/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2016 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
// CLASS HEADER
#include <dali/internal/event/animation/animation-impl.h>
+#include <dali/public-api/object/property-map.h>
+
+// EXTERNAL INCLUDES
// INTERNAL INCLUDES
-#include <dali/public-api/animation/alpha-functions.h>
+#include <dali/public-api/actors/actor.h>
+#include <dali/public-api/animation/alpha-function.h>
#include <dali/public-api/animation/time-period.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/object/type-registry.h>
#include <dali/public-api/math/vector2.h>
#include <dali/public-api/math/radian.h>
#include <dali/internal/event/actors/actor-impl.h>
-#include <dali/internal/event/common/stage-impl.h>
-#include <dali/internal/event/animation/animator-connector.h>
#include <dali/internal/event/animation/animation-playlist.h>
+#include <dali/internal/event/animation/animator-connector.h>
#include <dali/internal/event/common/notification-manager.h>
-#include <dali/internal/update/manager/update-manager.h>
-#include <dali/internal/event/effects/shader-effect-impl.h>
+#include <dali/internal/event/common/property-helper.h>
+#include <dali/internal/event/common/stage-impl.h>
#include <dali/internal/event/common/thread-local-storage.h>
+#include <dali/internal/update/animation/scene-graph-animator.h>
+#include <dali/internal/update/manager/update-manager.h>
using Dali::Internal::SceneGraph::UpdateManager;
using Dali::Internal::SceneGraph::AnimatorBase;
namespace
{
+// Signals
+
+const char* const SIGNAL_FINISHED = "finished";
+
+// Actions
+
+const char* const ACTION_PLAY = "play";
+const char* const ACTION_STOP = "stop";
+const char* const ACTION_PAUSE = "pause";
+
BaseHandle Create()
{
return Dali::Animation::New(0.f);
}
-TypeRegistration mType( typeid(Dali::Animation), typeid(Dali::BaseHandle), Create );
+TypeRegistration mType( typeid( Dali::Animation ), typeid( Dali::BaseHandle ), Create );
-SignalConnectorType signalConnector1( mType, Dali::Animation::SIGNAL_FINISHED, &Animation::DoConnectSignal );
+SignalConnectorType signalConnector1( mType, SIGNAL_FINISHED, &Animation::DoConnectSignal );
-TypeAction action1( mType, Dali::Animation::ACTION_PLAY, &Animation::DoAction );
-TypeAction action2( mType, Dali::Animation::ACTION_STOP, &Animation::DoAction );
-TypeAction action3( mType, Dali::Animation::ACTION_PAUSE, &Animation::DoAction );
+TypeAction action1( mType, ACTION_PLAY, &Animation::DoAction );
+TypeAction action2( mType, ACTION_STOP, &Animation::DoAction );
+TypeAction action3( mType, ACTION_PAUSE, &Animation::DoAction );
const Dali::Animation::EndAction DEFAULT_END_ACTION( Dali::Animation::Bake );
const Dali::Animation::EndAction DEFAULT_DISCONNECT_ACTION( Dali::Animation::BakeFinal );
+const Dali::Animation::Interpolation DEFAULT_INTERPOLATION( Dali::Animation::Linear );
+const Dali::AlphaFunction DEFAULT_ALPHA_FUNCTION( Dali::AlphaFunction::DEFAULT );
} // anon namespace
AnimationPtr Animation::New(float durationSeconds)
{
- ThreadLocalStorage& tls = ThreadLocalStorage::Get();
- UpdateManager& updateManager = tls.GetUpdateManager();
+ Stage* stage = Stage::GetCurrent();
+
+ if( stage )
+ {
+ AnimationPlaylist& playlist = stage->GetAnimationPlaylist();
- AnimationPlaylist& playlist = Stage::GetCurrent()->GetAnimationPlaylist();
+ if( durationSeconds < 0.0f )
+ {
+ DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
+ durationSeconds = 0.0f;
+ }
- AnimationPtr animation = new Animation( updateManager, playlist, durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, Dali::AlphaFunctions::Linear );
+ AnimationPtr animation = new Animation( *stage, playlist, durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, DEFAULT_ALPHA_FUNCTION );
- // Second-phase construction
- animation->Initialize();
+ // Second-phase construction
+ animation->Initialize();
- return animation;
+ return animation;
+ }
+ else
+ {
+ return NULL;
+ }
}
-Animation::Animation( UpdateManager& updateManager, AnimationPlaylist& playlist, float durationSeconds, EndAction endAction, EndAction disconnectAction, AlphaFunction defaultAlpha )
-: mUpdateManager( updateManager ),
+Animation::Animation( EventThreadServices& eventThreadServices, AnimationPlaylist& playlist, float durationSeconds, EndAction endAction, EndAction disconnectAction, AlphaFunction defaultAlpha )
+: mEventThreadServices( eventThreadServices ),
mPlaylist( playlist ),
mAnimation( NULL ),
mNotificationCount( 0 ),
mFinishedCallbackObject( NULL ),
mDurationSeconds( durationSeconds ),
mSpeedFactor(1.0f),
- mIsLooping( false ),
+ mLoopCount(1),
+ mCurrentLoop(0),
mPlayRange( Vector2(0.0f,1.0f)),
mEndAction( endAction ),
mDisconnectAction( disconnectAction ),
- mDefaultAlpha( defaultAlpha )
+ mDefaultAlpha( defaultAlpha ),
+ mState(Dali::Animation::STOPPED)
{
}
DALI_ASSERT_DEBUG( mAnimation == NULL );
// Create a new animation, temporarily owned
- SceneGraph::Animation* animation = SceneGraph::Animation::New( mDurationSeconds, mSpeedFactor, mPlayRange, mIsLooping, mEndAction, mDisconnectAction );
+ SceneGraph::Animation* animation = SceneGraph::Animation::New( mDurationSeconds, mSpeedFactor, mPlayRange, mLoopCount, mEndAction, mDisconnectAction );
// Keep a const pointer to the animation.
mAnimation = animation;
// Transfer animation ownership to the update manager through a message
- AddAnimationMessage( mUpdateManager, animation );
+ AddAnimationMessage( mEventThreadServices.GetUpdateManager(), animation );
}
void Animation::DestroySceneObject()
if ( mAnimation != NULL )
{
// Remove animation using a message to the update manager
- RemoveAnimationMessage( mUpdateManager, *mAnimation );
+ RemoveAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
mAnimation = NULL;
}
}
void Animation::SetDuration(float seconds)
{
+ if( seconds < 0.0f )
+ {
+ DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
+ seconds = 0.0f;
+ }
+
// Cache for public getters
mDurationSeconds = seconds;
// mAnimation is being used in a separate thread; queue a message to set the value
- SetDurationMessage( mUpdateManager.GetEventToUpdate(), *mAnimation, seconds );
+ SetDurationMessage( mEventThreadServices, *mAnimation, seconds );
}
float Animation::GetDuration() const
return mDurationSeconds;
}
-void Animation::SetLooping(bool looping)
+void Animation::SetLooping(bool on)
+{
+ SetLoopCount( on ? 0 : 1 );
+}
+
+void Animation::SetLoopCount(int count)
{
// Cache for public getters
- mIsLooping = looping;
+ mLoopCount = count;
// mAnimation is being used in a separate thread; queue a message to set the value
- SetLoopingMessage( mUpdateManager.GetEventToUpdate(), *mAnimation, looping );
+ SetLoopingMessage( mEventThreadServices, *mAnimation, mLoopCount );
+}
+
+int Animation::GetLoopCount()
+{
+ return mLoopCount;
+}
+
+int Animation::GetCurrentLoop()
+{
+ return mCurrentLoop;
}
bool Animation::IsLooping() const
{
- // This is not animatable; the cached value is up-to-date.
- return mIsLooping;
+ return mLoopCount != 1;
}
void Animation::SetEndAction(EndAction action)
mEndAction = action;
// mAnimation is being used in a separate thread; queue a message to set the value
- SetEndActionMessage( mUpdateManager.GetEventToUpdate(), *mAnimation, action );
+ SetEndActionMessage( mEventThreadServices, *mAnimation, action );
}
Dali::Animation::EndAction Animation::GetEndAction() const
mDisconnectAction = action;
// mAnimation is being used in a separate thread; queue a message to set the value
- SetDisconnectActionMessage( mUpdateManager.GetEventToUpdate(), *mAnimation, action );
+ SetDisconnectActionMessage( mEventThreadServices, *mAnimation, action );
}
Dali::Animation::EndAction Animation::GetDisconnectAction() const
// Update the current playlist
mPlaylist.OnPlay( *this );
+ mState = Dali::Animation::PLAYING;
+
+ unsigned int connectorTargetValuesIndex( 0 );
+ unsigned int numberOfConnectorTargetValues = mConnectorActorTargetValues.size();
+
+ /*
+ * Loop through all Animator connectors, if connector index matches the current index stored in mConnectorActorTargetValues container then
+ * should apply target values for this index to the Actor.
+ * Confirm object is an actor and it is a POSITION or SIZE Property Index before sending Notify message to Actor.
+ */
+ for ( unsigned int connectorIndex = 0; connectorIndex < mConnectors.Count(); connectorIndex ++)
+ {
+ // Use index to check if the current connector is next in the mConnectorActorTargetValues container, meaning targetValues have been pushed in AnimateXXFunction
+ if ( connectorTargetValuesIndex < numberOfConnectorTargetValues )
+ {
+ ConnectorTargetValues& connectorPair = mConnectorActorTargetValues[ connectorTargetValuesIndex ];
+
+ if ( connectorPair.connectorIndex == connectorIndex )
+ {
+ // Current connector index matches next in the stored connectors with target values so apply target value.
+ connectorTargetValuesIndex++; // Found a match for connector so increment index to next one
+
+ AnimatorConnectorBase* connector = mConnectors[ connectorIndex ];
+
+ Actor* maybeActor = static_cast<Actor*>( connector->GetObject() ); // Only Actors would be in mConnectorActorTargetValues container
+
+ if ( maybeActor )
+ {
+ // Get Stored Target Value and corresponding connector index
+ const Property::Type valueType = connectorPair.targetValue.GetType();
+ Property::Index propertyIndex = connector->GetPropertyIndex();
+
+ if ( valueType == Property::VECTOR3 )
+ {
+ Vector3 targetVector3 = connectorPair.targetValue.Get<Vector3>();
+
+ if ( propertyIndex == Dali::Actor::Property::POSITION )
+ {
+ maybeActor->NotifyPositionAnimation( *this, targetVector3 );
+ }
+ else if ( propertyIndex == Dali::Actor::Property::SIZE )
+ {
+ maybeActor->NotifySizeAnimation( *this, targetVector3 );
+ }
+ }
+ else if ( valueType == Property::FLOAT )
+ {
+ float targetFloat = connectorPair.targetValue.Get<float>();
+
+ if ( ( Dali::Actor::Property::POSITION_X == propertyIndex ) ||
+ ( Dali::Actor::Property::POSITION_Y == propertyIndex ) ||
+ ( Dali::Actor::Property::POSITION_Z == propertyIndex ) )
+ {
+ maybeActor->NotifyPositionAnimation( *this, targetFloat, propertyIndex );
+ }
+ else if ( ( Dali::Actor::Property::SIZE_WIDTH == propertyIndex ) ||
+ ( Dali::Actor::Property::SIZE_HEIGHT == propertyIndex ) ||
+ ( Dali::Actor::Property::SIZE_DEPTH == propertyIndex ) )
+
+ {
+ maybeActor->NotifySizeAnimation( *this, targetFloat, propertyIndex );
+ }
+ }
+ else
+ {
+ // Currently only FLOAT and VECTOR3 is supported for Target values in AnimateXXFunctions
+ DALI_LOG_WARNING("Animation::Play Unsupported Value Type provided as TargetValue\n");
+ }
+ }
+ }
+ }
+ }
+
// mAnimation is being used in a separate thread; queue a Play message
- PlayAnimationMessage( mUpdateManager.GetEventToUpdate(), *mAnimation );
+ PlayAnimationMessage( mEventThreadServices, *mAnimation );
}
void Animation::PlayFrom( float progress )
// Update the current playlist
mPlaylist.OnPlay( *this );
+ mState = Dali::Animation::PLAYING;
+
// mAnimation is being used in a separate thread; queue a Play message
- PlayAnimationFromMessage( mUpdateManager.GetEventToUpdate(), *mAnimation, progress );
+ PlayAnimationFromMessage( mEventThreadServices, *mAnimation, progress );
}
}
void Animation::Pause()
{
+ mState = Dali::Animation::PAUSED;
+
// mAnimation is being used in a separate thread; queue a Pause message
- PauseAnimationMessage( mUpdateManager.GetEventToUpdate(), *mAnimation );
+ PauseAnimationMessage( mEventThreadServices, *mAnimation );
+}
+
+Dali::Animation::State Animation::GetState() const
+{
+ return mState;
}
void Animation::Stop()
{
+ mState = Dali::Animation::STOPPED;
+
// mAnimation is being used in a separate thread; queue a Stop message
- StopAnimationMessage( mUpdateManager, *mAnimation );
+ StopAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
}
void Animation::Clear()
void Animation::AnimateBy(Property& target, Property::Value& relativeValue)
{
- AnimateBy(target, relativeValue, AlphaFunctions::Default, mDurationSeconds);
+ AnimateBy(target, relativeValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
}
void Animation::AnimateBy(Property& target, Property::Value& relativeValue, AlphaFunction alpha)
{
- AnimateBy(target, relativeValue, alpha, mDurationSeconds);
+ AnimateBy(target, relativeValue, alpha, TimePeriod(mDurationSeconds));
}
void Animation::AnimateBy(Property& target, Property::Value& relativeValue, TimePeriod period)
{
- AnimateBy(target, relativeValue, AlphaFunctions::Default, period);
+ AnimateBy(target, relativeValue, mDefaultAlpha, period);
}
void Animation::AnimateBy(Property& target, Property::Value& relativeValue, AlphaFunction alpha, TimePeriod period)
{
- ProxyObject& proxy = dynamic_cast<ProxyObject&>( GetImplementation(target.object) );
+ Object& object = GetImplementation( target.object );
+ const Property::Type targetType = object.GetPropertyType( target.propertyIndex );
+ const Property::Type destinationType = relativeValue.GetType();
+ DALI_ASSERT_ALWAYS( targetType == destinationType && "Animated value and Property type don't match" );
ExtendDuration( period );
- switch ( relativeValue.GetType() )
+ switch ( targetType )
{
case Property::BOOLEAN:
{
- AddAnimatorConnector( AnimatorConnector<bool>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<bool>::New( object,
target.propertyIndex,
target.componentIndex,
- AnimateByBoolean(relativeValue.Get<bool>()),
+ new AnimateByBoolean(relativeValue.Get<bool>()),
alpha,
period ) );
break;
}
- case Property::FLOAT:
- {
- AddAnimatorConnector( AnimatorConnector<float>::New( proxy,
- target.propertyIndex,
- target.componentIndex,
- AnimateByFloat(relativeValue.Get<float>()),
- alpha,
- period ) );
- break;
- }
-
case Property::INTEGER:
{
- AddAnimatorConnector( AnimatorConnector<int>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<int>::New( object,
target.propertyIndex,
target.componentIndex,
- AnimateByInteger(relativeValue.Get<int>()),
+ new AnimateByInteger(relativeValue.Get<int>()),
alpha,
period ) );
break;
}
+ case Property::FLOAT:
+ {
+ AddAnimatorConnector( AnimatorConnector<float>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
+ new AnimateByFloat(relativeValue.Get<float>()),
+ alpha,
+ period ) );
+ break;
+ }
+
case Property::VECTOR2:
{
- AddAnimatorConnector( AnimatorConnector<Vector2>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<Vector2>::New( object,
target.propertyIndex,
target.componentIndex,
- AnimateByVector2(relativeValue.Get<Vector2>()),
+ new AnimateByVector2(relativeValue.Get<Vector2>()),
alpha,
period ) );
break;
case Property::VECTOR3:
{
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<Vector3>::New( object,
target.propertyIndex,
target.componentIndex,
- AnimateByVector3(relativeValue.Get<Vector3>()),
+ new AnimateByVector3(relativeValue.Get<Vector3>()),
alpha,
period ) );
break;
case Property::VECTOR4:
{
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<Vector4>::New( object,
target.propertyIndex,
target.componentIndex,
- AnimateByVector4(relativeValue.Get<Vector4>()),
+ new AnimateByVector4(relativeValue.Get<Vector4>()),
alpha,
period ) );
break;
{
AngleAxis angleAxis = relativeValue.Get<AngleAxis>();
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<Quaternion>::New( object,
target.propertyIndex,
target.componentIndex,
- RotateByAngleAxis(angleAxis.angle, angleAxis.axis),
+ new RotateByAngleAxis(angleAxis.angle, angleAxis.axis),
alpha,
period ) );
break;
}
default:
- DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should never come here
- break;
+ {
+ // non animatable types handled already
+ }
}
}
void Animation::AnimateTo(Property& target, Property::Value& destinationValue)
{
- AnimateTo(target, destinationValue, AlphaFunctions::Default, mDurationSeconds);
+ AnimateTo(target, destinationValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
}
void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha)
{
- AnimateTo(target, destinationValue, alpha, mDurationSeconds);
+ AnimateTo(target, destinationValue, alpha, TimePeriod(mDurationSeconds));
}
void Animation::AnimateTo(Property& target, Property::Value& destinationValue, TimePeriod period)
{
- AnimateTo(target, destinationValue, AlphaFunctions::Default, period);
+ AnimateTo(target, destinationValue, mDefaultAlpha, period);
}
void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period)
{
- ProxyObject& proxy = dynamic_cast<ProxyObject&>( GetImplementation(target.object) );
+ Object& object = GetImplementation(target.object);
- AnimateTo( proxy, target.propertyIndex, target.componentIndex, destinationValue, alpha, period );
+ AnimateTo( object, target.propertyIndex, target.componentIndex, destinationValue, alpha, period );
}
-void Animation::AnimateTo(ProxyObject& targetObject, Property::Index targetPropertyIndex, int componentIndex, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period)
+void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIndex, int componentIndex, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period)
{
- Property::Type type = targetObject.GetPropertyType(targetPropertyIndex);
- if(componentIndex != Property::INVALID_COMPONENT_INDEX)
+ Property::Type targetType = targetObject.GetPropertyType(targetPropertyIndex);
+ if( componentIndex != Property::INVALID_COMPONENT_INDEX )
{
- if( type == Property::VECTOR2
- || type == Property::VECTOR3
- || type == Property::VECTOR4 )
+ if( ( targetType == Property::VECTOR2 ) ||
+ ( targetType == Property::VECTOR3 ) ||
+ ( targetType == Property::VECTOR4 ) )
{
- type = Property::FLOAT;
+ targetType = Property::FLOAT;
}
}
- DALI_ASSERT_ALWAYS( type == destinationValue.GetType() && "DestinationValue does not match Target Property type" );
+ const Property::Type destinationType = destinationValue.GetType();
+ DALI_ASSERT_ALWAYS( targetType == destinationType && "Animated value and Property type don't match" );
ExtendDuration( period );
- switch (destinationValue.GetType())
+ switch ( destinationType )
{
case Property::BOOLEAN:
{
- AddAnimatorConnector( AnimatorConnector<bool>::New(targetObject,
+ AddAnimatorConnector( AnimatorConnector<bool>::New( targetObject,
+ targetPropertyIndex,
+ componentIndex,
+ new AnimateToBoolean( destinationValue.Get<bool>() ),
+ alpha,
+ period ) );
+ break;
+ }
+
+ case Property::INTEGER:
+ {
+ AddAnimatorConnector( AnimatorConnector<int>::New( targetObject,
targetPropertyIndex,
componentIndex,
- AnimateToBoolean(destinationValue.Get<bool>()),
+ new AnimateToInteger( destinationValue.Get<int>() ),
alpha,
- period) );
+ period ) );
break;
}
case Property::FLOAT:
{
- AddAnimatorConnector( AnimatorConnector<float>::New(targetObject,
- targetPropertyIndex,
- componentIndex,
- AnimateToFloat(destinationValue.Get<float>()),
- alpha,
- period) );
- break;
- }
+ if ( ( Dali::Actor::Property::SIZE_WIDTH == targetPropertyIndex ) ||
+ ( Dali::Actor::Property::SIZE_HEIGHT == targetPropertyIndex ) ||
+ ( Dali::Actor::Property::SIZE_DEPTH == targetPropertyIndex ) ||
+ ( Dali::Actor::Property::POSITION_X == targetPropertyIndex ) ||
+ ( Dali::Actor::Property::POSITION_Y == targetPropertyIndex ) ||
+ ( Dali::Actor::Property::POSITION_Z == targetPropertyIndex ) )
+ {
- case Property::INTEGER:
- {
- AddAnimatorConnector( AnimatorConnector<int>::New(targetObject,
- targetPropertyIndex,
- componentIndex,
- AnimateToInteger(destinationValue.Get<int>()),
- alpha,
- period) );
+ Actor* maybeActor = dynamic_cast<Actor*>( &targetObject );
+ if ( maybeActor )
+ {
+ // Store data to later notify the actor that its size or position is being animated
+ ConnectorTargetValues connectorPair;
+ connectorPair.targetValue = destinationValue;
+ connectorPair.connectorIndex = mConnectors.Count();
+
+ mConnectorActorTargetValues.push_back( connectorPair );
+ }
+ }
+
+ AddAnimatorConnector( AnimatorConnector<float>::New( targetObject,
+ targetPropertyIndex,
+ componentIndex,
+ new AnimateToFloat( destinationValue.Get<float>() ),
+ alpha,
+ period ) );
break;
}
case Property::VECTOR2:
{
- AddAnimatorConnector( AnimatorConnector<Vector2>::New(targetObject,
- targetPropertyIndex,
- componentIndex,
- AnimateToVector2(destinationValue.Get<Vector2>()),
- alpha,
- period) );
+ AddAnimatorConnector( AnimatorConnector<Vector2>::New( targetObject,
+ targetPropertyIndex,
+ componentIndex,
+ new AnimateToVector2( destinationValue.Get<Vector2>() ),
+ alpha,
+ period ) );
break;
}
case Property::VECTOR3:
{
- if ( Dali::Actor::SIZE == targetPropertyIndex )
+ if ( Dali::Actor::Property::SIZE == targetPropertyIndex || Dali::Actor::Property::POSITION == targetPropertyIndex )
{
// Test whether this is actually an Actor
Actor* maybeActor = dynamic_cast<Actor*>( &targetObject );
if ( maybeActor )
{
- // Notify the actor that its size is being animated
- maybeActor->NotifySizeAnimation( *this, destinationValue.Get<Vector3>() );
+ // Store data to later notify the actor that its size or position is being animated
+ ConnectorTargetValues connectorPair;
+ connectorPair.targetValue = destinationValue;
+ connectorPair.connectorIndex = mConnectors.Count();
+
+ mConnectorActorTargetValues.push_back( connectorPair );
}
}
- AddAnimatorConnector( AnimatorConnector<Vector3>::New(targetObject,
- targetPropertyIndex,
- componentIndex,
- AnimateToVector3(destinationValue.Get<Vector3>()),
- alpha,
- period) );
+ AddAnimatorConnector( AnimatorConnector<Vector3>::New( targetObject,
+ targetPropertyIndex,
+ componentIndex,
+ new AnimateToVector3( destinationValue.Get<Vector3>() ),
+ alpha,
+ period ) );
break;
}
case Property::VECTOR4:
{
- AddAnimatorConnector( AnimatorConnector<Vector4>::New(targetObject,
- targetPropertyIndex,
- componentIndex,
- AnimateToVector4(destinationValue.Get<Vector4>()),
- alpha,
- period) );
+ AddAnimatorConnector( AnimatorConnector<Vector4>::New( targetObject,
+ targetPropertyIndex,
+ componentIndex,
+ new AnimateToVector4( destinationValue.Get<Vector4>() ),
+ alpha,
+ period ) );
break;
}
case Property::ROTATION:
{
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New(targetObject,
- targetPropertyIndex,
- componentIndex,
- RotateToQuaternion(destinationValue.Get<Quaternion>()),
- alpha,
- period) );
+ AddAnimatorConnector( AnimatorConnector<Quaternion>::New( targetObject,
+ targetPropertyIndex,
+ componentIndex,
+ new RotateToQuaternion( destinationValue.Get<Quaternion>() ),
+ alpha,
+ period ) );
break;
}
default:
- DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should never come here
- break;
+ {
+ // non animatable types handled already
+ }
}
}
void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames)
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, mDurationSeconds);
+ AnimateBetween(target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
+}
+
+void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Interpolation interpolation )
+{
+ AnimateBetween(target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), interpolation );
}
void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, TimePeriod period)
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, period);
+ AnimateBetween(target, keyFrames, mDefaultAlpha, period, DEFAULT_INTERPOLATION);
+}
+
+void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, TimePeriod period, Interpolation interpolation)
+{
+ AnimateBetween(target, keyFrames, mDefaultAlpha, period, interpolation);
}
void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha)
{
- AnimateBetween(target, keyFrames, alpha, mDurationSeconds);
+ AnimateBetween(target, keyFrames, alpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION);
+}
+
+void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, Interpolation interpolation)
+{
+ AnimateBetween(target, keyFrames, alpha, TimePeriod(mDurationSeconds), interpolation);
}
void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period)
{
- ProxyObject& proxy = dynamic_cast<ProxyObject&>( GetImplementation(target.object) );
+ AnimateBetween(target, keyFrames, alpha, period, DEFAULT_INTERPOLATION);
+}
+
+void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation)
+{
+ Object& object = GetImplementation( target.object );
ExtendDuration( period );
const KeyFrameBoolean* kf;
GetSpecialization(keyFrames, kf);
KeyFrameBooleanPtr kfCopy = KeyFrameBoolean::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<bool>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<bool>::New( object,
target.propertyIndex,
target.componentIndex,
- KeyFrameBooleanFunctor(kfCopy),
+ new KeyFrameBooleanFunctor(kfCopy),
alpha,
period ) );
break;
}
- case Dali::Property::FLOAT:
- {
- const KeyFrameNumber* kf;
- GetSpecialization(keyFrames, kf);
- KeyFrameNumberPtr kfCopy = KeyFrameNumber::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<float>::New( proxy,
- target.propertyIndex,
- target.componentIndex,
- KeyFrameNumberFunctor(kfCopy),
- alpha,
- period ) );
- break;
- }
-
case Dali::Property::INTEGER:
{
const KeyFrameInteger* kf;
GetSpecialization(keyFrames, kf);
KeyFrameIntegerPtr kfCopy = KeyFrameInteger::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<int>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<int>::New( object,
target.propertyIndex,
target.componentIndex,
- KeyFrameIntegerFunctor(kfCopy),
+ new KeyFrameIntegerFunctor(kfCopy,interpolation),
alpha,
period ) );
break;
}
+ case Dali::Property::FLOAT:
+ {
+ const KeyFrameNumber* kf;
+ GetSpecialization(keyFrames, kf);
+ KeyFrameNumberPtr kfCopy = KeyFrameNumber::Clone(*kf);
+ AddAnimatorConnector( AnimatorConnector<float>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
+ new KeyFrameNumberFunctor(kfCopy,interpolation),
+ alpha,
+ period ) );
+ break;
+ }
+
case Dali::Property::VECTOR2:
{
const KeyFrameVector2* kf;
GetSpecialization(keyFrames, kf);
KeyFrameVector2Ptr kfCopy = KeyFrameVector2::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<Vector2>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<Vector2>::New( object,
target.propertyIndex,
target.componentIndex,
- KeyFrameVector2Functor(kfCopy),
+ new KeyFrameVector2Functor(kfCopy,interpolation),
alpha,
period ) );
break;
const KeyFrameVector3* kf;
GetSpecialization(keyFrames, kf);
KeyFrameVector3Ptr kfCopy = KeyFrameVector3::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<Vector3>::New( object,
target.propertyIndex,
target.componentIndex,
- KeyFrameVector3Functor(kfCopy),
+ new KeyFrameVector3Functor(kfCopy,interpolation),
alpha,
period ) );
break;
const KeyFrameVector4* kf;
GetSpecialization(keyFrames, kf);
KeyFrameVector4Ptr kfCopy = KeyFrameVector4::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<Vector4>::New( object,
target.propertyIndex,
target.componentIndex,
- KeyFrameVector4Functor(kfCopy),
+ new KeyFrameVector4Functor(kfCopy,interpolation),
alpha,
period ) );
break;
const KeyFrameQuaternion* kf;
GetSpecialization(keyFrames, kf);
KeyFrameQuaternionPtr kfCopy = KeyFrameQuaternion::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( proxy,
+ AddAnimatorConnector( AnimatorConnector<Quaternion>::New( object,
target.propertyIndex,
target.componentIndex,
- KeyFrameQuaternionFunctor(kfCopy),
+ new KeyFrameQuaternionFunctor(kfCopy),
alpha,
period ) );
break;
}
- default: // not all property types are animateable
- break;
+ default:
+ {
+ // non animatable types handled by keyframes
+ }
}
}
bool Animation::HasFinished()
{
bool hasFinished(false);
- const int playCount(mAnimation->GetPlayCount());
+ const int playedCount(mAnimation->GetPlayedCount());
// If the play count has been incremented, then another notification is required
- if (playCount > mNotificationCount)
+ mCurrentLoop = mAnimation->GetCurrentLoop();
+
+ if (playedCount > mNotificationCount)
{
// Note that only one signal is emitted, if the animation has been played repeatedly
- mNotificationCount = playCount;
+ mNotificationCount = playedCount;
hasFinished = true;
+
+ mState = Dali::Animation::STOPPED;
}
return hasFinished;
}
-Dali::Animation::AnimationSignalV2& Animation::FinishedSignal()
+Dali::Animation::AnimationSignalType& Animation::FinishedSignal()
{
return mFinishedSignal;
}
bool Animation::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
bool connected( true );
- Animation* animation = dynamic_cast<Animation*>(object);
+ Animation* animation = static_cast< Animation* >(object); // TypeRegistry guarantees that this is the correct type.
- if ( Dali::Animation::SIGNAL_FINISHED == signalName )
+ if( 0 == signalName.compare( SIGNAL_FINISHED ) )
{
animation->FinishedSignal().Connect( tracker, functor );
}
mConnectors.PushBack( connector );
}
-void Animation::MoveBy(Actor& actor, float x, float y, float z)
-{
- MoveBy(actor, Vector3(x, y, z), mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::MoveBy(Actor& actor, const Vector3& displacement, AlphaFunction alpha)
-{
- MoveBy(actor, displacement, alpha, 0.0f, GetDuration());
-}
-
-void Animation::MoveBy(Actor& actor, const Vector3& displacement, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::POSITION,
- Property::INVALID_COMPONENT_INDEX,
- AnimateByVector3(displacement),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::MoveTo(Actor& actor, float x, float y, float z)
+void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward )
{
- MoveTo(actor, Vector3(x, y, z), mDefaultAlpha, 0.0f, GetDuration());
+ Animate( actor, path, forward, mDefaultAlpha, TimePeriod(mDurationSeconds) );
}
-void Animation::MoveTo(Actor& actor, const Vector3& position, AlphaFunction alpha)
+void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, AlphaFunction alpha )
{
- MoveTo(actor, position, alpha, 0.0f, GetDuration());
+ Animate( actor, path, forward, alpha, TimePeriod(mDurationSeconds) );
}
-void Animation::MoveTo(Actor& actor, const Vector3& position, AlphaFunction alpha, float delaySeconds, float durationSeconds)
+void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, TimePeriod period )
{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::POSITION,
- Property::INVALID_COMPONENT_INDEX,
- AnimateToVector3(position),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
+ Animate( actor, path, forward, mDefaultAlpha, period );
}
-void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis)
+void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, AlphaFunction alpha, TimePeriod period)
{
- RotateBy(actor, angle, axis, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha)
-{
- RotateBy(actor, angle, axis, alpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateBy(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
- Dali::Actor::ROTATION,
- Property::INVALID_COMPONENT_INDEX,
- RotateByAngleAxis(angle, axis),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::RotateTo(Actor& actor, Radian angle, const Vector3& axis)
-{
- Vector4 normalizedAxis(axis.x, axis.y, axis.z, 0.0f);
- normalizedAxis.Normalize();
-
- Quaternion orientation(Quaternion::FromAxisAngle(normalizedAxis, angle));
-
- RotateTo(actor, orientation, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateTo(Actor& actor, const Quaternion& orientation)
-{
- RotateTo(actor, orientation, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateTo(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha)
-{
- Vector4 normalizedAxis(axis.x, axis.y, axis.z, 0.0f);
- normalizedAxis.Normalize();
-
- Quaternion orientation(Quaternion::FromAxisAngle(normalizedAxis, angle));
-
- RotateTo(actor, orientation, alpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateTo(Actor& actor, const Quaternion& orientation, AlphaFunction alpha)
-{
- RotateTo(actor, orientation, alpha, 0.0f, GetDuration());
-}
-
-void Animation::RotateTo(Actor& actor, Radian angle, const Vector3& axis, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- Vector4 normalizedAxis(axis.x, axis.y, axis.z, 0.0f);
- normalizedAxis.Normalize();
-
- Quaternion orientation(Quaternion::FromAxisAngle(normalizedAxis, angle));
-
- RotateTo(actor, orientation, alpha, delaySeconds, durationSeconds);
-}
-
-void Animation::RotateTo(Actor& actor, const Quaternion& rotation, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
- Dali::Actor::ROTATION,
- Property::INVALID_COMPONENT_INDEX,
- RotateToQuaternion(rotation),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::ScaleBy(Actor& actor, float x, float y, float z)
-{
- ScaleBy(actor, Vector3(x, y, z), mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::ScaleBy(Actor& actor, const Vector3& scale, AlphaFunction alpha)
-{
- ScaleBy(actor, scale, alpha, 0.0f, GetDuration());
-}
+ ExtendDuration( period );
-void Animation::ScaleBy(Actor& actor, const Vector3& scale, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
+ PathPtr pathCopy = Path::Clone(path);
+ //Position animation
AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::SCALE,
+ Dali::Actor::Property::POSITION,
Property::INVALID_COMPONENT_INDEX,
- AnimateByVector3(scale),
+ new PathPositionFunctor( pathCopy ),
alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::ScaleTo(Actor& actor, float x, float y, float z)
-{
- ScaleTo(actor, Vector3(x, y, z), mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::ScaleTo(Actor& actor, const Vector3& scale, AlphaFunction alpha)
-{
- ScaleTo(actor, scale, alpha, 0.0f, GetDuration());
-}
-
-void Animation::ScaleTo(Actor& actor, const Vector3& scale, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
+ period ) );
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::SCALE,
- Property::INVALID_COMPONENT_INDEX,
- AnimateToVector3(scale),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
+ //If forward is zero, PathRotationFunctor will always return the unit quaternion
+ if( forward != Vector3::ZERO )
+ {
+ //Rotation animation
+ AddAnimatorConnector( AnimatorConnector<Quaternion>::New( actor,
+ Dali::Actor::Property::ORIENTATION,
+ Property::INVALID_COMPONENT_INDEX,
+ new PathRotationFunctor( pathCopy, forward ),
+ alpha,
+ period ) );
+ }
}
void Animation::Show(Actor& actor, float delaySeconds)
ExtendDuration( TimePeriod(delaySeconds, 0) );
AddAnimatorConnector( AnimatorConnector<bool>::New( actor,
- Dali::Actor::VISIBLE,
+ Dali::Actor::Property::VISIBLE,
Property::INVALID_COMPONENT_INDEX,
- AnimateToBoolean(SHOW_VALUE),
- AlphaFunctions::Default,
+ new AnimateToBoolean(SHOW_VALUE),
+ mDefaultAlpha,
TimePeriod(delaySeconds, 0.0f/*immediate*/) ) );
}
ExtendDuration( TimePeriod(delaySeconds, 0) );
AddAnimatorConnector( AnimatorConnector<bool>::New( actor,
- Dali::Actor::VISIBLE,
+ Dali::Actor::Property::VISIBLE,
Property::INVALID_COMPONENT_INDEX,
- AnimateToBoolean(HIDE_VALUE),
- AlphaFunctions::Default,
+ new AnimateToBoolean(HIDE_VALUE),
+ mDefaultAlpha,
TimePeriod(delaySeconds, 0.0f/*immediate*/) ) );
}
-void Animation::OpacityBy(Actor& actor, float opacity)
-{
- OpacityBy(actor, opacity, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::OpacityBy(Actor& actor, float opacity, AlphaFunction alpha)
-{
- OpacityBy(actor, opacity, alpha, 0.0f, GetDuration());
-}
-
-void Animation::OpacityBy(Actor& actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
- Dali::Actor::COLOR,
- Property::INVALID_COMPONENT_INDEX,
- AnimateByOpacity(opacity),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::OpacityTo(Actor& actor, float opacity)
-{
- OpacityTo(actor, opacity, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::OpacityTo(Actor& actor, float opacity, AlphaFunction alpha)
-{
- OpacityTo(actor, opacity, alpha, 0.0f, GetDuration());
-}
-
-void Animation::OpacityTo(Actor& actor, float opacity, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
- Dali::Actor::COLOR,
- Property::INVALID_COMPONENT_INDEX,
- AnimateToOpacity(opacity),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::ColorBy(Actor& actor, const Vector4& color)
-{
- ColorBy(actor, color, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::ColorBy(Actor& actor, const Vector4& color, AlphaFunction alpha)
-{
- ColorBy(actor, color, alpha, 0.0f, GetDuration());
-}
-
-void Animation::ColorBy(Actor& actor, const Vector4& color, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
- Dali::Actor::COLOR,
- Property::INVALID_COMPONENT_INDEX,
- AnimateByVector4(color),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::ColorTo(Actor& actor, const Vector4& color)
-{
- ColorTo(actor, color, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::ColorTo(Actor& actor, const Vector4& color, AlphaFunction alpha)
-{
- ColorTo(actor, color, alpha, 0.0f, GetDuration());
-}
-
-void Animation::ColorTo(Actor& actor, const Vector4& color, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( actor,
- Dali::Actor::COLOR,
- Property::INVALID_COMPONENT_INDEX,
- AnimateToVector4(color),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::Resize(Actor& actor, float width, float height)
-{
- Resize(actor, width, height, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::Resize(Actor& actor, float width, float height, AlphaFunction alpha)
-{
- Resize(actor, width, height, alpha, 0.0f, GetDuration());
-}
-
-void Animation::Resize(Actor& actor, float width, float height, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- Vector3 targetSize( width, height, std::min(width, height) );
-
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- // Notify the actor impl that its size is being animated
- actor.NotifySizeAnimation( *this, targetSize );
-
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::SIZE,
- Property::INVALID_COMPONENT_INDEX,
- AnimateToVector3(targetSize),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-void Animation::Resize(Actor& actor, const Vector3& size)
-{
- Resize(actor, size, mDefaultAlpha, 0.0f, GetDuration());
-}
-
-void Animation::Resize(Actor& actor, const Vector3& size, AlphaFunction alpha)
-{
- Resize(actor, size, alpha, 0.0f, GetDuration());
-}
-
-void Animation::Resize(Actor& actor, const Vector3& size, AlphaFunction alpha, float delaySeconds, float durationSeconds)
-{
- ExtendDuration( TimePeriod(delaySeconds, durationSeconds) );
-
- // Notify the actor impl that its size is being animated
- actor.NotifySizeAnimation( *this, size );
-
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::SIZE,
- Property::INVALID_COMPONENT_INDEX,
- AnimateToVector3(size),
- alpha,
- TimePeriod(delaySeconds, durationSeconds) ) );
-}
-
-bool Animation::DoAction(BaseObject* object, const std::string& actionName, const std::vector<Property::Value>& attributes)
+bool Animation::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
{
bool done = false;
- Animation* animation = dynamic_cast<Animation*>(object);
+ Animation* animation = dynamic_cast<Animation*>( object );
if( animation )
{
- if(Dali::Animation::ACTION_PLAY == actionName)
+ if( 0 == actionName.compare( ACTION_PLAY ) )
{
- if(attributes.size() > 0)
+ if( Property::Value* value = attributes.Find("duration", Property::FLOAT) )
{
- animation->SetDuration(attributes[0].Get<float>());
+ animation->SetDuration( value->Get<float>() );
}
animation->Play();
done = true;
}
- else if(Dali::Animation::ACTION_STOP == actionName)
+ else if( 0 == actionName.compare( ACTION_STOP ) )
{
animation->Stop();
done = true;
}
- else if(Dali::Animation::ACTION_PAUSE == actionName)
+ else if( 0 == actionName.compare( ACTION_PAUSE ) )
{
animation->Pause();
done = true;
if( mAnimation && progress >= mPlayRange.x && progress <= mPlayRange.y )
{
// mAnimation is being used in a separate thread; queue a message to set the current progress
- SetCurrentProgressMessage( mUpdateManager.GetEventToUpdate(), *mAnimation, progress );
+ SetCurrentProgressMessage( mEventThreadServices, *mAnimation, progress );
}
}
if( mAnimation )
{
mSpeedFactor = factor;
- SetSpeedFactorMessage( mUpdateManager.GetEventToUpdate(), *mAnimation, factor );
+ SetSpeedFactorMessage( mEventThreadServices, *mAnimation, factor );
}
}
mPlayRange = orderedRange;
// mAnimation is being used in a separate thread; queue a message to set play range
- SetPlayRangeMessage( mUpdateManager.GetEventToUpdate(), *mAnimation, orderedRange );
+ SetPlayRangeMessage( mEventThreadServices, *mAnimation, orderedRange );
}
}