#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>
}
Animation::Animation( EventThreadServices& eventThreadServices, AnimationPlaylist& playlist, float durationSeconds, EndAction endAction, EndAction disconnectAction, AlphaFunction defaultAlpha )
-: mEventThreadServices( eventThreadServices ),
+: mAnimation( NULL ),
+ mEventThreadServices( eventThreadServices ),
mPlaylist( playlist ),
- mAnimation( NULL ),
- mNotificationCount( 0 ),
- mFinishedCallback( NULL ),
- mFinishedCallbackObject( NULL ),
+ mFinishedSignal(),
+ mConnectors(),
+ mConnectorTargetValues(),
+ mPlayRange( Vector2(0.0f,1.0f)),
mDurationSeconds( durationSeconds ),
mSpeedFactor(1.0f),
+ mNotificationCount( 0 ),
mLoopCount(1),
mCurrentLoop(0),
- mPlayRange( Vector2(0.0f,1.0f)),
mEndAction( endAction ),
mDisconnectAction( disconnectAction ),
mDefaultAlpha( defaultAlpha ),
- mState(Dali::Animation::STOPPED)
+ mState(Dali::Animation::STOPPED),
+ mProgressReachedMarker( 0.0f ),
+ mDelaySeconds( 0.0f )
{
}
{
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()
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.
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 ];
+ NotifyObjects();
- 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
-
- 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;
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 targetType = 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 );
+ if ( object.GetPropertyComponentIndex( target.propertyIndex ) != Property::INVALID_COMPONENT_INDEX )
+ {
+ DALI_ASSERT_ALWAYS(Property::FLOAT == destinationType && "Animated value and Property type don't match");
+ }
+ else
+ {
+ DALI_ASSERT_ALWAYS(targetType == destinationType && "Animated value and Property type don't match");
+ }
+
+ 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 )
{
ConnectorTargetValues connectorPair;
connectorPair.targetValue = destinationValue;
connectorPair.connectorIndex = mConnectors.Count();
+ connectorPair.timePeriod = period;
+ connectorPair.animatorType = Animation::TO;
mConnectorTargetValues.push_back( connectorPair );
switch ( destinationType )
ExtendDuration( period );
+ // 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 );
+
switch(keyFrames.GetType())
{
case Dali::Property::BOOLEAN:
return mFinishedSignal;
}
+Dali::Animation::AnimationSignalType& Animation::ProgressReachedSignal()
+{
+ return mProgressReachedSignal;
+}
+
void Animation::EmitSignalFinish()
{
if ( !mFinishedSignal.Empty() )
Dali::Animation handle( this );
mFinishedSignal.Emit( handle );
}
+}
- // This callback is used internally, to avoid the overhead of using a signal.
- if ( mFinishedCallback )
+void Animation::EmitSignalProgressReached()
+{
+ if ( !mProgressReachedSignal.Empty() )
{
- mFinishedCallback( mFinishedCallbackObject );
+ Dali::Animation handle( this );
+ mProgressReachedSignal.Emit( handle );
}
}
return connected;
}
-void Animation::SetFinishedCallback( FinishedCallback callback, Object* object )
-{
- mFinishedCallback = callback;
- mFinishedCallbackObject = object;
-}
-
void Animation::AddAnimatorConnector( AnimatorConnectorBase* connector )
{
DALI_ASSERT_DEBUG( NULL != connector );
return mPlayRange;
}
+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