2 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
4 * Licensed under the Apache License, Version 2.0 (the "License");
5 * you may not use this file except in compliance with the License.
6 * You may obtain a copy of the License at
8 * http://www.apache.org/licenses/LICENSE-2.0
10 * Unless required by applicable law or agreed to in writing, software
11 * distributed under the License is distributed on an "AS IS" BASIS,
12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13 * See the License for the specific language governing permissions and
14 * limitations under the License.
19 #include <dali/internal/update/animation/scene-graph-animation.h>
22 #include <cmath> // fmod
25 #include <dali/internal/common/memory-pool-object-allocator.h>
26 #include <dali/internal/render/common/performance-monitor.h>
27 #include <dali/public-api/math/math-utils.h>
28 namespace //Unnamed namespace
30 //Memory pool used to allocate new animations. Memory used by this pool will be released when shutting down DALi
31 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Animation> gAnimationMemoryPool;
33 inline void WrapInPlayRange( float& elapsed, const float& playRangeStartSeconds, const float& playRangeEndSeconds)
35 if( elapsed > playRangeEndSeconds )
37 elapsed = playRangeStartSeconds + fmodf( ( elapsed - playRangeStartSeconds ), ( playRangeEndSeconds - playRangeStartSeconds ) );
39 else if( elapsed < playRangeStartSeconds )
41 elapsed = playRangeEndSeconds - fmodf( ( playRangeStartSeconds - elapsed ), ( playRangeEndSeconds - playRangeStartSeconds ) );
45 /// Compares the end times of the animators and if the end time is less, then it is moved earlier in the list. If end times are the same, then no change.
46 bool CompareAnimatorEndTimes( const Dali::Internal::SceneGraph::AnimatorBase* lhs, const Dali::Internal::SceneGraph::AnimatorBase* rhs )
48 return ( ( lhs->GetIntervalDelay() + lhs->GetDuration() ) < ( rhs->GetIntervalDelay() + rhs->GetDuration() ) );
51 } // unnamed namespace
62 Animation* Animation::New( float durationSeconds, float speedFactor, const Vector2& playRange, int32_t loopCount, EndAction endAction, EndAction disconnectAction )
64 return new ( gAnimationMemoryPool.AllocateRawThreadSafe() ) Animation( durationSeconds, speedFactor, playRange, loopCount, endAction, disconnectAction );
67 Animation::Animation( float durationSeconds, float speedFactor, const Vector2& playRange, int32_t loopCount, Dali::Animation::EndAction endAction, Dali::Animation::EndAction disconnectAction )
68 : mPlayRange( playRange ),
69 mDurationSeconds( durationSeconds ),
70 mDelaySeconds( 0.0f ),
71 mElapsedSeconds( playRange.x*mDurationSeconds ),
72 mSpeedFactor( speedFactor ),
73 mProgressMarker( 0.0f ),
75 mLoopCount(loopCount),
77 mEndAction(endAction),
78 mDisconnectAction(disconnectAction),
80 mProgressReachedSignalRequired( false ),
81 mAutoReverseEnabled( false )
85 Animation::~Animation()
89 void Animation::operator delete( void* ptr )
91 gAnimationMemoryPool.FreeThreadSafe( static_cast<Animation*>( ptr ) );
94 void Animation::SetDuration(float durationSeconds)
96 mDurationSeconds = durationSeconds;
99 void Animation::SetProgressNotification( float progress )
101 mProgressMarker = progress;
102 if ( mProgressMarker > 0.0f )
104 mProgressReachedSignalRequired = true;
108 void Animation::SetLoopCount(int32_t loopCount)
110 mLoopCount = loopCount;
114 void Animation::SetEndAction(Dali::Animation::EndAction action)
119 void Animation::SetDisconnectAction(Dali::Animation::EndAction action)
121 if ( mDisconnectAction != action )
123 mDisconnectAction = action;
125 for ( auto&& item : mAnimators )
127 item->SetDisconnectAction( action );
132 void Animation::SetPlayRange( const Vector2& range )
136 // Make sure mElapsedSeconds is within the new range
138 if( mState == Stopped )
140 // Ensure that the animation starts at the right place
141 mElapsedSeconds = mPlayRange.x * mDurationSeconds;
145 // If already past the end of the range, but before end of duration, then clamp will
146 // ensure that the animation stops on the next update.
147 // If not yet at the start of the range, clamping will jump to the start
148 mElapsedSeconds = Dali::Clamp(mElapsedSeconds, mPlayRange.x*mDurationSeconds , mPlayRange.y*mDurationSeconds );
152 void Animation::Play()
154 // Sort according to end time with earlier end times coming first, if the end time is the same, then the animators are not moved
155 std::stable_sort( mAnimators.Begin(), mAnimators.End(), CompareAnimatorEndTimes );
159 if ( mSpeedFactor < 0.0f && mElapsedSeconds <= mPlayRange.x*mDurationSeconds )
161 mElapsedSeconds = mPlayRange.y * mDurationSeconds;
164 SetAnimatorsActive( true );
169 void Animation::PlayFrom( float progress )
171 // If the animation is already playing this has no effect
172 // Progress is guaranteed to be in range.
173 if( mState != Playing )
175 mElapsedSeconds = progress * mDurationSeconds;
178 SetAnimatorsActive( true );
182 void Animation::PlayAfter( float delaySeconds )
184 if( mState != Playing )
186 mDelaySeconds = delaySeconds;
189 if ( mSpeedFactor < 0.0f && mElapsedSeconds <= mPlayRange.x*mDurationSeconds )
191 mElapsedSeconds = mPlayRange.y * mDurationSeconds;
194 SetAnimatorsActive( true );
200 void Animation::Pause()
202 if (mState == Playing)
208 void Animation::Bake(BufferIndex bufferIndex, EndAction action)
210 if( action == Dali::Animation::BakeFinal )
212 if( mSpeedFactor > 0.0f )
214 mElapsedSeconds = mPlayRange.y*mDurationSeconds + Math::MACHINE_EPSILON_1; // Force animation to reach it's end
218 mElapsedSeconds = mPlayRange.x*mDurationSeconds - Math::MACHINE_EPSILON_1; //Force animation to reach it's beginning
222 UpdateAnimators( bufferIndex, true/*bake the final result*/, true /*animation finished*/ );
225 void Animation::SetAnimatorsActive( bool active )
227 for ( auto&& item : mAnimators )
229 item->SetActive( active );
233 bool Animation::Stop(BufferIndex bufferIndex)
235 bool animationFinished(false);
237 if (mState == Playing || mState == Paused)
239 animationFinished = true; // The actor-thread should be notified of this
241 if( mEndAction != Dali::Animation::Discard )
243 Bake( bufferIndex, mEndAction );
245 // Animators are automatically set to inactive in Bake
249 SetAnimatorsActive( false );
252 // The animation has now been played to completion
257 mElapsedSeconds = mPlayRange.x*mDurationSeconds;
260 return animationFinished;
263 void Animation::OnDestroy(BufferIndex bufferIndex)
265 if (mState == Playing || mState == Paused)
267 if (mEndAction != Dali::Animation::Discard)
269 Bake( bufferIndex, mEndAction );
271 // Animators are automatically set to inactive in Bake
275 SetAnimatorsActive( false );
282 void Animation::SetLoopingMode( bool loopingMode )
284 mAutoReverseEnabled = loopingMode;
286 for ( auto&& item : mAnimators )
288 // Send some variables together to figure out the Animation status
289 item->SetSpeedFactor( mSpeedFactor );
290 item->SetLoopCount( mLoopCount );
291 item->SetLoopingMode( loopingMode );
295 void Animation::AddAnimator( OwnerPointer<AnimatorBase>& animator )
297 animator->ConnectToSceneGraph();
298 animator->SetDisconnectAction( mDisconnectAction );
300 mAnimators.PushBack( animator.Release() );
303 void Animation::Update( BufferIndex bufferIndex, float elapsedSeconds, bool& looped, bool& finished, bool& progressReached )
308 if (mState == Stopped || mState == Destroyed)
310 // Short circuit when animation isn't running
314 // The animation must still be applied when Paused/Stopping
315 if (mState == Playing)
317 // Sign value of speed factor. It can optimize many arithmetic comparision
318 float signSpeedFactor = ( mSpeedFactor < 0.0f ) ? -1.f : 1.f;
320 // If there is delay time before Animation starts, wait the Animation until mDelaySeconds.
321 if( mDelaySeconds > 0.0f )
323 float reduceSeconds = fabsf( elapsedSeconds * mSpeedFactor );
324 if( reduceSeconds > mDelaySeconds )
326 // add overflowed time to mElapsedSecond.
327 // If speed factor > 0, add it. if speed factor < 0, subtract it.
328 float overflowSeconds = reduceSeconds - mDelaySeconds;
329 mElapsedSeconds += signSpeedFactor * overflowSeconds;
330 mDelaySeconds = 0.0f;
334 mDelaySeconds -= reduceSeconds;
339 mElapsedSeconds += ( elapsedSeconds * mSpeedFactor );
342 const float playRangeStartSeconds = mPlayRange.x * mDurationSeconds;
343 const float playRangeEndSeconds = mPlayRange.y * mDurationSeconds;
344 // Final reached seconds. It can optimize many arithmetic comparision
345 float edgeRangeSeconds = ( mSpeedFactor < 0.0f ) ? playRangeStartSeconds : playRangeEndSeconds;
347 // Optimized Factors.
348 // elapsed > edge --> check if looped
349 // elapsed >= marker --> check if elapsed reached to marker in normal case
350 // edge >= marker --> check if elapsed reached to marker in looped case
351 float elapsedFactor = signSpeedFactor * mElapsedSeconds;
352 float edgeFactor = signSpeedFactor * edgeRangeSeconds;
353 float markerFactor = signSpeedFactor * mProgressMarker;
355 // check it is looped
356 looped = ( elapsedFactor > edgeFactor );
360 WrapInPlayRange( mElapsedSeconds, playRangeStartSeconds, playRangeEndSeconds );
362 // Recalculate elapsedFactor here
363 elapsedFactor = signSpeedFactor * mElapsedSeconds;
365 if( mLoopCount != 0 )
367 // Check If this animation is finished
369 if( mCurrentLoop >= mLoopCount )
371 DALI_ASSERT_DEBUG( mCurrentLoop == mLoopCount );
374 // The animation has now been played to completion
377 // Make elapsed second as edge of range forcely.
378 mElapsedSeconds = edgeRangeSeconds + signSpeedFactor * Math::MACHINE_EPSILON_10;
379 UpdateAnimators(bufferIndex, finished && (mEndAction != Dali::Animation::Discard), finished );
381 // After update animation, mElapsedSeconds must be begin of value
382 mElapsedSeconds = playRangeStartSeconds + playRangeEndSeconds - edgeRangeSeconds;
387 // when it is on looped state, 2 case to send progress signal.
388 // (require && range_value >= marker) || << Signal at previous loop
389 // (marker > 0 && !finished && elaped >= marker) << Signal at current loop
390 if( ( mProgressMarker > 0.0f ) && !finished && ( elapsedFactor >= markerFactor ) )
392 // The application should be notified by NotificationManager, in another thread
393 progressReached = true;
394 mProgressReachedSignalRequired = false;
398 if( mProgressReachedSignalRequired && ( edgeFactor >= markerFactor ) )
400 progressReached = true;
402 mProgressReachedSignalRequired = mProgressMarker > 0.0f;
407 // when it is not on looped state, only 1 case to send progress signal.
408 // (require && elaped >= marker)
409 if( mProgressReachedSignalRequired && ( elapsedFactor >= markerFactor ) )
411 // The application should be notified by NotificationManager, in another thread
412 progressReached = true;
413 mProgressReachedSignalRequired = false;
418 // Already updated when finished. So skip.
421 UpdateAnimators(bufferIndex, false, false );
425 void Animation::UpdateAnimators( BufferIndex bufferIndex, bool bake, bool animationFinished )
427 const Vector2 playRange( mPlayRange * mDurationSeconds );
428 float elapsedSecondsClamped = Clamp( mElapsedSeconds, playRange.x, playRange.y );
430 //Loop through all animators
432 for ( auto&& iter = mAnimators.Begin(); iter != mAnimators.End(); )
434 AnimatorBase *animator = *iter;
436 if( animator->Orphan() )
438 //Remove animators whose PropertyOwner has been destroyed
439 iter = mAnimators.Erase(iter);
443 if( animator->IsEnabled() )
445 const float intervalDelay( animator->GetIntervalDelay() );
447 if( elapsedSecondsClamped >= intervalDelay )
449 // Calculate a progress specific to each individual animator
450 float progress(1.0f);
451 const float animatorDuration = animator->GetDuration();
452 if (animatorDuration > 0.0f) // animators can be "immediate"
454 progress = Clamp((elapsedSecondsClamped - intervalDelay) / animatorDuration, 0.0f , 1.0f );
456 animator->Update(bufferIndex, progress, bake);
465 if ( animationFinished )
467 animator->SetActive( false );
472 INCREASE_COUNTER(PerformanceMonitor::ANIMATORS_APPLIED);
481 } // namespace SceneGraph
483 } // namespace Internal