1 #ifndef __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__
2 #define __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__
5 * Copyright (c) 2014 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] isLooping Whether the animation will loop.
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, bool isLooping, 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 * Retrieve the duration of the animation.
96 * @return The duration in seconds.
98 float GetDuration() const
100 return mDurationSeconds;
104 * Retrieve the current progress of the animation.
105 * @return The current progress as a normalized value between [0,1].
107 float GetCurrentProgress() const
109 if( mDurationSeconds > 0.0f )
111 return mElapsedSeconds / mDurationSeconds;
118 * Sets the progress of the animation.
119 * @param[in] The new progress as a normalized value between [0,1]
121 void SetCurrentProgress( float progress )
123 mElapsedSeconds = mDurationSeconds * progress;
126 void SetSpeedFactor( float factor )
128 mSpeedFactor = factor;
132 * Set whether the animation will loop.
133 * @param[in] looping True if the animation will loop.
135 void SetLooping(bool looping);
138 * Query whether the animation will loop.
139 * @return True if the animation will loop.
141 bool IsLooping() const
147 * Set the end action of the animation.
148 * @param[in] action The end action.
150 void SetEndAction(EndAction action);
153 * Retrieve the action performed when the animation ends.
154 * @return The end action.
156 EndAction GetEndAction()
162 * Set the disconnect action of the animation when connected objects are disconnected.
163 * This action is performed during the next update when
164 * the connected object is disconnected.
165 * @param[in] action The disconnect action.
167 void SetDisconnectAction(EndAction action);
170 * Retrieve the action performed when the animation is destroyed.
171 * @return The destroy action.
173 EndAction GetDisconnectAction()
175 return mDisconnectAction;
179 * Set the playing range. The animation will only play between the minimum and maximum progress
182 * @param[in] range Two values between [0,1] to specify minimum and maximum progress.
184 void SetPlayRange( const Vector2& range );
187 * Play the animation.
192 * Play the animation from a given point
193 * @param[in] progress A value between [0,1] form where the animation should start playing
195 void PlayFrom( float progress );
198 * Pause the animation.
203 * Stop the animation.
204 * @param[in] bufferIndex The buffer to update when mEndAction == Bake.
205 * @return True if the animation has finished (otherwise it wasn't playing)
207 bool Stop(BufferIndex bufferIndex);
210 * Called shortly before the animation is destroyed.
211 * @param[in] bufferIndex The buffer to update when mEndAction == Bake.
213 void OnDestroy(BufferIndex bufferIndex);
216 * Query whether the animation is playing, paused or stopped.
217 * Note that even when paused, the Update() method should be called,
218 * since the current progress must be reapplied each frame.
220 State GetState() const
226 * Retrive a count of the number of times the animation has been played to completion.
227 * This can be used to emit "Finised" signals from the public-api
229 int GetPlayCount() const
235 * Add a newly created animator.
236 * Animators are automatically removed, when orphaned from an animatable scene object.
237 * @param[in] animator The animator to add.
238 * @param[in] propertyOwner The scene-object that owns the animatable property.
239 * @post The animator is owned by this animation.
241 void AddAnimator( AnimatorBase* animator );
244 * Retrieve the animators from an animation.
245 * @return The container of animators.
247 AnimatorContainer& GetAnimators()
253 * This causes the animators to change the properties of objects in the scene graph.
254 * @pre The animation is playing or paused.
255 * @param[in] bufferIndex The buffer to update.
256 * @param[in] elapsedSeconds The time elapsed since the previous frame.
257 * @return True if the animation has finished.
259 bool Update(BufferIndex bufferIndex, float elapsedSeconds);
265 * Protected constructor. See New()
267 Animation( float durationSeconds, float speedFactor, const Vector2& playRange, bool isLooping, EndAction endAction, EndAction disconnectAction );
273 * Helper for Update, also used to bake when the animation is stopped or destroyed.
274 * @param[in] bufferIndex The buffer to update.
275 * @param[in] bake True if the final result should be baked.
276 * @param[in] animationFinished True if the animation has finished.
278 void UpdateAnimators( BufferIndex bufferIndex, bool bake, bool animationFinished );
281 * Helper function to bake the result of the animation when it is stopped or
283 * @param[in] bufferIndex The buffer to update.
284 * @param[in] action The end action specified.
286 void Bake(BufferIndex bufferIndex, EndAction action );
289 * Helper function to set active state of animators.
290 * @param[in] active Every animator is set to this state
292 void SetAnimatorsActive( bool active );
295 Animation(const Animation&);
298 Animation& operator=(const Animation& rhs);
302 float mDurationSeconds;
305 EndAction mEndAction;
306 EndAction mDisconnectAction;
309 float mElapsedSeconds;
313 AnimatorContainer mAnimators;
316 }; //namespace SceneGraph
318 // value types used by messages
319 template <> struct ParameterType< Dali::Animation::EndAction > : public BasicType< Dali::Animation::EndAction > {};
324 // Messages for Animation
326 inline void SetDurationMessage( EventThreadServices& eventThreadServices, const Animation& animation, float durationSeconds )
328 typedef MessageValue1< Animation, float > LocalType;
330 // Reserve some memory inside the message queue
331 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
333 // Construct message in the message queue memory; note that delete should not be called on the return value
334 new (slot) LocalType( &animation, &Animation::SetDuration, durationSeconds );
337 inline void SetLoopingMessage( EventThreadServices& eventThreadServices, const Animation& animation, bool looping )
339 typedef MessageValue1< Animation, bool > LocalType;
341 // Reserve some memory inside the message queue
342 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
344 // Construct message in the message queue memory; note that delete should not be called on the return value
345 new (slot) LocalType( &animation, &Animation::SetLooping, looping );
348 inline void SetEndActionMessage( EventThreadServices& eventThreadServices, const Animation& animation, Dali::Animation::EndAction action )
350 typedef MessageValue1< Animation, Dali::Animation::EndAction > LocalType;
352 // Reserve some memory inside the message queue
353 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
355 // Construct message in the message queue memory; note that delete should not be called on the return value
356 new (slot) LocalType( &animation, &Animation::SetEndAction, action );
359 inline void SetDisconnectActionMessage( EventThreadServices& eventThreadServices, const Animation& animation, Dali::Animation::EndAction action )
361 typedef MessageValue1< Animation, Dali::Animation::EndAction > LocalType;
363 // Reserve some memory inside the message queue
364 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
366 // Construct message in the message queue memory; note that delete should not be called on the return value
367 new (slot) LocalType( &animation, &Animation::SetDisconnectAction, action );
370 inline void SetCurrentProgressMessage( EventThreadServices& eventThreadServices, const Animation& animation, float progress )
372 typedef MessageValue1< Animation, float > LocalType;
374 // Reserve some memory inside the message queue
375 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
377 // Construct message in the message queue memory; note that delete should not be called on the return value
378 new (slot) LocalType( &animation, &Animation::SetCurrentProgress, progress );
381 inline void SetSpeedFactorMessage( EventThreadServices& eventThreadServices, const Animation& animation, float factor )
383 typedef MessageValue1< Animation, float > LocalType;
385 // Reserve some memory inside the message queue
386 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
388 // Construct message in the message queue memory; note that delete should not be called on the return value
389 new (slot) LocalType( &animation, &Animation::SetSpeedFactor, factor );
392 inline void SetPlayRangeMessage( EventThreadServices& eventThreadServices, const Animation& animation, const Vector2& range )
394 typedef MessageValue1< Animation, Vector2 > LocalType;
396 // Reserve some memory inside the message queue
397 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
399 // Construct message in the message queue memory; note that delete should not be called on the return value
400 new (slot) LocalType( &animation, &Animation::SetPlayRange, range );
403 inline void PlayAnimationMessage( EventThreadServices& eventThreadServices, const Animation& animation )
405 typedef Message< Animation > LocalType;
407 // Reserve some memory inside the message queue
408 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
410 // Construct message in the message queue memory; note that delete should not be called on the return value
411 new (slot) LocalType( &animation, &Animation::Play );
414 inline void PlayAnimationFromMessage( EventThreadServices& eventThreadServices, const Animation& animation, float progress )
416 typedef MessageValue1< Animation,float > LocalType;
418 // Reserve some memory inside the message queue
419 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
421 // Construct message in the message queue memory; note that delete should not be called on the return value
422 new (slot) LocalType( &animation, &Animation::PlayFrom, progress );
425 inline void PauseAnimationMessage( EventThreadServices& eventThreadServices, const Animation& animation )
427 typedef Message< Animation > LocalType;
429 // Reserve some memory inside the message queue
430 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
432 // Construct message in the message queue memory; note that delete should not be called on the return value
433 new (slot) LocalType( &animation, &Animation::Pause );
436 inline void AddAnimatorMessage( EventThreadServices& eventThreadServices, const Animation& animation, AnimatorBase& animator )
438 typedef MessageValue1< Animation, OwnerPointer<AnimatorBase> > LocalType;
440 // Reserve some memory inside the message queue
441 unsigned int* slot = eventThreadServices.ReserveMessageSlot( sizeof( LocalType ) );
443 // Construct message in the message queue memory; note that delete should not be called on the return value
444 new (slot) LocalType( &animation, &Animation::AddAnimator, &animator );
448 } // namespace SceneGraph
450 } // namespace Internal
454 #endif // __DALI_INTERNAL_SCENE_GRAPH_ANIMATION_H__