/*
- * Copyright (c) 2017 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2018 Samsung Electronics Co., Ltd.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
#include <dali/public-api/math/radian.h>
#include <dali/internal/event/animation/animation-playlist.h>
#include <dali/internal/event/animation/animator-connector.h>
+#include <dali/internal/event/animation/path-impl.h>
#include <dali/internal/event/common/notification-manager.h>
#include <dali/internal/event/common/property-helper.h>
#include <dali/internal/event/common/stage-impl.h>
const Dali::Animation::Interpolation DEFAULT_INTERPOLATION( Dali::Animation::Linear );
const Dali::AlphaFunction DEFAULT_ALPHA_FUNCTION( Dali::AlphaFunction::DEFAULT );
-} // anon namespace
-
-
-AnimationPtr Animation::New(float durationSeconds)
+/**
+ * Helper to tell if a property is animatable (if we have animators for it)
+ *
+ * @param type type to check
+ * @return true if animatable
+ */
+inline bool IsAnimatable( Property::Type type )
{
- Stage* stage = Stage::GetCurrent();
-
- if( stage )
+ bool animatable = false;
+ switch( type )
{
- AnimationPlaylist& playlist = stage->GetAnimationPlaylist();
-
- if( durationSeconds < 0.0f )
+ case Property::BOOLEAN :
+ case Property::FLOAT :
+ case Property::INTEGER :
+ case Property::VECTOR2 :
+ case Property::VECTOR3 :
+ case Property::VECTOR4 :
+ case Property::ROTATION :
+ {
+ animatable = true;
+ break;
+ }
+ case Property::MATRIX : // matrix is allowed as a scene graph property but there's no animators for it
+ case Property::MATRIX3 : // matrix3 is allowed as a scene graph property but there's no animators for it
+ case Property::NONE :
+ case Property::RECTANGLE :
+ case Property::STRING :
+ case Property::ARRAY :
+ case Property::MAP :
+ case Property::EXTENTS :
{
- DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
- durationSeconds = 0.0f;
+ break;
}
+ }
+ return animatable;
+}
+
+/**
+ * Helper to validate animation input values
+ *
+ * @param propertyType type of the property that is being animated
+ * @param destinationType type of the target
+ * @param period time period of the animation
+ */
+void ValidateParameters( Property::Type propertyType, Property::Type destinationType, const TimePeriod& period )
+{
+ // destination value has to be animatable
+ DALI_ASSERT_ALWAYS( IsAnimatable( propertyType ) && "Property type is not animatable" );
+ DALI_ASSERT_ALWAYS( IsAnimatable( destinationType ) && "Target value is not animatable" );
+ DALI_ASSERT_ALWAYS( propertyType == destinationType && "Property and target types don't match" );
+ DALI_ASSERT_ALWAYS( period.durationSeconds >= 0 && "Duration must be >=0" );
+}
- AnimationPtr animation = new Animation( *stage, playlist, durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, DEFAULT_ALPHA_FUNCTION );
+} // anonymous namespace
- // Second-phase construction
- animation->Initialize();
- return animation;
- }
- else
+AnimationPtr Animation::New(float durationSeconds)
+{
+ if( durationSeconds < 0.0f )
{
- return NULL;
+ DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
+ durationSeconds = 0.0f;
}
+
+ ThreadLocalStorage& tls = ThreadLocalStorage::Get();
+ AnimationPtr animation = new Animation( tls.GetEventThreadServices(), tls.GetAnimationPlaylist(), durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, DEFAULT_ALPHA_FUNCTION );
+
+ // Second-phase construction
+ animation->Initialize();
+
+ return animation;
}
Animation::Animation( EventThreadServices& eventThreadServices, AnimationPlaylist& playlist, float durationSeconds, EndAction endAction, EndAction disconnectAction, AlphaFunction defaultAlpha )
mEndAction( endAction ),
mDisconnectAction( disconnectAction ),
mDefaultAlpha( defaultAlpha ),
- mState(Dali::Animation::STOPPED)
+ mState(Dali::Animation::STOPPED),
+ mProgressReachedMarker( 0.0f ),
+ mDelaySeconds( 0.0f ),
+ mAutoReverseEnabled( false )
{
}
{
DALI_ASSERT_DEBUG( mAnimation == NULL );
- // Create a new animation, temporarily owned
- SceneGraph::Animation* animation = SceneGraph::Animation::New( mDurationSeconds, mSpeedFactor, mPlayRange, mLoopCount, mEndAction, mDisconnectAction );
-
- // Keep a const pointer to the animation.
- mAnimation = animation;
-
- // Transfer animation ownership to the update manager through a message
- AddAnimationMessage( mEventThreadServices.GetUpdateManager(), animation );
+ // Create a new animation, Keep a const pointer to the animation.
+ mAnimation = SceneGraph::Animation::New( mDurationSeconds, mSpeedFactor, mPlayRange, mLoopCount, mEndAction, mDisconnectAction );
+ OwnerPointer< SceneGraph::Animation > transferOwnership( const_cast< SceneGraph::Animation* >( mAnimation ) );
+ AddAnimationMessage( mEventThreadServices.GetUpdateManager(), transferOwnership );
}
void Animation::DestroySceneObject()
seconds = 0.0f;
}
- // Cache for public getters
mDurationSeconds = seconds;
// mAnimation is being used in a separate thread; queue a message to set the value
SetDurationMessage( mEventThreadServices, *mAnimation, seconds );
}
+void Animation::SetProgressNotification( float progress )
+{
+ // mAnimation is being used in a separate thread; queue a message to set the value
+ mProgressReachedMarker = progress;
+}
+
+float Animation::GetProgressNotification()
+{
+ return mProgressReachedMarker;
+}
+
float Animation::GetDuration() const
{
// This is not animatable; the cached value is up-to-date.
SetLoopCount( on ? 0 : 1 );
}
-void Animation::SetLoopCount(int count)
+void Animation::SetLoopCount(int32_t count)
{
// Cache for public getters
mLoopCount = count;
SetLoopingMessage( mEventThreadServices, *mAnimation, mLoopCount );
}
-int Animation::GetLoopCount()
+int32_t Animation::GetLoopCount()
{
return mLoopCount;
}
-int Animation::GetCurrentLoop()
+int32_t Animation::GetCurrentLoop()
{
return mCurrentLoop;
}
mState = Dali::Animation::PLAYING;
- if( mEndAction != EndAction::Discard ) // If the animation is discarded, then we do not want to change the target values
- {
- unsigned int connectorTargetValuesIndex( 0 );
- unsigned int numberOfConnectorTargetValues = mConnectorTargetValues.size();
-
- /*
- * Loop through all Animator connectors, if connector index matches the current index stored in mConnectorTargetValues container then
- * should apply target values for this index to the object.
- */
- for ( unsigned int connectorIndex = 0; connectorIndex < mConnectors.Count(); connectorIndex ++)
- {
- // Use index to check if the current connector is next in the mConnectorTargetValues container, meaning targetValues have been pushed in AnimateXXFunction
- if ( connectorTargetValuesIndex < numberOfConnectorTargetValues )
- {
- ConnectorTargetValues& connectorPair = mConnectorTargetValues[ connectorTargetValuesIndex ];
-
- if ( connectorPair.connectorIndex == connectorIndex )
- {
- // Current connector index matches next in the stored connectors with target values so apply target value.
- connectorTargetValuesIndex++; // Found a match for connector so increment index to next one
+ NotifyObjects();
- AnimatorConnectorBase* connector = mConnectors[ connectorIndex ];
-
- Object* object = connector->GetObject();
- if( object )
- {
- object->NotifyPropertyAnimation( *this, connector->GetPropertyIndex(), connectorPair.targetValue );
- }
- }
- }
- }
- }
+ SendFinalProgressNotificationMessage();
// mAnimation is being used in a separate thread; queue a Play message
PlayAnimationMessage( mEventThreadServices, *mAnimation );
mState = Dali::Animation::PLAYING;
+ NotifyObjects();
+
+ SendFinalProgressNotificationMessage();
+
// mAnimation is being used in a separate thread; queue a Play message
PlayAnimationFromMessage( mEventThreadServices, *mAnimation, progress );
}
}
+void Animation::PlayAfter( float delaySeconds )
+{
+ // The negative delay means play immediately.
+ delaySeconds = std::max( 0.f, delaySeconds );
+
+ mDelaySeconds = delaySeconds;
+
+ // Update the current playlist
+ mPlaylist.OnPlay( *this );
+
+ mState = Dali::Animation::PLAYING;
+
+ NotifyObjects();
+
+ SendFinalProgressNotificationMessage();
+
+ // mAnimation is being used in a separate thread; queue a message to set the value
+ PlayAfterMessage( mEventThreadServices, *mAnimation, delaySeconds );
+}
+
void Animation::Pause()
{
mState = Dali::Animation::PAUSED;
mPlaylist.OnClear( *this );
}
-void Animation::AnimateBy(Property& target, Property::Value& relativeValue)
+void Animation::AnimateBy( Property& target, Property::Value& relativeValue )
{
- AnimateBy(target, relativeValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
+ AnimateBy( target, relativeValue, mDefaultAlpha, TimePeriod(mDurationSeconds) );
}
-void Animation::AnimateBy(Property& target, Property::Value& relativeValue, AlphaFunction alpha)
+void Animation::AnimateBy( Property& target, Property::Value& relativeValue, AlphaFunction alpha )
{
- AnimateBy(target, relativeValue, alpha, TimePeriod(mDurationSeconds));
+ AnimateBy( target, relativeValue, alpha, TimePeriod(mDurationSeconds) );
}
-void Animation::AnimateBy(Property& target, Property::Value& relativeValue, TimePeriod period)
+void Animation::AnimateBy( Property& target, Property::Value& relativeValue, TimePeriod period )
{
- AnimateBy(target, relativeValue, mDefaultAlpha, period);
+ AnimateBy( target, relativeValue, mDefaultAlpha, period );
}
-void Animation::AnimateBy(Property& target, Property::Value& relativeValue, AlphaFunction alpha, TimePeriod period)
+void Animation::AnimateBy( Property& target, Property::Value& relativeValue, AlphaFunction alpha, TimePeriod period )
{
- Object& object = GetImplementation( target.object );
- const Property::Type targetType = object.GetPropertyType( target.propertyIndex );
+ Object& object = GetImplementation(target.object);
+ const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
const Property::Type destinationType = relativeValue.GetType();
- DALI_ASSERT_ALWAYS( targetType == destinationType && "Animated value and Property type don't match" );
- ExtendDuration( period );
+ // validate animation parameters, if component index is set then use float as checked type
+ ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
+ destinationType, period );
+
+ ExtendDuration(period);
+
+ // Store data to later notify the object that its property is being animated
+ ConnectorTargetValues connectorPair;
+ connectorPair.targetValue = relativeValue;
+ connectorPair.connectorIndex = mConnectors.Count();
+ connectorPair.timePeriod = period;
+ connectorPair.animatorType = Animation::BY;
+ mConnectorTargetValues.push_back( connectorPair );
- switch ( targetType )
+ // using destination type so component animation gets correct type
+ switch ( destinationType )
{
case Property::BOOLEAN:
{
case Property::INTEGER:
{
- AddAnimatorConnector( AnimatorConnector<int>::New( object,
- target.propertyIndex,
- target.componentIndex,
- new AnimateByInteger(relativeValue.Get<int>()),
- alpha,
- period ) );
+ AddAnimatorConnector( AnimatorConnector<int32_t>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
+ new AnimateByInteger(relativeValue.Get<int32_t>()),
+ alpha,
+ period ) );
break;
}
}
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue)
+void Animation::AnimateTo( Property& target, Property::Value& destinationValue )
{
- AnimateTo(target, destinationValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
+ AnimateTo( target, destinationValue, mDefaultAlpha, TimePeriod(mDurationSeconds) );
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha)
+void Animation::AnimateTo( Property& target, Property::Value& destinationValue, AlphaFunction alpha )
{
- AnimateTo(target, destinationValue, alpha, TimePeriod(mDurationSeconds));
+ AnimateTo( target, destinationValue, alpha, TimePeriod(mDurationSeconds));
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, TimePeriod period)
+void Animation::AnimateTo( Property& target, Property::Value& destinationValue, TimePeriod period )
{
- AnimateTo(target, destinationValue, mDefaultAlpha, period);
+ AnimateTo( target, destinationValue, mDefaultAlpha, period );
}
-void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period)
+void Animation::AnimateTo( Property& target, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period )
{
- Object& object = GetImplementation(target.object);
-
- AnimateTo( object, target.propertyIndex, target.componentIndex, destinationValue, alpha, period );
-}
-
-void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIndex, int componentIndex, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period)
-{
- Property::Type targetType = targetObject.GetPropertyType(targetPropertyIndex);
- if( componentIndex != Property::INVALID_COMPONENT_INDEX )
- {
- if( ( targetType == Property::VECTOR2 ) ||
- ( targetType == Property::VECTOR3 ) ||
- ( targetType == Property::VECTOR4 ) )
- {
- targetType = Property::FLOAT;
- }
- }
+ Object& object = GetImplementation( target.object );
+ const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
const Property::Type destinationType = destinationValue.GetType();
- DALI_ASSERT_ALWAYS( targetType == destinationType && "Animated value and Property type don't match" );
+
+ // validate animation parameters, if component index is set then use float as checked type
+ ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
+ destinationType, period );
ExtendDuration( period );
ConnectorTargetValues connectorPair;
connectorPair.targetValue = destinationValue;
connectorPair.connectorIndex = mConnectors.Count();
+ connectorPair.timePeriod = period;
+ connectorPair.animatorType = Animation::TO;
mConnectorTargetValues.push_back( connectorPair );
+ // using destination type so component animation gets correct type
switch ( destinationType )
{
case Property::BOOLEAN:
{
- AddAnimatorConnector( AnimatorConnector<bool>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<bool>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToBoolean( destinationValue.Get<bool>() ),
alpha,
period ) );
case Property::INTEGER:
{
- AddAnimatorConnector( AnimatorConnector<int>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
- new AnimateToInteger( destinationValue.Get<int>() ),
- alpha,
- period ) );
+ AddAnimatorConnector( AnimatorConnector<int32_t>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
+ new AnimateToInteger( destinationValue.Get<int32_t>() ),
+ alpha,
+ period ) );
break;
}
case Property::FLOAT:
{
- AddAnimatorConnector( AnimatorConnector<float>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<float>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToFloat( destinationValue.Get<float>() ),
alpha,
period ) );
case Property::VECTOR2:
{
- AddAnimatorConnector( AnimatorConnector<Vector2>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<Vector2>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToVector2( destinationValue.Get<Vector2>() ),
alpha,
period ) );
case Property::VECTOR3:
{
- AddAnimatorConnector( AnimatorConnector<Vector3>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<Vector3>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToVector3( destinationValue.Get<Vector3>() ),
alpha,
period ) );
case Property::VECTOR4:
{
- AddAnimatorConnector( AnimatorConnector<Vector4>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<Vector4>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new AnimateToVector4( destinationValue.Get<Vector4>() ),
alpha,
period ) );
case Property::ROTATION:
{
- AddAnimatorConnector( AnimatorConnector<Quaternion>::New( targetObject,
- targetPropertyIndex,
- componentIndex,
+ AddAnimatorConnector( AnimatorConnector<Quaternion>::New( object,
+ target.propertyIndex,
+ target.componentIndex,
new RotateToQuaternion( destinationValue.Get<Quaternion>() ),
alpha,
period ) );
}
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames )
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
+ AnimateBetween( target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Interpolation interpolation )
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, Interpolation interpolation )
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), interpolation );
+ AnimateBetween( target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), interpolation );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, TimePeriod period)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, TimePeriod period )
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, period, DEFAULT_INTERPOLATION);
+ AnimateBetween( target, keyFrames, mDefaultAlpha, period, DEFAULT_INTERPOLATION );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, TimePeriod period, Interpolation interpolation)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, TimePeriod period, Interpolation interpolation )
{
- AnimateBetween(target, keyFrames, mDefaultAlpha, period, interpolation);
+ AnimateBetween( target, keyFrames, mDefaultAlpha, period, interpolation );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha )
{
- AnimateBetween(target, keyFrames, alpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION);
+ AnimateBetween( target, keyFrames, alpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, Interpolation interpolation)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, Interpolation interpolation )
{
- AnimateBetween(target, keyFrames, alpha, TimePeriod(mDurationSeconds), interpolation);
+ AnimateBetween( target, keyFrames, alpha, TimePeriod(mDurationSeconds), interpolation );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period )
{
- AnimateBetween(target, keyFrames, alpha, period, DEFAULT_INTERPOLATION);
+ AnimateBetween( target, keyFrames, alpha, period, DEFAULT_INTERPOLATION );
}
-void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation)
+void Animation::AnimateBetween( Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation )
{
Object& object = GetImplementation( target.object );
+ const Property::Type propertyType = object.GetPropertyType( target.propertyIndex );
+ const Property::Type destinationType = keyFrames.GetType();
+
+ // validate animation parameters, if component index is set then use float as checked type
+ ValidateParameters( (target.componentIndex == Property::INVALID_COMPONENT_INDEX) ? propertyType : Property::FLOAT,
+ destinationType, period );
ExtendDuration( period );
- switch(keyFrames.GetType())
+ // Store data to later notify the object that its property is being animated
+ ConnectorTargetValues connectorPair;
+ connectorPair.targetValue = keyFrames.GetLastKeyFrameValue();
+ connectorPair.connectorIndex = mConnectors.Count();
+ connectorPair.timePeriod = period;
+ connectorPair.animatorType = BETWEEN;
+ mConnectorTargetValues.push_back( connectorPair );
+
+ // using destination type so component animation gets correct type
+ switch( destinationType )
{
case Dali::Property::BOOLEAN:
{
const KeyFrameInteger* kf;
GetSpecialization(keyFrames, kf);
KeyFrameIntegerPtr kfCopy = KeyFrameInteger::Clone(*kf);
- AddAnimatorConnector( AnimatorConnector<int>::New( object,
+ AddAnimatorConnector( AnimatorConnector<int32_t>::New( object,
target.propertyIndex,
target.componentIndex,
new KeyFrameIntegerFunctor(kfCopy,interpolation),
bool Animation::HasFinished()
{
bool hasFinished(false);
- const int playedCount(mAnimation->GetPlayedCount());
+ const int32_t playedCount(mAnimation->GetPlayedCount());
// If the play count has been incremented, then another notification is required
mCurrentLoop = mAnimation->GetCurrentLoop();
return mFinishedSignal;
}
+Dali::Animation::AnimationSignalType& Animation::ProgressReachedSignal()
+{
+ return mProgressReachedSignal;
+}
+
void Animation::EmitSignalFinish()
{
if ( !mFinishedSignal.Empty() )
}
}
+void Animation::EmitSignalProgressReached()
+{
+ if ( !mProgressReachedSignal.Empty() )
+ {
+ Dali::Animation handle( this );
+ mProgressReachedSignal.Emit( handle );
+ }
+}
+
bool Animation::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
{
- bool connected( true );
+ bool connected( false );
Animation* animation = static_cast< Animation* >(object); // TypeRegistry guarantees that this is the correct type.
if( 0 == signalName.compare( SIGNAL_FINISHED ) )
{
animation->FinishedSignal().Connect( tracker, functor );
- }
- else
- {
- // signalName does not match any signal
- connected = false;
+ connected = true;
}
return connected;
float Animation::GetCurrentProgress()
{
- if( mAnimation )
+ float progress = 0.f;
+ if( mAnimation ) // always exists in practice
{
- return mAnimation->GetCurrentProgress();
+ progress = mAnimation->GetCurrentProgress();
}
- return 0.0f;
+ return progress;
}
void Animation::ExtendDuration( const TimePeriod& timePeriod )
return mPlayRange;
}
+void Animation::SetLoopingMode( Dali::Animation::LoopingMode loopingMode )
+{
+ mAutoReverseEnabled = ( loopingMode == Dali::Animation::LoopingMode::AUTO_REVERSE );
+
+ // mAnimation is being used in a separate thread; queue a message to set play range
+ SetLoopingModeMessage( mEventThreadServices, *mAnimation, mAutoReverseEnabled );
+}
+
+Dali::Animation::LoopingMode Animation::GetLoopingMode() const
+{
+ return mAutoReverseEnabled ? Dali::Animation::AUTO_REVERSE : Dali::Animation::RESTART;
+}
+
+bool Animation::CompareConnectorEndTimes( const Animation::ConnectorTargetValues& lhs, const Animation::ConnectorTargetValues& rhs )
+{
+ return ( ( lhs.timePeriod.delaySeconds + lhs.timePeriod.durationSeconds ) < ( rhs.timePeriod.delaySeconds + rhs.timePeriod.durationSeconds ) );
+}
+
+void Animation::NotifyObjects()
+{
+ if( mEndAction != EndAction::Discard ) // If the animation is discarded, then we do not want to change the target values
+ {
+ // Sort according to end time with earlier end times coming first, if the end time is the same, then the connectors are not moved
+ std::stable_sort( mConnectorTargetValues.begin(), mConnectorTargetValues.end(), CompareConnectorEndTimes );
+
+ // Loop through all connector target values sorted by increasing end time
+ ConnectorTargetValuesContainer::const_iterator iter = mConnectorTargetValues.begin();
+ const ConnectorTargetValuesContainer::const_iterator endIter = mConnectorTargetValues.end();
+ for( ; iter != endIter; ++iter )
+ {
+ AnimatorConnectorBase* connector = mConnectors[ iter->connectorIndex ];
+
+ Object* object = connector->GetObject();
+ if( object )
+ {
+ object->NotifyPropertyAnimation( *this, connector->GetPropertyIndex(), iter->targetValue, iter->animatorType );
+ }
+ }
+ }
+}
+
+
+void Animation::SendFinalProgressNotificationMessage()
+{
+ if ( mProgressReachedMarker > 0.0f )
+ {
+ float progressMarkerSeconds = mDurationSeconds * mProgressReachedMarker;
+ SetProgressNotificationMessage( mEventThreadServices, *mAnimation, progressMarkerSeconds );
+ }
+}
} // namespace Internal