Merge "Clean up the code to build successfully on macOS" into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / event / animation / animation-impl.cpp
index b7cc899..e9d7578 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * 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.
@@ -56,13 +56,13 @@ namespace
 
 // 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()
 {
@@ -71,66 +71,96 @@ 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)
 {
 }
 
@@ -170,11 +200,11 @@ void Animation::CreateSceneObject()
 
 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;
   }
 }
 
@@ -186,7 +216,6 @@ void Animation::SetDuration(float seconds)
     seconds = 0.0f;
   }
 
-  // Cache for public getters
   mDurationSeconds = seconds;
 
   // mAnimation is being used in a separate thread; queue a message to set the value
@@ -215,7 +244,7 @@ void Animation::SetLooping(bool on)
   SetLoopCount( on ? 0 : 1 );
 }
 
-void Animation::SetLoopCount(int count)
+void Animation::SetLoopCount(int32_t count)
 {
   // Cache for public getters
   mLoopCount = count;
@@ -224,12 +253,12 @@ void Animation::SetLoopCount(int count)
   SetLoopingMessage( mEventThreadServices, *mAnimation, mLoopCount );
 }
 
-int Animation::GetLoopCount()
+int32_t Animation::GetLoopCount()
 {
   return mLoopCount;
 }
 
-int Animation::GetCurrentLoop()
+int32_t Animation::GetCurrentLoop()
 {
   return mCurrentLoop;
 }
@@ -276,7 +305,7 @@ void Animation::Play()
 
   mState = Dali::Animation::PLAYING;
 
-  NotifyObjects();
+  NotifyObjects( Notify::USE_TARGET_VALUE );
 
   SendFinalProgressNotificationMessage();
 
@@ -293,7 +322,7 @@ void Animation::PlayFrom( float progress )
 
     mState = Dali::Animation::PLAYING;
 
-    NotifyObjects();
+    NotifyObjects( Notify::USE_TARGET_VALUE );
 
     SendFinalProgressNotificationMessage();
 
@@ -314,7 +343,7 @@ void Animation::PlayAfter( float delaySeconds )
 
   mState = Dali::Animation::PLAYING;
 
-  NotifyObjects();
+  NotifyObjects( Notify::USE_TARGET_VALUE );
 
   SendFinalProgressNotificationMessage();
 
@@ -328,6 +357,9 @@ void Animation::Pause()
 
   // 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
@@ -341,12 +373,24 @@ void Animation::Stop()
 
   // 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();
 
@@ -364,111 +408,102 @@ void Animation::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;
     }
 
@@ -476,307 +511,283 @@ void Animation::AnimateBy(Property& target, Property::Value& relativeValue, Alph
     {
       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");
     }
   }
 }
@@ -784,7 +795,7 @@ void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Alph
 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();
@@ -832,17 +843,13 @@ void Animation::EmitSignalProgressReached()
 
 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;
@@ -879,23 +886,23 @@ void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward,
   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));
   }
 }
 
@@ -903,24 +910,24 @@ void Animation::Show(Actor& actor, float delaySeconds)
 {
   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 )
@@ -930,7 +937,9 @@ bool Animation::DoAction( BaseObject* object, const std::string& actionName, con
 
   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) )
       {
@@ -940,12 +949,12 @@ bool Animation::DoAction( BaseObject* object, const std::string& actionName, con
       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;
@@ -966,12 +975,13 @@ void Animation::SetCurrentProgress(float progress)
 
 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 )
@@ -1023,17 +1033,35 @@ Vector2 Animation::GetPlayRange() const
   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();
@@ -1043,9 +1071,14 @@ void Animation::NotifyObjects()
       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
       }
     }
   }