/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2019 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.
// Signals
-const char* const SIGNAL_FINISHED = "finished";
+static constexpr std::string_view SIGNAL_FINISHED = "finished";
// Actions
-const char* const ACTION_PLAY = "play";
-const char* const ACTION_STOP = "stop";
-const char* const ACTION_PAUSE = "pause";
+static constexpr std::string_view ACTION_PLAY = "play";
+static constexpr std::string_view ACTION_STOP = "stop";
+static constexpr std::string_view ACTION_PAUSE = "pause";
BaseHandle Create()
{
TypeRegistration mType( typeid( Dali::Animation ), typeid( Dali::BaseHandle ), Create );
-SignalConnectorType signalConnector1( mType, SIGNAL_FINISHED, &Animation::DoConnectSignal );
+SignalConnectorType signalConnector1(mType, std::string(SIGNAL_FINISHED), &Animation::DoConnectSignal);
-TypeAction action1( mType, ACTION_PLAY, &Animation::DoAction );
-TypeAction action2( mType, ACTION_STOP, &Animation::DoAction );
-TypeAction action3( mType, ACTION_PAUSE, &Animation::DoAction );
+TypeAction action1(mType, std::string(ACTION_PLAY), &Animation::DoAction);
+TypeAction action2(mType, std::string(ACTION_STOP), &Animation::DoAction);
+TypeAction action3(mType, std::string(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::Animation::EndAction DEFAULT_END_ACTION( Dali::Animation::BAKE );
+const Dali::Animation::EndAction DEFAULT_DISCONNECT_ACTION( Dali::Animation::BAKE_FINAL );
+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)
+/**
+ * Helper to tell if a property is animatable (if we have animators for it)
+ *
+ * @param type type to check
+ * @return true if animatable
+ */
+inline bool IsAnimatable( Property::Type type )
{
- Stage* stage = Stage::GetCurrent();
-
- if( stage )
+ bool animatable = false;
+ switch( type )
{
- AnimationPlaylist& playlist = stage->GetAnimationPlaylist();
-
- if( durationSeconds < 0.0f )
+ case Property::BOOLEAN :
+ case Property::FLOAT :
+ case Property::INTEGER :
+ case Property::VECTOR2 :
+ case Property::VECTOR3 :
+ case Property::VECTOR4 :
+ case Property::ROTATION :
{
- DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
- durationSeconds = 0.0f;
+ animatable = true;
+ break;
}
+ case Property::MATRIX : // matrix is allowed as a scene graph property but there's no animators for it
+ case Property::MATRIX3 : // matrix3 is allowed as a scene graph property but there's no animators for it
+ case Property::NONE :
+ case Property::RECTANGLE :
+ case Property::STRING :
+ case Property::ARRAY :
+ case Property::MAP :
+ case Property::EXTENTS :
+ {
+ break;
+ }
+ }
+ return animatable;
+}
- AnimationPtr animation = new Animation( *stage, playlist, durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, DEFAULT_ALPHA_FUNCTION );
+/**
+ * Helper to validate animation input values
+ *
+ * @param propertyType type of the property that is being animated
+ * @param destinationType type of the target
+ * @param period time period of the animation
+ */
+void ValidateParameters( Property::Type propertyType, Property::Type destinationType, const TimePeriod& period )
+{
+ // destination value has to be animatable
+ DALI_ASSERT_ALWAYS( IsAnimatable( propertyType ) && "Property type is not animatable" );
+ DALI_ASSERT_ALWAYS( IsAnimatable( destinationType ) && "Target value is not animatable" );
+ DALI_ASSERT_ALWAYS( propertyType == destinationType && "Property and target types don't match" );
+ DALI_ASSERT_ALWAYS( period.durationSeconds >= 0 && "Duration must be >=0" );
+}
- // Second-phase construction
- animation->Initialize();
+} // anonymous namespace
- return animation;
- }
- else
+AnimationPtr Animation::New(float durationSeconds)
+{
+ if( durationSeconds < 0.0f )
{
- return NULL;
+ DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
+ durationSeconds = 0.0f;
}
+
+ ThreadLocalStorage& tls = ThreadLocalStorage::Get();
+ AnimationPtr animation = new Animation( tls.GetEventThreadServices(), tls.GetAnimationPlaylist(), durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, DEFAULT_ALPHA_FUNCTION );
+
+ // Second-phase construction
+ animation->Initialize();
+
+ return animation;
}
-Animation::Animation( EventThreadServices& eventThreadServices, AnimationPlaylist& playlist, float durationSeconds, EndAction endAction, EndAction disconnectAction, AlphaFunction defaultAlpha )
-: mAnimation( NULL ),
- mEventThreadServices( eventThreadServices ),
- mPlaylist( playlist ),
- mFinishedSignal(),
- mConnectors(),
- mConnectorTargetValues(),
- mPlayRange( Vector2(0.0f,1.0f)),
- mDurationSeconds( durationSeconds ),
- mSpeedFactor(1.0f),
- mNotificationCount( 0 ),
- mLoopCount(1),
- mCurrentLoop(0),
- mEndAction( endAction ),
- mDisconnectAction( disconnectAction ),
- mDefaultAlpha( defaultAlpha ),
- mState(Dali::Animation::STOPPED),
- mProgressReachedMarker( 0.0f ),
- mDelaySeconds( 0.0f )
+Animation::Animation(EventThreadServices& eventThreadServices, AnimationPlaylist& playlist, float durationSeconds, EndAction endAction, EndAction disconnectAction, AlphaFunction defaultAlpha)
+: mEventThreadServices(eventThreadServices),
+ mPlaylist(playlist),
+ mDefaultAlpha(defaultAlpha),
+ mDurationSeconds(durationSeconds),
+ mEndAction(endAction),
+ mDisconnectAction(disconnectAction)
{
}
void Animation::DestroySceneObject()
{
- if ( mAnimation != NULL )
+ if ( mAnimation != nullptr )
{
// Remove animation using a message to the update manager
RemoveAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
- mAnimation = NULL;
+ mAnimation = nullptr;
}
}
seconds = 0.0f;
}
- // Cache for public getters
mDurationSeconds = seconds;
// mAnimation is being used in a separate thread; queue a message to set the value
SetLoopCount( on ? 0 : 1 );
}
-void Animation::SetLoopCount(int count)
+void Animation::SetLoopCount(int32_t count)
{
// Cache for public getters
mLoopCount = count;
SetLoopingMessage( mEventThreadServices, *mAnimation, mLoopCount );
}
-int Animation::GetLoopCount()
+int32_t Animation::GetLoopCount()
{
return mLoopCount;
}
-int Animation::GetCurrentLoop()
+int32_t Animation::GetCurrentLoop()
{
return mCurrentLoop;
}
mState = Dali::Animation::PLAYING;
- NotifyObjects();
+ NotifyObjects( Notify::USE_TARGET_VALUE );
SendFinalProgressNotificationMessage();
mState = Dali::Animation::PLAYING;
- NotifyObjects();
+ NotifyObjects( Notify::USE_TARGET_VALUE );
SendFinalProgressNotificationMessage();
mState = Dali::Animation::PLAYING;
- NotifyObjects();
+ NotifyObjects( Notify::USE_TARGET_VALUE );
SendFinalProgressNotificationMessage();
// mAnimation is being used in a separate thread; queue a Pause message
PauseAnimationMessage( mEventThreadServices, *mAnimation );
+
+ // Notify the objects with the _paused_, i.e. current values
+ NotifyObjects( Notify::FORCE_CURRENT_VALUE );
}
Dali::Animation::State Animation::GetState() const
// mAnimation is being used in a separate thread; queue a Stop message
StopAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
+
+ // Only notify the objects with the _stopped_, i.e. current values if the end action is set to BAKE
+ if( mEndAction == EndAction::BAKE )
+ {
+ NotifyObjects( Notify::USE_CURRENT_VALUE );
+ }
}
void Animation::Clear()
{
DALI_ASSERT_DEBUG(mAnimation);
+ // Only notify the objects with the current values if the end action is set to BAKE
+ if( mEndAction == EndAction::BAKE )
+ {
+ NotifyObjects( Notify::USE_CURRENT_VALUE );
+ }
+
// Remove all the connectors
mConnectors.Clear();
mPlaylist.OnClear( *this );
}
-void Animation::AnimateBy(Property& target, Property::Value& relativeValue)
+void Animation::AnimateBy(Property& target, Property::Value relativeValue)
{
- AnimateBy(target, relativeValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
+ AnimateBy(target, std::move(relativeValue), mDefaultAlpha, TimePeriod(mDurationSeconds));
}
-void Animation::AnimateBy(Property& target, Property::Value& relativeValue, AlphaFunction alpha)
+void Animation::AnimateBy(Property& target, Property::Value relativeValue, AlphaFunction alpha)
{
- AnimateBy(target, relativeValue, alpha, TimePeriod(mDurationSeconds));
+ AnimateBy(target, std::move(relativeValue), alpha, TimePeriod(mDurationSeconds));
}
-void Animation::AnimateBy(Property& target, Property::Value& relativeValue, TimePeriod period)
+void Animation::AnimateBy(Property& target, Property::Value relativeValue, TimePeriod period)
{
- AnimateBy(target, relativeValue, mDefaultAlpha, period);
+ AnimateBy(target, std::move(relativeValue), mDefaultAlpha, period);
}
-void Animation::AnimateBy(Property& target, Property::Value& relativeValue, AlphaFunction alpha, TimePeriod period)
+void Animation::AnimateBy(Property& target, Property::Value relativeValue, AlphaFunction alpha, TimePeriod period)
{
Object& object = GetImplementation(target.object);
- const Property::Type targetType = object.GetPropertyType(target.propertyIndex);
+ const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
const Property::Type destinationType = relativeValue.GetType();
- if ( object.GetPropertyComponentIndex( target.propertyIndex ) != Property::INVALID_COMPONENT_INDEX )
- {
- DALI_ASSERT_ALWAYS(Property::FLOAT == destinationType && "Animated value and Property type don't match");
- }
- else
- {
- DALI_ASSERT_ALWAYS(targetType == destinationType && "Animated value and Property type don't match");
- }
+ // validate animation parameters, if component index is set then use float as checked type
+ ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
+ destinationType, period );
ExtendDuration(period);
- // Store data to later notify the object that its property is being animated
- ConnectorTargetValues connectorPair;
- connectorPair.targetValue = relativeValue;
- connectorPair.connectorIndex = mConnectors.Count();
- connectorPair.timePeriod = period;
- connectorPair.animatorType = Animation::BY;
- mConnectorTargetValues.push_back( connectorPair );
-
- switch ( targetType )
+ // keep the current count.
+ auto connectorIndex = mConnectors.Count();
+
+ // using destination type so component animation gets correct type
+ switch ( destinationType )
{
case Property::BOOLEAN:
{
- AddAnimatorConnector( AnimatorConnector<bool>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new AnimateByBoolean(relativeValue.Get<bool>()),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<bool>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateByBoolean(relativeValue.Get<bool>()),
+ alpha,
+ period));
break;
}
case Property::INTEGER:
{
- AddAnimatorConnector( AnimatorConnector<int>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new AnimateByInteger(relativeValue.Get<int>()),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<int32_t>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateByInteger(relativeValue.Get<int32_t>()),
+ alpha,
+ period));
break;
}
case Property::FLOAT:
{
- AddAnimatorConnector( AnimatorConnector<float>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new AnimateByFloat(relativeValue.Get<float>()),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<float>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateByFloat(relativeValue.Get<float>()),
+ alpha,
+ period));
break;
}
case Property::VECTOR2:
{
- AddAnimatorConnector( AnimatorConnector<Vector2>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new AnimateByVector2(relativeValue.Get<Vector2>()),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Vector2>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateByVector2(relativeValue.Get<Vector2>()),
+ alpha,
+ period));
break;
}
case Property::VECTOR3:
{
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new AnimateByVector3(relativeValue.Get<Vector3>()),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Vector3>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateByVector3(relativeValue.Get<Vector3>()),
+ alpha,
+ period));
break;
}
case Property::VECTOR4:
{
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new AnimateByVector4(relativeValue.Get<Vector4>()),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Vector4>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateByVector4(relativeValue.Get<Vector4>()),
+ alpha,
+ period));
break;
}
{
AngleAxis angleAxis = relativeValue.Get<AngleAxis>();
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new RotateByAngleAxis(angleAxis.angle, angleAxis.axis),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Quaternion>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ RotateByAngleAxis(angleAxis.angle, angleAxis.axis),
+ alpha,
+ period));
break;
}
default:
{
- // non animatable types handled already
+ DALI_ASSERT_DEBUG(false && "Property not supported");
}
}
+ // Store data to later notify the object that its property is being animated
+ mConnectorTargetValues.push_back({std::move(relativeValue), period, connectorIndex, Animation::BY});
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue)
-{
- AnimateTo(target, destinationValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
-}
-
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha)
+void Animation::AnimateTo(Property& target, Property::Value destinationValue)
{
- AnimateTo(target, destinationValue, alpha, TimePeriod(mDurationSeconds));
+ AnimateTo(target, std::move(destinationValue), mDefaultAlpha, TimePeriod(mDurationSeconds));
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, TimePeriod period)
+void Animation::AnimateTo(Property& target, Property::Value destinationValue, AlphaFunction alpha)
{
- AnimateTo(target, destinationValue, mDefaultAlpha, period);
+ AnimateTo(target, std::move(destinationValue), alpha, TimePeriod(mDurationSeconds));
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period)
+void Animation::AnimateTo(Property& target, Property::Value destinationValue, TimePeriod period)
{
- Object& object = GetImplementation(target.object);
-
- AnimateTo( object, target.propertyIndex, target.componentIndex, destinationValue, alpha, period );
+ AnimateTo(target, std::move(destinationValue), mDefaultAlpha, period);
}
-void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIndex, int componentIndex, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period)
+void Animation::AnimateTo(Property& target, Property::Value destinationValue, AlphaFunction alpha, TimePeriod period)
{
- Property::Type targetType = targetObject.GetPropertyType(targetPropertyIndex);
- if( componentIndex != Property::INVALID_COMPONENT_INDEX )
- {
- if( ( targetType == Property::VECTOR2 ) ||
- ( targetType == Property::VECTOR3 ) ||
- ( targetType == Property::VECTOR4 ) )
- {
- targetType = Property::FLOAT;
- }
- }
+ Object& object = GetImplementation( target.object );
+ const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
const Property::Type destinationType = destinationValue.GetType();
- DALI_ASSERT_ALWAYS( targetType == destinationType && "Animated value and Property type don't match" );
+
+ // validate animation parameters, if component index is set then use float as checked type
+ ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
+ destinationType, period );
ExtendDuration( period );
- // Store data to later notify the object that its property is being animated
- ConnectorTargetValues connectorPair;
- connectorPair.targetValue = destinationValue;
- connectorPair.connectorIndex = mConnectors.Count();
- connectorPair.timePeriod = period;
- connectorPair.animatorType = Animation::TO;
- mConnectorTargetValues.push_back( connectorPair );
+ // keep the current count.
+ auto connectorIndex = mConnectors.Count();
+ // using destination type so component animation gets correct type
switch ( destinationType )
{
case Property::BOOLEAN:
{
- AddAnimatorConnector( AnimatorConnector<bool>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
- new AnimateToBoolean( destinationValue.Get<bool>() ),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<bool>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateToBoolean(destinationValue.Get<bool>()),
+ alpha,
+ period));
break;
}
case Property::INTEGER:
{
- AddAnimatorConnector( AnimatorConnector<int>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
- new AnimateToInteger( destinationValue.Get<int>() ),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<int32_t>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateToInteger(destinationValue.Get<int32_t>()),
+ alpha,
+ period));
break;
}
case Property::FLOAT:
{
- AddAnimatorConnector( AnimatorConnector<float>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
- new AnimateToFloat( destinationValue.Get<float>() ),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<float>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateToFloat(destinationValue.Get<float>()),
+ alpha,
+ period));
break;
}
case Property::VECTOR2:
{
- AddAnimatorConnector( AnimatorConnector<Vector2>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
- new AnimateToVector2( destinationValue.Get<Vector2>() ),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Vector2>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateToVector2(destinationValue.Get<Vector2>()),
+ alpha,
+ period));
break;
}
case Property::VECTOR3:
{
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
- new AnimateToVector3( destinationValue.Get<Vector3>() ),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Vector3>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateToVector3(destinationValue.Get<Vector3>()),
+ alpha,
+ period));
break;
}
case Property::VECTOR4:
{
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
- new AnimateToVector4( destinationValue.Get<Vector4>() ),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Vector4>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ AnimateToVector4(destinationValue.Get<Vector4>()),
+ alpha,
+ period));
break;
}
case Property::ROTATION:
{
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
- new RotateToQuaternion( destinationValue.Get<Quaternion>() ),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Quaternion>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ RotateToQuaternion(destinationValue.Get<Quaternion>()),
+ alpha,
+ period));
break;
}
default:
{
- // non animatable types handled already
+ DALI_ASSERT_DEBUG(false && "Property not supported");
}
}
+ // Store data to later notify the object that its property is being animated
+ mConnectorTargetValues.push_back({std::move(destinationValue), period, connectorIndex, Animation::TO});
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames )
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
+ AnimateBetween( target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Interpolation interpolation )
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, Interpolation interpolation )
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), interpolation );
+ AnimateBetween( target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), interpolation );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, TimePeriod period)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, TimePeriod period )
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, period, DEFAULT_INTERPOLATION);
+ AnimateBetween( target, keyFrames, mDefaultAlpha, period, DEFAULT_INTERPOLATION );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, TimePeriod period, Interpolation interpolation)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, TimePeriod period, Interpolation interpolation )
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, period, interpolation);
+ AnimateBetween( target, keyFrames, mDefaultAlpha, period, interpolation );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha )
{
- AnimateBetween(target, keyFrames, alpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION);
+ AnimateBetween( target, keyFrames, alpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, Interpolation interpolation)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, Interpolation interpolation )
{
- AnimateBetween(target, keyFrames, alpha, TimePeriod(mDurationSeconds), interpolation);
+ AnimateBetween( target, keyFrames, alpha, TimePeriod(mDurationSeconds), interpolation );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period )
{
- AnimateBetween(target, keyFrames, alpha, period, DEFAULT_INTERPOLATION);
+ AnimateBetween( target, keyFrames, alpha, period, DEFAULT_INTERPOLATION );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation )
{
Object& object = GetImplementation( target.object );
+ const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
+ const Property::Type destinationType = keyFrames.GetType();
+
+ // validate animation parameters, if component index is set then use float as checked type
+ ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
+ destinationType, period );
ExtendDuration( period );
// Store data to later notify the object that its property is being animated
- ConnectorTargetValues connectorPair;
- connectorPair.targetValue = keyFrames.GetLastKeyFrameValue();
- connectorPair.connectorIndex = mConnectors.Count();
- connectorPair.timePeriod = period;
- connectorPair.animatorType = BETWEEN;
- mConnectorTargetValues.push_back( connectorPair );
-
- switch(keyFrames.GetType())
+ mConnectorTargetValues.push_back({keyFrames.GetLastKeyFrameValue(), period, mConnectors.Count(), BETWEEN});
+
+ // using destination type so component animation gets correct type
+ switch( destinationType )
{
case Dali::Property::BOOLEAN:
{
- const KeyFrameBoolean* kf;
- GetSpecialization(keyFrames, kf);
- KeyFrameBooleanPtr kfCopy = KeyFrameBoolean::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<bool>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new KeyFrameBooleanFunctor(kfCopy),
- alpha,
- period ) );
+ auto kf = GetSpecialization<const KeyFrameBoolean*>(keyFrames);
+ AddAnimatorConnector(AnimatorConnector<bool>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ KeyFrameBooleanFunctor(*kf), // takes a copy of the keyframe
+ alpha,
+ period));
break;
}
case Dali::Property::INTEGER:
{
- const KeyFrameInteger* kf;
- GetSpecialization(keyFrames, kf);
- KeyFrameIntegerPtr kfCopy = KeyFrameInteger::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<int>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new KeyFrameIntegerFunctor(kfCopy,interpolation),
- alpha,
- period ) );
+ auto kf = GetSpecialization<const KeyFrameInteger*>(keyFrames);
+ AddAnimatorConnector(AnimatorConnector<int32_t>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ KeyFrameIntegerFunctor(*kf, interpolation), // takes a copy of the keyframe
+ 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 ) );
+ auto kf = GetSpecialization<const KeyFrameNumber*>(keyFrames);
+ AddAnimatorConnector(AnimatorConnector<float>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ KeyFrameNumberFunctor(*kf, interpolation), // takes a copy of the keyframe
+ alpha,
+ period));
break;
}
case Dali::Property::VECTOR2:
{
- const KeyFrameVector2* kf;
- GetSpecialization(keyFrames, kf);
- KeyFrameVector2Ptr kfCopy = KeyFrameVector2::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<Vector2>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new KeyFrameVector2Functor(kfCopy,interpolation),
- alpha,
- period ) );
+ auto kf = GetSpecialization<const KeyFrameVector2*>(keyFrames);
+ AddAnimatorConnector(AnimatorConnector<Vector2>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ KeyFrameVector2Functor(*kf, interpolation), // takes a copy of the keyframe
+ alpha,
+ period));
break;
}
case Dali::Property::VECTOR3:
{
- const KeyFrameVector3* kf;
- GetSpecialization(keyFrames, kf);
- KeyFrameVector3Ptr kfCopy = KeyFrameVector3::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new KeyFrameVector3Functor(kfCopy,interpolation),
- alpha,
- period ) );
+ auto kf = GetSpecialization<const KeyFrameVector3*>(keyFrames);
+ AddAnimatorConnector(AnimatorConnector<Vector3>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ KeyFrameVector3Functor(*kf, interpolation), // takes a copy of the keyframe
+ alpha,
+ period));
break;
}
case Dali::Property::VECTOR4:
{
- const KeyFrameVector4* kf;
- GetSpecialization(keyFrames, kf);
- KeyFrameVector4Ptr kfCopy = KeyFrameVector4::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new KeyFrameVector4Functor(kfCopy,interpolation),
- alpha,
- period ) );
+ auto kf = GetSpecialization<const KeyFrameVector4*>(keyFrames);
+ AddAnimatorConnector(AnimatorConnector<Vector4>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ KeyFrameVector4Functor(*kf, interpolation), // takes a copy of the keyframe
+ alpha,
+ period));
break;
}
case Dali::Property::ROTATION:
{
- const KeyFrameQuaternion* kf;
- GetSpecialization(keyFrames, kf);
- KeyFrameQuaternionPtr kfCopy = KeyFrameQuaternion::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new KeyFrameQuaternionFunctor(kfCopy),
- alpha,
- period ) );
+ auto kf = GetSpecialization<const KeyFrameQuaternion*>(keyFrames);
+ AddAnimatorConnector(AnimatorConnector<Quaternion>::New(object,
+ target.propertyIndex,
+ target.componentIndex,
+ KeyFrameQuaternionFunctor(*kf), // takes a copy of the keyframe
+ alpha,
+ period));
break;
}
default:
{
- // non animatable types handled by keyframes
+ DALI_ASSERT_DEBUG(false && "Property not supported");
}
}
}
bool Animation::HasFinished()
{
bool hasFinished(false);
- const int playedCount(mAnimation->GetPlayedCount());
+ const int32_t playedCount(mAnimation->GetPlayedCount());
// If the play count has been incremented, then another notification is required
mCurrentLoop = mAnimation->GetCurrentLoop();
bool Animation::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
- bool connected( true );
+ bool connected( false );
Animation* animation = static_cast< Animation* >(object); // TypeRegistry guarantees that this is the correct type.
- if( 0 == signalName.compare( SIGNAL_FINISHED ) )
+ if(SIGNAL_FINISHED == signalName)
{
animation->FinishedSignal().Connect( tracker, functor );
- }
- else
- {
- // signalName does not match any signal
- connected = false;
+ connected = true;
}
return connected;
PathPtr pathCopy = Path::Clone(path);
//Position animation
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( actor,
- Dali::Actor::Property::POSITION,
- Property::INVALID_COMPONENT_INDEX,
- new PathPositionFunctor( pathCopy ),
- alpha,
- period ) );
+ AddAnimatorConnector(AnimatorConnector<Vector3>::New(actor,
+ Dali::Actor::Property::POSITION,
+ Property::INVALID_COMPONENT_INDEX,
+ PathPositionFunctor(pathCopy),
+ alpha,
+ period));
//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 ) );
+ AddAnimatorConnector(AnimatorConnector<Quaternion>::New(actor,
+ Dali::Actor::Property::ORIENTATION,
+ Property::INVALID_COMPONENT_INDEX,
+ PathRotationFunctor(pathCopy, forward),
+ alpha,
+ period));
}
}
{
ExtendDuration( TimePeriod(delaySeconds, 0) );
- AddAnimatorConnector( AnimatorConnector<bool>::New( actor,
- Dali::Actor::Property::VISIBLE,
- Property::INVALID_COMPONENT_INDEX,
- new AnimateToBoolean(SHOW_VALUE),
- mDefaultAlpha,
- TimePeriod(delaySeconds, 0.0f/*immediate*/) ) );
+ AddAnimatorConnector(AnimatorConnector<bool>::New(actor,
+ Dali::Actor::Property::VISIBLE,
+ Property::INVALID_COMPONENT_INDEX,
+ AnimateToBoolean(SHOW_VALUE),
+ mDefaultAlpha,
+ TimePeriod(delaySeconds, 0.0f /*immediate*/)));
}
void Animation::Hide(Actor& actor, float delaySeconds)
{
ExtendDuration( TimePeriod(delaySeconds, 0) );
- AddAnimatorConnector( AnimatorConnector<bool>::New( actor,
- Dali::Actor::Property::VISIBLE,
- Property::INVALID_COMPONENT_INDEX,
- new AnimateToBoolean(HIDE_VALUE),
- mDefaultAlpha,
- TimePeriod(delaySeconds, 0.0f/*immediate*/) ) );
+ AddAnimatorConnector(AnimatorConnector<bool>::New(actor,
+ Dali::Actor::Property::VISIBLE,
+ Property::INVALID_COMPONENT_INDEX,
+ AnimateToBoolean(HIDE_VALUE),
+ mDefaultAlpha,
+ TimePeriod(delaySeconds, 0.0f /*immediate*/)));
}
bool Animation::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
if( animation )
{
- if( 0 == actionName.compare( ACTION_PLAY ) )
+ std::string_view name(actionName);
+
+ if(name == ACTION_PLAY)
{
if( Property::Value* value = attributes.Find("duration", Property::FLOAT) )
{
animation->Play();
done = true;
}
- else if( 0 == actionName.compare( ACTION_STOP ) )
+ else if(name == ACTION_STOP)
{
animation->Stop();
done = true;
}
- else if( 0 == actionName.compare( ACTION_PAUSE ) )
+ else if(name == ACTION_PAUSE)
{
animation->Pause();
done = true;
float Animation::GetCurrentProgress()
{
- if( mAnimation )
+ float progress = 0.f;
+ if( mAnimation ) // always exists in practice
{
- return mAnimation->GetCurrentProgress();
+ progress = mAnimation->GetCurrentProgress();
}
- return 0.0f;
+ return progress;
}
void Animation::ExtendDuration( const TimePeriod& timePeriod )
return mPlayRange;
}
+void Animation::SetLoopingMode( Dali::Animation::LoopingMode loopingMode )
+{
+ mAutoReverseEnabled = ( loopingMode == Dali::Animation::LoopingMode::AUTO_REVERSE );
+
+ // mAnimation is being used in a separate thread; queue a message to set play range
+ SetLoopingModeMessage( mEventThreadServices, *mAnimation, mAutoReverseEnabled );
+}
+
+Dali::Animation::LoopingMode Animation::GetLoopingMode() const
+{
+ return mAutoReverseEnabled ? Dali::Animation::AUTO_REVERSE : Dali::Animation::RESTART;
+}
+
bool Animation::CompareConnectorEndTimes( const Animation::ConnectorTargetValues& lhs, const Animation::ConnectorTargetValues& rhs )
{
return ( ( lhs.timePeriod.delaySeconds + lhs.timePeriod.durationSeconds ) < ( rhs.timePeriod.delaySeconds + rhs.timePeriod.durationSeconds ) );
}
-void Animation::NotifyObjects()
+void Animation::NotifyObjects( Animation::Notify notifyValueType )
{
- if( mEndAction != EndAction::Discard ) // If the animation is discarded, then we do not want to change the target values
+ // If the animation is discarded, then we do not want to change the target values unless we want to force the current values
+ if( mEndAction != EndAction::DISCARD || notifyValueType == Notify::FORCE_CURRENT_VALUE )
{
// Sort according to end time with earlier end times coming first, if the end time is the same, then the connectors are not moved
- std::stable_sort( mConnectorTargetValues.begin(), mConnectorTargetValues.end(), CompareConnectorEndTimes );
+ // Only do this if we're using the target value
+ if( notifyValueType == Notify::USE_TARGET_VALUE )
+ {
+ std::stable_sort( mConnectorTargetValues.begin(), mConnectorTargetValues.end(), CompareConnectorEndTimes );
+ }
// Loop through all connector target values sorted by increasing end time
ConnectorTargetValuesContainer::const_iterator iter = mConnectorTargetValues.begin();
AnimatorConnectorBase* connector = mConnectors[ iter->connectorIndex ];
Object* object = connector->GetObject();
- if( object )
+ if(object && object->IsAnimationPossible())
{
- object->NotifyPropertyAnimation( *this, connector->GetPropertyIndex(), iter->targetValue, iter->animatorType );
+ const auto propertyIndex = connector->GetPropertyIndex();
+ object->NotifyPropertyAnimation(
+ *this,
+ propertyIndex,
+ ( notifyValueType == Notify::USE_TARGET_VALUE ) ? iter->targetValue : object->GetCurrentProperty( propertyIndex ),
+ ( notifyValueType == Notify::USE_TARGET_VALUE ) ? iter->animatorType : Animation::TO ); // If we're setting the current value, then use TO as we want to set, not adjust, the current value
}
}
}