2 * Copyright (c) 2018 Samsung Electronics Co., Ltd.
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
8 * http://www.apache.org/licenses/LICENSE-2.0
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.
19 #include <dali/internal/update/animation/scene-graph-animation.h>
22 #include <cmath> // fmod
25 #include <dali/internal/common/memory-pool-object-allocator.h>
26 #include <dali/internal/render/common/performance-monitor.h>
27 #include <dali/public-api/math/math-utils.h>
28 namespace //Unnamed namespace
30 //Memory pool used to allocate new animations. Memory used by this pool will be released when shutting down DALi
31 Dali::Internal::MemoryPoolObjectAllocator<Dali::Internal::SceneGraph::Animation> gAnimationMemoryPool;
33 inline void WrapInPlayRange( float& elapsed, const float& playRangeStartSeconds, const float& playRangeEndSeconds)
35 if( elapsed > playRangeEndSeconds )
37 elapsed = playRangeStartSeconds + fmodf( ( elapsed - playRangeStartSeconds ), ( playRangeEndSeconds - playRangeStartSeconds ) );
39 else if( elapsed < playRangeStartSeconds )
41 elapsed = playRangeEndSeconds - fmodf( ( playRangeStartSeconds - elapsed ), ( playRangeEndSeconds - playRangeStartSeconds ) );
45 /// Compares the end times of the animators and if the end time is less, then it is moved earlier in the list. If end times are the same, then no change.
46 bool CompareAnimatorEndTimes( const Dali::Internal::SceneGraph::AnimatorBase* lhs, const Dali::Internal::SceneGraph::AnimatorBase* rhs )
48 return ( ( lhs->GetIntervalDelay() + lhs->GetDuration() ) < ( rhs->GetIntervalDelay() + rhs->GetDuration() ) );
51 } // unnamed namespace
62 Animation* Animation::New( float durationSeconds, float speedFactor, const Vector2& playRange, int32_t loopCount, EndAction endAction, EndAction disconnectAction )
64 return new ( gAnimationMemoryPool.AllocateRawThreadSafe() ) Animation( durationSeconds, speedFactor, playRange, loopCount, endAction, disconnectAction );
67 Animation::Animation( float durationSeconds, float speedFactor, const Vector2& playRange, int32_t loopCount, Dali::Animation::EndAction endAction, Dali::Animation::EndAction disconnectAction )
68 : mPlayRange( playRange ),
69 mDurationSeconds( durationSeconds ),
70 mDelaySeconds( 0.0f ),
71 mElapsedSeconds( playRange.x*mDurationSeconds ),
72 mSpeedFactor( speedFactor ),
73 mProgressMarker( 0.0f ),
75 mLoopCount(loopCount),
77 mEndAction(endAction),
78 mDisconnectAction(disconnectAction),
80 mProgressReachedSignalRequired( false ),
81 mAutoReverseEnabled( false )
85 Animation::~Animation()
89 void Animation::operator delete( void* ptr )
91 gAnimationMemoryPool.FreeThreadSafe( static_cast<Animation*>( ptr ) );
94 void Animation::SetDuration(float durationSeconds)
96 mDurationSeconds = durationSeconds;
99 void Animation::SetProgressNotification( float progress )
101 mProgressMarker = progress;
102 if ( mProgressMarker > 0.0f )
104 mProgressReachedSignalRequired = true;
108 void Animation::SetLoopCount(int32_t loopCount)
110 mLoopCount = loopCount;
114 void Animation::SetEndAction(Dali::Animation::EndAction action)
119 void Animation::SetDisconnectAction(Dali::Animation::EndAction action)
121 if ( mDisconnectAction != action )
123 mDisconnectAction = action;
125 for ( AnimatorIter iter = mAnimators.Begin(), endIter = mAnimators.End(); iter != endIter; ++iter )
127 (*iter)->SetDisconnectAction( action );
132 void Animation::SetPlayRange( const Vector2& range )
136 // Make sure mElapsedSeconds is within the new range
138 if( mState == Stopped )
140 // Ensure that the animation starts at the right place
141 mElapsedSeconds = mPlayRange.x * mDurationSeconds;
145 // If already past the end of the range, but before end of duration, then clamp will
146 // ensure that the animation stops on the next update.
147 // If not yet at the start of the range, clamping will jump to the start
148 mElapsedSeconds = Dali::Clamp(mElapsedSeconds, mPlayRange.x*mDurationSeconds , mPlayRange.y*mDurationSeconds );
152 void Animation::Play()
154 // Sort according to end time with earlier end times coming first, if the end time is the same, then the animators are not moved
155 std::stable_sort( mAnimators.Begin(), mAnimators.End(), CompareAnimatorEndTimes );
159 if ( mSpeedFactor < 0.0f && mElapsedSeconds <= mPlayRange.x*mDurationSeconds )
161 mElapsedSeconds = mPlayRange.y * mDurationSeconds;
164 SetAnimatorsActive( true );
169 void Animation::PlayFrom( float progress )
171 // If the animation is already playing this has no effect
172 // Progress is guaranteed to be in range.
173 if( mState != Playing )
175 mElapsedSeconds = progress * mDurationSeconds;
178 SetAnimatorsActive( true );
182 void Animation::PlayAfter( float delaySeconds )
184 if( mState != Playing )
186 mDelaySeconds = delaySeconds;
189 if ( mSpeedFactor < 0.0f && mElapsedSeconds <= mPlayRange.x*mDurationSeconds )
191 mElapsedSeconds = mPlayRange.y * mDurationSeconds;
194 SetAnimatorsActive( true );
200 void Animation::Pause()
202 if (mState == Playing)
208 void Animation::Bake(BufferIndex bufferIndex, EndAction action)
210 if( action == Dali::Animation::BakeFinal )
212 if( mSpeedFactor > 0.0f )
214 mElapsedSeconds = mPlayRange.y*mDurationSeconds + Math::MACHINE_EPSILON_1; // Force animation to reach it's end
218 mElapsedSeconds = mPlayRange.x*mDurationSeconds - Math::MACHINE_EPSILON_1; //Force animation to reach it's beginning
222 UpdateAnimators( bufferIndex, true/*bake the final result*/, true /*animation finished*/ );
225 void Animation::SetAnimatorsActive( bool active )
227 for ( AnimatorIter iter = mAnimators.Begin(), endIter = mAnimators.End(); iter != endIter; ++iter )
229 (*iter)->SetActive( active );
233 bool Animation::Stop(BufferIndex bufferIndex)
235 bool animationFinished(false);
237 if (mState == Playing || mState == Paused)
239 animationFinished = true; // The actor-thread should be notified of this
241 if( mEndAction != Dali::Animation::Discard )
243 Bake( bufferIndex, mEndAction );
245 // Animators are automatically set to inactive in Bake
249 SetAnimatorsActive( false );
252 // The animation has now been played to completion
257 mElapsedSeconds = mPlayRange.x*mDurationSeconds;
260 return animationFinished;
263 void Animation::OnDestroy(BufferIndex bufferIndex)
265 if (mState == Playing || mState == Paused)
267 if (mEndAction != Dali::Animation::Discard)
269 Bake( bufferIndex, mEndAction );
271 // Animators are automatically set to inactive in Bake
275 SetAnimatorsActive( false );
282 void Animation::SetLoopingMode( bool loopingMode )
284 mAutoReverseEnabled = loopingMode;
286 for ( AnimatorIter iter = mAnimators.Begin(), endIter = mAnimators.End(); iter != endIter; ++iter )
288 // Send some variables together to figure out the Animation status
289 (*iter)->SetSpeedFactor( mSpeedFactor );
290 (*iter)->SetLoopCount( mLoopCount );
292 (*iter)->SetLoopingMode( loopingMode );
296 void Animation::AddAnimator( OwnerPointer<AnimatorBase>& animator )
298 animator->ConnectToSceneGraph();
299 animator->SetDisconnectAction( mDisconnectAction );
301 mAnimators.PushBack( animator.Release() );
304 void Animation::Update(BufferIndex bufferIndex, float elapsedSeconds, bool& looped, bool& finished, bool& progressReached )
309 if (mState == Stopped || mState == Destroyed)
311 // Short circuit when animation isn't running
315 // The animation must still be applied when Paused/Stopping
316 if (mState == Playing)
318 // Sign value of speed factor. It can optimize many arithmetic comparision
319 float signSpeedFactor = ( mSpeedFactor < 0.0f ) ? -1.f : 1.f;
321 // If there is delay time before Animation starts, wait the Animation until mDelaySeconds.
322 if( mDelaySeconds > 0.0f )
324 float reduceSeconds = fabsf( elapsedSeconds * mSpeedFactor );
325 if( reduceSeconds > mDelaySeconds )
327 // add overflowed time to mElapsedSecond.
328 // If speed factor > 0, add it. if speed factor < 0, subtract it.
329 float overflowSeconds = reduceSeconds - mDelaySeconds;
330 mElapsedSeconds += signSpeedFactor * overflowSeconds;
331 mDelaySeconds = 0.0f;
335 mDelaySeconds -= reduceSeconds;
340 mElapsedSeconds += ( elapsedSeconds * mSpeedFactor );
343 const float playRangeStartSeconds = mPlayRange.x * mDurationSeconds;
344 const float playRangeEndSeconds = mPlayRange.y * mDurationSeconds;
345 // Final reached seconds. It can optimize many arithmetic comparision
346 float edgeRangeSeconds = ( mSpeedFactor < 0.0f ) ? playRangeStartSeconds : playRangeEndSeconds;
348 // Optimized Factors.
349 // elapsed > edge --> check if looped
350 // elapsed >= marker --> check if elapsed reached to marker in normal case
351 // edge >= marker --> check if elapsed reached to marker in looped case
352 float elapsedFactor = signSpeedFactor * mElapsedSeconds;
353 float edgeFactor = signSpeedFactor * edgeRangeSeconds;
354 float markerFactor = signSpeedFactor * mProgressMarker;
356 // check it is looped
357 looped = ( elapsedFactor > edgeFactor );
361 WrapInPlayRange( mElapsedSeconds, playRangeStartSeconds, playRangeEndSeconds );
363 // Recalculate elapsedFactor here
364 elapsedFactor = signSpeedFactor * mElapsedSeconds;
366 if( mLoopCount != 0 )
368 // Check If this animation is finished
370 if( mCurrentLoop >= mLoopCount )
372 DALI_ASSERT_DEBUG( mCurrentLoop == mLoopCount );
375 // The animation has now been played to completion
378 // Make elapsed second as edge of range forcely.
379 mElapsedSeconds = edgeRangeSeconds + signSpeedFactor * Math::MACHINE_EPSILON_10;
380 UpdateAnimators(bufferIndex, finished && (mEndAction != Dali::Animation::Discard), finished );
382 // After update animation, mElapsedSeconds must be begin of value
383 mElapsedSeconds = playRangeStartSeconds + playRangeEndSeconds - edgeRangeSeconds;
388 // when it is on looped state, 2 case to send progress signal.
389 // (require && range_value >= marker) || << Signal at previous loop
390 // (marker > 0 && !finished && elaped >= marker) << Signal at current loop
391 if( ( mProgressMarker > 0.0f ) && !finished && ( elapsedFactor >= markerFactor ) )
393 // The application should be notified by NotificationManager, in another thread
394 progressReached = true;
395 mProgressReachedSignalRequired = false;
399 if( mProgressReachedSignalRequired && ( edgeFactor >= markerFactor ) )
401 progressReached = true;
403 mProgressReachedSignalRequired = mProgressMarker > 0.0f;
408 // when it is not on looped state, only 1 case to send progress signal.
409 // (require && elaped >= marker)
410 if( mProgressReachedSignalRequired && ( elapsedFactor >= markerFactor ) )
412 // The application should be notified by NotificationManager, in another thread
413 progressReached = true;
414 mProgressReachedSignalRequired = false;
419 // Already updated when finished. So skip.
422 UpdateAnimators(bufferIndex, false, false );
426 void Animation::UpdateAnimators( BufferIndex bufferIndex, bool bake, bool animationFinished )
428 const Vector2 playRange( mPlayRange * mDurationSeconds );
429 float elapsedSecondsClamped = Clamp( mElapsedSeconds, playRange.x, playRange.y );
431 //Loop through all animators
433 for ( AnimatorIter iter = mAnimators.Begin(); iter != mAnimators.End(); )
435 AnimatorBase *animator = *iter;
437 if( animator->Orphan() )
439 //Remove animators whose PropertyOwner has been destroyed
440 iter = mAnimators.Erase(iter);
444 if( animator->IsEnabled() )
446 const float intervalDelay( animator->GetIntervalDelay() );
448 if( elapsedSecondsClamped >= intervalDelay )
450 // Calculate a progress specific to each individual animator
451 float progress(1.0f);
452 const float animatorDuration = animator->GetDuration();
453 if (animatorDuration > 0.0f) // animators can be "immediate"
455 progress = Clamp((elapsedSecondsClamped - intervalDelay) / animatorDuration, 0.0f , 1.0f );
457 animator->Update(bufferIndex, progress, bake);
466 if ( animationFinished )
468 animator->SetActive( false );
473 INCREASE_COUNTER(PerformanceMonitor::ANIMATORS_APPLIED);
482 } // namespace SceneGraph
484 } // namespace Internal