mCurrentLoop = 0;
mDelaySeconds = 0.0f;
}
- mState = Playing;
if(mSpeedFactor < 0.0f && mElapsedSeconds <= mPlayRange.x * mDurationSeconds)
{
}
SetAnimatorsActive(true);
+
+ // Set state after activte animators
+ mState = Playing;
}
void Animation::PlayFrom(float progress)
mCurrentLoop = 0;
mDelaySeconds = 0.0f;
}
- mState = Playing;
SetAnimatorsActive(true);
+
+ // Set state after activte animators
+ mState = Playing;
}
}
{
mCurrentLoop = 0;
}
- mState = Playing;
if(mSpeedFactor < 0.0f && mElapsedSeconds <= mPlayRange.x * mDurationSeconds)
{
}
SetAnimatorsActive(true);
+
+ // Set state after activte animators
+ mState = Playing;
}
}
{
if(mState == Playing)
{
+ DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Pause (before state : %c)\n", GetNotifyId(), mDurationSeconds * 1000.0f, "SRPD"[mState]);
mState = Paused;
- DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Pause\n", GetNotifyId(), mDurationSeconds * 1000.0f);
}
}
void Animation::SetAnimatorsActive(bool active)
{
- DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms %s\n", GetNotifyId(), mDurationSeconds * 1000.0f, active ? "Play" : "Stop");
+ DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms %s (before state : %c)\n", GetNotifyId(), mDurationSeconds * 1000.0f, active ? "Play" : "Stop", "SRPD"[mState]);
for(auto&& item : mAnimators)
{
item->SetActive(active);
if(mEndAction != Dali::Animation::DISCARD)
{
Bake(bufferIndex, mEndAction);
- DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Stop\n", GetNotifyId(), mDurationSeconds * 1000.0f);
+ DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Stop (before state : %c)\n", GetNotifyId(), mDurationSeconds * 1000.0f, "SRPD"[mState]);
// Animators are automatically set to inactive in Bake
}
mPlayedCount = 0;
mCurrentLoop = 0;
- DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Clear\n", GetNotifyId(), mDurationSeconds * 1000.0f);
+ DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Clear (before state : %c)\n", GetNotifyId(), mDurationSeconds * 1000.0f, "SRPD"[mState]);
}
void Animation::OnDestroy(BufferIndex bufferIndex)
}
}
+ DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Destroy (before state : %c)\n", GetNotifyId(), mDurationSeconds * 1000.0f, "SRPD"[mState]);
+
mIsStopped = false; ///< Do not make notify.
mState = Destroyed;
-
- DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Destroy\n", GetNotifyId(), mDurationSeconds * 1000.0f);
}
void Animation::SetLoopingMode(bool loopingMode)
{
DALI_ASSERT_DEBUG(mCurrentLoop == mLoopCount);
finished = true;
+ DALI_LOG_DEBUG_INFO("Animation[%u] with duration %f ms Finished (before state : %c)\n", GetNotifyId(), mDurationSeconds * 1000.0f, "SRPD"[mState]);
// The animation has now been played to completion
++mPlayedCount;