1 #ifndef __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__
2 #define __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__
5 * Copyright (c) 2017 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
22 #include <dali/public-api/animation/animation.h>
24 #include <dali/internal/common/buffer-index.h>
25 #include <dali/internal/common/message.h>
26 #include <dali/internal/event/common/event-thread-services.h>
27 #include <dali/internal/update/animation/scene-graph-animator.h>
40 typedef OwnerContainer< Animation* > AnimationContainer;
42 typedef AnimationContainer::Iterator AnimationIter;
43 typedef AnimationContainer::ConstIterator AnimationConstIter;
46 * Animations are used to change the properties of scene graph objects, as part of a scene
47 * managers "update" phase. An animation is a container of Animator objects; the actual setting
48 * of object values is done by the animators.
54 typedef Dali::Animation::EndAction EndAction;
65 * Construct a new Animation.
66 * @param[in] durationSeconds The duration of the animation in seconds.
67 * @param[in] speedFactor Multiplier to the animation velocity.
68 * @param[in] playRange Minimum and maximum progress between which the animation will play.
69 * @param[in] loopCount The number of times the animation will loop. ( See SetLoopCount() )
70 * @param[in] endAction The action to perform when the animation ends.
71 * @param[in] disconnectAction The action to perform when the property owner of an animator is disconnected.
72 * @return A new Animation
74 static Animation* New( float durationSeconds, float speedFactor, const Vector2& playRange, int loopCount, EndAction endAction, EndAction disconnectAction );
82 * Overriden delete operator
83 * Deletes the animation from its global memory pool
85 void operator delete( void* ptr );
88 * Set the duration of an animation.
89 * @pre durationSeconds must be greater than zero.
90 * @param[in] durationSeconds The duration in seconds.
92 void SetDuration(float durationSeconds);
95 * Set the progress marker to trigger notification
96 * @param[in] progress percent of progress to trigger notification, 0.0f < progress <= 1.0f
98 void SetProgressNotification( float progress );
101 * Retrieve the duration of the animation.
102 * @return The duration in seconds.
104 float GetDuration() const
106 return mDurationSeconds;
110 * Retrieve the current progress of the animation.
111 * @return The current progress as a normalized value between [0,1].
113 float GetCurrentProgress() const
115 if( mDurationSeconds > 0.0f )
117 return mElapsedSeconds / mDurationSeconds;
124 * Sets the progress of the animation.
125 * @param[in] The new progress as a normalized value between [0,1]
127 void SetCurrentProgress( float progress )
129 mElapsedSeconds = mDurationSeconds * progress;
132 void SetSpeedFactor( float factor )
134 mSpeedFactor = factor;
138 * Set the animation loop count.
139 * 0 is loop forever, N loop play N times
140 * @param[in] loopCount The loop count
142 void SetLoopCount(int loopCount);
145 * Query whether the animation will loop.
146 * @return True if the animation will loop.
148 bool IsLooping() const
150 return mLoopCount != 1;
155 * @return the loop count
157 int GetLoopCount() const
163 * Set the end action of the animation.
164 * @param[in] action The end action.
166 void SetEndAction(EndAction action);
169 * Retrieve the action performed when the animation ends.
170 * @return The end action.
172 EndAction GetEndAction()
178 * Set the disconnect action of the animation when connected objects are disconnected.
179 * This action is performed during the next update when
180 * the connected object is disconnected.
181 * @param[in] action The disconnect action.
183 void SetDisconnectAction(EndAction action);
186 * Retrieve the action performed when the animation is destroyed.
187 * @return The destroy action.
189 EndAction GetDisconnectAction()
191 return mDisconnectAction;
195 * Set the playing range. The animation will only play between the minimum and maximum progress
198 * @param[in] range Two values between [0,1] to specify minimum and maximum progress.
200 void SetPlayRange( const Vector2& range );
203 * Play the animation.
208 * Play the animation from a given point
209 * @param[in] progress A value between [0,1] form where the animation should start playing
211 void PlayFrom( float progress );
214 * @brief Play the animation after a given delay time.
215 * @param[in] delaySeconds The delay time
217 void PlayAfter( float delaySeconds );
220 * Pause the animation.
225 * Stop the animation.
226 * @param[in] bufferIndex The buffer to update when mEndAction == Bake.
227 * @return True if the animation has finished (otherwise it wasn't playing)
229 bool Stop(BufferIndex bufferIndex);
232 * Called shortly before the animation is destroyed.
233 * @param[in] bufferIndex The buffer to update when mEndAction == Bake.
235 void OnDestroy(BufferIndex bufferIndex);
238 * Query whether the animation is playing, paused or stopped.
239 * Note that even when paused, the Update() method should be called,
240 * since the current progress must be reapplied each frame.
242 State GetState() const
248 * Retrive a count of the number of times the animation has been played to completion.
249 * This can be used to emit "Finised" signals from the public-api
251 int GetPlayedCount() const
257 * Get the current loop count from zero to GetLoopCount().
259 int GetCurrentLoop() const
265 * Add a newly created animator.
266 * Animators are automatically removed, when orphaned from an animatable scene object.
267 * @param[in] animator The animator to add.
268 * @param[in] propertyOwner The scene-object that owns the animatable property.
269 * @post The animator is owned by this animation.
271 void AddAnimator( OwnerPointer<AnimatorBase>& animator );
274 * Retrieve the animators from an animation.
275 * @return The container of animators.
277 AnimatorContainer& GetAnimators()
283 * This causes the animators to change the properties of objects in the scene graph.
284 * @pre The animation is playing or paused.
285 * @param[in] bufferIndex The buffer to update.
286 * @param[in] elapsedSeconds The time elapsed since the previous frame.
287 * @param[out] looped True if the animation looped
288 * @param[out] finished True if the animation has finished.
289 * @param[out] progressReached True if progress marker reached
291 void Update(BufferIndex bufferIndex, float elapsedSeconds, bool& looped, bool& finished, bool& progressReached );
297 * Protected constructor. See New()
299 Animation( float durationSeconds, float speedFactor, const Vector2& playRange, int loopCount, EndAction endAction, EndAction disconnectAction );
305 * Helper for Update, also used to bake when the animation is stopped or destroyed.
306 * @param[in] bufferIndex The buffer to update.
307 * @param[in] bake True if the final result should be baked.
308 * @param[in] animationFinished True if the animation has finished.
310 void UpdateAnimators( BufferIndex bufferIndex, bool bake, bool animationFinished );
313 * Helper function to bake the result of the animation when it is stopped or
315 * @param[in] bufferIndex The buffer to update.
316 * @param[in] action The end action specified.
318 void Bake(BufferIndex bufferIndex, EndAction action );
321 * Helper function to set active state of animators.
322 * @param[in] active Every animator is set to this state
324 void SetAnimatorsActive( bool active );
327 Animation(const Animation&);
330 Animation& operator=(const Animation& rhs);
334 AnimatorContainer mAnimators;
338 float mDurationSeconds;
340 float mElapsedSeconds;
342 float mProgressMarker; // Progress marker to trigger a notification
344 int mPlayedCount; // Incremented at end of animation or completion of all loops
345 // Never incremented when looping forever. Event thread tracks to signal end.
346 int mLoopCount; // N loop setting
347 int mCurrentLoop; // Current loop number
349 EndAction mEndAction;
350 EndAction mDisconnectAction;
354 bool mProgressReachedSignalRequired; // Flag to indicate the progress marker was hit
357 }; //namespace SceneGraph
359 // value types used by messages
360 template <> struct ParameterType< Dali::Animation::EndAction > : public BasicType< Dali::Animation::EndAction > {};
365 // Messages for Animation
367 inline void SetDurationMessage( EventThreadServices& eventThreadServices, const Animation& animation, float durationSeconds )
369 typedef MessageValue1< Animation, float > LocalType;
371 // Reserve some memory inside the message queue
372 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
374 // Construct message in the message queue memory; note that delete should not be called on the return value
375 new (slot) LocalType( &animation, &Animation::SetDuration, durationSeconds );
378 inline void SetProgressNotificationMessage( EventThreadServices& eventThreadServices, const Animation& animation, float progress )
380 typedef MessageValue1< Animation, float > LocalType;
382 // Reserve some memory inside the message queue
383 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
385 // Construct message in the message queue memory; note that delete should not be called on the return value
386 new (slot) LocalType( &animation, &Animation::SetProgressNotification, progress );
390 inline void SetLoopingMessage( EventThreadServices& eventThreadServices, const Animation& animation, int loopCount )
392 typedef MessageValue1< Animation, int > LocalType;
394 // Reserve some memory inside the message queue
395 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
397 // Construct message in the message queue memory; note that delete should not be called on the return value
398 new (slot) LocalType( &animation, &Animation::SetLoopCount, loopCount );
401 inline void SetEndActionMessage( EventThreadServices& eventThreadServices, const Animation& animation, Dali::Animation::EndAction action )
403 typedef MessageValue1< Animation, Dali::Animation::EndAction > LocalType;
405 // Reserve some memory inside the message queue
406 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
408 // Construct message in the message queue memory; note that delete should not be called on the return value
409 new (slot) LocalType( &animation, &Animation::SetEndAction, action );
412 inline void SetDisconnectActionMessage( EventThreadServices& eventThreadServices, const Animation& animation, Dali::Animation::EndAction action )
414 typedef MessageValue1< Animation, Dali::Animation::EndAction > LocalType;
416 // Reserve some memory inside the message queue
417 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
419 // Construct message in the message queue memory; note that delete should not be called on the return value
420 new (slot) LocalType( &animation, &Animation::SetDisconnectAction, action );
423 inline void SetCurrentProgressMessage( EventThreadServices& eventThreadServices, const Animation& animation, float progress )
425 typedef MessageValue1< Animation, float > LocalType;
427 // Reserve some memory inside the message queue
428 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
430 // Construct message in the message queue memory; note that delete should not be called on the return value
431 new (slot) LocalType( &animation, &Animation::SetCurrentProgress, progress );
434 inline void SetSpeedFactorMessage( EventThreadServices& eventThreadServices, const Animation& animation, float factor )
436 typedef MessageValue1< Animation, float > LocalType;
438 // Reserve some memory inside the message queue
439 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
441 // Construct message in the message queue memory; note that delete should not be called on the return value
442 new (slot) LocalType( &animation, &Animation::SetSpeedFactor, factor );
445 inline void SetPlayRangeMessage( EventThreadServices& eventThreadServices, const Animation& animation, const Vector2& range )
447 typedef MessageValue1< Animation, Vector2 > LocalType;
449 // Reserve some memory inside the message queue
450 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
452 // Construct message in the message queue memory; note that delete should not be called on the return value
453 new (slot) LocalType( &animation, &Animation::SetPlayRange, range );
456 inline void PlayAnimationMessage( EventThreadServices& eventThreadServices, const Animation& animation )
458 typedef Message< Animation > LocalType;
460 // Reserve some memory inside the message queue
461 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
463 // Construct message in the message queue memory; note that delete should not be called on the return value
464 new (slot) LocalType( &animation, &Animation::Play );
467 inline void PlayAnimationFromMessage( EventThreadServices& eventThreadServices, const Animation& animation, float progress )
469 typedef MessageValue1< Animation,float > LocalType;
471 // Reserve some memory inside the message queue
472 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
474 // Construct message in the message queue memory; note that delete should not be called on the return value
475 new (slot) LocalType( &animation, &Animation::PlayFrom, progress );
478 inline void PauseAnimationMessage( EventThreadServices& eventThreadServices, const Animation& animation )
480 typedef Message< Animation > LocalType;
482 // Reserve some memory inside the message queue
483 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
485 // Construct message in the message queue memory; note that delete should not be called on the return value
486 new (slot) LocalType( &animation, &Animation::Pause );
489 inline void AddAnimatorMessage( EventThreadServices& eventThreadServices, const Animation& animation, AnimatorBase& animator )
491 typedef MessageValue1< Animation, OwnerPointer<AnimatorBase> > LocalType;
493 // Reserve some memory inside the message queue
494 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
496 // Construct message in the message queue memory; note that delete should not be called on the return value
497 OwnerPointer<AnimatorBase> parameter( &animator );
498 new (slot) LocalType( &animation, &Animation::AddAnimator, parameter );
501 inline void PlayAfterMessage( EventThreadServices& eventThreadServices, const Animation& animation, float delaySeconds )
503 typedef MessageValue1< Animation, float > LocalType;
505 // Reserve some memory inside the message queue
506 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
508 // Construct message in the message queue memory; note that delete should not be called on the return value
509 new (slot) LocalType( &animation, &Animation::PlayAfter, delaySeconds );
512 } // namespace SceneGraph
514 } // namespace Internal
518 #endif // __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__