-#ifndef __DALI_ANIMATION_H__
-#define __DALI_ANIMATION_H__
+#ifndef DALI_ANIMATION_H
+#define DALI_ANIMATION_H
/*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2020 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.
*
*/
+// EXTERNAL INCLUDES
+#include <cstdint> // uint32_t, uint8_t
+
// INTERNAL INCLUDES
#include <dali/public-api/animation/alpha-function.h>
#include <dali/public-api/animation/key-frames.h>
* The overall animation time is superseded by the values given in the TimePeriod structure used when calling the AnimateTo(), AnimateBy(), AnimateBetween() and Animate() methods.
* If any of the individual calls to those functions exceeds the overall animation time, then the overall animation time is automatically extended.
*
+ * Using AnimateTo and AnimateBy for the same property of the same Actor will yield undefined behaviour especially if the TimePeriod overlaps.
+ *
+ * After calling Animation::Play(), Handle::GetProperty will return the target value of the animated property.
+ *
* Signals
* | %Signal Name | Method |
* |--------------|--------------------------|
* | pause | Pause() |
* @SINCE_1_0.0
*/
-class DALI_IMPORT_API Animation : public BaseHandle
+class DALI_CORE_API Animation : public BaseHandle
{
public:
+ using AnimationSignalType = Signal<void(Animation&)>; ///< Animation finished signal type @SINCE_1_0.0
- typedef Signal< void (Animation&) > AnimationSignalType; ///< Animation finished signal type @SINCE_1_0.0
-
- typedef Any AnyFunction; ///< Interpolation function @SINCE_1_0.0
+ using AnyFunction = Any; ///< Interpolation function @SINCE_1_0.0
/**
* @brief Enumeration for what to do when the animation ends, is stopped, or is destroyed.
* @SINCE_1_0.0
*/
- enum EndAction
+ enum EndAction : uint8_t
{
- Bake, ///< When the animation ends, the animated property values are saved. @SINCE_1_0.0
- Discard, ///< When the animation ends, the animated property values are forgotten. @SINCE_1_0.0
- BakeFinal ///< If the animation is stopped, the animated property values are saved as if the animation had run to completion, otherwise behaves like Bake. @SINCE_1_0.0
+ BAKE, ///< When the animation ends, the animated property values are saved. @SINCE_1_0.0
+ DISCARD, ///< When the animation ends, the animated property values are forgotten. @SINCE_1_0.0
+ BAKE_FINAL ///< If the animation is stopped, the animated property values are saved as if the animation had run to completion, otherwise behaves like Bake. @SINCE_1_0.0
};
/**
* @brief Enumeration for what interpolation method to use on key-frame animations.
* @SINCE_1_0.0
*/
- enum Interpolation
+ enum Interpolation : uint8_t
{
- Linear, ///< Values in between key frames are interpolated using a linear polynomial. (Default) @SINCE_1_0.0
- Cubic ///< Values in between key frames are interpolated using a cubic polynomial. @SINCE_1_0.0
+ LINEAR, ///< Values in between key frames are interpolated using a linear polynomial. (Default) @SINCE_1_0.0
+ CUBIC ///< Values in between key frames are interpolated using a cubic polynomial. @SINCE_1_0.0
};
/**
*
* @SINCE_1_1.21
*/
- enum State
+ enum State : uint8_t
+ {
+ STOPPED, ///< Animation has stopped @SINCE_1_1.21
+ PLAYING, ///< The animation is playing @SINCE_1_1.21
+ PAUSED ///< The animation is paused @SINCE_1_1.21
+ };
+
+ /**
+ * @brief Enumeration for what looping mode is in.
+ *
+ * @SINCE_1_2.60
+ */
+ enum LoopingMode : uint8_t
{
- STOPPED, ///< Animation has stopped @SINCE_1_1.21
- PLAYING, ///< The animation is playing @SINCE_1_1.21
- PAUSED ///< The animation is paused @SINCE_1_1.21
+ RESTART, ///< When the animation arrives at the end in looping mode, the animation restarts from the beginning. @SINCE_1_2.60
+ AUTO_REVERSE ///< When the animation arrives at the end in looping mode, the animation reverses direction and runs backwards again. @SINCE_1_2.60
};
/**
* @param[in] handle Handle to an object
* @return Handle to an Animation object or an uninitialized handle
*/
- static Animation DownCast( BaseHandle handle );
+ static Animation DownCast(BaseHandle handle);
/**
* @brief Destructor.
Animation& operator=(const Animation& rhs);
/**
+ * @brief Move constructor.
+ *
+ * @SINCE_1_9.22
+ * @param[in] rhs A reference to the moved handle
+ */
+ Animation(Animation&& rhs);
+
+ /**
+ * @brief Move assignment operator.
+ *
+ * @SINCE_1_9.22
+ * @param[in] rhs A reference to the moved handle
+ * @return A reference to this handle
+ */
+ Animation& operator=(Animation&& rhs);
+
+ /**
* @brief Sets the duration of an animation.
*
* @SINCE_1_0.0
* @brief Enables looping for 'count' repeats.
*
* A zero is the same as SetLooping(true) i.e. repeat forever.
- * If Play() Stop() or 'count' loops is reached, the loop counter will reset.
+ * This function resets the looping value and should not be used with SetLooping(bool).
* Setting this parameter does not cause the animation to Play().
*
* @SINCE_1_1.20
* @param[in] count The number of times to loop
*/
- void SetLoopCount(int count);
+ void SetLoopCount(int32_t count);
/**
* @brief Gets the loop count.
* @SINCE_1_1.20
* @return The number of times to loop
*/
- int GetLoopCount();
+ int32_t GetLoopCount();
/**
* @brief Gets the current loop count.
* @SINCE_1_1.20
* @return The current number of loops that have occured
*/
- int GetCurrentLoop();
+ int32_t GetCurrentLoop();
/**
* @brief Queries whether the animation will loop.
* @SINCE_1_0.0
* @param[in] disconnectAction The disconnect action
*/
- void SetDisconnectAction( EndAction disconnectAction );
+ void SetDisconnectAction(EndAction disconnectAction);
/**
* @brief Returns the disconnect action.
*/
AlphaFunction GetDefaultAlphaFunction() const;
- /*
+ /**
* @brief Sets the progress of the animation.
*
* The animation will play (or continue playing) from this point. The progress
* @param[in] progress The new progress as a normalized value between [0,1]
* or between the play range if specified
*/
- void SetCurrentProgress( float progress );
+ void SetCurrentProgress(float progress);
/**
* @brief Retrieves the current progress of the animation.
* @SINCE_1_0.0
* @param[in] factor A value which will multiply the velocity
*/
- void SetSpeedFactor( float factor );
+ void SetSpeedFactor(float factor);
/**
* @brief Retrieves the speed factor of the animation.
* @param[in] range Two values between [0,1] to specify minimum and maximum progress. The
* animation will play between those values
*/
- void SetPlayRange( const Vector2& range );
+ void SetPlayRange(const Vector2& range);
/**
* @brief Gets the playing range.
* @SINCE_1_0.0
* @param[in] progress A value between [0,1], or between the play range if specified, from where the animation should start playing
*/
- void PlayFrom( float progress );
+ void PlayFrom(float progress);
+
+ /**
+ * @brief Play the animation after a given delay time.
+ *
+ * The delay time is not included in the looping time.
+ * When the delay time is negative value, it would treat as play immediately.
+ * @SINCE_1_2.60
+ * @param[in] delaySeconds The delay time
+ */
+ void PlayAfter(float delaySeconds);
/**
* @brief Pauses the animation.
void Clear();
/**
+ * @brief Sets the looping mode.
+ *
+ * Animation plays forwards and then restarts from the beginning or runs backwards again.
+ * @SINCE_1_2.60
+ * @param[in] loopingMode The looping mode is one of RESTART and AUTO_REVERSE
+ */
+ void SetLoopingMode(LoopingMode loopingMode);
+
+ /**
+ * @brief Gets one of the current looping mode.
+ *
+ * @SINCE_1_2.60
+ * @return The current looping mode
+ */
+ LoopingMode GetLoopingMode() const;
+
+ /**
* @brief Connects to this signal to be notified when an Animation's animations have finished.
*
* @SINCE_1_0.0
*/
void AnimateTo(Property target, Property::Value destinationValue, AlphaFunction alpha, TimePeriod period);
- /**
+ /**
* @brief Animates a property between keyframes.
*
* @SINCE_1_0.0
* @SINCE_1_0.0
* @param[in] target The target object property to animate
* @param[in] keyFrames The set of time/value pairs between which to animate
- * @param[in] period The effect will occur duing this time period
+ * @param[in] period The effect will occur during this time period
* @param[in] interpolation The method used to interpolate between values
*/
void AnimateBetween(Property target, KeyFrames& keyFrames, TimePeriod period, Interpolation interpolation);
* @param[in] target The target object property to animate
* @param[in] keyFrames The set of time/value pairs between which to animate
* @param[in] alpha The alpha function to apply to the overall progress
- * @param[in] period The effect will occur duing this time period
+ * @param[in] period The effect will occur during this time period
* @param[in] interpolation The method used to interpolate between values
*/
void AnimateBetween(Property target, KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation);
-
// Actor-specific convenience methods
/**
* @param[in] path The path. It defines position and orientation
* @param[in] forward The vector (in local space coordinate system) that will be oriented with the path's tangent direction
*/
- void Animate( Actor actor, Path path, const Vector3& forward );
+ void Animate(Actor actor, Path path, const Vector3& forward);
/**
* @brief Animates an actor's position and orientation through a predefined path.
* @param[in] forward The vector (in local space coordinate system) that will be oriented with the path's tangent direction
* @param[in] alpha The alpha function to apply
*/
- void Animate( Actor actor, Path path, const Vector3& forward, AlphaFunction alpha );
+ void Animate(Actor actor, Path path, const Vector3& forward, AlphaFunction alpha);
/**
* @brief Animates an actor's position and orientation through a predefined path.
* @param[in] forward The vector (in local space coordinate system) that will be oriented with the path's tangent direction
* @param[in] period The effect will occur during this time period
*/
- void Animate( Actor actor, Path path, const Vector3& forward, TimePeriod period );
+ void Animate(Actor actor, Path path, const Vector3& forward, TimePeriod period);
/**
* @brief Animates an actor's position and orientation through a predefined path.
* @param[in] alpha The alpha function to apply
* @param[in] period The effect will occur during this time period
*/
- void Animate( Actor actor, Path path, const Vector3& forward, AlphaFunction alpha, TimePeriod period);
+ void Animate(Actor actor, Path path, const Vector3& forward, AlphaFunction alpha, TimePeriod period);
/**
* @brief Shows an actor during the animation.
void Hide(Actor actor, float delaySeconds);
public: // Not intended for use by Application developers
-
/// @cond internal
/**
* @brief This constructor is used by Animation::New() methods.
*/
explicit DALI_INTERNAL Animation(Internal::Animation* animation);
/// @endcond
-
};
/**
*/
} // namespace Dali
-#endif // __DALI_ANIMATION_H__
+#endif // DALI_ANIMATION_H