/*
- * Copyright (c) 2016 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.
// EXTERNAL INCLUDES
// INTERNAL INCLUDES
-#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/animation/animation-playlist.h>
#include <dali/internal/event/animation/animator-connector.h>
+#include <dali/internal/event/animation/path-impl.h>
#include <dali/internal/event/common/notification-manager.h>
#include <dali/internal/event/common/property-helper.h>
#include <dali/internal/event/common/stage-impl.h>
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::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 )
-: mEventThreadServices( eventThreadServices ),
- mPlaylist( playlist ),
- mAnimation( NULL ),
- mNotificationCount( 0 ),
- mFinishedCallback( NULL ),
- mFinishedCallbackObject( NULL ),
- mDurationSeconds( durationSeconds ),
- mSpeedFactor(1.0f),
- mLoopCount(1),
- mCurrentLoop(0),
- mPlayRange( Vector2(0.0f,1.0f)),
- mEndAction( endAction ),
- mDisconnectAction( disconnectAction ),
- mDefaultAlpha( defaultAlpha ),
- mState(Dali::Animation::STOPPED)
+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)
{
}
{
DALI_ASSERT_DEBUG( mAnimation == NULL );
- // Create a new animation, temporarily owned
- 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( mEventThreadServices.GetUpdateManager(), animation );
+ // Create a new animation, Keep a const pointer to the animation.
+ mAnimation = SceneGraph::Animation::New( mDurationSeconds, mSpeedFactor, mPlayRange, mLoopCount, mEndAction, mDisconnectAction );
+ OwnerPointer< SceneGraph::Animation > transferOwnership( const_cast< SceneGraph::Animation* >( mAnimation ) );
+ AddAnimationMessage( mEventThreadServices.GetUpdateManager(), transferOwnership );
}
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
SetDurationMessage( mEventThreadServices, *mAnimation, seconds );
}
+void Animation::SetProgressNotification( float progress )
+{
+ // mAnimation is being used in a separate thread; queue a message to set the value
+ mProgressReachedMarker = progress;
+}
+
+float Animation::GetProgressNotification()
+{
+ return mProgressReachedMarker;
+}
+
float Animation::GetDuration() const
{
// This is not animatable; the cached value is up-to-date.
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;
- 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 ];
+ NotifyObjects( Notify::USE_TARGET_VALUE );
- 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");
- }
- }
- }
- }
- }
+ SendFinalProgressNotificationMessage();
// mAnimation is being used in a separate thread; queue a Play message
PlayAnimationMessage( mEventThreadServices, *mAnimation );
mState = Dali::Animation::PLAYING;
+ NotifyObjects( Notify::USE_TARGET_VALUE );
+
+ SendFinalProgressNotificationMessage();
+
// mAnimation is being used in a separate thread; queue a Play message
PlayAnimationFromMessage( mEventThreadServices, *mAnimation, progress );
}
}
+void Animation::PlayAfter( float delaySeconds )
+{
+ // The negative delay means play immediately.
+ delaySeconds = std::max( 0.f, delaySeconds );
+
+ mDelaySeconds = delaySeconds;
+
+ // Update the current playlist
+ mPlaylist.OnPlay( *this );
+
+ mState = Dali::Animation::PLAYING;
+
+ NotifyObjects( Notify::USE_TARGET_VALUE );
+
+ SendFinalProgressNotificationMessage();
+
+ // mAnimation is being used in a separate thread; queue a message to set the value
+ PlayAfterMessage( mEventThreadServices, *mAnimation, delaySeconds );
+}
+
void Animation::Pause()
{
mState = Dali::Animation::PAUSED;
// 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 && mState != Dali::Animation::STOPPED)
+ {
+ NotifyObjects( Notify::USE_CURRENT_VALUE );
+ }
+
// Remove all the connectors
mConnectors.Clear();
+ // Reset the connector target values
+ mConnectorTargetValues.clear();
+
// Replace the old scene-object with a new one
DestroySceneObject();
CreateSceneObject();
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 );
+ Object& object = GetImplementation(target.object);
+ const Property::Type propertyType = 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 );
+ // 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 );
- switch ( targetType )
+ ExtendDuration(period);
+
+ // keep the current count.
+ auto connectorIndex = mConnectors.Count();
+
+ // using destination type so component animation gets correct type
+ switch ( destinationType )
{
case Property::BOOLEAN:
{
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,
+ new AnimateByInteger(relativeValue.Get<int32_t>()),
+ 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)
+void Animation::AnimateTo(Property& target, Property::Value destinationValue)
{
- AnimateTo(target, destinationValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
+ AnimateTo(target, std::move(destinationValue), mDefaultAlpha, TimePeriod(mDurationSeconds));
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha)
+void Animation::AnimateTo(Property& target, Property::Value destinationValue, AlphaFunction alpha)
{
- AnimateTo(target, destinationValue, alpha, TimePeriod(mDurationSeconds));
+ AnimateTo(target, std::move(destinationValue), alpha, TimePeriod(mDurationSeconds));
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, TimePeriod period)
+void Animation::AnimateTo(Property& target, Property::Value destinationValue, TimePeriod period)
{
- AnimateTo(target, destinationValue, mDefaultAlpha, period);
-}
-
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha, 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 );
+ // 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,
+ AddAnimatorConnector( AnimatorConnector<bool>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToBoolean( destinationValue.Get<bool>() ),
alpha,
period ) );
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,
+ new AnimateToInteger( destinationValue.Get<int32_t>() ),
+ alpha,
+ period ) );
break;
}
case Property::FLOAT:
{
- 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 ) )
- {
-
- 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,
+ AddAnimatorConnector( AnimatorConnector<float>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToFloat( destinationValue.Get<float>() ),
alpha,
period ) );
case Property::VECTOR2:
{
- AddAnimatorConnector( AnimatorConnector<Vector2>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<Vector2>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToVector2( destinationValue.Get<Vector2>() ),
alpha,
period ) );
case Property::VECTOR3:
{
- 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 )
- {
- // 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,
+ AddAnimatorConnector( AnimatorConnector<Vector3>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToVector3( destinationValue.Get<Vector3>() ),
alpha,
period ) );
case Property::VECTOR4:
{
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<Vector4>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToVector4( destinationValue.Get<Vector4>() ),
alpha,
period ) );
case Property::ROTATION:
{
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<Quaternion>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new RotateToQuaternion( destinationValue.Get<Quaternion>() ),
alpha,
period ) );
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 );
- switch(keyFrames.GetType())
+ // Store data to later notify the object that its property is being animated
+ 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 KeyFrameInteger* kf;
GetSpecialization(keyFrames, kf);
KeyFrameIntegerPtr kfCopy = KeyFrameInteger::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<int>::New( object,
+ AddAnimatorConnector( AnimatorConnector<int32_t>::New( object,
target.propertyIndex,
target.componentIndex,
new KeyFrameIntegerFunctor(kfCopy,interpolation),
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();
return mFinishedSignal;
}
+Dali::Animation::AnimationSignalType& Animation::ProgressReachedSignal()
+{
+ return mProgressReachedSignal;
+}
+
void Animation::EmitSignalFinish()
{
if ( !mFinishedSignal.Empty() )
Dali::Animation handle( this );
mFinishedSignal.Emit( handle );
}
+}
- // This callback is used internally, to avoid the overhead of using a signal.
- if ( mFinishedCallback )
+void Animation::EmitSignalProgressReached()
+{
+ if ( !mProgressReachedSignal.Empty() )
{
- mFinishedCallback( mFinishedCallbackObject );
+ Dali::Animation handle( this );
+ mProgressReachedSignal.Emit( handle );
}
}
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 ) )
{
animation->FinishedSignal().Connect( tracker, functor );
- }
- else
- {
- // signalName does not match any signal
- connected = false;
+ connected = true;
}
return connected;
}
-void Animation::SetFinishedCallback( FinishedCallback callback, Object* object )
-{
- mFinishedCallback = callback;
- mFinishedCallbackObject = object;
-}
-
void Animation::AddAnimatorConnector( AnimatorConnectorBase* connector )
{
DALI_ASSERT_DEBUG( NULL != connector );
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( Animation::Notify notifyValueType )
+{
+ // 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
+ // 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();
+ const ConnectorTargetValuesContainer::const_iterator endIter = mConnectorTargetValues.end();
+ for( ; iter != endIter; ++iter )
+ {
+ AnimatorConnectorBase* connector = mConnectors[ iter->connectorIndex ];
+
+ Object* object = connector->GetObject();
+ if(object && object->IsAnimationPossible())
+ {
+ 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
+ }
+ }
+ }
+}
+
+
+void Animation::SendFinalProgressNotificationMessage()
+{
+ if ( mProgressReachedMarker > 0.0f )
+ {
+ float progressMarkerSeconds = mDurationSeconds * mProgressReachedMarker;
+ SetProgressNotificationMessage( mEventThreadServices, *mAnimation, progressMarkerSeconds );
+ }
+}
} // namespace Internal