-#ifndef __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__
-#define __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__
+#ifndef DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H
+#define DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H
/*
- * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2022 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/animation.h>
-#include <dali/internal/update/animation/scene-graph-animator.h>
+
#include <dali/internal/common/buffer-index.h>
#include <dali/internal/common/message.h>
-#include <dali/internal/common/event-to-update.h>
+#include <dali/internal/event/common/event-thread-services.h>
+#include <dali/internal/update/animation/scene-graph-animator.h>
namespace Dali
{
-
namespace Internal
{
-
namespace SceneGraph
{
-
-class Animation;
-
-typedef OwnerContainer< Animation* > AnimationContainer;
-
-typedef AnimationContainer::Iterator AnimationIter;
-typedef AnimationContainer::ConstIterator AnimationConstIter;
-
/**
* Animations are used to change the properties of scene graph objects, as part of a scene
* managers "update" phase. An animation is a container of Animator objects; the actual setting
class Animation
{
public:
-
- typedef Dali::Animation::EndAction EndAction;
+ using EndAction = Dali::Animation::EndAction;
enum State
{
/**
* Construct a new Animation.
* @param[in] durationSeconds The duration of the animation in seconds.
- * @param[in] isLooping Whether the animation will loop.
+ * @param[in] speedFactor Multiplier to the animation velocity.
+ * @param[in] playRange Minimum and maximum progress between which the animation will play.
+ * @param[in] loopCount The number of times the animation will loop. ( See SetLoopCount() )
* @param[in] endAction The action to perform when the animation ends.
- * @param[in] destroyAction The action to perform when the animation is destroyed.
+ * @param[in] disconnectAction The action to perform when the property owner of an animator is disconnected.
* @return A new Animation
*/
- static Animation* New( float durationSeconds, bool isLooping, EndAction endAction, EndAction destroyAction )
- {
- return new Animation( durationSeconds, isLooping, endAction, destroyAction );
- }
+ static Animation* New(float durationSeconds, float speedFactor, const Vector2& playRange, int32_t loopCount, EndAction endAction, EndAction disconnectAction);
/**
* Virtual destructor
virtual ~Animation();
/**
+ * Overriden delete operator
+ * Deletes the animation from its global memory pool
+ */
+ void operator delete(void* ptr);
+
+ /**
* Set the duration of an animation.
* @pre durationSeconds must be greater than zero.
* @param[in] durationSeconds The duration in seconds.
void SetDuration(float durationSeconds);
/**
+ * Set the progress marker to trigger notification
+ * @param[in] progress percent of progress to trigger notification, 0.0f < progress <= 1.0f
+ */
+ void SetProgressNotification(float progress);
+
+ /**
* Retrieve the duration of the animation.
* @return The duration in seconds.
*/
}
/**
- * Set whether the animation will loop.
- * @param[in] looping True if the animation will loop.
+ * Retrieve the current progress of the animation.
+ * @return The current progress as a normalized value between [0,1].
+ */
+ float GetCurrentProgress() const
+ {
+ if(mDurationSeconds > 0.0f)
+ {
+ return mElapsedSeconds / mDurationSeconds;
+ }
+
+ return 0.0f;
+ }
+
+ /**
+ * Sets the progress of the animation.
+ * @param[in] The new progress as a normalized value between [0,1]
+ */
+ void SetCurrentProgress(float progress)
+ {
+ mElapsedSeconds = mDurationSeconds * progress;
+ }
+
+ /**
+ * Specifies a speed factor for the animation.
+ * @param[in] factor A value which will multiply the velocity
+ */
+ void SetSpeedFactor(float factor)
+ {
+ mSpeedFactor = factor;
+ }
+
+ /**
+ * Set the animation loop count.
+ * 0 is loop forever, N loop play N times
+ * @param[in] loopCount The loop count
*/
- void SetLooping(bool looping);
+ void SetLoopCount(int32_t loopCount);
/**
* Query whether the animation will loop.
*/
bool IsLooping() const
{
- return mLooping;
+ return mLoopCount != 1;
+ }
+
+ /**
+ * Get the loop count
+ * @return the loop count
+ */
+ int32_t GetLoopCount() const
+ {
+ return mLoopCount;
}
/**
}
/**
- * Set the destroy action of the animation.
+ * Set the disconnect action of the animation when connected objects are disconnected.
* This action is performed during the next update when
- * the animation is destroyed.
- * @param[in] action The destroy action.
+ * the connected object is disconnected.
+ * @param[in] action The disconnect action.
*/
- void SetDestroyAction(EndAction action);
+ void SetDisconnectAction(EndAction action);
/**
* Retrieve the action performed when the animation is destroyed.
* @return The destroy action.
*/
- EndAction GetDestroyAction()
+ EndAction GetDisconnectAction()
{
- return mDestroyAction;
+ return mDisconnectAction;
}
/**
+ * Set the playing range. The animation will only play between the minimum and maximum progress
+ * speficied.
+ *
+ * @param[in] range Two values between [0,1] to specify minimum and maximum progress.
+ */
+ void SetPlayRange(const Vector2& range);
+
+ /**
* Play the animation.
*/
void Play();
/**
+ * Play the animation from a given point
+ * @param[in] progress A value between [0,1] form where the animation should start playing
+ */
+ void PlayFrom(float progress);
+
+ /**
+ * @brief Play the animation after a given delay time.
+ * @param[in] delaySeconds The delay time
+ */
+ void PlayAfter(float delaySeconds);
+
+ /**
* Pause the animation.
*/
void Pause();
/**
* Called shortly before the animation is destroyed.
- * @param[in] bufferIndex The buffer to update when mDestroyAction == Bake.
+ * @param[in] bufferIndex The buffer to update when mEndAction == Bake.
*/
void OnDestroy(BufferIndex bufferIndex);
* Retrive a count of the number of times the animation has been played to completion.
* This can be used to emit "Finised" signals from the public-api
*/
- int GetPlayCount() const
+ int32_t GetPlayedCount() const
{
- return mPlayCount;
+ return mPlayedCount;
}
/**
- * Add a newly created animator.
- * Animators are automatically removed, when orphaned from an animatable scene object.
- * @param[in] animator The animator to add.
- * @param[in] propertyOwner The scene-object that owns the animatable property.
- * @post The animator is owned by this animation.
+ * Get the current loop count from zero to GetLoopCount().
*/
- void AddAnimator( AnimatorBase* animator, PropertyOwner* propertyOwner );
+ int32_t GetCurrentLoop() const
+ {
+ return mCurrentLoop;
+ }
/**
- * Retrieve the animators from an animation.
- * @return The container of animators.
+ * Query whether the animation is currently active (i.e. at least one of the animators has been updated in either frame)
+ * @return True if the animation is currently active
*/
- AnimatorContainer& GetAnimators()
+ bool IsActive() const
{
- return mAnimators;
+ // As we have double buffering, if animator is updated in either frame, it needs to be rendered.
+ return mIsActive[0] || mIsActive[1];
}
/**
+ * @brief Sets the looping mode.
+ *
+ * Animation plays forwards and then restarts from the beginning or runs backwards again.
+ * @param[in] loopingMode True when the looping mode is AUTO_REVERSE
+ */
+ void SetLoopingMode(bool loopingMode);
+
+ /**
+ * Add a newly created animator.
+ * Animators are automatically removed, when orphaned from an animatable scene object.
+ * @param[in] animator The animator to add.
+ * @param[in] propertyOwner The scene-object that owns the animatable property.
+ * @post The animator is owned by this animation.
+ */
+ void AddAnimator(OwnerPointer<AnimatorBase>& animator);
+
+ /**
* This causes the animators to change the properties of objects in the scene graph.
* @pre The animation is playing or paused.
* @param[in] bufferIndex The buffer to update.
* @param[in] elapsedSeconds The time elapsed since the previous frame.
- * @return True if the animation has finished.
+ * @param[out] looped True if the animation looped
+ * @param[out] finished True if the animation has finished.
+ * @param[out] progressReached True if progress marker reached
*/
- bool Update(BufferIndex bufferIndex, float elapsedSeconds);
+ void Update(BufferIndex bufferIndex, float elapsedSeconds, bool& looped, bool& finished, bool& progressReached);
+ static uint32_t GetMemoryPoolCapacity();
protected:
-
/**
* Protected constructor. See New()
*/
- Animation( float durationSeconds, bool isLooping, EndAction endAction, EndAction destroyAction );
-
+ Animation(float durationSeconds, float speedFactor, const Vector2& playRange, int32_t loopCount, EndAction endAction, EndAction disconnectAction);
private:
-
/**
* Helper for Update, also used to bake when the animation is stopped or destroyed.
* @param[in] bufferIndex The buffer to update.
* @param[in] bake True if the final result should be baked.
+ * @param[in] animationFinished True if the animation has finished.
*/
- void UpdateAnimators(BufferIndex bufferIndex, bool bake);
+ void UpdateAnimators(BufferIndex bufferIndex, bool bake, bool animationFinished);
+
+ /**
+ * Helper function to bake the result of the animation when it is stopped or
+ * destroyed.
+ * @param[in] bufferIndex The buffer to update.
+ * @param[in] action The end action specified.
+ */
+ void Bake(BufferIndex bufferIndex, EndAction action);
+
+ /**
+ * Helper function to set active state of animators.
+ * @param[in] active Every animator is set to this state
+ */
+ void SetAnimatorsActive(bool active);
// Undefined
Animation(const Animation&);
Animation& operator=(const Animation& rhs);
protected:
+ OwnerContainer<AnimatorBase*> mAnimators;
+
+ Vector2 mPlayRange;
float mDurationSeconds;
- bool mLooping;
+ float mDelaySeconds;
+ float mElapsedSeconds;
+ float mSpeedFactor;
+ float mProgressMarker; // Progress marker to trigger a notification
+
+ int32_t mPlayedCount; // Incremented at end of animation or completion of all loops
+ // Never incremented when looping forever. Event thread tracks to signal end.
+ int32_t mLoopCount; // N loop setting
+ int32_t mCurrentLoop; // Current loop number
+
EndAction mEndAction;
- EndAction mDestroyAction;
+ EndAction mDisconnectAction;
State mState;
- float mElapsedSeconds;
- int mPlayCount;
- AnimatorContainer mAnimators;
+ bool mProgressReachedSignalRequired; // Flag to indicate the progress marker was hit
+ bool mAutoReverseEnabled; // Flag to identify that the looping mode is auto reverse.
+ bool mIsActive[2]; // Flag to indicate whether the animation is active in the current frame (which is double buffered)
};
}; //namespace SceneGraph
// value types used by messages
-template <> struct ParameterType< Dali::Animation::EndAction > : public BasicType< Dali::Animation::EndAction > {};
+template<>
+struct ParameterType<Dali::Animation::EndAction> : public BasicType<Dali::Animation::EndAction>
+{
+};
namespace SceneGraph
{
-
// Messages for Animation
-inline void SetDurationMessage( EventToUpdate& eventToUpdate, const Animation& animation, float durationSeconds )
+inline void SetDurationMessage(EventThreadServices& eventThreadServices, const Animation& animation, float durationSeconds)
+{
+ using LocalType = MessageValue1<Animation, float>;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new(slot) LocalType(&animation, &Animation::SetDuration, durationSeconds);
+}
+
+inline void SetProgressNotificationMessage(EventThreadServices& eventThreadServices, const Animation& animation, float progress)
+{
+ using LocalType = MessageValue1<Animation, float>;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new(slot) LocalType(&animation, &Animation::SetProgressNotification, progress);
+}
+
+inline void SetLoopingMessage(EventThreadServices& eventThreadServices, const Animation& animation, int32_t loopCount)
+{
+ using LocalType = MessageValue1<Animation, int32_t>;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new(slot) LocalType(&animation, &Animation::SetLoopCount, loopCount);
+}
+
+inline void SetEndActionMessage(EventThreadServices& eventThreadServices, const Animation& animation, Dali::Animation::EndAction action)
+{
+ using LocalType = MessageValue1<Animation, Dali::Animation::EndAction>;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new(slot) LocalType(&animation, &Animation::SetEndAction, action);
+}
+
+inline void SetDisconnectActionMessage(EventThreadServices& eventThreadServices, const Animation& animation, Dali::Animation::EndAction action)
+{
+ using LocalType = MessageValue1<Animation, Dali::Animation::EndAction>;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new(slot) LocalType(&animation, &Animation::SetDisconnectAction, action);
+}
+
+inline void SetCurrentProgressMessage(EventThreadServices& eventThreadServices, const Animation& animation, float progress)
+{
+ using LocalType = MessageValue1<Animation, float>;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new(slot) LocalType(&animation, &Animation::SetCurrentProgress, progress);
+}
+
+inline void SetSpeedFactorMessage(EventThreadServices& eventThreadServices, const Animation& animation, float factor)
+{
+ using LocalType = MessageValue1<Animation, float>;
+
+ // Reserve some memory inside the message queue
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
+
+ // Construct message in the message queue memory; note that delete should not be called on the return value
+ new(slot) LocalType(&animation, &Animation::SetSpeedFactor, factor);
+}
+
+inline void SetPlayRangeMessage(EventThreadServices& eventThreadServices, const Animation& animation, const Vector2& range)
{
- typedef MessageValue1< Animation, float > LocalType;
+ using LocalType = MessageValue1<Animation, Vector2>;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &animation, &Animation::SetDuration, durationSeconds );
+ new(slot) LocalType(&animation, &Animation::SetPlayRange, range);
}
-inline void SetLoopingMessage( EventToUpdate& eventToUpdate, const Animation& animation, bool looping )
+inline void PlayAnimationMessage(EventThreadServices& eventThreadServices, const Animation& animation)
{
- typedef MessageValue1< Animation, bool > LocalType;
+ using LocalType = Message<Animation>;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &animation, &Animation::SetLooping, looping );
+ new(slot) LocalType(&animation, &Animation::Play);
}
-inline void SetEndActionMessage( EventToUpdate& eventToUpdate, const Animation& animation, Dali::Animation::EndAction action )
+inline void PlayAnimationFromMessage(EventThreadServices& eventThreadServices, const Animation& animation, float progress)
{
- typedef MessageValue1< Animation, Dali::Animation::EndAction > LocalType;
+ using LocalType = MessageValue1<Animation, float>;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &animation, &Animation::SetEndAction, action );
+ new(slot) LocalType(&animation, &Animation::PlayFrom, progress);
}
-inline void SetDestroyActionMessage( EventToUpdate& eventToUpdate, const Animation& animation, Dali::Animation::EndAction action )
+inline void PauseAnimationMessage(EventThreadServices& eventThreadServices, const Animation& animation)
{
- typedef MessageValue1< Animation, Dali::Animation::EndAction > LocalType;
+ using LocalType = Message<Animation>;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &animation, &Animation::SetDestroyAction, action );
+ new(slot) LocalType(&animation, &Animation::Pause);
}
-inline void PlayAnimationMessage( EventToUpdate& eventToUpdate, const Animation& animation )
+inline void AddAnimatorMessage(EventThreadServices& eventThreadServices, const Animation& animation, AnimatorBase& animator)
{
- typedef Message< Animation > LocalType;
+ using LocalType = MessageValue1<Animation, OwnerPointer<AnimatorBase> >;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &animation, &Animation::Play );
+ OwnerPointer<AnimatorBase> parameter(&animator);
+ new(slot) LocalType(&animation, &Animation::AddAnimator, parameter);
}
-inline void PauseAnimationMessage( EventToUpdate& eventToUpdate, const Animation& animation )
+inline void PlayAfterMessage(EventThreadServices& eventThreadServices, const Animation& animation, float delaySeconds)
{
- typedef Message< Animation > LocalType;
+ using LocalType = MessageValue1<Animation, float>;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &animation, &Animation::Pause );
+ new(slot) LocalType(&animation, &Animation::PlayAfter, delaySeconds);
}
-inline void AddAnimatorMessage( EventToUpdate& eventToUpdate, const Animation& animation, AnimatorBase& animator, const PropertyOwner& owner )
+inline void SetLoopingModeMessage(EventThreadServices& eventThreadServices, const Animation& animation, bool loopingMode)
{
- typedef MessageValue2< Animation, OwnerPointer<AnimatorBase>, PropertyOwner* > LocalType;
+ using LocalType = MessageValue1<Animation, bool>;
// Reserve some memory inside the message queue
- unsigned int* slot = eventToUpdate.ReserveMessageSlot( sizeof( LocalType ) );
+ uint32_t* slot = eventThreadServices.ReserveMessageSlot(sizeof(LocalType));
// Construct message in the message queue memory; note that delete should not be called on the return value
- new (slot) LocalType( &animation, &Animation::AddAnimator, &animator, const_cast<PropertyOwner*>( &owner ) );
+ new(slot) LocalType(&animation, &Animation::SetLoopingMode, loopingMode);
}
} // namespace SceneGraph
} // namespace Dali
-#endif // __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__
+#endif // DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H