- Moved all type independent data to base classes in both AnimatorConnector and SceneGraph::Animator
- Moved all type independent methods to base classes and made them non-virtual
- Re-implemented the type specific parts to use template method to have common base code
- Added a template specialization for float type AnimatorConnector as thats the only type that can be a property component
Change-Id: I43ba1a814b4abf21032b005751454867e446574d
#define __DALI_INTERNAL_ANIMATOR_CONNECTOR_BASE_H__
/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 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/internal/event/common/object-impl.h>
#include <dali/public-api/animation/alpha-function.h>
#include <dali/public-api/animation/time-period.h>
#include <dali/public-api/common/dali-common.h>
+#include <dali/internal/event/common/object-impl.h>
+#include <dali/internal/update/common/property-resetter.h>
+#include <dali/internal/update/manager/update-manager.h>
+
namespace Dali
{
class Animation;
/**
- * An abstract base class for animator connectors.
+ * An abstract base class to create animator connectors and property re-setters for them when needed.
*
* The scene-graph objects are created by a Object e.g. Actor is a proxy for SceneGraph::Node.
- * AnimatorConnectorBase observes the proxy object, in order to detect when a scene-graph object is created.
+ * AnimatorConnectorBase observes the proxy object, in order to detect when a scene-graph object is created
+ * to avoid having unnecessary animations on the scene-graph and allow apps to create animations in initialisation
*/
class AnimatorConnectorBase: public Object::Observer
{
AnimatorConnectorBase(
Object& object,
Property::Index propertyIndex,
- int componentIndex,
+ int32_t componentIndex,
+ Internal::AnimatorFunctionBase* animatorFunction,
AlphaFunction alpha,
const TimePeriod& period)
- : mParent( NULL ),
+ : mParent( nullptr ),
mObject( &object ),
+ mAnimator( nullptr ),
+ mAnimatorFunction( animatorFunction ),
mAlphaFunction(alpha),
mTimePeriod(period),
mPropertyIndex( propertyIndex ),
*/
virtual ~AnimatorConnectorBase()
{
+ if( mObject )
+ {
+ mObject->RemoveObserver( *this );
+ }
+
+ // If there is not a SceneGraph::Animator, the AnimatorConnector is responsible for deleting the mAnimatorFunction
+ // otherwise, the animator function ownership is transferred to the SceneGraph::Animator
+ if( !mAnimator )
+ {
+ delete mAnimatorFunction;
+ }
+ }
+
+ /**
+ * Helper function to create a Scenegraph::Animator and PropertyResetter and add it to its correspondent
+ * SceneGraph::Animation.
+ *
+ * @note This function will only be called the first time the object is added to the scene or at creation time if
+ * the object was already in the scene
+ */
+ void CreateAnimator()
+ {
+ DALI_ASSERT_DEBUG( mAnimator == NULL );
+ DALI_ASSERT_DEBUG( mAnimatorFunction != NULL );
+ DALI_ASSERT_DEBUG( mParent != NULL );
+
+ //Get the PropertyOwner the animator is going to animate
+ const SceneGraph::PropertyOwner& propertyOwner = mObject->GetSceneObject();
+
+ // Get SceneGraph::BaseProperty
+ const SceneGraph::PropertyBase* baseProperty = mObject->GetSceneObjectAnimatableProperty( mPropertyIndex );
+ DALI_ASSERT_ALWAYS( baseProperty && "Property is not animatable" );
+
+ // Check if property is a component of another property
+ const int32_t componentIndex = mObject->GetPropertyComponentIndex( mPropertyIndex );
+ if( componentIndex != Property::INVALID_COMPONENT_INDEX )
+ {
+ mComponentIndex = componentIndex;
+ }
+
+ // call the type specific method to create the concrete animator
+ bool resetterRequired = DoCreateAnimator( propertyOwner, *baseProperty );
+
+ DALI_ASSERT_DEBUG( mAnimator != NULL );
+
+ // Add the new SceneGraph::Animator to its correspondent SceneGraph::Animation via message
+ const SceneGraph::Animation* animation = mParent->GetSceneObject();
+ DALI_ASSERT_DEBUG( NULL != animation );
+ AddAnimatorMessage( mParent->GetEventThreadServices(), *animation, *mAnimator );
+
+ // Add the new SceneGraph::PropertyResetter to the update manager via message
+ if( resetterRequired )
+ {
+ OwnerPointer<SceneGraph::PropertyResetterBase> resetter = SceneGraph::AnimatorResetter::New( propertyOwner, *baseProperty, *mAnimator );
+ AddResetterMessage( mParent->GetEventThreadServices().GetUpdateManager(), resetter );
+ }
}
+ /**
+ * Type specific extension of animator creation
+ */
+ virtual bool DoCreateAnimator( const SceneGraph::PropertyOwner& propertyOwner, const SceneGraph::PropertyBase& baseProperty ) = 0;
+
/**
* Set the parent of the AnimatorConnector.
* @pre The connector does not already have a parent.
* @param [in] parent The parent object.
*/
- virtual void SetParent(Animation& parent) = 0;
+ void SetParent( Animation& parent )
+ {
+ DALI_ASSERT_ALWAYS( mParent == NULL && "AnimationConnector already has a parent" );
+ mParent = &parent;
+
+ if( mObject )
+ {
+ CreateAnimator();
+ }
+ }
/**
* Retrieve the parent of the AnimatorConnector.
return mPropertyIndex;
}
- int GetComponentIndex() const
+ int32_t GetComponentIndex() const
{
return mComponentIndex;
}
/**
* From Object::Observer
*/
- virtual void SceneObjectAdded( Object& object )
+ virtual void SceneObjectAdded( Object& object ) override final
{
+ // If the animator has not been created yet, create it now.
+ if( !mAnimator && mObject )
+ {
+ CreateAnimator();
+ }
}
/**
* From Object::Observer
*/
- virtual void SceneObjectRemoved( Object& object )
+ virtual void SceneObjectRemoved( Object& object ) override final
{
}
*/
virtual void ObjectDestroyed( Object& object )
{
- mObject = NULL;
+ mObject = nullptr;
}
protected:
Animation* mParent; ///< The parent owns the connector.
Object* mObject; ///< Not owned by the animator connector. Valid until ObjectDestroyed() is called.
+ SceneGraph::AnimatorBase* mAnimator;
+ Internal::AnimatorFunctionBase* mAnimatorFunction; ///< Owned by the animator connector until an Scenegraph::Animator is created
AlphaFunction mAlphaFunction;
TimePeriod mTimePeriod;
Property::Index mPropertyIndex;
- int mComponentIndex;
+ int32_t mComponentIndex;
};
#include <dali/internal/update/common/property-owner.h>
#include <dali/internal/update/animation/property-accessor.h>
#include <dali/internal/update/animation/property-component-accessor.h>
-#include <dali/internal/update/common/property-resetter.h>
-#include <dali/internal/update/manager/update-manager.h>
namespace Dali
{
{
/**
- * AnimatorConnector is used to connect SceneGraph::Animators and
- * PropertyResetters for newly created scene-graph objects.
+ * AnimatorConnector is used to connect SceneGraph::Animators.
*
* SceneGraph::Animators weakly reference scene objects, and are automatically deleted when orphaned.
* Therefore the AnimatorConnector is NOT responsible for disconnecting animators.
+ * This is the common template for non float properties, there's a specialization for float properties as they can be component properties
*/
template < typename PropertyType >
class AnimatorConnector : public AnimatorConnectorBase
{
public:
- typedef SceneGraph::Animator< PropertyType, PropertyAccessor<PropertyType> > AnimatorType;
- typedef SceneGraph::AnimatableProperty< PropertyType > PropertyInterfaceType;
+ using AnimatorType = SceneGraph::Animator< PropertyType, PropertyAccessor<PropertyType> >;
+ using PropertyInterfaceType = SceneGraph::AnimatableProperty< PropertyType >;
/**
* Construct a new animator connector.
*/
static AnimatorConnectorBase* New( Object& object,
Property::Index propertyIndex,
- int componentIndex,
+ int32_t componentIndex,
AnimatorFunctionBase* animatorFunction,
AlphaFunction alpha,
const TimePeriod& period )
{
- return new AnimatorConnector< PropertyType >( object,
- propertyIndex,
- componentIndex,
- animatorFunction,
- alpha,
- period );
+ return new AnimatorConnector( object,
+ propertyIndex,
+ componentIndex,
+ animatorFunction,
+ alpha,
+ period );
}
/**
*/
virtual ~AnimatorConnector()
{
- if( mObject )
- {
- mObject->RemoveObserver( *this );
- }
-
- // If there is not a SceneGraph::Animator, the AnimatorConnector is responsible for deleting the mAnimatorFunction
- // otherwise, the animator function ownership is transferred to the SceneGraph::Animator
- if( !mAnimator )
- {
- delete mAnimatorFunction;
- mAnimatorFunction = 0;
- }
- }
-
- /**
- * From AnimatorConnectorBase.
- * This is only expected to be called once, when added to an Animation.
- */
- void SetParent( Animation& parent )
- {
- DALI_ASSERT_ALWAYS( mParent == NULL && "AnimationConnector already has a parent" );
- mParent = &parent;
-
- if( mObject )
- {
- CreateAnimator();
- }
}
private:
*/
AnimatorConnector( Object& object,
Property::Index propertyIndex,
- int componentIndex,
+ int32_t componentIndex,
Internal::AnimatorFunctionBase* animatorFunction,
AlphaFunction alpha,
const TimePeriod& period )
- : AnimatorConnectorBase( object, propertyIndex, componentIndex, alpha, period ),
- mAnimator(0),
- mAnimatorFunction( animatorFunction )
+ : AnimatorConnectorBase( object, propertyIndex, componentIndex, animatorFunction, alpha, period )
{
}
// Undefined
- AnimatorConnector( const AnimatorConnector& );
-
- // Undefined
- AnimatorConnector& operator=( const AnimatorConnector& rhs );
+ AnimatorConnector() = delete;
+ AnimatorConnector( const AnimatorConnector& ) = delete;
+ AnimatorConnector& operator=( const AnimatorConnector& rhs ) = delete;
/**
- * From Object::Observer
+ * @copydoc AnimatorConnectorBase::DoCreateAnimator()
*/
- virtual void SceneObjectAdded( Object& object )
+ bool DoCreateAnimator( const SceneGraph::PropertyOwner& propertyOwner, const SceneGraph::PropertyBase& baseProperty ) override final
{
- //If the animator has not been created yet, create it now.
- if( !mAnimator && mObject )
+ bool resetterRequired = false;
+ // components only supported for float property type
+ DALI_ASSERT_DEBUG( mComponentIndex == Property::INVALID_COMPONENT_INDEX );
+ // Animating the whole property
+
+ // Cast to AnimatableProperty
+ const PropertyInterfaceType* animatableProperty = dynamic_cast< const PropertyInterfaceType* >( &baseProperty );
+
+ if( animatableProperty == nullptr )
{
- CreateAnimator();
+ if( baseProperty.IsTransformManagerProperty() )
+ {
+ mAnimator = SceneGraph::AnimatorTransformProperty< PropertyType,TransformManagerPropertyAccessor<PropertyType> >::New( propertyOwner, baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
+ // Don't reset transform manager properties - TransformManager will do it more efficiently
+ }
+ else
+ {
+ DALI_ASSERT_DEBUG( animatableProperty && "Animating non-animatable property" );
+ }
}
+ else
+ {
+ // Create the animator and resetter
+ mAnimator = AnimatorType::New( propertyOwner, *animatableProperty, mAnimatorFunction,
+ mAlphaFunction, mTimePeriod );
+ resetterRequired = true;
+ }
+ return resetterRequired;
}
+};
- /**
- * Helper function to create a Scenegraph::Animator and PropertyResetter and add it to its correspondent
- * SceneGraph::Animation.
- *
- * @note This function will only be called the first time the object is added to the scene or at creation time if
- * the object was already in the scene
+/**
+ * Specialization for float as that type supports component properties
+ */
+template <>
+class AnimatorConnector< float > : public AnimatorConnectorBase
+{
+public:
+
+ using AnimatorType = SceneGraph::Animator< float, PropertyAccessor<float> >;
+ using PropertyInterfaceType = SceneGraph::AnimatableProperty< float >;
+
+ /**
+ * Construct a new animator connector.
+ * @param[in] object The object for a scene-graph object to animate.
+ * @param[in] propertyIndex The index of a property provided by the object.
+ * @param[in] componentIndex Index to a sub component of a property, for use with Vector2, Vector3 and Vector4 (INVALID_PROPERTY_COMPONENTINDEX to use the whole property)
+ * @param[in] animatorFunction A function used to animate the property.
+ * @param[in] alpha The alpha function to apply.
+ * @param[in] period The time period of the animator.
+ * @return A pointer to a newly allocated animator connector.
*/
- void CreateAnimator()
+ static AnimatorConnectorBase* New( Object& object,
+ Property::Index propertyIndex,
+ int32_t componentIndex,
+ AnimatorFunctionBase* animatorFunction,
+ AlphaFunction alpha,
+ const TimePeriod& period )
{
- DALI_ASSERT_DEBUG( mAnimator == NULL );
- DALI_ASSERT_DEBUG( mAnimatorFunction != NULL );
- DALI_ASSERT_DEBUG( mParent != NULL );
+ return new AnimatorConnector( object,
+ propertyIndex,
+ componentIndex,
+ animatorFunction,
+ alpha,
+ period );
+ }
- //Get the PropertyOwner the animator is going to animate
- const SceneGraph::PropertyOwner& propertyOwner = mObject->GetSceneObject();
+ /**
+ * Virtual destructor.
+ */
+ virtual ~AnimatorConnector()
+ {
+ }
- // Get SceneGraph::BaseProperty
- const SceneGraph::PropertyBase* baseProperty = mObject->GetSceneObjectAnimatableProperty( mPropertyIndex );
- DALI_ASSERT_ALWAYS( baseProperty && "Property is not animatable" );
+private:
- OwnerPointer<SceneGraph::PropertyResetterBase> resetter;
+ /**
+ * Private constructor; see also AnimatorConnector::New().
+ */
+ AnimatorConnector( Object& object,
+ Property::Index propertyIndex,
+ int32_t componentIndex,
+ Internal::AnimatorFunctionBase* animatorFunction,
+ AlphaFunction alpha,
+ const TimePeriod& period )
+ : AnimatorConnectorBase( object, propertyIndex, componentIndex, animatorFunction, alpha, period )
+ {
+ }
- // Check if property is a component of another property
- const int32_t componentIndex = mObject->GetPropertyComponentIndex( mPropertyIndex );
- if( componentIndex != Property::INVALID_COMPONENT_INDEX )
- {
- mComponentIndex = componentIndex;
- }
+ // Undefined
+ AnimatorConnector() = delete;
+ AnimatorConnector( const AnimatorConnector& ) = delete;
+ AnimatorConnector& operator=( const AnimatorConnector& rhs ) = delete;
+ /**
+ * @copydoc AnimatorConnectorBase::DoCreateAnimator()
+ */
+ bool DoCreateAnimator( const SceneGraph::PropertyOwner& propertyOwner, const SceneGraph::PropertyBase& baseProperty ) override final
+ {
+ bool resetterRequired = false;
if( mComponentIndex == Property::INVALID_COMPONENT_INDEX )
{
// Animating the whole property
// Cast to AnimatableProperty
- const PropertyInterfaceType* animatableProperty = dynamic_cast< const PropertyInterfaceType* >( baseProperty );
+ const PropertyInterfaceType* animatableProperty = dynamic_cast< const PropertyInterfaceType* >( &baseProperty );
- if( animatableProperty == NULL )
+ if( animatableProperty == nullptr )
{
- if( baseProperty->IsTransformManagerProperty() )
+ if( baseProperty.IsTransformManagerProperty() )
{
- mAnimator = SceneGraph::AnimatorTransformProperty< PropertyType,TransformManagerPropertyAccessor<PropertyType> >::New( propertyOwner, *baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
+ mAnimator = SceneGraph::AnimatorTransformProperty< float,TransformManagerPropertyAccessor<float> >::New( propertyOwner, baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
// Don't reset transform manager properties - TransformManager will do it more efficiently
}
else
{
- DALI_ASSERT_DEBUG( animatableProperty != NULL && "Animating non-animatable property" );
+ DALI_ASSERT_DEBUG( animatableProperty && "Animating non-animatable property" );
}
-
}
else
{
// Create the animator and resetter
mAnimator = AnimatorType::New( propertyOwner, *animatableProperty, mAnimatorFunction,
mAlphaFunction, mTimePeriod );
- resetter = SceneGraph::AnimatorResetter::New( propertyOwner, *baseProperty, *mAnimator );
+ resetterRequired = true;
}
}
else
{
{
// Animating a component of the property
- if ( PropertyTypes::Get< Vector2 >() == baseProperty->GetType() )
+ if ( PropertyTypes::Get< Vector2 >() == baseProperty.GetType() )
{
// Animate float component of Vector2 property
// Cast to AnimatableProperty of type Vector2
- const SceneGraph::AnimatableProperty<Vector2>* animatableProperty = dynamic_cast< const SceneGraph::AnimatableProperty<Vector2>* >( baseProperty );
- DALI_ASSERT_DEBUG( animatableProperty != NULL && "Animating non-animatable property" );
+ const SceneGraph::AnimatableProperty<Vector2>* animatableProperty = dynamic_cast< const SceneGraph::AnimatableProperty<Vector2>* >( &baseProperty );
+ DALI_ASSERT_DEBUG( animatableProperty && "Animating non-animatable property" );
switch( mComponentIndex )
{
}
}
- if( mAnimator != nullptr )
- {
- resetter = SceneGraph::AnimatorResetter::New( propertyOwner, *baseProperty, *mAnimator );
- }
+ resetterRequired = ( mAnimator != nullptr );
}
- else if ( PropertyTypes::Get< Vector3 >() == baseProperty->GetType() )
+ else if ( PropertyTypes::Get< Vector3 >() == baseProperty.GetType() )
{
// Animate float component of Vector3 property
// Cast to AnimatableProperty of type Vector3
- const SceneGraph::AnimatableProperty<Vector3>* animatableProperty = dynamic_cast< const SceneGraph::AnimatableProperty<Vector3>* >( baseProperty );
+ const SceneGraph::AnimatableProperty<Vector3>* animatableProperty = dynamic_cast< const SceneGraph::AnimatableProperty<Vector3>* >( &baseProperty );
- if( animatableProperty == NULL )
+ if( animatableProperty == nullptr )
{
- if( baseProperty->IsTransformManagerProperty() )
+ if( baseProperty.IsTransformManagerProperty() )
{
if( mComponentIndex == 0 )
{
- mAnimator = SceneGraph::AnimatorTransformProperty< float,TransformManagerPropertyComponentAccessor<Vector3,0> >::New( propertyOwner, *baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
+ mAnimator = SceneGraph::AnimatorTransformProperty< float,TransformManagerPropertyComponentAccessor<Vector3,0> >::New( propertyOwner, baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
}
else if( mComponentIndex == 1 )
{
- mAnimator = SceneGraph::AnimatorTransformProperty< float,TransformManagerPropertyComponentAccessor<Vector3,1> >::New( propertyOwner, *baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
+ mAnimator = SceneGraph::AnimatorTransformProperty< float,TransformManagerPropertyComponentAccessor<Vector3,1> >::New( propertyOwner, baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
}
else if( mComponentIndex == 2 )
{
- mAnimator = SceneGraph::AnimatorTransformProperty< float,TransformManagerPropertyComponentAccessor<Vector3,2> >::New( propertyOwner, *baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
+ mAnimator = SceneGraph::AnimatorTransformProperty< float,TransformManagerPropertyComponentAccessor<Vector3,2> >::New( propertyOwner, baseProperty, mAnimatorFunction, mAlphaFunction, mTimePeriod );
}
}
else
{
- DALI_ASSERT_DEBUG( animatableProperty != NULL && "Animating non-animatable property" );
+ DALI_ASSERT_DEBUG( animatableProperty && "Animating non-animatable property" );
}
// Don't manually reset transform property - TransformManager will do it more efficiently
}
else
{
// Dynamic cast will fail if BaseProperty is not a Vector3 AnimatableProperty
- DALI_ASSERT_DEBUG( animatableProperty != NULL && "Animating non-animatable property" );
+ DALI_ASSERT_DEBUG( animatableProperty && "Animating non-animatable property" );
switch( mComponentIndex )
{
}
}
- if( mAnimator != nullptr )
- {
- resetter = SceneGraph::AnimatorResetter::New( propertyOwner, *baseProperty, *mAnimator );
- }
+ resetterRequired = ( mAnimator != nullptr );
}
}
- else if ( PropertyTypes::Get< Vector4 >() == baseProperty->GetType() )
+ else if ( PropertyTypes::Get< Vector4 >() == baseProperty.GetType() )
{
// Animate float component of Vector4 property
// Cast to AnimatableProperty of type Vector4
- const SceneGraph::AnimatableProperty<Vector4>* animatableProperty = dynamic_cast< const SceneGraph::AnimatableProperty<Vector4>* >( baseProperty );
+ const SceneGraph::AnimatableProperty<Vector4>* animatableProperty = dynamic_cast< const SceneGraph::AnimatableProperty<Vector4>* >( &baseProperty );
//Dynamic cast will fail if BaseProperty is not a Vector4 AnimatableProperty
- DALI_ASSERT_DEBUG( animatableProperty != NULL && "Animating non-animatable property" );
+ DALI_ASSERT_DEBUG( animatableProperty && "Animating non-animatable property" );
switch( mComponentIndex )
{
break;
}
}
- if( mAnimator != nullptr )
- {
- resetter = SceneGraph::AnimatorResetter::New( propertyOwner, *baseProperty, *mAnimator );
- }
+ resetterRequired = ( mAnimator != nullptr );
}
}
}
-
- DALI_ASSERT_DEBUG( mAnimator != NULL );
-
- // Add the new SceneGraph::Animator to its correspondent SceneGraph::Animation via message
- const SceneGraph::Animation* animation = mParent->GetSceneObject();
- DALI_ASSERT_DEBUG( NULL != animation );
- AddAnimatorMessage( mParent->GetEventThreadServices(), *animation, *mAnimator );
-
- // Add the new SceneGraph::PropertyResetter to the update manager via message
- if( resetter != nullptr )
- {
- AddResetterMessage( mParent->GetEventThreadServices().GetUpdateManager(), resetter );
- }
+ return resetterRequired;
}
-
-protected:
-
- SceneGraph::AnimatorBase* mAnimator;
-
- Internal::AnimatorFunctionBase* mAnimatorFunction; ///< Owned by the animator connector until an Scenegraph::Animator is created
};
-
} // namespace Internal
} // namespace Dali
{
mDisconnectAction = action;
- for ( AnimatorIter iter = mAnimators.Begin(), endIter = mAnimators.End(); iter != endIter; ++iter )
+ for ( auto&& item : mAnimators )
{
- (*iter)->SetDisconnectAction( action );
+ item->SetDisconnectAction( action );
}
}
}
void Animation::SetAnimatorsActive( bool active )
{
- for ( AnimatorIter iter = mAnimators.Begin(), endIter = mAnimators.End(); iter != endIter; ++iter )
+ for ( auto&& item : mAnimators )
{
- (*iter)->SetActive( active );
+ item->SetActive( active );
}
}
{
mAutoReverseEnabled = loopingMode;
- for ( AnimatorIter iter = mAnimators.Begin(), endIter = mAnimators.End(); iter != endIter; ++iter )
+ for ( auto&& item : mAnimators )
{
// Send some variables together to figure out the Animation status
- (*iter)->SetSpeedFactor( mSpeedFactor );
- (*iter)->SetLoopCount( mLoopCount );
-
- (*iter)->SetLoopingMode( loopingMode );
+ item->SetSpeedFactor( mSpeedFactor );
+ item->SetLoopCount( mLoopCount );
+ item->SetLoopingMode( loopingMode );
}
}
mAnimators.PushBack( animator.Release() );
}
-void Animation::Update(BufferIndex bufferIndex, float elapsedSeconds, bool& looped, bool& finished, bool& progressReached )
+void Animation::Update( BufferIndex bufferIndex, float elapsedSeconds, bool& looped, bool& finished, bool& progressReached )
{
looped = false;
finished = false;
//Loop through all animators
bool applied(true);
- for ( AnimatorIter iter = mAnimators.Begin(); iter != mAnimators.End(); )
+ for ( auto&& iter = mAnimators.Begin(); iter != mAnimators.End(); )
{
AnimatorBase *animator = *iter;
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.
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 ) );
namespace Internal
{
-typedef Dali::Animation::Interpolation Interpolation;
+using Interpolation = Dali::Animation::Interpolation;
-struct AnimatorFunctionBase;
-
-namespace SceneGraph
+/**
+ * AnimatorFunction base class.
+ * Needs to be declared first so AnimatorBase knows about it's destructor
+ * All update functions must inherit from AnimatorFunctionBase and overload the appropiate "()" operator
+ */
+struct AnimatorFunctionBase
{
+ /**
+ * Constructor
+ */
+ AnimatorFunctionBase() {}
+
+ /*
+ * Virtual destructor (Intended as base class)
+ */
+ virtual ~AnimatorFunctionBase() {}
+
+ ///Stub "()" operators.
+ virtual bool operator()(float progress, const bool& property)
+ {
+ return property;
+ }
-class AnimatorBase;
+ virtual float operator()(float progress, const int32_t& property)
+ {
+ return static_cast<float>( property );
+ }
-typedef OwnerContainer< AnimatorBase* > AnimatorContainer;
+ virtual float operator()(float progress, const float& property)
+ {
+ return property;
+ }
-typedef AnimatorContainer::Iterator AnimatorIter;
-typedef AnimatorContainer::ConstIterator AnimatorConstIter;
+ virtual Vector2 operator()(float progress, const Vector2& property)
+ {
+ return property;
+ }
+
+ virtual Vector3 operator()(float progress, const Vector3& property)
+ {
+ return property;
+ }
+
+ virtual Vector4 operator()(float progress, const Vector4& property)
+ {
+ return property;
+ }
+
+ virtual Quaternion operator()(float progress, const Quaternion& property)
+ {
+ return property;
+ }
+};
+
+namespace SceneGraph
+{
/**
* An abstract base class for Animators, which can be added to scene graph animations.
* Each animator changes a single property of an object in the scene graph.
*/
-class AnimatorBase
+class AnimatorBase : public PropertyOwner::Observer
{
public:
- typedef float (*AlphaFunc)(float progress); ///< Definition of an alpha function
+ using AlphaFunc = float (*)(float progress); ///< Definition of an alpha function
/**
* Observer to determine when the animator is no longer present
/**
* Constructor.
*/
- AnimatorBase()
- : mLifecycleObserver(nullptr),
- mDurationSeconds(1.0f),
- mIntervalDelaySeconds(0.0f),
- mSpeedFactor(1.0f),
- mLoopCount(1),
- mAlphaFunction(AlphaFunction::DEFAULT),
- mDisconnectAction(Dali::Animation::BakeFinal),
- mAnimationPlaying(false),
- mEnabled(true),
- mConnectedToSceneGraph(false),
+ AnimatorBase( PropertyOwner* propertyOwner,
+ AnimatorFunctionBase* animatorFunction,
+ AlphaFunction alphaFunction,
+ const TimePeriod& timePeriod )
+ : mLifecycleObserver( nullptr ),
+ mPropertyOwner( propertyOwner ),
+ mAnimatorFunction( animatorFunction ),
+ mDurationSeconds( timePeriod.durationSeconds ),
+ mIntervalDelaySeconds( timePeriod.delaySeconds ),
+ mSpeedFactor( 1.0f ),
+ mCurrentProgress( 0.f ),
+ mLoopCount( 1 ),
+ mAlphaFunction( alphaFunction ),
+ mDisconnectAction( Dali::Animation::BakeFinal ),
+ mAnimationPlaying( false ),
+ mEnabled( true ),
+ mConnectedToSceneGraph( false ),
mAutoReverseEnabled( false )
{
}
*/
virtual ~AnimatorBase()
{
+ delete mAnimatorFunction;
+ if (mPropertyOwner && mConnectedToSceneGraph)
+ {
+ mPropertyOwner->RemoveObserver(*this);
+ }
if( mLifecycleObserver != nullptr )
{
mLifecycleObserver->ObjectDestroyed();
mLifecycleObserver = nullptr;
}
+private: // From PropertyOwner::Observer
+
+ /**
+ * @copydoc PropertyOwner::Observer::PropertyOwnerConnected( PropertyOwner& owner )
+ */
+ void PropertyOwnerConnected( PropertyOwner& owner ) override final
+ {
+ mEnabled = true;
+ }
+
+ /**
+ * @copydoc PropertyOwner::Observer::PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner )
+ */
+ void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner ) override final
+ {
+ // If we are active, then bake the value if required
+ if ( mAnimationPlaying && mDisconnectAction != Dali::Animation::Discard )
+ {
+ // Bake to target-value if BakeFinal, otherwise bake current value
+ Update( bufferIndex, ( mDisconnectAction == Dali::Animation::Bake ? mCurrentProgress : 1.0f ), true );
+ }
+
+ mEnabled = false;
+ }
+
+ /**
+ * @copydoc PropertyOwner::Observer::PropertyOwnerDestroyed( PropertyOwner& owner )
+ */
+ void PropertyOwnerDestroyed( PropertyOwner& owner ) override final
+ {
+ mPropertyOwner = nullptr;
+ }
+
+public:
/**
* Called when Animator is added to the scene-graph in update-thread.
*/
- virtual void ConnectToSceneGraph() = 0;
+ void ConnectToSceneGraph()
+ {
+ mConnectedToSceneGraph = true;
+ mPropertyOwner->AddObserver(*this);
+ }
/**
* Set the duration of the animator.
}
/**
- * Retrive wheter the animator's target object is valid and on the stage.
+ * Whether the animator's target object is valid and on the stage.
* @return The enabled state.
*/
bool IsEnabled() const
* @return True if animator is orphan, false otherwise *
* @note The SceneGraph::Animation will delete any orphan animator in its Update method.
*/
- virtual bool Orphan() = 0;
+ bool Orphan()
+ {
+ return (mPropertyOwner == nullptr);
+ }
/**
* Update the scene object attached to the animator.
* @param[in] progress A value from 0 to 1, where 0 is the start of the animation, and 1 is the end point.
* @param[in] bake Bake.
*/
- virtual void Update(BufferIndex bufferIndex, float progress, bool bake) = 0;
+ void Update( BufferIndex bufferIndex, float progress, bool bake )
+ {
+ if( mLoopCount >= 0 )
+ {
+ // Update the progress value
+ progress = SetProgress( progress );
+ }
+
+ float alpha = ApplyAlphaFunction( progress );
+
+ // PropertyType specific part
+ DoUpdate( bufferIndex, bake, alpha );
+
+ mCurrentProgress = progress;
+ }
+
+ /**
+ * Type specific part of the animator
+ * @param bufferIndex index to use
+ * @param bake whether to bake or not
+ * @param alpha value from alpha based on progress
+ */
+ virtual void DoUpdate( BufferIndex bufferIndex, bool bake, float alpha ) = 0;
protected:
}
LifecycleObserver* mLifecycleObserver;
+ PropertyOwner* mPropertyOwner;
+ AnimatorFunctionBase* mAnimatorFunction;
float mDurationSeconds;
float mIntervalDelaySeconds;
float mSpeedFactor;
+ float mCurrentProgress;
int32_t mLoopCount;
* An animator for a specific property type PropertyType.
*/
template < typename PropertyType, typename PropertyAccessorType >
-class Animator : public AnimatorBase, public PropertyOwner::Observer
+class Animator : public AnimatorBase
{
public:
AlphaFunction alphaFunction,
const TimePeriod& timePeriod )
{
- typedef Animator< PropertyType, PropertyAccessorType > AnimatorType;
-
// The property was const in the actor-thread, but animators are used in the scene-graph thread.
- AnimatorType* animator = new AnimatorType( const_cast<PropertyOwner*>( &propertyOwner ),
- const_cast<PropertyBase*>( &property ),
- animatorFunction );
-
- animator->SetAlphaFunction( alphaFunction );
- animator->SetIntervalDelay( timePeriod.delaySeconds );
- animator->SetDuration( timePeriod.durationSeconds );
-
- return animator;
+ return new Animator( const_cast<PropertyOwner*>( &propertyOwner ),
+ const_cast<PropertyBase*>( &property ),
+ animatorFunction,
+ alphaFunction,
+ timePeriod );
}
/**
*/
virtual ~Animator()
{
- if (mPropertyOwner && mConnectedToSceneGraph)
- {
- mPropertyOwner->RemoveObserver(*this);
- }
-
- delete mAnimatorFunction;
- }
-
- /**
- * Called when Animator is added to the scene-graph in update-thread.
- */
- virtual void ConnectToSceneGraph()
- {
- mConnectedToSceneGraph = true;
- mPropertyOwner->AddObserver(*this);
- }
-
- /**
- * Called when mPropertyOwner is connected to the scene graph.
- */
- virtual void PropertyOwnerConnected( PropertyOwner& owner )
- {
- mEnabled = true;
- }
-
- /**
- * Called when mPropertyOwner is disconnected from the scene graph.
- */
- virtual void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner )
- {
- // If we are active, then bake the value if required
- if ( mAnimationPlaying && mDisconnectAction != Dali::Animation::Discard )
- {
- // Bake to target-value if BakeFinal, otherwise bake current value
- Update( bufferIndex, ( mDisconnectAction == Dali::Animation::Bake ? mCurrentProgress : 1.0f ), true );
- }
-
- mEnabled = false;
- }
-
- /**
- * Called shortly before mPropertyOwner is destroyed
- */
- virtual void PropertyOwnerDestroyed( PropertyOwner& owner )
- {
- mPropertyOwner = NULL;
}
/**
- * From AnimatorBase.
+ * @copydoc AnimatorBase::DoUpdate( BufferIndex bufferIndex, bool bake, float alpha )
*/
- virtual void Update( BufferIndex bufferIndex, float progress, bool bake )
+ virtual void DoUpdate( BufferIndex bufferIndex, bool bake, float alpha ) override final
{
- if( mLoopCount >= 0 )
- {
- // Update the progress value
- progress = SetProgress( progress );
- }
-
- float alpha = ApplyAlphaFunction( progress );
-
const PropertyType& current = mPropertyAccessor.Get( bufferIndex );
// need to cast the return value in case property is integer
const PropertyType result = static_cast<PropertyType>( (*mAnimatorFunction)( alpha, current ) );
+
if ( bake )
{
mPropertyAccessor.Bake( bufferIndex, result );
{
mPropertyAccessor.Set( bufferIndex, result );
}
-
- mCurrentProgress = progress;
- }
-
- /**
- * From AnimatorBase.
- */
- virtual bool Orphan()
- {
- return (mPropertyOwner == NULL);
}
private:
*/
Animator( PropertyOwner* propertyOwner,
PropertyBase* property,
- AnimatorFunctionBase* animatorFunction )
- : mPropertyOwner( propertyOwner ),
- mPropertyAccessor( property ),
- mAnimatorFunction( animatorFunction ),
- mCurrentProgress( 0.0f )
+ AnimatorFunctionBase* animatorFunction,
+ AlphaFunction alphaFunction,
+ const TimePeriod& timePeriod )
+ : AnimatorBase( propertyOwner, animatorFunction, alphaFunction, timePeriod ),
+ mPropertyAccessor( property )
{
// WARNING - this object is created in the event-thread
// The scene-graph mPropertyOwner object cannot be observed here
protected:
- PropertyOwner* mPropertyOwner;
PropertyAccessorType mPropertyAccessor;
- AnimatorFunctionBase* mAnimatorFunction;
- float mCurrentProgress;
};
/**
* An animator for a specific property type PropertyType.
*/
-template <typename T, typename PropertyAccessorType>
-class AnimatorTransformProperty : public AnimatorBase, public PropertyOwner::Observer
+template <typename PropertyType, typename PropertyAccessorType>
+class AnimatorTransformProperty : public AnimatorBase
{
public:
{
// The property was const in the actor-thread, but animators are used in the scene-graph thread.
- AnimatorTransformProperty* animator = new AnimatorTransformProperty( const_cast<PropertyOwner*>( &propertyOwner ),
- const_cast<PropertyBase*>( &property ),
- animatorFunction );
-
- animator->SetAlphaFunction( alphaFunction );
- animator->SetIntervalDelay( timePeriod.delaySeconds );
- animator->SetDuration( timePeriod.durationSeconds );
-
- return animator;
+ return new AnimatorTransformProperty( const_cast<PropertyOwner*>( &propertyOwner ),
+ const_cast<PropertyBase*>( &property ),
+ animatorFunction,
+ alphaFunction,
+ timePeriod );
}
/**
*/
virtual ~AnimatorTransformProperty()
{
- if (mPropertyOwner && mConnectedToSceneGraph)
- {
- mPropertyOwner->RemoveObserver(*this);
- }
-
- delete mAnimatorFunction;
}
/**
- * Called when Animator is added to the scene-graph in update-thread.
+ * @copydoc AnimatorBase::DoUpdate( BufferIndex bufferIndex, bool bake, float alpha )
*/
- virtual void ConnectToSceneGraph()
+ virtual void DoUpdate( BufferIndex bufferIndex, bool bake, float alpha ) override final
{
- mConnectedToSceneGraph = true;
- mPropertyOwner->AddObserver(*this);
- }
-
- /**
- * Called when mPropertyOwner is connected to the scene graph.
- */
- virtual void PropertyOwnerConnected( PropertyOwner& owner )
- {
- mEnabled = true;
- }
-
- /**
- * Called when mPropertyOwner is disconnected from the scene graph.
- */
- virtual void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner )
- {
- // If we are active, then bake the value if required
- if ( mAnimationPlaying && mDisconnectAction != Dali::Animation::Discard )
- {
- // Bake to target-value if BakeFinal, otherwise bake current value
- Update( bufferIndex, ( mDisconnectAction == Dali::Animation::Bake ? mCurrentProgress : 1.0f ), true );
- }
-
- mEnabled = false;
- }
-
- /**
- * Called shortly before mPropertyOwner is destroyed
- */
- virtual void PropertyOwnerDestroyed( PropertyOwner& owner )
- {
- mPropertyOwner = NULL;
- }
-
- /**
- * From AnimatorBase.
- */
- virtual void Update( BufferIndex bufferIndex, float progress, bool bake )
- {
- if( mLoopCount >= 0 )
- {
- // Update the progress value
- progress = SetProgress( progress );
- }
-
- float alpha = ApplyAlphaFunction( progress );
-
- const T& current = mPropertyAccessor.Get( bufferIndex );
+ const PropertyType& current = mPropertyAccessor.Get( bufferIndex );
// need to cast the return value in case property is integer
- T result = static_cast<T>( (*mAnimatorFunction)( alpha, current ) );
+ const PropertyType result = static_cast<PropertyType>( (*mAnimatorFunction)( alpha, current ) );
if ( bake )
{
{
mPropertyAccessor.Set( bufferIndex, result );
}
-
- mCurrentProgress = progress;
- }
-
- /**
- * From AnimatorBase.
- */
- virtual bool Orphan()
- {
- return (mPropertyOwner == NULL);
}
private:
*/
AnimatorTransformProperty( PropertyOwner* propertyOwner,
PropertyBase* property,
- AnimatorFunctionBase* animatorFunction )
- : mPropertyOwner( propertyOwner ),
- mPropertyAccessor( property ),
- mAnimatorFunction( animatorFunction ),
- mCurrentProgress( 0.0f )
+ AnimatorFunctionBase* animatorFunction,
+ AlphaFunction alphaFunction,
+ const TimePeriod& timePeriod )
+ : AnimatorBase( propertyOwner, animatorFunction, alphaFunction, timePeriod ),
+ mPropertyAccessor( property )
{
// WARNING - this object is created in the event-thread
// The scene-graph mPropertyOwner object cannot be observed here
}
// Undefined
- AnimatorTransformProperty( const AnimatorTransformProperty& );
-
- // Undefined
- AnimatorTransformProperty& operator=( const AnimatorTransformProperty& );
+ AnimatorTransformProperty() = delete;
+ AnimatorTransformProperty( const AnimatorTransformProperty& ) = delete;
+ AnimatorTransformProperty& operator=( const AnimatorTransformProperty& ) = delete;
protected:
- PropertyOwner* mPropertyOwner;
PropertyAccessorType mPropertyAccessor;
- AnimatorFunctionBase* mAnimatorFunction;
- float mCurrentProgress;
};
} // namespace SceneGraph
-/*
- * AnimatorFunction base class.
- * All update functions must inherit from AnimatorFunctionBase and overload the appropiate "()" operator
- */
-struct AnimatorFunctionBase
-{
- /**
- * Constructor
- */
- AnimatorFunctionBase(){}
-
- /*
- * Virtual destructor (Intended as base class)
- */
- virtual ~AnimatorFunctionBase(){}
-
- ///Stub "()" operators.
- virtual bool operator()(float progress, const bool& property)
- {
- return property;
- }
-
- virtual float operator()(float progress, const int32_t& property)
- {
- return static_cast<float>( property );
- }
-
- virtual float operator()(float progress, const float& property)
- {
- return property;
- }
-
- virtual Vector2 operator()(float progress, const Vector2& property)
- {
- return property;
- }
-
- virtual Vector3 operator()(float progress, const Vector3& property)
- {
- return property;
- }
-
- virtual Vector4 operator()(float progress, const Vector4& property)
- {
- return property;
- }
-
- virtual Quaternion operator()(float progress, const Quaternion& property)
- {
- return property;
- }
-};
-
// Update functions
struct AnimateByInteger : public AnimatorFunctionBase
OwnerContainer< PropertyOwner* > customObjects; ///< A container of owned objects (with custom properties)
OwnerContainer< PropertyResetterBase* > propertyResetters; ///< A container of property resetters
- AnimationContainer animations; ///< A container of owned animations
+ OwnerContainer< Animation* > animations; ///< A container of owned animations
PropertyNotificationContainer propertyNotifications; ///< A container of owner property notifications.
OwnerContainer< Renderer* > renderers; ///< A container of owned renderers
OwnerContainer< TextureSet* > textureSets; ///< A container of owned texture sets
void UpdateManager::Animate( BufferIndex bufferIndex, float elapsedSeconds )
{
- AnimationContainer &animations = mImpl->animations;
- AnimationIter iter = animations.Begin();
+ auto&& iter = mImpl->animations.Begin();
bool animationLooped = false;
- while ( iter != animations.End() )
+ while ( iter != mImpl->animations.End() )
{
Animation* animation = *iter;
bool finished = false;
// Remove animations that had been destroyed but were still waiting for an update
if (animation->GetState() == Animation::Destroyed)
{
- iter = animations.Erase(iter);
+ iter = mImpl->animations.Erase(iter);
}
else
{