#include <dali/internal/common/memory-pool-object-allocator.h>
#include <dali/internal/render/common/performance-monitor.h>
#include <dali/public-api/math/math-utils.h>
+
namespace // Unnamed namespace
{
// Memory pool used to allocate new animations. Memory used by this pool will be released when shutting down DALi
mIsActive[bufferIndex] = true;
}
}
+ else
+ {
+ animator->SetDelayed(true);
+ }
applied = true;
}
else
mAnimationPlaying(false),
mEnabled(true),
mConnectedToSceneGraph(false),
- mAutoReverseEnabled(false)
+ mAutoReverseEnabled(false),
+ mDelayed(false)
{
}
}
/**
+ * Sets whether the animator is delayed or not.
+ * @param delayed True if the animator is delayed.
+ */
+ void SetDelayed(bool delayed)
+ {
+ if(delayed != mDelayed)
+ {
+ if(mPropertyOwner)
+ {
+ mPropertyOwner->SetUpdated(true);
+ }
+ mDelayed = delayed;
+ }
+ }
+
+ /**
* Set the alpha function for an animator.
* @param [in] alphaFunc The alpha function to apply to the animation progress.
*/
DoUpdate(bufferIndex, bake, alpha, blendPoint);
mCurrentProgress = progress;
+ mDelayed = false;
}
/**
bool mEnabled : 1; ///< Animator is "enabled" while its target object is valid and on the stage.
bool mConnectedToSceneGraph : 1; ///< True if ConnectToSceneGraph() has been called in update-thread.
bool mAutoReverseEnabled : 1;
+ bool mDelayed : 1; ///< True if the animator is in delayed state
};
/**
}
// Undefined
- AnimatorTransformProperty() = delete;
- AnimatorTransformProperty(const AnimatorTransformProperty&) = delete;
+ AnimatorTransformProperty() = delete;
+ AnimatorTransformProperty(const AnimatorTransformProperty&) = delete;
AnimatorTransformProperty& operator=(const AnimatorTransformProperty&) = delete;
protected: