/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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 <cmath> // fmod
// INTERNAL INCLUDES
+#include <dali/internal/common/memory-pool-object-allocator.h>
#include <dali/internal/render/common/performance-monitor.h>
+#include <dali/public-api/math/math-utils.h>
+namespace //Unnamed namespace
+{
+//Memory pool used to allocate new animations. Memory used by this pool will be released when shutting down DALi
+Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Animation> gAnimationMemoryPool;
+
+inline void WrapInPlayRange( float& elapsed, const Dali::Vector2& playRangeSeconds)
+{
+ if( elapsed > playRangeSeconds.y )
+ {
+ elapsed = playRangeSeconds.x + fmodf((elapsed-playRangeSeconds.x), (playRangeSeconds.y-playRangeSeconds.x));
+ }
+ else if( elapsed < playRangeSeconds.x )
+ {
+ elapsed = playRangeSeconds.y - fmodf( (playRangeSeconds.x - elapsed), (playRangeSeconds.y-playRangeSeconds.x) );
+ }
+}
+
+/// Compares the end times of the animators and if the end time is less, then it is moved earlier in the list. If end times are the same, then no change.
+bool CompareAnimatorEndTimes( const Dali::Internal::SceneGraph::AnimatorBase* lhs, const Dali::Internal::SceneGraph::AnimatorBase* rhs )
+{
+ return ( ( lhs->GetIntervalDelay() + lhs->GetDuration() ) < ( rhs->GetIntervalDelay() + rhs->GetDuration() ) );
+}
+
+} // unnamed namespace
namespace Dali
{
namespace SceneGraph
{
-float DefaultAlphaFunc(float progress)
+Animation* Animation::New( float durationSeconds, float speedFactor, const Vector2& playRange, int loopCount, EndAction endAction, EndAction disconnectAction )
{
- return progress; // linear
+ return new ( gAnimationMemoryPool.AllocateRawThreadSafe() ) Animation( durationSeconds, speedFactor, playRange, loopCount, endAction, disconnectAction );
}
-Animation::Animation( float durationSeconds, float speedFactor, const Vector2& playRange, bool isLooping, Dali::Animation::EndAction endAction, Dali::Animation::EndAction disconnectAction )
-: mDurationSeconds(durationSeconds),
+Animation::Animation( float durationSeconds, float speedFactor, const Vector2& playRange, int loopCount, Dali::Animation::EndAction endAction, Dali::Animation::EndAction disconnectAction )
+: mPlayRange( playRange ),
+ mDurationSeconds( durationSeconds ),
+ mDelaySeconds( 0.0f ),
+ mElapsedSeconds( playRange.x*mDurationSeconds ),
mSpeedFactor( speedFactor ),
- mLooping(isLooping),
+ mProgressMarker( 0.0f ),
+ mPlayedCount( 0 ),
+ mLoopCount(loopCount),
+ mCurrentLoop(0),
mEndAction(endAction),
mDisconnectAction(disconnectAction),
mState(Stopped),
- mElapsedSeconds(playRange.x*mDurationSeconds),
- mPlayCount(0),
- mPlayRange( playRange )
+ mProgressReachedSignalRequired( false ),
+ mAutoReverseEnabled( false )
{
}
{
}
-void Animation::SetDuration(float durationSeconds)
+void Animation::operator delete( void* ptr )
{
- DALI_ASSERT_DEBUG(durationSeconds > 0.0f);
+ gAnimationMemoryPool.FreeThreadSafe( static_cast<Animation*>( ptr ) );
+}
+void Animation::SetDuration(float durationSeconds)
+{
mDurationSeconds = durationSeconds;
}
-void Animation::SetLooping(bool looping)
+void Animation::SetProgressNotification( float progress )
+{
+ mProgressMarker = progress;
+ if ( mProgressMarker > 0.0f )
+ {
+ mProgressReachedSignalRequired = true;
+ }
+}
+
+void Animation::SetLoopCount(int loopCount)
{
- mLooping = looping;
+ mLoopCount = loopCount;
+ mCurrentLoop = 0;
}
void Animation::SetEndAction(Dali::Animation::EndAction action)
{
mPlayRange = range;
- //Make sure mElapsedSeconds is within the new range
- mElapsedSeconds = Dali::Clamp(mElapsedSeconds, mPlayRange.x*mDurationSeconds , mPlayRange.y*mDurationSeconds );
+ // Make sure mElapsedSeconds is within the new range
+
+ if( mState == Stopped )
+ {
+ // Ensure that the animation starts at the right place
+ mElapsedSeconds = mPlayRange.x * mDurationSeconds;
+ }
+ else
+ {
+ // If already past the end of the range, but before end of duration, then clamp will
+ // ensure that the animation stops on the next update.
+ // If not yet at the start of the range, clamping will jump to the start
+ mElapsedSeconds = Dali::Clamp(mElapsedSeconds, mPlayRange.x*mDurationSeconds , mPlayRange.y*mDurationSeconds );
+ }
}
void Animation::Play()
{
+ // Sort according to end time with earlier end times coming first, if the end time is the same, then the animators are not moved
+ std::stable_sort( mAnimators.Begin(), mAnimators.End(), CompareAnimatorEndTimes );
+
mState = Playing;
if ( mSpeedFactor < 0.0f && mElapsedSeconds <= mPlayRange.x*mDurationSeconds )
}
SetAnimatorsActive( true );
+
+ mCurrentLoop = 0;
}
void Animation::PlayFrom( float progress )
{
- //If the animation is already playing this has no effect
+ // If the animation is already playing this has no effect
+ // Progress is guaranteed to be in range.
if( mState != Playing )
{
mElapsedSeconds = progress * mDurationSeconds;
}
}
+void Animation::PlayAfter( float delaySeconds )
+{
+ if( mState != Playing )
+ {
+ mDelaySeconds = delaySeconds;
+ mState = Playing;
+
+ if ( mSpeedFactor < 0.0f && mElapsedSeconds <= mPlayRange.x*mDurationSeconds )
+ {
+ mElapsedSeconds = mPlayRange.y * mDurationSeconds;
+ }
+
+ SetAnimatorsActive( true );
+
+ mCurrentLoop = 0;
+ }
+}
+
void Animation::Pause()
{
if (mState == Playing)
}
// The animation has now been played to completion
- ++mPlayCount;
+ ++mPlayedCount;
+ mCurrentLoop = 0;
}
mElapsedSeconds = mPlayRange.x*mDurationSeconds;
mState = Destroyed;
}
-void Animation::AddAnimator( AnimatorBase* animator, PropertyOwner* propertyOwner )
+void Animation::SetLoopingMode( bool loopingMode )
+{
+ mAutoReverseEnabled = loopingMode;
+
+ for ( AnimatorIter iter = mAnimators.Begin(), endIter = mAnimators.End(); iter != endIter; ++iter )
+ {
+ // Send some variables together to figure out the Animation status
+ (*iter)->SetSpeedFactor( mSpeedFactor );
+ (*iter)->SetLoopCount( mLoopCount );
+
+ (*iter)->SetLoopingMode( loopingMode );
+ }
+}
+
+void Animation::AddAnimator( OwnerPointer<AnimatorBase>& animator )
{
- animator->Attach( propertyOwner );
+ animator->ConnectToSceneGraph();
animator->SetDisconnectAction( mDisconnectAction );
- mAnimators.PushBack( animator );
+ mAnimators.PushBack( animator.Release() );
}
-bool Animation::Update(BufferIndex bufferIndex, float elapsedSeconds)
+void Animation::Update(BufferIndex bufferIndex, float elapsedSeconds, bool& looped, bool& finished, bool& progressReached )
{
+ looped = false;
+ finished = false;
+
if (mState == Stopped || mState == Destroyed)
{
// Short circuit when animation isn't running
- return false;
+ return;
}
// The animation must still be applied when Paused/Stopping
if (mState == Playing)
{
- mElapsedSeconds += elapsedSeconds * mSpeedFactor;
- }
-
- Vector2 playRangeSeconds = mPlayRange * mDurationSeconds;
- if (mLooping)
- {
- if (mElapsedSeconds > playRangeSeconds.y )
+ // If there is delay time before Animation starts, wait the Animation until mDelaySeconds.
+ if( mDelaySeconds > 0)
{
- mElapsedSeconds = playRangeSeconds.x + fmod(mElapsedSeconds, playRangeSeconds.y);
+ mDelaySeconds = mDelaySeconds - ( elapsedSeconds * mSpeedFactor );
}
- else if( mElapsedSeconds < playRangeSeconds.x )
+ else
{
- mElapsedSeconds = playRangeSeconds.y - fmod(mElapsedSeconds, playRangeSeconds.y);
+ mElapsedSeconds += elapsedSeconds * mSpeedFactor;
+
+ if ( mProgressReachedSignalRequired && ( mElapsedSeconds >= mProgressMarker ) )
+ {
+ // The application should be notified by NotificationManager, in another thread
+ progressReached = true;
+ mProgressReachedSignalRequired = false;
+ }
}
}
- const bool animationFinished(mState == Playing &&
- (( mSpeedFactor > 0.0f && mElapsedSeconds > playRangeSeconds.y ) ||
- ( mSpeedFactor < 0.0f && mElapsedSeconds < playRangeSeconds.x ))
- );
-
- UpdateAnimators(bufferIndex, animationFinished && (mEndAction != Dali::Animation::Discard), animationFinished);
+ Vector2 playRangeSeconds = mPlayRange * mDurationSeconds;
- if (animationFinished)
+ if( 0 == mLoopCount )
{
- // The animation has now been played to completion
- ++mPlayCount;
+ // loop forever
+ WrapInPlayRange(mElapsedSeconds, playRangeSeconds);
- mElapsedSeconds = playRangeSeconds.x;
- mState = Stopped;
+ UpdateAnimators(bufferIndex, false, false );
+
+ // don't increment mPlayedCount as event loop tracks this to indicate animation finished (end of all loops)
}
+ else if( mCurrentLoop < mLoopCount - 1) // '-1' here so last loop iteration uses play once below
+ {
+ // looping
+ looped = (mState == Playing &&
+ (( mSpeedFactor > 0.0f && mElapsedSeconds > playRangeSeconds.y ) ||
+ ( mSpeedFactor < 0.0f && mElapsedSeconds < playRangeSeconds.x )) );
- return animationFinished;
-}
+ WrapInPlayRange( mElapsedSeconds, playRangeSeconds );
-void Animation::UpdateAnimators( BufferIndex bufferIndex, bool bake, bool animationFinished )
-{
- float elapsedSecondsClamped = Clamp( mElapsedSeconds, mPlayRange.x * mDurationSeconds,mPlayRange.y * mDurationSeconds );
- for ( AnimatorIter iter = mAnimators.Begin(); iter != mAnimators.End(); )
+ UpdateAnimators(bufferIndex, false, false );
+
+ if(looped)
+ {
+ ++mCurrentLoop;
+ mProgressReachedSignalRequired = mProgressMarker > 0.0f;
+ // don't increment mPlayedCount until the finished final loop
+ }
+ }
+ else
{
- // If an animator is not successfully applied, then it has been orphaned
- bool applied(true);
+ // playing once (and last mCurrentLoop)
+ finished = (mState == Playing &&
+ (( mSpeedFactor > 0.0f && mElapsedSeconds > playRangeSeconds.y ) ||
+ ( mSpeedFactor < 0.0f && mElapsedSeconds < playRangeSeconds.x )) );
- AnimatorBase *animator = *iter;
- const float initialDelay(animator->GetInitialDelay());
+ // update with bake if finished
+ UpdateAnimators(bufferIndex, finished && (mEndAction != Dali::Animation::Discard), finished );
- if (elapsedSecondsClamped >= initialDelay || mSpeedFactor < 0.0f )
+ if(finished)
{
- // Calculate a progress specific to each individual animator
- float progress(1.0f);
- const float animatorDuration = animator->GetDuration();
- if (animatorDuration > 0.0f) // animators can be "immediate"
+ // The animation has now been played to completion
+ ++mPlayedCount;
+
+ // loop iterations come to this else branch for their final iterations
+ if( mCurrentLoop < mLoopCount)
{
- progress = Clamp((elapsedSecondsClamped - initialDelay) / animatorDuration, 0.0f , 1.0f );
+ ++mCurrentLoop;
+ DALI_ASSERT_DEBUG(mCurrentLoop == mLoopCount);
}
- applied = animator->Update(bufferIndex, progress, bake);
+ mProgressReachedSignalRequired = mProgressMarker > 0.0f;
+ mElapsedSeconds = playRangeSeconds.x;
+ mState = Stopped;
}
+ }
+}
- if ( animationFinished )
- {
- animator->SetActive( false );
- }
+void Animation::UpdateAnimators( BufferIndex bufferIndex, bool bake, bool animationFinished )
+{
+ const Vector2 playRange( mPlayRange * mDurationSeconds );
+ float elapsedSecondsClamped = Clamp( mElapsedSeconds, playRange.x, playRange.y );
+
+ //Loop through all animators
+ bool applied(true);
+ for ( AnimatorIter iter = mAnimators.Begin(); iter != mAnimators.End(); )
+ {
+ AnimatorBase *animator = *iter;
- // Animators are automatically removed, when orphaned from animatable scene objects.
- if (!applied)
+ if( animator->Orphan() )
{
+ //Remove animators whose PropertyOwner has been destroyed
iter = mAnimators.Erase(iter);
}
else
{
- ++iter;
+ if( animator->IsEnabled() )
+ {
+ const float intervalDelay( animator->GetIntervalDelay() );
+
+ if( elapsedSecondsClamped >= intervalDelay )
+ {
+ // Calculate a progress specific to each individual animator
+ float progress(1.0f);
+ const float animatorDuration = animator->GetDuration();
+ if (animatorDuration > 0.0f) // animators can be "immediate"
+ {
+ progress = Clamp((elapsedSecondsClamped - intervalDelay) / animatorDuration, 0.0f , 1.0f );
+ }
+ animator->Update(bufferIndex, progress, bake);
+ }
+ applied = true;
+ }
+ else
+ {
+ applied = false;
+ }
+
+ if ( animationFinished )
+ {
+ animator->SetActive( false );
+ }
+
+ if (applied)
+ {
+ INCREASE_COUNTER(PerformanceMonitor::ANIMATORS_APPLIED);
+ }
- INCREASE_COUNTER(PerformanceMonitor::ANIMATORS_APPLIED);
+ ++iter;
}
}
+
}
} // namespace SceneGraph