @c null, then the @c in and @c out animation of
 * @ref efl_ui_spotlight_manager_animation_jump_setup_set will be used instead.
 *
 * @param[in] obj The object.
 * @param[in] in The animation to play, the implementation will take an
 * additional reference
 * @param[in] out The animation to play, the implementation will take an
 * additional reference. Can be the same as @c in.
 *
 * @ingroup Efl_Ui_Spotlight_Animation_Manager
 */
EOAPI void efl_ui_spotlight_manager_animation_push_setup_set(Eo *obj, Efl_Canvas_Animation *in, Efl_Canvas_Animation *out);

/**
 * @brief Animation that is used to animate the @c from argument of a
 * @ref efl_ui_spotlight_manager_switch_to request when the passed @c reason is
 * @ref EFL_UI_SPOTLIGHT_MANAGER_SWITCH_REASON_POP.
 *
 * @note These animations are always played backwards, see the class
 * documentation for the reasoning.
 *
 * If these animations are @c null, then the @c in and @c out animation of
 * @ref efl_ui_spotlight_manager_animation_jump_setup_set will be used instead.
 *
 * @param[in] obj The object.
 * @param[in] in The animation to play, the implementation will take an
 * additional reference
 * @param[in] out The animation to play, the implementation will take an
 * additional reference. Can be the same as @c in.
 *
 * @ingroup Efl_Ui_Spotlight_Animation_Manager
 */
EOAPI void efl_ui_spotlight_manager_animation_pop_setup_set(Eo *obj, Efl_Canvas_Animation *in, Efl_Canvas_Animation *out);

/**
 * @brief Sets the animation objects you want to play on a jump in or jump out.
 *
 * When a @ref efl_ui_spotlight_manager_switch_to request is issued, two
 * arguments are getting animated. The @c from object, and the @c to object.
 * The @c from object will play the @c out animation whereas the @c to object
 * will play the @c in animation.
 *
 * The @c out animation will always be played backwards. See the class
 * documentation for the reasoning.
 *
 * @param[in] obj The object.
 * @param[in] in The animation to play, the implementation will take an
 * additional reference
 * @param[in] out The animation to play, the implementation will take an
 * additional reference. Can be the same as @c in.
 *
 * @ingroup Efl_Ui_Spotlight_Animation_Manager
 */
EOAPI void efl_ui_spotlight_manager_animation_jump_setup_set(Eo *obj, Efl_Canvas_Animation *in, Efl_Canvas_Animation *out);
#endif /* EFL_BETA_API_SUPPORT */

#endif
