Change-Id: I8e755ab1c320d5e8328000cadbd7f2efc5a8c561
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- animation.SetEndAction(Animation::Discard);
+ animation.SetEndAction(Animation::DISCARD);
// Start the animation
animation.SetLoopCount(3);
// Start the animation
animation.SetLoopCount(3);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- animation.SetEndAction(Animation::Discard);
+ animation.SetEndAction(Animation::DISCARD);
float intervalSeconds = 3.0f;
float intervalSeconds = 3.0f;
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Animation animation = Animation::New(durationSeconds);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
- animation.SetEndAction(Animation::Bake);
+ animation.SetEndAction(Animation::BAKE);
float intervalSeconds = 3.0f;
float intervalSeconds = 3.0f;
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Test BakeFinal, animate again, for half the duration
finishCheck.Reset();
// Test BakeFinal, animate again, for half the duration
finishCheck.Reset();
- animation.SetEndAction(Animation::BakeFinal);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+ animation.SetEndAction(Animation::BAKE_FINAL);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE_FINAL);
animation.Play();
application.SendNotification();
animation.Play();
application.SendNotification();
// Test EndAction::Discard, animate again, but don't bake this time
finishCheck.Reset();
// Test EndAction::Discard, animate again, but don't bake this time
finishCheck.Reset();
- animation.SetEndAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+ animation.SetEndAction(Animation::DISCARD);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::DISCARD);
animation.Play();
application.SendNotification();
animation.Play();
application.SendNotification();
TestApplication application;
Animation animation = Animation::New(1.0f);
TestApplication application;
Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Bake);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE);
- animation.SetEndAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::Discard);
+ animation.SetEndAction(Animation::DISCARD);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::DISCARD);
- animation.SetEndAction(Animation::BakeFinal);
- DALI_TEST_CHECK(animation.GetEndAction() == Animation::BakeFinal);
+ animation.SetEndAction(Animation::BAKE_FINAL);
+ DALI_TEST_CHECK(animation.GetEndAction() == Animation::BAKE_FINAL);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE_FINAL);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Bake );
+ animation.SetDisconnectAction( Animation::BAKE );
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Discard );
+ animation.SetDisconnectAction( Animation::DISCARD );
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 targetPosition(10.0f, 10.0f, 10.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
{
TestApplication application;
Animation animation = Animation::New(1.0f);
{
TestApplication application;
Animation animation = Animation::New(1.0f);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BakeFinal); // default!
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE_FINAL); // default!
- animation.SetDisconnectAction(Animation::Discard);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Discard);
+ animation.SetDisconnectAction(Animation::DISCARD);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::DISCARD);
- animation.SetDisconnectAction(Animation::Bake);
- DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::Bake);
+ animation.SetDisconnectAction(Animation::BAKE);
+ DALI_TEST_CHECK(animation.GetDisconnectAction() == Animation::BAKE);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Discard );
+ animation.SetDisconnectAction( Animation::DISCARD );
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
// Build the animation
float durationSeconds(1.0f);
Animation animation = Animation::New(durationSeconds);
- animation.SetDisconnectAction( Animation::Bake );
+ animation.SetDisconnectAction( Animation::BAKE );
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
Vector3 targetPosition(100.0f, 100.0f, 100.0f);
animation.AnimateTo(Property(actor, Actor::Property::POSITION), targetPosition, AlphaFunction::LINEAR);
keyFrames.Add(0.8f, 0.7f);
keyFrames.Add(1.0f, 0.9f);
keyFrames.Add(0.8f, 0.7f);
keyFrames.Add(1.0f, 0.9f);
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR_ALPHA), keyFrames, Animation::CUBIC );
// Start the animation
animation.Play();
// Start the animation
animation.Play();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, Animation::CUBIC );
// Start the animation
animation.Play();
// Start the animation
animation.Play();
keyFrames.Add(1.0f, true);
//Cubic interpolation for boolean values should be ignored
keyFrames.Add(1.0f, true);
//Cubic interpolation for boolean values should be ignored
- animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::VISIBLE), keyFrames, Animation::CUBIC );
// Start the animation
animation.Play();
// Start the animation
animation.Play();
keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
//Cubic interpolation should be ignored for quaternions
keyFrames.Add(0.0f, AngleAxis(Degree(60), Vector3::ZAXIS));
//Cubic interpolation should be ignored for quaternions
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::CUBIC );
// Start the animation
animation.Play();
// Start the animation
animation.Play();
keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
//Cubic interpolation should be ignored for quaternions
keyFrames.Add(1.0f, AngleAxis(Degree(120), Vector3::YAXIS));
//Cubic interpolation should be ignored for quaternions
- animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::ORIENTATION), keyFrames, Animation::CUBIC );
// Start the animation
animation.Play();
// Start the animation
animation.Play();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, Animation::CUBIC );
// Start the animation
animation.Play();
// Start the animation
animation.Play();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, TimePeriod( delay, durationSeconds - delay ), Animation::CUBIC );
// Start the animation
animation.Play();
// Start the animation
animation.Play();
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
keyFrames.Add(0.5f, Vector4(0.9f, 0.8f, 0.7f, 0.6f));
keyFrames.Add(1.0f, Vector4(1.0f, 1.0f, 1.0f, 1.0f));
- animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::Cubic );
+ animation.AnimateBetween( Property(actor, Actor::Property::COLOR), keyFrames, AlphaFunction::LINEAR, TimePeriod( delay, durationSeconds - delay ), Animation::CUBIC );
// Start the animation
animation.Play();
// Start the animation
animation.Play();
ExpectedValue expectedValueTable[] =
{
ExpectedValue expectedValueTable[] =
{
- { Animation::Bake, halfWayToTarget }, // When baking, the current value is the final value.
- { Animation::BakeFinal, targetPosition }, // When BakeFinal, we should jump to the final value when clearing or stopping.
- { Animation::Discard, originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping.
+ { Animation::BAKE, halfWayToTarget }, // When baking, the current value is the final value.
+ { Animation::BAKE_FINAL, targetPosition }, // When BakeFinal, we should jump to the final value when clearing or stopping.
+ { Animation::DISCARD, originalPosition }, // When discarding, we should jump back to the original value when clearing or stopping.
};
const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue );
};
const auto expectedValueTableCount = sizeof( expectedValueTable ) / sizeof( ExpectedValue );
Animation::EndAction endActions[] =
{
Animation::EndAction endActions[] =
{
- Animation::Bake,
- Animation::BakeFinal,
- Animation::Discard,
+ Animation::BAKE,
+ Animation::BAKE_FINAL,
+ Animation::DISCARD,
};
const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] );
};
const auto endActionCount = sizeof( endActions ) / sizeof( endActions[0] );
Dali::Animation instance;
try
{
Dali::Animation instance;
try
{
- Dali::Animation::EndAction arg1(Animation::Bake);
+ Dali::Animation::EndAction arg1(Animation::BAKE);
instance.SetEndAction(arg1);
DALI_TEST_CHECK(false); // Should not get here
}
instance.SetEndAction(arg1);
DALI_TEST_CHECK(false); // Should not get here
}
{
Dali::Property arg1(actor, Actor::Property::POSITION);
Dali::KeyFrames arg2;
{
Dali::Property arg1(actor, Actor::Property::POSITION);
Dali::KeyFrames arg2;
- Dali::Animation::Interpolation arg3(Animation::Linear);
+ Dali::Animation::Interpolation arg3(Animation::LINEAR);
instance.AnimateBetween(arg1,arg2,arg3);
DALI_TEST_CHECK(false); // Should not get here
}
instance.AnimateBetween(arg1,arg2,arg3);
DALI_TEST_CHECK(false); // Should not get here
}
Dali::Property arg1(actor, Actor::Property::POSITION);
Dali::KeyFrames arg2;
Dali::TimePeriod arg3(1.0f);
Dali::Property arg1(actor, Actor::Property::POSITION);
Dali::KeyFrames arg2;
Dali::TimePeriod arg3(1.0f);
- Dali::Animation::Interpolation arg4(Animation::Linear);
+ Dali::Animation::Interpolation arg4(Animation::LINEAR);
instance.AnimateBetween(arg1,arg2,arg3,arg4);
DALI_TEST_CHECK(false); // Should not get here
}
instance.AnimateBetween(arg1,arg2,arg3,arg4);
DALI_TEST_CHECK(false); // Should not get here
}
Dali::Property arg1(actor, Actor::Property::POSITION);
Dali::KeyFrames arg2;
Dali::AlphaFunction arg3;
Dali::Property arg1(actor, Actor::Property::POSITION);
Dali::KeyFrames arg2;
Dali::AlphaFunction arg3;
- Dali::Animation::Interpolation arg4(Animation::Linear);
+ Dali::Animation::Interpolation arg4(Animation::LINEAR);
instance.AnimateBetween(arg1,arg2,arg3,arg4);
DALI_TEST_CHECK(false); // Should not get here
}
instance.AnimateBetween(arg1,arg2,arg3,arg4);
DALI_TEST_CHECK(false); // Should not get here
}
Dali::KeyFrames arg2;
Dali::AlphaFunction arg3;
Dali::TimePeriod arg4(1.0f);
Dali::KeyFrames arg2;
Dali::AlphaFunction arg3;
Dali::TimePeriod arg4(1.0f);
- Dali::Animation::Interpolation arg5(Animation::Linear);
+ Dali::Animation::Interpolation arg5(Animation::LINEAR);
instance.AnimateBetween(arg1,arg2,arg3,arg4,arg5);
DALI_TEST_CHECK(false); // Should not get here
}
instance.AnimateBetween(arg1,arg2,arg3,arg4,arg5);
DALI_TEST_CHECK(false); // Should not get here
}
Dali::Animation instance;
try
{
Dali::Animation instance;
try
{
- Dali::Animation::EndAction arg1(Animation::Bake);
+ Dali::Animation::EndAction arg1(Animation::BAKE);
instance.SetDisconnectAction(arg1);
DALI_TEST_CHECK(false); // Should not get here
}
instance.SetDisconnectAction(arg1);
DALI_TEST_CHECK(false); // Should not get here
}
TypeAction action2( mType, ACTION_STOP, &Animation::DoAction );
TypeAction action3( mType, ACTION_PAUSE, &Animation::DoAction );
TypeAction action2( mType, ACTION_STOP, &Animation::DoAction );
TypeAction action3( mType, ACTION_PAUSE, &Animation::DoAction );
-const Dali::Animation::EndAction DEFAULT_END_ACTION( Dali::Animation::Bake );
-const Dali::Animation::EndAction DEFAULT_DISCONNECT_ACTION( Dali::Animation::BakeFinal );
-const Dali::Animation::Interpolation DEFAULT_INTERPOLATION( Dali::Animation::Linear );
+const Dali::Animation::EndAction DEFAULT_END_ACTION( Dali::Animation::BAKE );
+const Dali::Animation::EndAction DEFAULT_DISCONNECT_ACTION( Dali::Animation::BAKE_FINAL );
+const Dali::Animation::Interpolation DEFAULT_INTERPOLATION( Dali::Animation::LINEAR );
const Dali::AlphaFunction DEFAULT_ALPHA_FUNCTION( Dali::AlphaFunction::DEFAULT );
/**
const Dali::AlphaFunction DEFAULT_ALPHA_FUNCTION( Dali::AlphaFunction::DEFAULT );
/**
StopAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
// Only notify the objects with the _stopped_, i.e. current values if the end action is set to BAKE
StopAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
// Only notify the objects with the _stopped_, i.e. current values if the end action is set to BAKE
- if( mEndAction == EndAction::Bake )
+ if( mEndAction == EndAction::BAKE )
{
NotifyObjects( Notify::USE_CURRENT_VALUE );
}
{
NotifyObjects( Notify::USE_CURRENT_VALUE );
}
DALI_ASSERT_DEBUG(mAnimation);
// Only notify the objects with the current values if the end action is set to BAKE
DALI_ASSERT_DEBUG(mAnimation);
// Only notify the objects with the current values if the end action is set to BAKE
- if( mEndAction == EndAction::Bake )
+ if( mEndAction == EndAction::BAKE )
{
NotifyObjects( Notify::USE_CURRENT_VALUE );
}
{
NotifyObjects( Notify::USE_CURRENT_VALUE );
}
void Animation::NotifyObjects( Animation::Notify notifyValueType )
{
// If the animation is discarded, then we do not want to change the target values unless we want to force the current values
void Animation::NotifyObjects( Animation::Notify notifyValueType )
{
// If the animation is discarded, then we do not want to change the target values unless we want to force the current values
- if( mEndAction != EndAction::Discard || notifyValueType == Notify::FORCE_CURRENT_VALUE )
+ if( mEndAction != EndAction::DISCARD || notifyValueType == Notify::FORCE_CURRENT_VALUE )
{
// Sort according to end time with earlier end times coming first, if the end time is the same, then the connectors are not moved
// Only do this if we're using the target value
{
// Sort according to end time with earlier end times coming first, if the end time is the same, then the connectors are not moved
// Only do this if we're using the target value
{
float frameProgress = (progress - start->GetProgress()) / (end->GetProgress() - start->GetProgress());
{
float frameProgress = (progress - start->GetProgress()) / (end->GetProgress() - start->GetProgress());
- if( interpolation == Dali::Animation::Linear )
+ if( interpolation == Dali::Animation::LINEAR )
{
Interpolate(interpolatedV, start->GetValue(), end->GetValue(), frameProgress);
}
{
Interpolate(interpolatedV, start->GetValue(), end->GetValue(), frameProgress);
}
void Animation::Bake(BufferIndex bufferIndex, EndAction action)
{
void Animation::Bake(BufferIndex bufferIndex, EndAction action)
{
- if( action == Dali::Animation::BakeFinal )
+ if( action == Dali::Animation::BAKE_FINAL )
{
if( mSpeedFactor > 0.0f )
{
{
if( mSpeedFactor > 0.0f )
{
{
animationFinished = true; // The actor-thread should be notified of this
{
animationFinished = true; // The actor-thread should be notified of this
- if( mEndAction != Dali::Animation::Discard )
+ if( mEndAction != Dali::Animation::DISCARD )
{
Bake( bufferIndex, mEndAction );
{
Bake( bufferIndex, mEndAction );
{
if (mState == Playing || mState == Paused)
{
{
if (mState == Playing || mState == Paused)
{
- if (mEndAction != Dali::Animation::Discard)
+ if (mEndAction != Dali::Animation::DISCARD)
{
Bake( bufferIndex, mEndAction );
{
Bake( bufferIndex, mEndAction );
// Make elapsed second as edge of range forcely.
mElapsedSeconds = edgeRangeSeconds + signSpeedFactor * Math::MACHINE_EPSILON_10;
// Make elapsed second as edge of range forcely.
mElapsedSeconds = edgeRangeSeconds + signSpeedFactor * Math::MACHINE_EPSILON_10;
- UpdateAnimators(bufferIndex, finished && (mEndAction != Dali::Animation::Discard), finished );
+ UpdateAnimators(bufferIndex, finished && (mEndAction != Dali::Animation::DISCARD), finished );
// After update animation, mElapsedSeconds must be begin of value
mElapsedSeconds = playRangeStartSeconds + playRangeEndSeconds - edgeRangeSeconds;
// After update animation, mElapsedSeconds must be begin of value
mElapsedSeconds = playRangeStartSeconds + playRangeEndSeconds - edgeRangeSeconds;
mCurrentProgress( 0.f ),
mLoopCount( 1 ),
mAlphaFunction( alphaFunction ),
mCurrentProgress( 0.f ),
mLoopCount( 1 ),
mAlphaFunction( alphaFunction ),
- mDisconnectAction( Dali::Animation::BakeFinal ),
+ mDisconnectAction( Dali::Animation::BAKE_FINAL ),
mAnimationPlaying( false ),
mEnabled( true ),
mConnectedToSceneGraph( false ),
mAnimationPlaying( false ),
mEnabled( true ),
mConnectedToSceneGraph( false ),
void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner ) override final
{
// If we are active, then bake the value if required
void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner ) override final
{
// If we are active, then bake the value if required
- if ( mAnimationPlaying && mDisconnectAction != Dali::Animation::Discard )
+ if ( mAnimationPlaying && mDisconnectAction != Dali::Animation::DISCARD )
{
// Bake to target-value if BakeFinal, otherwise bake current value
{
// Bake to target-value if BakeFinal, otherwise bake current value
- Update( bufferIndex, ( mDisconnectAction == Dali::Animation::Bake ? mCurrentProgress : 1.0f ), true );
+ Update( bufferIndex, ( mDisconnectAction == Dali::Animation::BAKE ? mCurrentProgress : 1.0f ), true );
{
if(mKeyFrames->IsActive(progress))
{
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress, Dali::Animation::Linear);
+ return mKeyFrames->GetValue(progress, Dali::Animation::LINEAR);
{
if(mKeyFrames->IsActive(progress))
{
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress, Dali::Animation::Linear);
+ return mKeyFrames->GetValue(progress, Dali::Animation::LINEAR);
- 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
- 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