-#ifndef __DALI_INTERNAL_CONSTRAINT_H__
-#define __DALI_INTERNAL_CONSTRAINT_H__
+#ifndef __DALI_INTERNAL_ACTIVE_CONSTRAINT_H__
+#define __DALI_INTERNAL_ACTIVE_CONSTRAINT_H__
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2015 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.
*/
// INTERNAL INCLUDES
-#include <dali/public-api/animation/active-constraint.h>
-#include <dali/public-api/animation/alpha-functions.h>
-#include <dali/public-api/animation/constraint.h>
-#include <dali/public-api/animation/time-period.h>
-#include <dali/public-api/object/base-object.h>
+#include <dali/internal/common/message.h>
+#include <dali/internal/event/common/event-thread-services.h>
+#include <dali/internal/event/common/object-impl.h>
+#include <dali/internal/event/common/thread-local-storage.h>
+#include <dali/internal/event/common/stage-impl.h>
+#include <dali/internal/event/animation/constraint-base.h>
#include <dali/internal/event/animation/constraint-source-impl.h>
+#include <dali/internal/event/animation/property-constraint-ptr.h>
+#include <dali/internal/update/common/animatable-property.h>
+#include <dali/internal/update/common/property-owner.h>
+#include <dali/internal/update/common/property-owner-messages.h>
+#include <dali/internal/update/animation/scene-graph-constraint.h>
+#include <dali/internal/update/animation/property-accessor.h>
+#include <dali/internal/update/animation/property-component-accessor.h>
namespace Dali
{
namespace Internal
{
-class ActiveConstraintBase;
-class Object;
+/**
+ * Helper to add only unique entries to the propertyOwner container
+ * @param propertyOwners to add the entries to
+ * @param object to add
+ */
+inline void AddUnique( SceneGraph::PropertyOwnerContainer& propertyOwners, SceneGraph::PropertyOwner* object )
+{
+ const SceneGraph::PropertyOwnerIter iter = std::find( propertyOwners.Begin(), propertyOwners.End(), object );
+ if( iter == propertyOwners.End() )
+ {
+ // each owner should only be added once
+ propertyOwners.PushBack( object );
+ }
+}
/**
- * Constraints are used to constrain a property of an object, after animations have been applied.
+ * Connects a constraint which takes another property as an input.
*/
-class Constraint : public BaseObject
+template < typename PropertyType >
+class Constraint : public ConstraintBase
{
public:
- typedef Any AnyFunction;
+ typedef SceneGraph::Constraint< PropertyType, PropertyAccessor<PropertyType> > SceneGraphConstraint;
+ typedef const SceneGraph::AnimatableProperty<PropertyType>* ScenePropertyPtr;
+ typedef typename PropertyConstraintPtr<PropertyType>::Type ConstraintFunctionPtr;
+ typedef const SceneGraph::TransformManagerPropertyHandler<PropertyType> TransformManagerProperty;
/**
- * Construct a new constraint which targets a property.
- * @param [in] target The index of the property to constrain.
- * @param [in] targetType The type of the constrained property.
- * @param [in] sources The objects which provide parameters for func.
- * @param [in] func The constraint function.
+ * Construct a new constraint.
+ * @param[in] object The property-owning object.
+ * @param[in] targetIndex The index of the property to constrain.
+ * @param[in] sources The sources of the input properties passed to func.
+ * @param[in] func The constraint function.
+ * @return A newly allocated active-constraint.
*/
- Constraint( Property::Index target,
- Property::Type targetType,
- SourceContainer& sources,
- AnyFunction& func );
+ static ConstraintBase* New( Object& object,
+ Property::Index targetIndex,
+ SourceContainer& sources,
+ ConstraintFunctionPtr func )
+ {
+ return new Constraint< PropertyType >( object, targetIndex, sources, func );
+ }
/**
- * @copydoc Dali::Constraint::SetApplyTime()
+ * @copydoc ConstraintBase::Clone()
*/
- void SetApplyTime( TimePeriod timePeriod );
+ virtual ConstraintBase* Clone( Object& object )
+ {
+ DALI_ASSERT_ALWAYS( !mSourceDestroyed && "An input source object has been destroyed" );
+
+ ConstraintBase* clone( NULL );
+
+ ConstraintFunctionPtr funcPtr( mUserFunction->Clone() );
+
+ clone = new Constraint< PropertyType >( object,
+ mTargetIndex,
+ mSources,
+ funcPtr );
+
+ clone->SetRemoveAction(mRemoveAction);
+ clone->SetTag( mTag );
+
+ return clone;
+ }
- /**
- * @copydoc Dali::Constraint::GetApplyTime()
- */
- TimePeriod GetApplyTime() const;
/**
- * @copydoc Dali::Constraint::SetAlphaFunction( AlphaFunction func )
+ * Virtual destructor.
*/
- void SetAlphaFunction( AlphaFunction func );
+ virtual ~Constraint()
+ {
+ // This is not responsible for removing constraints.
+ }
+
+private:
/**
- * @copydoc Dali::Constraint::GetAlphaFunction()
+ * Private constructor; see also Constraint::New().
*/
- AlphaFunction GetAlphaFunction() const;
+ Constraint( Object& object,
+ Property::Index targetIndex,
+ SourceContainer& sources,
+ ConstraintFunctionPtr& func )
+ : ConstraintBase( object, targetIndex, sources ),
+ mTargetIndex( targetIndex ),
+ mUserFunction( func )
+ {
+ }
+
+ // Undefined
+ Constraint( const Constraint& );
+
+ // Undefined
+ Constraint& operator=( const Constraint& rhs );
/**
- * @copydoc Dali::Constraint::SetRemoveAction()
+ * Create and connect a constraint for a scene-object.
*/
- void SetRemoveAction(Dali::Constraint::RemoveAction action);
+ void ConnectConstraint()
+ {
+ // Should not come here if target-object has been destroyed
+ DALI_ASSERT_DEBUG( NULL != mTargetObject );
+
+ // Guard against double connections
+ DALI_ASSERT_DEBUG( NULL == mSceneGraphConstraint );
+
+ // Short-circuit until the target scene-object exists
+ SceneGraph::PropertyOwner* targetObject = const_cast< SceneGraph::PropertyOwner* >( mTargetObject->GetSceneObject() );
+ if ( NULL == targetObject )
+ {
+ return;
+ }
+
+ // Build a container of property-owners, providing the scene-graph properties
+ SceneGraph::PropertyOwnerContainer propertyOwners;
+ propertyOwners.PushBack( targetObject );
+
+ // Build the constraint function; this requires a scene-graph property from each source
+ ConstraintFunctionPtr func( ConnectConstraintFunction( propertyOwners ) );
+
+ if ( func )
+ {
+ // Create the SceneGraphConstraint, and connect to the scene-graph
+
+ const SceneGraph::PropertyBase* targetProperty = mTargetObject->GetSceneObjectAnimatableProperty( mTargetIndex );
+
+ // The targetProperty should exist, when targetObject exists
+ DALI_ASSERT_ALWAYS( NULL != targetProperty && "Constraint target property does not exist" );
+
+ if( targetProperty->IsTransformManagerProperty() ) //It is a property managed by the transform manager
+ {
+ // Connect the constraint
+ SceneGraph::ConstraintBase* sceneGraphConstraint = SceneGraph::Constraint<PropertyType,TransformManagerPropertyAccessor<PropertyType> >::New( *targetProperty,
+ propertyOwners,
+ func );
+ DALI_ASSERT_DEBUG( NULL != sceneGraphConstraint );
+ sceneGraphConstraint->SetRemoveAction( mRemoveAction );
+
+ // object is being used in a separate thread; queue a message to apply the constraint
+ ApplyConstraintMessage( GetEventThreadServices(), *targetObject, *sceneGraphConstraint );
+
+ // Keep a raw-pointer to the scene-graph constraint
+ mSceneGraphConstraint = sceneGraphConstraint;
+ }
+ else //SceneGraph property
+ {
+ // Connect the constraint
+ SceneGraph::ConstraintBase* sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty,
+ propertyOwners,
+ func );
+ DALI_ASSERT_DEBUG( NULL != sceneGraphConstraint );
+ sceneGraphConstraint->SetRemoveAction( mRemoveAction );
+
+ // object is being used in a separate thread; queue a message to apply the constraint
+ ApplyConstraintMessage( GetEventThreadServices(), *targetObject, *sceneGraphConstraint );
+
+ // Keep a raw-pointer to the scene-graph constraint
+ mSceneGraphConstraint = sceneGraphConstraint;
+ }
+ }
+ }
/**
- * @copydoc Dali::Constraint::GetRemoveAction()
+ * Helper for ConnectConstraint. Creates a connected constraint-function.
+ * Also populates the property-owner container, for each input connected to the constraint-function.
+ * @param[out] propertyOwners The container of property-owners providing the scene-graph properties.
+ * @return A connected constraint-function, or NULL if the scene-graph properties are not available.
*/
- Dali::Constraint::RemoveAction GetRemoveAction() const;
+ PropertyConstraint<PropertyType>* ConnectConstraintFunction( SceneGraph::PropertyOwnerContainer& propertyOwners )
+ {
+ PropertyConstraint<PropertyType>* func = mUserFunction->Clone();
+
+ for ( SourceIter iter = mSources.begin(); mSources.end() != iter; ++iter )
+ {
+ Source& source = *iter;
+
+ PropertyInputImpl* inputProperty( NULL );
+ int componentIndex( Property::INVALID_COMPONENT_INDEX );
+
+ if ( OBJECT_PROPERTY == source.sourceType )
+ {
+ DALI_ASSERT_ALWAYS( source.object->IsPropertyAConstraintInput( source.propertyIndex ) );
+
+ SceneGraph::PropertyOwner* owner = const_cast< SceneGraph::PropertyOwner* >( source.object->GetSceneObject() );
+
+ // The property owner will not exist, if the target object is off-stage
+ if( NULL != owner )
+ {
+ AddUnique( propertyOwners, owner );
+ inputProperty = const_cast< PropertyInputImpl* >( source.object->GetSceneObjectInputProperty( source.propertyIndex ) );
+ componentIndex = source.object->GetPropertyComponentIndex( source.propertyIndex );
+
+ // The scene-object property should exist, when the property owner exists
+ DALI_ASSERT_ALWAYS( NULL != inputProperty && "Constraint source property does not exist" );
+ }
+ }
+ else if ( LOCAL_PROPERTY == source.sourceType )
+ {
+ DALI_ASSERT_ALWAYS( mTargetObject->IsPropertyAConstraintInput( source.propertyIndex ) );
+
+ inputProperty = const_cast< PropertyInputImpl* >( mTargetObject->GetSceneObjectInputProperty( source.propertyIndex ) );
+ componentIndex = mTargetObject->GetPropertyComponentIndex( source.propertyIndex );
+
+ // The target scene-object should provide this property
+ DALI_ASSERT_ALWAYS( NULL != inputProperty && "Constraint source property does not exist" );
+ }
+ else
+ {
+ DALI_ASSERT_ALWAYS( PARENT_PROPERTY == source.sourceType && "Constraint source property type is invalid" );
+
+ Object* objectParent = dynamic_cast< Actor& >( *mTargetObject ).GetParent();
+
+ // This will not exist, if the target object is off-stage
+ if ( NULL != objectParent )
+ {
+ DALI_ASSERT_ALWAYS( objectParent->IsPropertyAConstraintInput( source.propertyIndex ) );
+
+ SceneGraph::PropertyOwner* owner = const_cast< SceneGraph::PropertyOwner* >( objectParent->GetSceneObject() );
+
+ // The property owner will not exist, if the parent object is off-stage
+ if ( NULL != owner )
+ {
+ AddUnique( propertyOwners, owner );
+ inputProperty = const_cast< PropertyInputImpl* >( objectParent->GetSceneObjectInputProperty( source.propertyIndex ) );
+ componentIndex = objectParent->GetPropertyComponentIndex( source.propertyIndex );
+
+ // The scene-object property should exist, when the property owner exists
+ DALI_ASSERT_ALWAYS( NULL != inputProperty && "Constraint source property does not exist" );
+ }
+ }
+ }
+
+ if ( NULL == inputProperty )
+ {
+ delete func;
+ func = NULL;
+
+ // Exit if a scene-graph object is not available from one of the sources
+ break;
+ }
+
+ func->SetInput( ( iter - mSources.begin() ), componentIndex, *inputProperty );
+ }
+
+ return func;
+ }
+
+protected:
+
+ Property::Index mTargetIndex;
+
+ ConstraintFunctionPtr mUserFunction;
+};
+
+/**
+ * Variant which allows float components to be animated individually.
+ */
+template <>
+class Constraint<float> : public ConstraintBase
+{
+public:
+
+ typedef typename PropertyConstraintPtr<float>::Type ConstraintFunctionPtr;
/**
- * @copydoc Dali::Constraint::SetTag()
+ * Construct a new constraint.
+ * @param[in] object The property-owning object.
+ * @param[in] targetIndex The index of the property to constrain.
+ * @param[in] sources The sources of the input properties passed to func.
+ * @param[in] func The constraint function.
+ * @return A newly allocated constraint.
*/
- void SetTag( const unsigned int tag);
+ static ConstraintBase* New( Object& object,
+ Property::Index targetIndex,
+ SourceContainer& sources,
+ ConstraintFunctionPtr func )
+ {
+ return new Constraint< float >( object, targetIndex, sources, func );
+ }
/**
- * @copydoc Dali::Constraint::GetTag()
+ * @copydoc ConstraintBase::Clone()
*/
- unsigned int GetTag() const;
+ virtual ConstraintBase* Clone( Object& object )
+ {
+ DALI_ASSERT_ALWAYS( !mSourceDestroyed && "An input source object has been destroyed" );
+ ConstraintBase* clone( NULL );
+ ConstraintFunctionPtr funcPtr( mUserFunction->Clone() );
+ clone = new Constraint< float >( object,
+ mTargetIndex,
+ mSources,
+ funcPtr );
- /**
- * Create an active constraint.
- * An active constraint is created each time the constraint is applied to an object.
- * @return A newly allocated active-constraint.
- */
- ActiveConstraintBase* CreateActiveConstraint();
+ clone->SetRemoveAction(mRemoveAction);
+ clone->SetTag( mTag );
-protected:
+ return clone;
+ }
/**
- * A reference counted object may only be deleted by calling Unreference()
+ * Virtual destructor.
*/
- virtual ~Constraint();
+ virtual ~Constraint()
+ {
+ // This is not responsible for removing constraints.
+ }
private:
+ /**
+ * Private constructor; see also Constraint::New().
+ */
+ Constraint( Object& object,
+ Property::Index targetIndex,
+ SourceContainer& sources,
+ ConstraintFunctionPtr& func )
+ : ConstraintBase( object, targetIndex, sources ),
+ mTargetIndex( targetIndex ),
+ mUserFunction( func )
+ {
+ }
+
// Undefined
- Constraint(const Constraint&);
+ Constraint( const Constraint& );
// Undefined
- Constraint& operator=(const Constraint& rhs);
+ Constraint& operator=( const Constraint& rhs );
+
+ /**
+ * Create and connect a constraint for a scene-object.
+ */
+ void ConnectConstraint()
+ {
+ // Should not come here if target-object has been destroyed
+ DALI_ASSERT_DEBUG( NULL != mTargetObject );
+
+ // Guard against double connections
+ DALI_ASSERT_DEBUG( NULL == mSceneGraphConstraint );
+
+ // Short-circuit until the target scene-object exists
+ SceneGraph::PropertyOwner* targetObject = const_cast< SceneGraph::PropertyOwner* >( mTargetObject->GetSceneObject() );
+ if ( NULL == targetObject )
+ {
+ return;
+ }
+
+ // Build a container of property-owners, providing the scene-graph properties
+ SceneGraph::PropertyOwnerContainer propertyOwners;
+ propertyOwners.PushBack( targetObject );
+
+ // Build the constraint function; this requires a scene-graph property from each source
+ ConstraintFunctionPtr func( ConnectConstraintFunction( propertyOwners ) );
+
+ if ( func )
+ {
+ // Create the SceneGraphConstraint, and connect to the scene-graph
+
+ const SceneGraph::PropertyBase* targetProperty = mTargetObject->GetSceneObjectAnimatableProperty( mTargetIndex );
+
+ // The targetProperty should exist, when targetObject exists
+ DALI_ASSERT_ALWAYS( NULL != targetProperty && "Constraint target property does not exist" );
+
+ const int componentIndex = mTargetObject->GetPropertyComponentIndex( mTargetIndex );
+
+ SceneGraph::ConstraintBase* sceneGraphConstraint( NULL );
+
+ if ( Property::INVALID_COMPONENT_INDEX == componentIndex )
+ {
+ // Not a Vector2, Vector3 or Vector4 component, expecting float type
+ DALI_ASSERT_DEBUG( PropertyTypes::Get< float >() == targetProperty->GetType() );
+
+ typedef SceneGraph::Constraint< float, PropertyAccessor<float> > SceneGraphConstraint;
+
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty,
+ propertyOwners,
+ func );
+ }
+ else
+ {
+ // Expecting Vector2, Vector3 or Vector4 type
+
+ if ( PropertyTypes::Get< Vector2 >() == targetProperty->GetType() )
+ {
+ // Constrain float component of Vector2 property
+
+ if ( 0 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorX<Vector2> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ else if ( 1 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorY<Vector2> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ }
+ else if ( PropertyTypes::Get< Vector3 >() == targetProperty->GetType() )
+ {
+ // Constrain float component of Vector3 property
+ if( targetProperty->IsTransformManagerProperty() )
+ {
+ if ( 0 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, TransformManagerPropertyComponentAccessor<Vector3,0> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ else if ( 1 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, TransformManagerPropertyComponentAccessor<Vector3,1> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ else if ( 2 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, TransformManagerPropertyComponentAccessor<Vector3,2> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ }
+ else
+ {
+ if ( 0 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorX<Vector3> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ else if ( 1 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorY<Vector3> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ else if ( 2 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorZ<Vector3> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ }
+ }
+ else if ( PropertyTypes::Get< Vector4 >() == targetProperty->GetType() )
+ {
+ // Constrain float component of Vector4 property
+
+ if ( 0 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorX<Vector4> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ else if ( 1 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorY<Vector4> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ else if ( 2 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorZ<Vector4> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ else if ( 3 == componentIndex )
+ {
+ typedef SceneGraph::Constraint< float, PropertyComponentAccessorW<Vector4> > SceneGraphConstraint;
+ sceneGraphConstraint = SceneGraphConstraint::New( *targetProperty, propertyOwners, func );
+ }
+ }
+ }
+
+ DALI_ASSERT_DEBUG( NULL != sceneGraphConstraint );
+ if( NULL != sceneGraphConstraint )
+ {
+ sceneGraphConstraint->SetRemoveAction( mRemoveAction );
+
+ // object is being used in a separate thread; queue a message to apply the constraint
+ ApplyConstraintMessage( GetEventThreadServices(), *targetObject, *sceneGraphConstraint );
+
+ // Keep a raw-pointer to the scene-graph constraint
+ mSceneGraphConstraint = sceneGraphConstraint;
+ }
+ }
+ }
+
+ /**
+ * Helper for ConnectConstraint. Creates a connected constraint-function.
+ * Also populates the property-owner container, for each input connected to the constraint-function.
+ * @param[out] propertyOwners The container of property-owners providing the scene-graph properties.
+ * @return A connected constraint-function, or NULL if the scene-graph properties are not available.
+ */
+ PropertyConstraint<float>* ConnectConstraintFunction( SceneGraph::PropertyOwnerContainer& propertyOwners )
+ {
+ PropertyConstraint<float>* func = mUserFunction->Clone();
+
+ for ( SourceIter iter = mSources.begin(); mSources.end() != iter; ++iter )
+ {
+ Source& source = *iter;
+
+ PropertyInputImpl* inputProperty( NULL );
+ int componentIndex( Property::INVALID_COMPONENT_INDEX );
+
+ if ( OBJECT_PROPERTY == source.sourceType )
+ {
+ DALI_ASSERT_ALWAYS( source.object->IsPropertyAConstraintInput( source.propertyIndex ) );
+
+ SceneGraph::PropertyOwner* owner = const_cast< SceneGraph::PropertyOwner* >( source.object->GetSceneObject() );
+
+ // The property owner will not exist, if the target object is off-stage
+ if( NULL != owner )
+ {
+ AddUnique( propertyOwners, owner );
+ inputProperty = const_cast< PropertyInputImpl* >( source.object->GetSceneObjectInputProperty( source.propertyIndex ) );
+ componentIndex = source.object->GetPropertyComponentIndex( source.propertyIndex );
+
+ // The scene-object property should exist, when the property owner exists
+ DALI_ASSERT_ALWAYS( NULL != inputProperty && "Constraint source property does not exist" );
+ }
+ }
+ else if ( LOCAL_PROPERTY == source.sourceType )
+ {
+ DALI_ASSERT_ALWAYS( mTargetObject->IsPropertyAConstraintInput( source.propertyIndex ) );
+
+ inputProperty = const_cast< PropertyInputImpl* >( mTargetObject->GetSceneObjectInputProperty( source.propertyIndex ) );
+ componentIndex = mTargetObject->GetPropertyComponentIndex( source.propertyIndex );
+
+ // The target scene-object should provide this property
+ DALI_ASSERT_ALWAYS( NULL != inputProperty && "Constraint source property does not exist" );
+ }
+ else
+ {
+ DALI_ASSERT_ALWAYS( PARENT_PROPERTY == source.sourceType && "Constraint source property type is invalid" );
+
+ Object* objectParent = dynamic_cast< Actor& >( *mTargetObject ).GetParent();
+
+ // This will not exist, if the target object is off-stage
+ if ( NULL != objectParent )
+ {
+ DALI_ASSERT_ALWAYS( objectParent->IsPropertyAConstraintInput( source.propertyIndex ) );
+
+ SceneGraph::PropertyOwner* owner = const_cast< SceneGraph::PropertyOwner* >( objectParent->GetSceneObject() );
+
+ // The property owner will not exist, if the parent object is off-stage
+ if ( NULL != owner )
+ {
+ AddUnique( propertyOwners, owner );
+ inputProperty = const_cast< PropertyInputImpl* >( objectParent->GetSceneObjectInputProperty( source.propertyIndex ) );
+ componentIndex = objectParent->GetPropertyComponentIndex( source.propertyIndex );
+
+ // The scene-object property should exist, when the property owner exists
+ DALI_ASSERT_ALWAYS( NULL != inputProperty && "Constraint source property does not exist" );
+ }
+ }
+ }
+
+ if ( NULL == inputProperty )
+ {
+ delete func;
+ func = NULL;
+
+ // Exit if a scene-graph object is not available from one of the sources
+ break;
+ }
+
+ func->SetInput( ( iter - mSources.begin() ), componentIndex, *inputProperty );
+ }
+
+ return func;
+ }
protected:
- Dali::ActiveConstraint mActiveConstraintTemplate; ///< Used to create active constraints
+ Property::Index mTargetIndex;
- TimePeriod mApplyTime;
+ ConstraintFunctionPtr mUserFunction;
};
} // namespace Internal
-// Helpers for public-api forwarding methods
-
-inline Internal::Constraint& GetImplementation(Dali::Constraint& constraint)
-{
- DALI_ASSERT_ALWAYS( constraint && "Constraint handle is empty" );
-
- BaseObject& handle = constraint.GetBaseObject();
-
- return static_cast<Internal::Constraint&>(handle);
-}
-
-inline const Internal::Constraint& GetImplementation(const Dali::Constraint& constraint)
-{
- DALI_ASSERT_ALWAYS( constraint && "Constraint handle is empty" );
-
- const BaseObject& handle = constraint.GetBaseObject();
-
- return static_cast<const Internal::Constraint&>(handle);
-}
-
} // namespace Dali
-#endif // __DALI_INTERNAL_CONSTRAINT_H__
+#endif // __DALI_INTERNAL_ACTIVE_CONSTRAINT_H__