{
public:
using UploadCompletedSignalType = Dali::VectorAnimationRenderer::UploadCompletedSignalType;
+ using VectorProperty = Dali::VectorAnimationRenderer::VectorProperty;
/**
* @brief Constructor
virtual void InvalidateBuffer() = 0;
/**
+ * @brief Sets property value for the specified keyPath. This keyPath can resolve to multiple contents.
+ * In that case, the callback's value will apply to all of them.
+ *
+ * @param[in] keyPath The key path used to target a specific content or a set of contents that will be updated.
+ * @param[in] property The property to set.
+ * @param[in] callback The callback what gets called every time the animation is rendered.
+ * @param[in] id The Id to specify the callback. It should be unique and will be passed when the callback is called.
+ *
+ * @note A callback of the following type may be used:
+ * id The id to specify the callback.
+ * property The property that represent what you are trying to change.
+ * frameNumber The current frame number.
+ * It returns a Property::Value to set according to the property type.
+ *
+ * @code
+ * Property::Value MyFunction(int32_t id, VectorProperty property, uint32_t frameNumber);
+ * @endcode
+ *
+ * The keypath should conatin object names separated by (.) and can handle globe(**) or wildchar(*).
+ * Ownership of the callback is passed onto this class.
+ */
+ virtual void AddPropertyValueCallback(const std::string& keyPath, VectorProperty property, CallbackBase* callback, int32_t id) = 0;
+
+ /**
* @brief Connect to this signal to be notified when the texture upload is completed.
*
* @return The signal to connect to.
GetImplementation(*this).InvalidateBuffer();
}
+void VectorAnimationRenderer::AddPropertyValueCallback(const std::string& keyPath, VectorProperty property, CallbackBase* callback, int32_t id)
+{
+ GetImplementation(*this).AddPropertyValueCallback(keyPath, property, callback, id);
+}
+
VectorAnimationRenderer::UploadCompletedSignalType& VectorAnimationRenderer::UploadCompletedSignal()
{
return GetImplementation(*this).UploadCompletedSignal();
class DALI_ADAPTOR_API VectorAnimationRenderer : public BaseHandle
{
public:
+ enum class VectorProperty
+ {
+ FILL_COLOR, ///< Fill color of the object, Type Property::VECTOR3
+ FILL_OPACITY, ///< Fill opacity of the object, Type Property::FLOAT
+ STROKE_COLOR, ///< Stroke color of the object, Type Property::VECTOR3
+ STROKE_OPACTY, ///< Stroke opacity of the object, Type Property::FLOAT
+ STROKE_WIDTH, ///< Stroke width of the object, Type Property::FLOAT
+ TRANSFORM_ANCHOR, ///< Transform anchor of the Layer and Group object, Type Property::VECTOR2
+ TRANSFORM_POSITION, ///< Transform position of the Layer and Group object, Type Property::VECTOR2
+ TRANSFORM_SCALE, ///< Transform scale of the Layer and Group object, Type Property::VECTOR2 [0..100]
+ TRANSFORM_ROTATION, ///< Transform rotation of the Layer and Group object, Type Property::FLOAT [0..360] in degrees
+ TRANSFORM_OPACITY ///< Transform opacity of the Layer and Group object, Type Property::FLOAT
+ };
+
/// @brief UploadCompleted signal type.
using UploadCompletedSignalType = Signal<void()>;
*/
void InvalidateBuffer();
+ /**
+ * @brief Sets property value for the specified keyPath. This keyPath can resolve to multiple contents.
+ * In that case, the callback's value will apply to all of them.
+ *
+ * @param[in] keyPath The key path used to target a specific content or a set of contents that will be updated.
+ * @param[in] property The property to set.
+ * @param[in] callback The callback that gets called every time the animation is rendered.
+ * @param[in] id The Id to specify the callback. It should be unique and will be passed when the callback is called.
+ *
+ * @note A callback of the following type may be used:
+ * id The id to specify the callback.
+ * property The property that represent what you are trying to change.
+ * frameNumber The current frame number.
+ * It returns a Property::Value to set according to the property type.
+ *
+ * @code
+ * Property::Value MyFunction(int32_t id, VectorProperty property, uint32_t frameNumber);
+ * @endcode
+ *
+ * The keypath should contain object names separated by (.) and can handle globe(**) or wildchar(*).
+ * Ownership of the callback is passed onto this class.
+ */
+ void AddPropertyValueCallback(const std::string& keyPath, VectorProperty property, CallbackBase* callback, int32_t id);
+
public: // Signals
/**
* @brief Connect to this signal to be notified when the texture upload is completed.
mPlugin.InvalidateBuffer();
}
+void VectorAnimationRenderer::AddPropertyValueCallback(const std::string& keyPath, Dali::VectorAnimationRenderer::VectorProperty property, CallbackBase* callback, int32_t id)
+{
+ mPlugin.AddPropertyValueCallback(keyPath, property, callback, id);
+}
+
Dali::VectorAnimationRenderer::UploadCompletedSignalType& VectorAnimationRenderer::UploadCompletedSignal()
{
return mPlugin.UploadCompletedSignal();
void InvalidateBuffer();
/**
+ * @copydoc Dali::VectorAnimationRenderer::AddPropertyValueCallback()
+ */
+ void AddPropertyValueCallback(const std::string& keyPath, Dali::VectorAnimationRenderer::VectorProperty property, CallbackBase* callback, int32_t id);
+
+ /**
* @copydoc Dali::VectorAnimationRenderer::UploadCompletedSignal()
*/
Dali::VectorAnimationRenderer::UploadCompletedSignalType& UploadCompletedSignal();
}
}
+void VectorAnimationRendererPluginProxy::AddPropertyValueCallback(const std::string& keyPath, Dali::VectorAnimationRenderer::VectorProperty property, CallbackBase* callback, int32_t id)
+{
+ if(mPlugin)
+ {
+ mPlugin->AddPropertyValueCallback(keyPath, property, callback, id);
+ }
+}
+
VectorAnimationRendererPlugin::UploadCompletedSignalType& VectorAnimationRendererPluginProxy::UploadCompletedSignal()
{
if(mPlugin)
void InvalidateBuffer();
/**
+ * @copydoc Dali::VectorAnimationRendererPlugin::AddPropertyValueCallback()
+ */
+ void AddPropertyValueCallback(const std::string& keyPath, Dali::VectorAnimationRenderer::VectorProperty property, CallbackBase* callback, int32_t id);
+
+ /**
* @copydoc Dali::VectorAnimationRendererPlugin::UploadCompletedSignal()
*/
VectorAnimationRendererPlugin::UploadCompletedSignalType& UploadCompletedSignal();