/*
- * 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.
#include <dali/internal/update/animation/scene-graph-constraint-base.h>
#include <dali/internal/update/common/animatable-property.h>
#include <dali/internal/update/common/property-owner-messages.h>
-#include <dali/internal/event/animation/active-constraint-base.h>
+#include <dali/internal/update/common/uniform-map.h>
#include <dali/internal/event/animation/constraint-impl.h>
#include <dali/internal/event/common/stage-impl.h>
#include <dali/internal/event/common/property-notification-impl.h>
#if defined(DEBUG_ENABLED)
Debug::Filter* gLogFilter = Debug::Filter::New(Debug::NoLogging, false, "LOG_OBJECT" );
#endif
+
+
} // unnamed namespace
Object::Object()
void Object::OnSceneObjectAdd()
{
- // Notification for this object's constraints
- if( mConstraints )
- {
- const ActiveConstraintConstIter endIter = mConstraints->end();
- for ( ActiveConstraintIter iter = mConstraints->begin(); endIter != iter; ++iter )
- {
- ActiveConstraintBase& baseConstraint = GetImplementation( *iter );
- baseConstraint.OnParentSceneObjectAdded();
- }
- }
-
// Notification for observers
for( ConstObserverIter iter = mObservers.Begin(), endIter = mObservers.End(); iter != endIter; ++iter)
{
void Object::OnSceneObjectRemove()
{
- // Notification for this object's constraints
- if( mConstraints )
- {
- const ActiveConstraintConstIter endIter = mConstraints->end();
- for ( ActiveConstraintIter iter = mConstraints->begin(); endIter != iter; ++iter )
- {
- ActiveConstraintBase& baseConstraint = GetImplementation( *iter );
- baseConstraint.OnParentSceneObjectRemoved();
- }
- }
-
// Notification for observers
for( ConstObserverIter iter = mObservers.Begin(), endIter = mObservers.End(); iter != endIter; ++iter )
{
int Object::GetPropertyComponentIndex( Property::Index index ) const
{
- return Property::INVALID_COMPONENT_INDEX;
+ int componentIndex = Property::INVALID_COMPONENT_INDEX;
+
+ const TypeInfo* typeInfo( GetTypeInfo() );
+ if ( typeInfo )
+ {
+ componentIndex = typeInfo->GetComponentIndex(index);
+ }
+
+ // For animatable property, check whether it is registered already and register it if not yet.
+ if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) && ( NULL == RegisterAnimatableProperty(index) ) )
+ {
+ componentIndex = Property::INVALID_COMPONENT_INDEX;
+ }
+
+ return componentIndex;
}
bool Object::Supports( Capability capability ) const
if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
{
// check whether the animatable property is registered already, if not then register one.
- AnimatablePropertyMetadata* animatableProperty = FindAnimatableProperty( index );
- if(!animatableProperty)
+ if ( NULL == RegisterAnimatableProperty(index) )
{
- const TypeInfo* typeInfo( GetTypeInfo() );
- if (typeInfo)
- {
- index = RegisterSceneGraphProperty(typeInfo->GetPropertyName(index), index, Property::Value(typeInfo->GetPropertyType(index)));
- }
+ index = Property::INVALID_INDEX;
}
}
}
{
DALI_ASSERT_ALWAYS(index > Property::INVALID_INDEX && "Property index is out of bounds" );
+ bool propertySet( true );
+
if ( index < DEFAULT_PROPERTY_MAX_COUNT )
{
SetDefaultProperty( index, propertyValue );
else
{
DALI_LOG_ERROR("Cannot find property index\n");
+ propertySet = false;
}
}
else if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
{
// check whether the animatable property is registered already, if not then register one.
- AnimatablePropertyMetadata* animatableProperty = FindAnimatableProperty( index );
+ AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty( index );
if(!animatableProperty)
{
- const TypeInfo* typeInfo( GetTypeInfo() );
- if (!typeInfo)
- {
- DALI_LOG_ERROR("Cannot find property index\n");
- }
- else if ( Property::INVALID_INDEX == RegisterSceneGraphProperty( typeInfo->GetPropertyName( index ), index, propertyValue ) )
- {
- DALI_LOG_ERROR("Cannot register property\n");
- }
+ DALI_LOG_ERROR("Cannot find property index\n");
+ propertySet = false;
}
else
{
else if( custom->IsWritable() )
{
custom->value = propertyValue;
- OnPropertySet(index, propertyValue);
}
- // trying to set value on read only property is no-op
+ else
+ {
+ // trying to set value on read only property is no-op
+ propertySet = false;
+ }
}
else
{
DALI_LOG_ERROR("Invalid property index\n");
+ propertySet = false;
}
}
+
+ // Let derived classes know that a property has been set
+ // TODO: We should not call this for read-only properties, SetDefaultProperty() && TypeInfo::SetProperty() should return a bool, which would be true if the property is set
+ if ( propertySet )
+ {
+ OnPropertySet(index, propertyValue);
+ }
}
Property::Value Object::GetProperty(Property::Index index) const
else if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
{
// check whether the animatable property is registered already, if not then register one.
- AnimatablePropertyMetadata* animatableProperty = FindAnimatableProperty( index );
+ AnimatablePropertyMetadata* animatableProperty = RegisterAnimatableProperty( index );
if(!animatableProperty)
{
- const TypeInfo* typeInfo( GetTypeInfo() );
- if (typeInfo)
- {
- if(Property::INVALID_INDEX != RegisterSceneGraphProperty(typeInfo->GetPropertyName(index), index, Property::Value(typeInfo->GetPropertyType(index))))
- {
- value = Property::Value(typeInfo->GetPropertyType(index)); // Return an initialized property value according to the type
- }
- else
- {
- DALI_LOG_ERROR("Cannot register property\n");
- }
- }
- else
- {
- DALI_LOG_ERROR("Cannot find property index\n");
- }
+ DALI_LOG_ERROR("Cannot find property index\n");
}
else
{
void Object::GetPropertyIndices( Property::IndexContainer& indices ) const
{
- indices.clear();
+ indices.Clear();
// Default Properties
GetDefaultPropertyIndices( indices );
// Custom Properties
if ( mCustomProperties.Count() > 0 )
{
- indices.reserve( indices.size() + mCustomProperties.Count() );
+ indices.Reserve( indices.Size() + mCustomProperties.Count() );
PropertyMetadataLookup::ConstIterator iter = mCustomProperties.Begin();
const PropertyMetadataLookup::ConstIterator endIter = mCustomProperties.End();
int i=0;
for ( ; iter != endIter; ++iter, ++i )
{
- indices.push_back( PROPERTY_CUSTOM_START_INDEX + i );
+ indices.PushBack( PROPERTY_CUSTOM_START_INDEX + i );
}
}
}
break;
}
- case Property::FLOAT:
+ case Property::INTEGER:
{
- newProperty = new AnimatableProperty<float>( propertyValue.Get<float>() );
+ newProperty = new AnimatableProperty<int>( propertyValue.Get<int>() );
break;
}
- case Property::INTEGER:
+ case Property::UNSIGNED_INTEGER:
{
- newProperty = new AnimatableProperty<int>( propertyValue.Get<int>() );
+ newProperty = new AnimatableProperty<unsigned int>( propertyValue.Get<unsigned int>() );
+ break;
+ }
+
+ case Property::FLOAT:
+ {
+ newProperty = new AnimatableProperty<float>( propertyValue.Get<float>() );
break;
}
break;
}
- case Property::UNSIGNED_INTEGER:
case Property::RECTANGLE:
case Property::STRING:
case Property::ARRAY:
case Property::MAP:
+ case Property::NONE:
{
- DALI_LOG_WARNING( "Property Type %d\n", propertyValue.GetType() );
DALI_ASSERT_ALWAYS( !"PropertyType is not animatable" );
break;
}
-
- default:
- {
- DALI_LOG_WARNING( "Property Type %d\n", propertyValue.GetType() );
- DALI_ASSERT_ALWAYS( !"PropertyType enumeration is out of bounds" );
- break;
- }
}
// get the scene property owner from derived class
}
else
{
- mAnimatableProperties.PushBack( new AnimatablePropertyMetadata( index, propertyValue.GetType(), property ) );
+ mAnimatableProperties.PushBack( new AnimatablePropertyMetadata( index, Property::INVALID_COMPONENT_INDEX, propertyValue.GetType(), property ) ); // base property
}
// queue a message to add the property
Property::Index Object::RegisterProperty( const std::string& name, const Property::Value& propertyValue)
{
- return RegisterSceneGraphProperty(name, PROPERTY_CUSTOM_START_INDEX + mCustomProperties.Count(), propertyValue);
+ Property::Index index = RegisterSceneGraphProperty(name, PROPERTY_CUSTOM_START_INDEX + mCustomProperties.Count(), propertyValue);
+
+ /// @todo: don't keep a table of mappings per handle.
+ AddUniformMapping(index, name);
+
+ return index;
}
Property::Index Object::RegisterProperty( const std::string& name, const Property::Value& propertyValue, Property::AccessMode accessMode)
else if ( ( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ) )
{
// check whether the animatable property is registered already, if not then register one.
- AnimatablePropertyMetadata* animatable = FindAnimatableProperty( index );
- if( !animatable )
- {
- const TypeInfo* typeInfo( GetTypeInfo() );
- if ( typeInfo )
- {
- if( Property::INVALID_INDEX != RegisterSceneGraphProperty( typeInfo->GetPropertyName( index ), index, Property::Value( typeInfo->GetPropertyType( index ) ) ) )
- {
- animatable = FindAnimatableProperty( index );
- }
- }
- }
+ AnimatablePropertyMetadata* animatable = RegisterAnimatableProperty( index );
DALI_ASSERT_ALWAYS( animatable && "Property index is invalid" );
}
else if ( mCustomProperties.Count() > 0 )
}
}
-Dali::ActiveConstraint Object::ApplyConstraint( Constraint& constraint )
-{
- return Dali::ActiveConstraint( DoApplyConstraint( constraint, Dali::Handle() ) );
-}
-
-Dali::ActiveConstraint Object::ApplyConstraint( Constraint& constraint, Dali::Handle weightObject )
-{
- return Dali::ActiveConstraint( DoApplyConstraint( constraint, weightObject ) );
-}
-
-ActiveConstraintBase* Object::DoApplyConstraint( Constraint& constraint, Dali::Handle weightObject )
+void Object::AddUniformMapping( Property::Index propertyIndex, const std::string& uniformName )
{
- ActiveConstraintBase* activeConstraintImpl = constraint.CreateActiveConstraint();
- DALI_ASSERT_DEBUG( NULL != activeConstraintImpl );
+ // Get the address of the property if it's a scene property
+ const PropertyInputImpl* propertyPtr = GetSceneObjectInputProperty( propertyIndex );
- Dali::ActiveConstraint activeConstraint( activeConstraintImpl );
-
- if( weightObject )
+ // Check instead for newly registered properties
+ if( propertyPtr == NULL )
{
- Object& weightObjectImpl = GetImplementation( weightObject );
- Property::Index weightIndex = weightObjectImpl.GetPropertyIndex( "weight" );
-
- if( Property::INVALID_INDEX != weightIndex )
+ PropertyMetadata* animatable = FindAnimatableProperty( propertyIndex );
+ if( animatable != NULL )
{
- activeConstraintImpl->SetCustomWeightObject( weightObjectImpl, weightIndex );
+ propertyPtr = animatable->GetSceneGraphProperty();
}
}
- if( !mConstraints )
+ if( propertyPtr == NULL )
{
- mConstraints = new ActiveConstraintContainer;
+ PropertyMetadata* custom = FindCustomProperty( propertyIndex );
+ if( custom != NULL )
+ {
+ propertyPtr = custom->GetSceneGraphProperty();
+ }
}
- mConstraints->push_back( activeConstraint );
- activeConstraintImpl->FirstApply( *this, constraint.GetApplyTime() );
+ // @todo MESH_REWORK Store mappings for unstaged objects?
+
+ if( propertyPtr != NULL )
+ {
+ const SceneGraph::PropertyOwner* sceneObject = GetPropertyOwner();
+
+ if( sceneObject != NULL )
+ {
+ SceneGraph::UniformPropertyMapping* map = new SceneGraph::UniformPropertyMapping( uniformName, propertyPtr );
+ // Message takes ownership of Uniform map (and will delete it after copy)
+ AddUniformMapMessage( GetEventThreadServices(), *sceneObject, map);
+ }
+ else
+ {
+ // @todo MESH_REWORK FIXME Need to store something that can be sent to the scene
+ // object when staged.
+ DALI_ASSERT_ALWAYS(0 && "MESH_REWORK - Need to store property whilst off-stage" );
+ }
+ }
+}
- return activeConstraintImpl;
+void Object::RemoveUniformMapping( const std::string& uniformName )
+{
+ const SceneGraph::PropertyOwner* sceneObject = GetSceneObject();
+ RemoveUniformMapMessage( GetEventThreadServices(), *sceneObject, uniformName);
}
Property::Value Object::GetPropertyValue( const PropertyMetadata* entry ) const
break;
}
- case Property::FLOAT:
+ case Property::INTEGER:
{
- const AnimatableProperty<float>* property = dynamic_cast< const AnimatableProperty<float>* >( entry->GetSceneGraphProperty() );
+ const AnimatableProperty<int>* property = dynamic_cast< const AnimatableProperty<int>* >( entry->GetSceneGraphProperty() );
DALI_ASSERT_DEBUG( NULL != property );
value = (*property)[ bufferIndex ];
break;
}
- case Property::INTEGER:
+ case Property::UNSIGNED_INTEGER:
{
- const AnimatableProperty<int>* property = dynamic_cast< const AnimatableProperty<int>* >( entry->GetSceneGraphProperty() );
+ const AnimatableProperty<unsigned int>* property = dynamic_cast< const AnimatableProperty<unsigned int>* >( entry->GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+
+ value = (*property)[ bufferIndex ];
+ break;
+ }
+
+ case Property::FLOAT:
+ {
+ const AnimatableProperty<float>* property = dynamic_cast< const AnimatableProperty<float>* >( entry->GetSceneGraphProperty() );
DALI_ASSERT_DEBUG( NULL != property );
value = (*property)[ bufferIndex ];
const AnimatableProperty<Vector2>* property = dynamic_cast< const AnimatableProperty<Vector2>* >( entry->GetSceneGraphProperty() );
DALI_ASSERT_DEBUG( NULL != property );
- value = (*property)[ bufferIndex ];
+ if(entry->componentIndex == 0)
+ {
+ value = (*property)[ bufferIndex ].x;
+ }
+ else if(entry->componentIndex == 1)
+ {
+ value = (*property)[ bufferIndex ].y;
+ }
+ else
+ {
+ value = (*property)[ bufferIndex ];
+ }
break;
}
const AnimatableProperty<Vector3>* property = dynamic_cast< const AnimatableProperty<Vector3>* >( entry->GetSceneGraphProperty() );
DALI_ASSERT_DEBUG( NULL != property );
- value = (*property)[ bufferIndex ];
+ if(entry->componentIndex == 0)
+ {
+ value = (*property)[ bufferIndex ].x;
+ }
+ else if(entry->componentIndex == 1)
+ {
+ value = (*property)[ bufferIndex ].y;
+ }
+ else if(entry->componentIndex == 2)
+ {
+ value = (*property)[ bufferIndex ].z;
+ }
+ else
+ {
+ value = (*property)[ bufferIndex ];
+ }
break;
}
const AnimatableProperty<Vector4>* property = dynamic_cast< const AnimatableProperty<Vector4>* >( entry->GetSceneGraphProperty() );
DALI_ASSERT_DEBUG( NULL != property );
- value = (*property)[ bufferIndex ];
+ if(entry->componentIndex == 0)
+ {
+ value = (*property)[ bufferIndex ].x;
+ }
+ else if(entry->componentIndex == 1)
+ {
+ value = (*property)[ bufferIndex ].y;
+ }
+ else if(entry->componentIndex == 2)
+ {
+ value = (*property)[ bufferIndex ].z;
+ }
+ else if(entry->componentIndex == 3)
+ {
+ value = (*property)[ bufferIndex ].w;
+ }
+ else
+ {
+ value = (*property)[ bufferIndex ];
+ }
break;
}
break;
}
- case Property::FLOAT:
+ case Property::INTEGER:
{
- const AnimatableProperty<float>* property = dynamic_cast< const AnimatableProperty<float>* >( entry.GetSceneGraphProperty() );
+ const AnimatableProperty<int>* property = dynamic_cast< const AnimatableProperty<int>* >( entry.GetSceneGraphProperty() );
DALI_ASSERT_DEBUG( NULL != property );
// property is being used in a separate thread; queue a message to set the property
- BakeMessage<float>( GetEventThreadServices(), *property, value.Get<float>() );
+ BakeMessage<int>( GetEventThreadServices(), *property, value.Get<int>() );
break;
}
- case Property::INTEGER:
+ case Property::UNSIGNED_INTEGER:
{
- const AnimatableProperty<int>* property = dynamic_cast< const AnimatableProperty<int>* >( entry.GetSceneGraphProperty() );
+ const AnimatableProperty<unsigned int>* property = dynamic_cast< const AnimatableProperty<unsigned int>* >( entry.GetSceneGraphProperty() );
DALI_ASSERT_DEBUG( NULL != property );
// property is being used in a separate thread; queue a message to set the property
- BakeMessage<int>( GetEventThreadServices(), *property, value.Get<int>() );
+ BakeMessage<unsigned int>( GetEventThreadServices(), *property, value.Get<unsigned int>() );
+ break;
+ }
+
+ case Property::FLOAT:
+ {
+ const AnimatableProperty<float>* property = dynamic_cast< const AnimatableProperty<float>* >( entry.GetSceneGraphProperty() );
+ DALI_ASSERT_DEBUG( NULL != property );
+
+ // property is being used in a separate thread; queue a message to set the property
+ BakeMessage<float>( GetEventThreadServices(), *property, value.Get<float>() );
break;
}
DALI_ASSERT_DEBUG( NULL != property );
// property is being used in a separate thread; queue a message to set the property
- BakeMessage<Vector2>( GetEventThreadServices(), *property, value.Get<Vector2>() );
+ if(entry.componentIndex == 0)
+ {
+ SetXComponentMessage<Vector2>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 1)
+ {
+ SetYComponentMessage<Vector2>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else
+ {
+ BakeMessage<Vector2>( GetEventThreadServices(), *property, value.Get<Vector2>() );
+ }
break;
}
DALI_ASSERT_DEBUG( NULL != property );
// property is being used in a separate thread; queue a message to set the property
- BakeMessage<Vector3>( GetEventThreadServices(), *property, value.Get<Vector3>() );
+ if(entry.componentIndex == 0)
+ {
+ SetXComponentMessage<Vector3>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 1)
+ {
+ SetYComponentMessage<Vector3>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 2)
+ {
+ SetZComponentMessage<Vector3>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else
+ {
+ BakeMessage<Vector3>( GetEventThreadServices(), *property, value.Get<Vector3>() );
+ }
+
break;
}
DALI_ASSERT_DEBUG( NULL != property );
// property is being used in a separate thread; queue a message to set the property
- BakeMessage<Vector4>( GetEventThreadServices(), *property, value.Get<Vector4>() );
+ if(entry.componentIndex == 0)
+ {
+ SetXComponentMessage<Vector4>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 1)
+ {
+ SetYComponentMessage<Vector4>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 2)
+ {
+ SetZComponentMessage<Vector4>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else if(entry.componentIndex == 3)
+ {
+ SetWComponentMessage<Vector4>( GetEventThreadServices(), *property, value.Get<float>() );
+ }
+ else
+ {
+ BakeMessage<Vector4>( GetEventThreadServices(), *property, value.Get<Vector4>() );
+ }
break;
}
return mTypeInfo;
}
-void Object::RemoveConstraint( ActiveConstraint& constraint, bool isInScenegraph )
+void Object::ApplyConstraint( ConstraintBase& constraint )
{
- // guard against constraint sending messages during core destruction
- if ( Stage::IsInstalled() )
+ if( !mConstraints )
{
- if( isInScenegraph )
+ mConstraints = new ConstraintContainer;
+ }
+ mConstraints->push_back( Dali::Constraint( &constraint ) );
+}
+
+void Object::RemoveConstraint( ConstraintBase& constraint )
+{
+ // NULL if the Constraint sources are destroyed before Constraint::Apply()
+ if( mConstraints )
+ {
+ ConstraintIter it( std::find( mConstraints->begin(), mConstraints->end(), Dali::Constraint( &constraint ) ) );
+ if( it != mConstraints->end() )
{
- ActiveConstraintBase& baseConstraint = GetImplementation( constraint );
- baseConstraint.BeginRemove();
+ mConstraints->erase( it );
}
}
}
-void Object::RemoveConstraint( Dali::ActiveConstraint activeConstraint )
+void Object::RemoveConstraints()
{
// guard against constraint sending messages during core destruction
if( mConstraints && Stage::IsInstalled() )
{
- bool isInSceneGraph( NULL != GetSceneObject() );
-
- ActiveConstraintIter it( std::find( mConstraints->begin(), mConstraints->end(), activeConstraint ) );
- if( it != mConstraints->end() )
+ // If we have nothing in the scene-graph, just clear constraint containers
+ const SceneGraph::PropertyOwner* propertyOwner = GetSceneObject();
+ if ( NULL != propertyOwner )
{
- RemoveConstraint( *it, isInSceneGraph );
- mConstraints->erase( it );
+ const ConstraintConstIter endIter = mConstraints->end();
+ for ( ConstraintIter iter = mConstraints->begin(); endIter != iter; ++iter )
+ {
+ GetImplementation( *iter ).RemoveInternal();
+ }
}
+
+ delete mConstraints;
+ mConstraints = NULL;
}
}
// guard against constraint sending messages during core destruction
if( mConstraints && Stage::IsInstalled() )
{
- bool isInSceneGraph( NULL != GetSceneObject() );
-
- ActiveConstraintIter iter( mConstraints->begin() );
+ ConstraintIter iter( mConstraints->begin() );
while(iter != mConstraints->end() )
{
- ActiveConstraintBase& constraint = GetImplementation( *iter );
+ ConstraintBase& constraint = GetImplementation( *iter );
if( constraint.GetTag() == tag )
{
- RemoveConstraint( *iter, isInSceneGraph );
+ GetImplementation( *iter ).RemoveInternal();
iter = mConstraints->erase( iter );
}
else
++iter;
}
}
- }
-}
-void Object::RemoveConstraints()
-{
- // guard against constraint sending messages during core destruction
- if( mConstraints && Stage::IsInstalled() )
- {
- // If we have nothing in the scene-graph, just clear constraint containers
- const SceneGraph::PropertyOwner* propertyOwner = GetSceneObject();
- if ( NULL != propertyOwner )
+ if ( mConstraints->empty() )
{
- const ActiveConstraintConstIter endIter = mConstraints->end();
- for ( ActiveConstraintIter iter = mConstraints->begin(); endIter != iter; ++iter )
- {
- RemoveConstraint( *iter, true );
- }
+ delete mConstraints;
+ mConstraints = NULL;
}
-
- delete mConstraints;
- mConstraints = NULL;
}
}
Object::~Object()
{
- // Notification for this object's constraints
- // (note that the ActiveConstraint handles may outlive the Object)
- if( mConstraints )
- {
- const ActiveConstraintConstIter endIter = mConstraints->end();
- for ( ActiveConstraintIter iter = mConstraints->begin(); endIter != iter; ++iter )
- {
- ActiveConstraintBase& baseConstraint = GetImplementation( *iter );
- baseConstraint.OnParentDestroyed();
- }
- }
-
// Notification for observers
for( ConstObserverIter iter = mObservers.Begin(), endIter = mObservers.End(); iter != endIter; ++iter)
{
return NULL;
}
+AnimatablePropertyMetadata* Object::RegisterAnimatableProperty(Property::Index index) const
+{
+ DALI_ASSERT_ALWAYS( (( index >= ANIMATABLE_PROPERTY_REGISTRATION_START_INDEX ) && ( index <= ANIMATABLE_PROPERTY_REGISTRATION_MAX_INDEX ))
+ && "Property index is out of bounds" );
+
+ // check whether the animatable property is registered already, if not then register one.
+ AnimatablePropertyMetadata* animatableProperty = FindAnimatableProperty( index );
+ if(!animatableProperty)
+ {
+ const TypeInfo* typeInfo( GetTypeInfo() );
+ if (typeInfo)
+ {
+ Property::Index basePropertyIndex = typeInfo->GetBasePropertyIndex(index);
+ if(basePropertyIndex == Property::INVALID_INDEX)
+ {
+ // If the property is not a component of a base property, register the whole property itself.
+ index = RegisterSceneGraphProperty(typeInfo->GetPropertyName(index), index, Property::Value(typeInfo->GetPropertyType(index)));
+ }
+ else
+ {
+ // Since the property is a component of a base property, check whether the base property is regsitered.
+ animatableProperty = FindAnimatableProperty( basePropertyIndex );
+ if(!animatableProperty)
+ {
+ // If the base property is not registered yet, register the base property first.
+ if(Property::INVALID_INDEX != RegisterSceneGraphProperty(typeInfo->GetPropertyName(basePropertyIndex), basePropertyIndex, Property::Value(typeInfo->GetPropertyType(basePropertyIndex))))
+ {
+ animatableProperty = static_cast<AnimatablePropertyMetadata*>(mAnimatableProperties[mAnimatableProperties.Size()-1]);
+ }
+ }
+
+ if(animatableProperty)
+ {
+ // Create the metadata for the property component.
+ mAnimatableProperties.PushBack( new AnimatablePropertyMetadata( index, typeInfo->GetComponentIndex(index), animatableProperty->type, animatableProperty->GetSceneGraphProperty() ) );
+ }
+ }
+
+ // The metadata has just been added and therefore should be in the end of the vector.
+ animatableProperty = static_cast<AnimatablePropertyMetadata*>(mAnimatableProperties[mAnimatableProperties.Size()-1]);
+ }
+ }
+
+ return animatableProperty;
+}
+
} // namespace Internal
} // namespace Dali