Merge "use string_view instead of const string literals." into devel/master
[platform/core/uifw/dali-core.git] / dali / internal / event / animation / animation-impl.cpp
1 /*
2  * Copyright (c) 2019 Samsung Electronics Co., Ltd.
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  * http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  *
16  */
17
18 // CLASS HEADER
19 #include <dali/internal/event/animation/animation-impl.h>
20 #include <dali/public-api/object/property-map.h>
21
22 // EXTERNAL INCLUDES
23
24 // INTERNAL INCLUDES
25 #include <dali/public-api/animation/alpha-function.h>
26 #include <dali/public-api/animation/time-period.h>
27 #include <dali/public-api/common/dali-common.h>
28 #include <dali/public-api/object/type-registry.h>
29 #include <dali/public-api/math/vector2.h>
30 #include <dali/public-api/math/radian.h>
31 #include <dali/internal/event/animation/animation-playlist.h>
32 #include <dali/internal/event/animation/animator-connector.h>
33 #include <dali/internal/event/animation/path-impl.h>
34 #include <dali/internal/event/common/notification-manager.h>
35 #include <dali/internal/event/common/property-helper.h>
36 #include <dali/internal/event/common/stage-impl.h>
37 #include <dali/internal/event/common/thread-local-storage.h>
38 #include <dali/internal/update/animation/scene-graph-animator.h>
39 #include <dali/internal/update/manager/update-manager.h>
40
41 using Dali::Internal::SceneGraph::UpdateManager;
42 using Dali::Internal::SceneGraph::AnimatorBase;
43 using Dali::Internal::SceneGraph::Shader;
44
45 namespace Dali
46 {
47
48 namespace Internal
49 {
50
51 static bool SHOW_VALUE = true;
52 static bool HIDE_VALUE = false;
53
54 namespace
55 {
56
57 // Signals
58
59 static constexpr std::string_view SIGNAL_FINISHED = "finished";
60
61 // Actions
62
63 static constexpr std::string_view ACTION_PLAY  = "play";
64 static constexpr std::string_view ACTION_STOP  = "stop";
65 static constexpr std::string_view ACTION_PAUSE = "pause";
66
67 BaseHandle Create()
68 {
69   return Dali::Animation::New(0.f);
70 }
71
72 TypeRegistration mType( typeid( Dali::Animation ), typeid( Dali::BaseHandle ), Create );
73
74 SignalConnectorType signalConnector1(mType, std::string(SIGNAL_FINISHED), &Animation::DoConnectSignal);
75
76 TypeAction action1(mType, std::string(ACTION_PLAY), &Animation::DoAction);
77 TypeAction action2(mType, std::string(ACTION_STOP), &Animation::DoAction);
78 TypeAction action3(mType, std::string(ACTION_PAUSE), &Animation::DoAction);
79
80 const Dali::Animation::EndAction DEFAULT_END_ACTION( Dali::Animation::BAKE );
81 const Dali::Animation::EndAction DEFAULT_DISCONNECT_ACTION( Dali::Animation::BAKE_FINAL );
82 const Dali::Animation::Interpolation DEFAULT_INTERPOLATION( Dali::Animation::LINEAR );
83 const Dali::AlphaFunction DEFAULT_ALPHA_FUNCTION( Dali::AlphaFunction::DEFAULT );
84
85 /**
86  * Helper to tell if a property is animatable (if we have animators for it)
87  *
88  * @param type type to check
89  * @return true if animatable
90  */
91 inline bool IsAnimatable( Property::Type type )
92 {
93   bool animatable = false;
94   switch( type )
95   {
96     case Property::BOOLEAN :
97     case Property::FLOAT :
98     case Property::INTEGER :
99     case Property::VECTOR2 :
100     case Property::VECTOR3 :
101     case Property::VECTOR4 :
102     case Property::ROTATION :
103     {
104       animatable = true;
105       break;
106     }
107     case Property::MATRIX : // matrix is allowed as a scene graph property but there's no animators for it
108     case Property::MATRIX3 : // matrix3 is allowed as a scene graph property but there's no animators for it
109     case Property::NONE :
110     case Property::RECTANGLE :
111     case Property::STRING :
112     case Property::ARRAY :
113     case Property::MAP :
114     case Property::EXTENTS :
115     {
116       break;
117     }
118   }
119   return animatable;
120 }
121
122 /**
123  * Helper to validate animation input values
124  *
125  * @param propertyType type of the property that is being animated
126  * @param destinationType type of the target
127  * @param period time period of the animation
128  */
129 void ValidateParameters( Property::Type propertyType, Property::Type destinationType, const TimePeriod& period )
130 {
131   // destination value has to be animatable
132   DALI_ASSERT_ALWAYS( IsAnimatable( propertyType ) && "Property type is not animatable" );
133   DALI_ASSERT_ALWAYS( IsAnimatable( destinationType ) && "Target value is not animatable" );
134   DALI_ASSERT_ALWAYS( propertyType == destinationType && "Property and target types don't match" );
135   DALI_ASSERT_ALWAYS( period.durationSeconds >= 0 && "Duration must be >=0" );
136 }
137
138 } // anonymous namespace
139
140 AnimationPtr Animation::New(float durationSeconds)
141 {
142   if( durationSeconds < 0.0f )
143   {
144     DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
145     durationSeconds = 0.0f;
146   }
147
148   ThreadLocalStorage& tls = ThreadLocalStorage::Get();
149   AnimationPtr animation = new Animation( tls.GetEventThreadServices(), tls.GetAnimationPlaylist(), durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, DEFAULT_ALPHA_FUNCTION );
150
151   // Second-phase construction
152   animation->Initialize();
153
154   return animation;
155 }
156
157 Animation::Animation(EventThreadServices& eventThreadServices, AnimationPlaylist& playlist, float durationSeconds, EndAction endAction, EndAction disconnectAction, AlphaFunction defaultAlpha)
158 : mEventThreadServices(eventThreadServices),
159   mPlaylist(playlist),
160   mDefaultAlpha(defaultAlpha),
161   mDurationSeconds(durationSeconds),
162   mEndAction(endAction),
163   mDisconnectAction(disconnectAction)
164 {
165 }
166
167 void Animation::Initialize()
168 {
169   // Connect to the animation playlist
170   mPlaylist.AnimationCreated( *this );
171
172   CreateSceneObject();
173
174   RegisterObject();
175 }
176
177 Animation::~Animation()
178 {
179   // Guard to allow handle destruction after Core has been destroyed
180   if ( Stage::IsInstalled() )
181   {
182     // Disconnect from the animation playlist
183     mPlaylist.AnimationDestroyed( *this );
184
185     DestroySceneObject();
186
187     UnregisterObject();
188   }
189 }
190
191 void Animation::CreateSceneObject()
192 {
193   DALI_ASSERT_DEBUG( mAnimation == NULL );
194
195   // Create a new animation, Keep a const pointer to the animation.
196   mAnimation = SceneGraph::Animation::New( mDurationSeconds, mSpeedFactor, mPlayRange, mLoopCount, mEndAction, mDisconnectAction );
197   OwnerPointer< SceneGraph::Animation > transferOwnership( const_cast< SceneGraph::Animation* >( mAnimation ) );
198   AddAnimationMessage( mEventThreadServices.GetUpdateManager(), transferOwnership );
199 }
200
201 void Animation::DestroySceneObject()
202 {
203   if ( mAnimation != nullptr )
204   {
205     // Remove animation using a message to the update manager
206     RemoveAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
207     mAnimation = nullptr;
208   }
209 }
210
211 void Animation::SetDuration(float seconds)
212 {
213   if( seconds < 0.0f )
214   {
215     DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
216     seconds = 0.0f;
217   }
218
219   mDurationSeconds = seconds;
220
221   // mAnimation is being used in a separate thread; queue a message to set the value
222   SetDurationMessage( mEventThreadServices, *mAnimation, seconds );
223 }
224
225 void Animation::SetProgressNotification( float progress )
226 {
227   // mAnimation is being used in a separate thread; queue a message to set the value
228   mProgressReachedMarker = progress;
229 }
230
231 float Animation::GetProgressNotification()
232 {
233   return mProgressReachedMarker;
234 }
235
236 float Animation::GetDuration() const
237 {
238   // This is not animatable; the cached value is up-to-date.
239   return mDurationSeconds;
240 }
241
242 void Animation::SetLooping(bool on)
243 {
244   SetLoopCount( on ? 0 : 1 );
245 }
246
247 void Animation::SetLoopCount(int32_t count)
248 {
249   // Cache for public getters
250   mLoopCount = count;
251
252   // mAnimation is being used in a separate thread; queue a message to set the value
253   SetLoopingMessage( mEventThreadServices, *mAnimation, mLoopCount );
254 }
255
256 int32_t Animation::GetLoopCount()
257 {
258   return mLoopCount;
259 }
260
261 int32_t Animation::GetCurrentLoop()
262 {
263   return mCurrentLoop;
264 }
265
266 bool Animation::IsLooping() const
267 {
268   return mLoopCount != 1;
269 }
270
271 void Animation::SetEndAction(EndAction action)
272 {
273   // Cache for public getters
274   mEndAction = action;
275
276   // mAnimation is being used in a separate thread; queue a message to set the value
277   SetEndActionMessage( mEventThreadServices, *mAnimation, action );
278 }
279
280 Dali::Animation::EndAction Animation::GetEndAction() const
281 {
282   // This is not animatable; the cached value is up-to-date.
283   return mEndAction;
284 }
285
286 void Animation::SetDisconnectAction(EndAction action)
287 {
288   // Cache for public getters
289   mDisconnectAction = action;
290
291   // mAnimation is being used in a separate thread; queue a message to set the value
292   SetDisconnectActionMessage( mEventThreadServices, *mAnimation, action );
293 }
294
295 Dali::Animation::EndAction Animation::GetDisconnectAction() const
296 {
297   // This is not animatable; the cached value is up-to-date.
298   return mDisconnectAction;
299 }
300
301 void Animation::Play()
302 {
303   // Update the current playlist
304   mPlaylist.OnPlay( *this );
305
306   mState = Dali::Animation::PLAYING;
307
308   NotifyObjects( Notify::USE_TARGET_VALUE );
309
310   SendFinalProgressNotificationMessage();
311
312   // mAnimation is being used in a separate thread; queue a Play message
313   PlayAnimationMessage( mEventThreadServices, *mAnimation );
314 }
315
316 void Animation::PlayFrom( float progress )
317 {
318   if( progress >= mPlayRange.x && progress <= mPlayRange.y )
319   {
320     // Update the current playlist
321     mPlaylist.OnPlay( *this );
322
323     mState = Dali::Animation::PLAYING;
324
325     NotifyObjects( Notify::USE_TARGET_VALUE );
326
327     SendFinalProgressNotificationMessage();
328
329     // mAnimation is being used in a separate thread; queue a Play message
330     PlayAnimationFromMessage( mEventThreadServices, *mAnimation, progress );
331   }
332 }
333
334 void Animation::PlayAfter( float delaySeconds )
335 {
336   // The negative delay means play immediately.
337   delaySeconds = std::max( 0.f, delaySeconds );
338
339   mDelaySeconds = delaySeconds;
340
341   // Update the current playlist
342   mPlaylist.OnPlay( *this );
343
344   mState = Dali::Animation::PLAYING;
345
346   NotifyObjects( Notify::USE_TARGET_VALUE );
347
348   SendFinalProgressNotificationMessage();
349
350   // mAnimation is being used in a separate thread; queue a message to set the value
351   PlayAfterMessage( mEventThreadServices, *mAnimation, delaySeconds );
352 }
353
354 void Animation::Pause()
355 {
356   mState = Dali::Animation::PAUSED;
357
358   // mAnimation is being used in a separate thread; queue a Pause message
359   PauseAnimationMessage( mEventThreadServices, *mAnimation );
360
361   // Notify the objects with the _paused_, i.e. current values
362   NotifyObjects( Notify::FORCE_CURRENT_VALUE );
363 }
364
365 Dali::Animation::State Animation::GetState() const
366 {
367   return mState;
368 }
369
370 void Animation::Stop()
371 {
372   mState = Dali::Animation::STOPPED;
373
374   // mAnimation is being used in a separate thread; queue a Stop message
375   StopAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
376
377   // Only notify the objects with the _stopped_, i.e. current values if the end action is set to BAKE
378   if( mEndAction == EndAction::BAKE )
379   {
380     NotifyObjects( Notify::USE_CURRENT_VALUE );
381   }
382 }
383
384 void Animation::Clear()
385 {
386   DALI_ASSERT_DEBUG(mAnimation);
387
388   // Only notify the objects with the current values if the end action is set to BAKE
389   if( mEndAction == EndAction::BAKE )
390   {
391     NotifyObjects( Notify::USE_CURRENT_VALUE );
392   }
393
394   // Remove all the connectors
395   mConnectors.Clear();
396
397   // Reset the connector target values
398   mConnectorTargetValues.clear();
399
400   // Replace the old scene-object with a new one
401   DestroySceneObject();
402   CreateSceneObject();
403
404   // Reset the notification count, since the new scene-object has never been played
405   mNotificationCount = 0;
406
407   // Update the current playlist
408   mPlaylist.OnClear( *this );
409 }
410
411 void Animation::AnimateBy(Property& target, Property::Value relativeValue)
412 {
413   AnimateBy(target, std::move(relativeValue), mDefaultAlpha, TimePeriod(mDurationSeconds));
414 }
415
416 void Animation::AnimateBy(Property& target, Property::Value relativeValue, AlphaFunction alpha)
417 {
418   AnimateBy(target, std::move(relativeValue), alpha, TimePeriod(mDurationSeconds));
419 }
420
421 void Animation::AnimateBy(Property& target, Property::Value relativeValue, TimePeriod period)
422 {
423   AnimateBy(target, std::move(relativeValue), mDefaultAlpha, period);
424 }
425
426 void Animation::AnimateBy(Property& target, Property::Value relativeValue, AlphaFunction alpha, TimePeriod period)
427 {
428   Object& object = GetImplementation(target.object);
429   const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
430   const Property::Type destinationType = relativeValue.GetType();
431
432   // validate animation parameters, if component index is set then use float as checked type
433   ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
434                       destinationType, period );
435
436   ExtendDuration(period);
437
438   // keep the current count.
439   auto connectorIndex = mConnectors.Count();
440
441   // using destination type so component animation gets correct type
442   switch ( destinationType )
443   {
444     case Property::BOOLEAN:
445     {
446       AddAnimatorConnector(AnimatorConnector<bool>::New(object,
447                                                         target.propertyIndex,
448                                                         target.componentIndex,
449                                                         AnimateByBoolean(relativeValue.Get<bool>()),
450                                                         alpha,
451                                                         period));
452       break;
453     }
454
455     case Property::INTEGER:
456     {
457       AddAnimatorConnector(AnimatorConnector<int32_t>::New(object,
458                                                            target.propertyIndex,
459                                                            target.componentIndex,
460                                                            AnimateByInteger(relativeValue.Get<int32_t>()),
461                                                            alpha,
462                                                            period));
463       break;
464     }
465
466     case Property::FLOAT:
467     {
468       AddAnimatorConnector(AnimatorConnector<float>::New(object,
469                                                          target.propertyIndex,
470                                                          target.componentIndex,
471                                                          AnimateByFloat(relativeValue.Get<float>()),
472                                                          alpha,
473                                                          period));
474       break;
475     }
476
477     case Property::VECTOR2:
478     {
479       AddAnimatorConnector(AnimatorConnector<Vector2>::New(object,
480                                                            target.propertyIndex,
481                                                            target.componentIndex,
482                                                            AnimateByVector2(relativeValue.Get<Vector2>()),
483                                                            alpha,
484                                                            period));
485       break;
486     }
487
488     case Property::VECTOR3:
489     {
490       AddAnimatorConnector(AnimatorConnector<Vector3>::New(object,
491                                                            target.propertyIndex,
492                                                            target.componentIndex,
493                                                            AnimateByVector3(relativeValue.Get<Vector3>()),
494                                                            alpha,
495                                                            period));
496       break;
497     }
498
499     case Property::VECTOR4:
500     {
501       AddAnimatorConnector(AnimatorConnector<Vector4>::New(object,
502                                                            target.propertyIndex,
503                                                            target.componentIndex,
504                                                            AnimateByVector4(relativeValue.Get<Vector4>()),
505                                                            alpha,
506                                                            period));
507       break;
508     }
509
510     case Property::ROTATION:
511     {
512       AngleAxis angleAxis = relativeValue.Get<AngleAxis>();
513
514       AddAnimatorConnector(AnimatorConnector<Quaternion>::New(object,
515                                                               target.propertyIndex,
516                                                               target.componentIndex,
517                                                               RotateByAngleAxis(angleAxis.angle, angleAxis.axis),
518                                                               alpha,
519                                                               period));
520       break;
521     }
522
523     default:
524     {
525       DALI_ASSERT_DEBUG(false && "Property  not supported");
526     }
527   }
528   // Store data to later notify the object that its property is being animated
529   mConnectorTargetValues.push_back({std::move(relativeValue), period, connectorIndex, Animation::BY});
530 }
531
532 void Animation::AnimateTo(Property& target, Property::Value destinationValue)
533 {
534   AnimateTo(target, std::move(destinationValue), mDefaultAlpha, TimePeriod(mDurationSeconds));
535 }
536
537 void Animation::AnimateTo(Property& target, Property::Value destinationValue, AlphaFunction alpha)
538 {
539   AnimateTo(target, std::move(destinationValue), alpha, TimePeriod(mDurationSeconds));
540 }
541
542 void Animation::AnimateTo(Property& target, Property::Value destinationValue, TimePeriod period)
543 {
544   AnimateTo(target, std::move(destinationValue), mDefaultAlpha, period);
545 }
546
547 void Animation::AnimateTo(Property& target, Property::Value destinationValue, AlphaFunction alpha, TimePeriod period)
548 {
549   Object& object = GetImplementation( target.object );
550   const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
551   const Property::Type destinationType = destinationValue.GetType();
552
553   // validate animation parameters, if component index is set then use float as checked type
554   ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
555                       destinationType, period );
556
557   ExtendDuration( period );
558
559   // keep the current count.
560   auto connectorIndex = mConnectors.Count();
561
562   // using destination type so component animation gets correct type
563   switch ( destinationType )
564   {
565     case Property::BOOLEAN:
566     {
567       AddAnimatorConnector(AnimatorConnector<bool>::New(object,
568                                                         target.propertyIndex,
569                                                         target.componentIndex,
570                                                         AnimateToBoolean(destinationValue.Get<bool>()),
571                                                         alpha,
572                                                         period));
573       break;
574     }
575
576     case Property::INTEGER:
577     {
578       AddAnimatorConnector(AnimatorConnector<int32_t>::New(object,
579                                                            target.propertyIndex,
580                                                            target.componentIndex,
581                                                            AnimateToInteger(destinationValue.Get<int32_t>()),
582                                                            alpha,
583                                                            period));
584       break;
585     }
586
587     case Property::FLOAT:
588     {
589       AddAnimatorConnector(AnimatorConnector<float>::New(object,
590                                                          target.propertyIndex,
591                                                          target.componentIndex,
592                                                          AnimateToFloat(destinationValue.Get<float>()),
593                                                          alpha,
594                                                          period));
595       break;
596     }
597
598     case Property::VECTOR2:
599     {
600       AddAnimatorConnector(AnimatorConnector<Vector2>::New(object,
601                                                            target.propertyIndex,
602                                                            target.componentIndex,
603                                                            AnimateToVector2(destinationValue.Get<Vector2>()),
604                                                            alpha,
605                                                            period));
606       break;
607     }
608
609     case Property::VECTOR3:
610     {
611       AddAnimatorConnector(AnimatorConnector<Vector3>::New(object,
612                                                            target.propertyIndex,
613                                                            target.componentIndex,
614                                                            AnimateToVector3(destinationValue.Get<Vector3>()),
615                                                            alpha,
616                                                            period));
617       break;
618     }
619
620     case Property::VECTOR4:
621     {
622       AddAnimatorConnector(AnimatorConnector<Vector4>::New(object,
623                                                            target.propertyIndex,
624                                                            target.componentIndex,
625                                                            AnimateToVector4(destinationValue.Get<Vector4>()),
626                                                            alpha,
627                                                            period));
628       break;
629     }
630
631     case Property::ROTATION:
632     {
633       AddAnimatorConnector(AnimatorConnector<Quaternion>::New(object,
634                                                               target.propertyIndex,
635                                                               target.componentIndex,
636                                                               RotateToQuaternion(destinationValue.Get<Quaternion>()),
637                                                               alpha,
638                                                               period));
639       break;
640     }
641
642     default:
643     {
644       DALI_ASSERT_DEBUG(false && "Property  not supported");
645     }
646   }
647   // Store data to later notify the object that its property is being animated
648   mConnectorTargetValues.push_back({std::move(destinationValue), period, connectorIndex, Animation::TO});
649 }
650
651 void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames )
652 {
653   AnimateBetween( target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
654 }
655
656 void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, Interpolation interpolation )
657 {
658   AnimateBetween( target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), interpolation );
659 }
660
661 void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, TimePeriod period )
662 {
663   AnimateBetween( target, keyFrames, mDefaultAlpha, period, DEFAULT_INTERPOLATION );
664 }
665
666 void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, TimePeriod period, Interpolation interpolation )
667 {
668   AnimateBetween( target, keyFrames, mDefaultAlpha, period, interpolation );
669 }
670
671 void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha )
672 {
673   AnimateBetween( target, keyFrames, alpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
674 }
675
676 void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, Interpolation interpolation )
677 {
678   AnimateBetween( target, keyFrames, alpha, TimePeriod(mDurationSeconds), interpolation );
679 }
680
681 void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period )
682 {
683   AnimateBetween( target, keyFrames, alpha, period, DEFAULT_INTERPOLATION );
684 }
685
686 void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation )
687 {
688   Object& object = GetImplementation( target.object );
689   const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
690   const Property::Type destinationType = keyFrames.GetType();
691
692   // validate animation parameters, if component index is set then use float as checked type
693   ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
694                       destinationType, period );
695
696   ExtendDuration( period );
697
698   // Store data to later notify the object that its property is being animated
699   mConnectorTargetValues.push_back({keyFrames.GetLastKeyFrameValue(), period, mConnectors.Count(), BETWEEN});
700
701   // using destination type so component animation gets correct type
702   switch( destinationType )
703   {
704     case Dali::Property::BOOLEAN:
705     {
706       auto kf = GetSpecialization<const KeyFrameBoolean*>(keyFrames);
707       AddAnimatorConnector(AnimatorConnector<bool>::New(object,
708                                                         target.propertyIndex,
709                                                         target.componentIndex,
710                                                         KeyFrameBooleanFunctor(*kf), // takes a copy of the keyframe
711                                                         alpha,
712                                                         period));
713       break;
714     }
715
716     case Dali::Property::INTEGER:
717     {
718       auto kf = GetSpecialization<const KeyFrameInteger*>(keyFrames);
719       AddAnimatorConnector(AnimatorConnector<int32_t>::New(object,
720                                                            target.propertyIndex,
721                                                            target.componentIndex,
722                                                            KeyFrameIntegerFunctor(*kf, interpolation), // takes a copy of the keyframe
723                                                            alpha,
724                                                            period));
725       break;
726     }
727
728     case Dali::Property::FLOAT:
729     {
730       auto kf = GetSpecialization<const KeyFrameNumber*>(keyFrames);
731       AddAnimatorConnector(AnimatorConnector<float>::New(object,
732                                                          target.propertyIndex,
733                                                          target.componentIndex,
734                                                          KeyFrameNumberFunctor(*kf, interpolation), // takes a copy of the keyframe
735                                                          alpha,
736                                                          period));
737       break;
738     }
739
740     case Dali::Property::VECTOR2:
741     {
742       auto kf = GetSpecialization<const KeyFrameVector2*>(keyFrames);
743       AddAnimatorConnector(AnimatorConnector<Vector2>::New(object,
744                                                            target.propertyIndex,
745                                                            target.componentIndex,
746                                                            KeyFrameVector2Functor(*kf, interpolation), // takes a copy of the keyframe
747                                                            alpha,
748                                                            period));
749       break;
750     }
751
752     case Dali::Property::VECTOR3:
753     {
754       auto kf = GetSpecialization<const KeyFrameVector3*>(keyFrames);
755       AddAnimatorConnector(AnimatorConnector<Vector3>::New(object,
756                                                            target.propertyIndex,
757                                                            target.componentIndex,
758                                                            KeyFrameVector3Functor(*kf, interpolation), // takes a copy of the keyframe
759                                                            alpha,
760                                                            period));
761       break;
762     }
763
764     case Dali::Property::VECTOR4:
765     {
766       auto kf = GetSpecialization<const KeyFrameVector4*>(keyFrames);
767       AddAnimatorConnector(AnimatorConnector<Vector4>::New(object,
768                                                            target.propertyIndex,
769                                                            target.componentIndex,
770                                                            KeyFrameVector4Functor(*kf, interpolation), // takes a copy of the keyframe
771                                                            alpha,
772                                                            period));
773       break;
774     }
775
776     case Dali::Property::ROTATION:
777     {
778       auto kf = GetSpecialization<const KeyFrameQuaternion*>(keyFrames);
779       AddAnimatorConnector(AnimatorConnector<Quaternion>::New(object,
780                                                               target.propertyIndex,
781                                                               target.componentIndex,
782                                                               KeyFrameQuaternionFunctor(*kf), // takes a copy of the keyframe
783                                                               alpha,
784                                                               period));
785       break;
786     }
787
788     default:
789     {
790       DALI_ASSERT_DEBUG(false && "Property  not supported");
791     }
792   }
793 }
794
795 bool Animation::HasFinished()
796 {
797   bool hasFinished(false);
798   const int32_t playedCount(mAnimation->GetPlayedCount());
799
800   // If the play count has been incremented, then another notification is required
801   mCurrentLoop = mAnimation->GetCurrentLoop();
802
803   if (playedCount > mNotificationCount)
804   {
805     // Note that only one signal is emitted, if the animation has been played repeatedly
806     mNotificationCount = playedCount;
807
808     hasFinished = true;
809
810     mState = Dali::Animation::STOPPED;
811   }
812
813   return hasFinished;
814 }
815
816 Dali::Animation::AnimationSignalType& Animation::FinishedSignal()
817 {
818   return mFinishedSignal;
819 }
820
821 Dali::Animation::AnimationSignalType& Animation::ProgressReachedSignal()
822 {
823   return mProgressReachedSignal;
824 }
825
826 void Animation::EmitSignalFinish()
827 {
828   if ( !mFinishedSignal.Empty() )
829   {
830     Dali::Animation handle( this );
831     mFinishedSignal.Emit( handle );
832   }
833 }
834
835 void Animation::EmitSignalProgressReached()
836 {
837   if ( !mProgressReachedSignal.Empty() )
838   {
839     Dali::Animation handle( this );
840     mProgressReachedSignal.Emit( handle );
841   }
842 }
843
844 bool Animation::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
845 {
846   bool connected( false );
847   Animation* animation = static_cast< Animation* >(object); // TypeRegistry guarantees that this is the correct type.
848
849   if(SIGNAL_FINISHED == signalName)
850   {
851     animation->FinishedSignal().Connect( tracker, functor );
852     connected = true;
853   }
854
855   return connected;
856 }
857
858 void Animation::AddAnimatorConnector( AnimatorConnectorBase* connector )
859 {
860   DALI_ASSERT_DEBUG( NULL != connector );
861
862   connector->SetParent(*this);
863
864   mConnectors.PushBack( connector );
865 }
866
867 void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward )
868 {
869   Animate( actor, path, forward, mDefaultAlpha, TimePeriod(mDurationSeconds) );
870 }
871
872 void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, AlphaFunction alpha )
873 {
874   Animate( actor, path, forward, alpha, TimePeriod(mDurationSeconds) );
875 }
876
877 void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, TimePeriod period )
878 {
879   Animate( actor, path, forward, mDefaultAlpha, period );
880 }
881
882 void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, AlphaFunction alpha, TimePeriod period)
883 {
884   ExtendDuration( period );
885
886   PathPtr pathCopy = Path::Clone(path);
887
888   //Position animation
889   AddAnimatorConnector(AnimatorConnector<Vector3>::New(actor,
890                                                        Dali::Actor::Property::POSITION,
891                                                        Property::INVALID_COMPONENT_INDEX,
892                                                        PathPositionFunctor(pathCopy),
893                                                        alpha,
894                                                        period));
895
896   //If forward is zero, PathRotationFunctor will always return the unit quaternion
897   if( forward != Vector3::ZERO )
898   {
899     //Rotation animation
900     AddAnimatorConnector(AnimatorConnector<Quaternion>::New(actor,
901                                                             Dali::Actor::Property::ORIENTATION,
902                                                             Property::INVALID_COMPONENT_INDEX,
903                                                             PathRotationFunctor(pathCopy, forward),
904                                                             alpha,
905                                                             period));
906   }
907 }
908
909 void Animation::Show(Actor& actor, float delaySeconds)
910 {
911   ExtendDuration( TimePeriod(delaySeconds, 0) );
912
913   AddAnimatorConnector(AnimatorConnector<bool>::New(actor,
914                                                     Dali::Actor::Property::VISIBLE,
915                                                     Property::INVALID_COMPONENT_INDEX,
916                                                     AnimateToBoolean(SHOW_VALUE),
917                                                     mDefaultAlpha,
918                                                     TimePeriod(delaySeconds, 0.0f /*immediate*/)));
919 }
920
921 void Animation::Hide(Actor& actor, float delaySeconds)
922 {
923   ExtendDuration( TimePeriod(delaySeconds, 0) );
924
925   AddAnimatorConnector(AnimatorConnector<bool>::New(actor,
926                                                     Dali::Actor::Property::VISIBLE,
927                                                     Property::INVALID_COMPONENT_INDEX,
928                                                     AnimateToBoolean(HIDE_VALUE),
929                                                     mDefaultAlpha,
930                                                     TimePeriod(delaySeconds, 0.0f /*immediate*/)));
931 }
932
933 bool Animation::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
934 {
935   bool done = false;
936   Animation* animation = dynamic_cast<Animation*>( object );
937
938   if( animation )
939   {
940     std::string_view name(actionName);
941
942     if(name == ACTION_PLAY)
943     {
944       if( Property::Value* value = attributes.Find("duration", Property::FLOAT) )
945       {
946         animation->SetDuration( value->Get<float>() );
947       }
948
949       animation->Play();
950       done = true;
951     }
952     else if(name == ACTION_STOP)
953     {
954       animation->Stop();
955       done = true;
956     }
957     else if(name == ACTION_PAUSE)
958     {
959       animation->Pause();
960       done = true;
961     }
962   }
963
964   return done;
965 }
966
967 void Animation::SetCurrentProgress(float progress)
968 {
969   if( mAnimation && progress >= mPlayRange.x && progress <= mPlayRange.y )
970   {
971     // mAnimation is being used in a separate thread; queue a message to set the current progress
972     SetCurrentProgressMessage( mEventThreadServices, *mAnimation, progress );
973   }
974 }
975
976 float Animation::GetCurrentProgress()
977 {
978   float progress = 0.f;
979   if( mAnimation ) // always exists in practice
980   {
981     progress = mAnimation->GetCurrentProgress();
982   }
983
984   return progress;
985 }
986
987 void Animation::ExtendDuration( const TimePeriod& timePeriod )
988 {
989   float duration = timePeriod.delaySeconds + timePeriod.durationSeconds;
990
991   if( duration > mDurationSeconds )
992   {
993     SetDuration( duration );
994   }
995 }
996
997 void Animation::SetSpeedFactor( float factor )
998 {
999   if( mAnimation )
1000   {
1001     mSpeedFactor = factor;
1002     SetSpeedFactorMessage( mEventThreadServices, *mAnimation, factor );
1003   }
1004 }
1005
1006 float Animation::GetSpeedFactor() const
1007 {
1008   return mSpeedFactor;
1009 }
1010
1011 void Animation::SetPlayRange( const Vector2& range)
1012 {
1013   //Make sure the range specified is between 0.0 and 1.0
1014   if( range.x >= 0.0f && range.x <= 1.0f && range.y >= 0.0f && range.y <= 1.0f )
1015   {
1016     Vector2 orderedRange( range );
1017     //If the range is not in order swap values
1018     if( range.x > range.y )
1019     {
1020       orderedRange = Vector2(range.y, range.x);
1021     }
1022
1023     // Cache for public getters
1024     mPlayRange = orderedRange;
1025
1026     // mAnimation is being used in a separate thread; queue a message to set play range
1027     SetPlayRangeMessage( mEventThreadServices, *mAnimation, orderedRange );
1028   }
1029 }
1030
1031 Vector2 Animation::GetPlayRange() const
1032 {
1033   return mPlayRange;
1034 }
1035
1036 void Animation::SetLoopingMode( Dali::Animation::LoopingMode loopingMode )
1037 {
1038   mAutoReverseEnabled = ( loopingMode == Dali::Animation::LoopingMode::AUTO_REVERSE );
1039
1040   // mAnimation is being used in a separate thread; queue a message to set play range
1041   SetLoopingModeMessage( mEventThreadServices, *mAnimation, mAutoReverseEnabled );
1042 }
1043
1044 Dali::Animation::LoopingMode Animation::GetLoopingMode() const
1045 {
1046   return mAutoReverseEnabled ? Dali::Animation::AUTO_REVERSE : Dali::Animation::RESTART;
1047 }
1048
1049 bool Animation::CompareConnectorEndTimes( const Animation::ConnectorTargetValues& lhs, const Animation::ConnectorTargetValues& rhs )
1050 {
1051   return ( ( lhs.timePeriod.delaySeconds + lhs.timePeriod.durationSeconds ) < ( rhs.timePeriod.delaySeconds + rhs.timePeriod.durationSeconds ) );
1052 }
1053
1054 void Animation::NotifyObjects( Animation::Notify notifyValueType )
1055 {
1056   // If the animation is discarded, then we do not want to change the target values unless we want to force the current values
1057   if( mEndAction != EndAction::DISCARD || notifyValueType == Notify::FORCE_CURRENT_VALUE )
1058   {
1059     // Sort according to end time with earlier end times coming first, if the end time is the same, then the connectors are not moved
1060     // Only do this if we're using the target value
1061     if( notifyValueType == Notify::USE_TARGET_VALUE )
1062     {
1063       std::stable_sort( mConnectorTargetValues.begin(), mConnectorTargetValues.end(), CompareConnectorEndTimes );
1064     }
1065
1066     // Loop through all connector target values sorted by increasing end time
1067     ConnectorTargetValuesContainer::const_iterator iter = mConnectorTargetValues.begin();
1068     const ConnectorTargetValuesContainer::const_iterator endIter = mConnectorTargetValues.end();
1069     for( ; iter != endIter; ++iter )
1070     {
1071       AnimatorConnectorBase* connector = mConnectors[ iter->connectorIndex ];
1072
1073       Object* object = connector->GetObject();
1074       if(object && object->IsAnimationPossible())
1075       {
1076         const auto propertyIndex = connector->GetPropertyIndex();
1077         object->NotifyPropertyAnimation(
1078           *this,
1079           propertyIndex,
1080           ( notifyValueType == Notify::USE_TARGET_VALUE ) ? iter->targetValue  : object->GetCurrentProperty( propertyIndex ),
1081           ( notifyValueType == Notify::USE_TARGET_VALUE ) ? iter->animatorType : Animation::TO ); // If we're setting the current value, then use TO as we want to set, not adjust, the current value
1082       }
1083     }
1084   }
1085 }
1086
1087
1088 void Animation::SendFinalProgressNotificationMessage()
1089 {
1090   if ( mProgressReachedMarker > 0.0f )
1091   {
1092     float progressMarkerSeconds = mDurationSeconds * mProgressReachedMarker;
1093     SetProgressNotificationMessage( mEventThreadServices, *mAnimation, progressMarkerSeconds );
1094   }
1095 }
1096
1097 } // namespace Internal
1098
1099 } // namespace Dali