void Actor::SetVisible( bool visible )
{
- if( mVisible != visible )
- {
- if( NULL != mNode )
- {
- // mNode is being used in a separate thread; queue a message to set the value & base value
- SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
- }
-
- mVisible = visible;
-
- // Emit the signal on this actor and all its children
- EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF );
- }
+ SetVisibleInternal( visible, SendMessage::TRUE );
}
bool Actor::IsVisible() const
}
}
-void Actor::NotifySizeAnimation( Animation& animation, const Vector3& targetSize )
-{
- mTargetSize = targetSize;
-
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
-}
-
-void Actor::NotifySizeAnimation( Animation& animation, float targetSize, Property::Index property )
-{
- if ( Dali::Actor::Property::SIZE_WIDTH == property )
- {
- mTargetSize.width = targetSize;
- }
- else if ( Dali::Actor::Property::SIZE_HEIGHT == property )
- {
- mTargetSize.height = targetSize;
- }
- else if ( Dali::Actor::Property::SIZE_DEPTH == property )
- {
- mTargetSize.depth = targetSize;
- }
- // Notify deriving classes
- OnSizeAnimation( animation, mTargetSize );
-}
-
-void Actor::NotifyPositionAnimation( Animation& animation, const Vector3& targetPosition )
-{
- mTargetPosition = targetPosition;
-}
-
-void Actor::NotifyPositionAnimation( Animation& animation, float targetPosition, Property::Index property )
-{
- if ( Dali::Actor::Property::POSITION_X == property )
- {
- mTargetPosition.x = targetPosition;
- }
- else if ( Dali::Actor::Property::POSITION_Y == property )
- {
- mTargetPosition.y = targetPosition;
- }
- else if ( Dali::Actor::Property::POSITION_Z == property )
- {
- mTargetPosition.z = targetPosition;
- }
-}
-
void Actor::SetWidth( float width )
{
if( IsRelayoutEnabled() && !mRelayoutData->insideRelayout )
return value;
}
+void Actor::OnNotifyDefaultPropertyAnimation( Animation& animation, Property::Index index, const Property::Value& value )
+{
+ switch( index )
+ {
+ case Dali::Actor::Property::SIZE:
+ {
+ if( value.Get( mTargetSize ) )
+ {
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
+ }
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_WIDTH:
+ {
+ if( value.Get( mTargetSize.width ) )
+ {
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
+ }
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_HEIGHT:
+ {
+ if( value.Get( mTargetSize.height ) )
+ {
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
+ }
+ break;
+ }
+
+ case Dali::Actor::Property::SIZE_DEPTH:
+ {
+ if( value.Get( mTargetSize.depth ) )
+ {
+ // Notify deriving classes
+ OnSizeAnimation( animation, mTargetSize );
+ }
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION:
+ {
+ value.Get( mTargetPosition );
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_X:
+ {
+ value.Get( mTargetPosition.x );
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_Y:
+ {
+ value.Get( mTargetPosition.y );
+ break;
+ }
+
+ case Dali::Actor::Property::POSITION_Z:
+ {
+ value.Get( mTargetPosition.z );
+ break;
+ }
+
+ case Dali::Actor::Property::ORIENTATION:
+ {
+ value.Get( mTargetOrientation );
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE:
+ {
+ value.Get( mTargetScale );
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_X:
+ {
+ value.Get( mTargetScale.x );
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_Y:
+ {
+ value.Get( mTargetScale.y );
+ break;
+ }
+
+ case Dali::Actor::Property::SCALE_Z:
+ {
+ value.Get( mTargetScale.z );
+ break;
+ }
+
+ case Dali::Actor::Property::VISIBLE:
+ {
+ SetVisibleInternal( value.Get< bool >(), SendMessage::FALSE );
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR:
+ {
+ value.Get( mTargetColor );
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_RED:
+ {
+ value.Get( mTargetColor.r );
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_GREEN:
+ {
+ value.Get( mTargetColor.g );
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_BLUE:
+ {
+ value.Get( mTargetColor.b );
+ break;
+ }
+
+ case Dali::Actor::Property::COLOR_ALPHA:
+ case Dali::DevelActor::Property::OPACITY:
+ {
+ value.Get( mTargetColor.a );
+ break;
+ }
+
+ default:
+ {
+ // Not an animatable property. Do nothing.
+ break;
+ }
+ }
+}
+
const SceneGraph::PropertyOwner* Actor::GetPropertyOwner() const
{
return mNode;
break;
}
+ case Dali::Actor::Property::VISIBLE:
+ {
+ value = IsVisible();
+ break;
+ }
+
default:
{
// Must be an event-side only property
return mParent;
}
+void Actor::SetVisibleInternal( bool visible, SendMessage::Type sendMessage )
+{
+ if( mVisible != visible )
+ {
+ if( sendMessage == SendMessage::TRUE && NULL != mNode )
+ {
+ // mNode is being used in a separate thread; queue a message to set the value & base value
+ SceneGraph::NodePropertyMessage<bool>::Send( GetEventThreadServices(), mNode, &mNode->mVisible, &AnimatableProperty<bool>::Bake, visible );
+ }
+
+ mVisible = visible;
+
+ // Emit the signal on this actor and all its children
+ EmitVisibilityChangedSignalRecursively( this, visible, DevelActor::VisibilityChange::SELF );
+ }
+}
+
void Actor::SetSiblingOrder( unsigned int order )
{
mSiblingOrder = std::min( order, static_cast<unsigned int>( DevelLayer::SIBLING_ORDER_MULTIPLIER ) );