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
{
public:
- typedef Dali::Animation::EndAction EndAction;
+ using EndAction = Dali::Animation::EndAction;
enum State
{
void AddAnimator( OwnerPointer<AnimatorBase>& animator );
/**
- * Retrieve the animators from an animation.
- * @return The container of animators.
- */
- AnimatorContainer& GetAnimators()
- {
- return mAnimators;
- }
-
- /**
* 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.
protected:
- AnimatorContainer mAnimators;
+ OwnerContainer< AnimatorBase* > mAnimators;
Vector2 mPlayRange;
inline void SetDurationMessage( EventThreadServices& eventThreadServices, const Animation& animation, float durationSeconds )
{
- typedef MessageValue1< Animation, float > LocalType;
+ using LocalType = MessageValue1< Animation, float >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void SetProgressNotificationMessage( EventThreadServices& eventThreadServices, const Animation& animation, float progress )
{
- typedef MessageValue1< Animation, float > LocalType;
+ using LocalType = MessageValue1< Animation, float >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void SetLoopingMessage( EventThreadServices& eventThreadServices, const Animation& animation, int32_t loopCount )
{
- typedef MessageValue1< Animation, int32_t > LocalType;
+ using LocalType = MessageValue1< Animation, int32_t >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void SetEndActionMessage( EventThreadServices& eventThreadServices, const Animation& animation, Dali::Animation::EndAction action )
{
- typedef MessageValue1< Animation, Dali::Animation::EndAction > LocalType;
+ using LocalType = MessageValue1< Animation, Dali::Animation::EndAction >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void SetDisconnectActionMessage( EventThreadServices& eventThreadServices, const Animation& animation, Dali::Animation::EndAction action )
{
- typedef MessageValue1< Animation, Dali::Animation::EndAction > LocalType;
+ using LocalType = MessageValue1< Animation, Dali::Animation::EndAction >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void SetCurrentProgressMessage( EventThreadServices& eventThreadServices, const Animation& animation, float progress )
{
- typedef MessageValue1< Animation, float > LocalType;
+ using LocalType = MessageValue1< Animation, float >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void SetSpeedFactorMessage( EventThreadServices& eventThreadServices, const Animation& animation, float factor )
{
- typedef MessageValue1< Animation, float > LocalType;
+ using LocalType = MessageValue1< Animation, float >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void SetPlayRangeMessage( EventThreadServices& eventThreadServices, const Animation& animation, const Vector2& range )
{
- typedef MessageValue1< Animation, Vector2 > LocalType;
+ using LocalType = MessageValue1< Animation, Vector2 >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void PlayAnimationMessage( EventThreadServices& eventThreadServices, const Animation& animation )
{
- typedef Message< Animation > LocalType;
+ using LocalType = Message< Animation >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void PlayAnimationFromMessage( EventThreadServices& eventThreadServices, const Animation& animation, float progress )
{
- typedef MessageValue1< Animation,float > LocalType;
+ using LocalType = MessageValue1< Animation, float >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void PauseAnimationMessage( EventThreadServices& eventThreadServices, const Animation& animation )
{
- typedef Message< Animation > LocalType;
+ using LocalType = Message< Animation >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void AddAnimatorMessage( EventThreadServices& eventThreadServices, const Animation& animation, AnimatorBase& animator )
{
- typedef MessageValue1< Animation, OwnerPointer<AnimatorBase> > LocalType;
+ using LocalType = MessageValue1< Animation, OwnerPointer<AnimatorBase> >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void PlayAfterMessage( EventThreadServices& eventThreadServices, const Animation& animation, float delaySeconds )
{
- typedef MessageValue1< Animation, float > LocalType;
+ using LocalType = MessageValue1< Animation, float >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
inline void SetLoopingModeMessage( EventThreadServices& eventThreadServices, const Animation& animation, bool loopingMode )
{
- typedef MessageValue1< Animation, bool > LocalType;
+ using LocalType = MessageValue1< Animation, bool >;
// Reserve some memory inside the message queue
uint32_t* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );