Implement Animation PlayAfter() API
[platform/core/uifw/dali-core.git] / dali / internal / event / animation / animation-impl.cpp
index ec1a6ca..b7cc899 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2016 Samsung Electronics Co., Ltd.
+ * Copyright (c) 2017 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.
 // EXTERNAL INCLUDES
 
 // INTERNAL INCLUDES
-#include <dali/public-api/actors/actor.h>
 #include <dali/public-api/animation/alpha-function.h>
 #include <dali/public-api/animation/time-period.h>
 #include <dali/public-api/common/dali-common.h>
 #include <dali/public-api/object/type-registry.h>
 #include <dali/public-api/math/vector2.h>
 #include <dali/public-api/math/radian.h>
-#include <dali/internal/event/actors/actor-impl.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>
 #include <dali/internal/event/common/thread-local-storage.h>
+#include <dali/internal/update/animation/scene-graph-animator.h>
 #include <dali/internal/update/manager/update-manager.h>
 
 using Dali::Internal::SceneGraph::UpdateManager;
@@ -113,21 +113,24 @@ AnimationPtr Animation::New(float durationSeconds)
 }
 
 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 )
 {
 }
 
@@ -159,14 +162,10 @@ void Animation::CreateSceneObject()
 {
   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()
@@ -194,6 +193,17 @@ void Animation::SetDuration(float seconds)
   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.
@@ -266,6 +276,10 @@ void Animation::Play()
 
   mState = Dali::Animation::PLAYING;
 
+  NotifyObjects();
+
+  SendFinalProgressNotificationMessage();
+
   // mAnimation is being used in a separate thread; queue a Play message
   PlayAnimationMessage( mEventThreadServices, *mAnimation );
 }
@@ -279,11 +293,35 @@ void Animation::PlayFrom( float progress )
 
     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;
@@ -312,6 +350,9 @@ void Animation::Clear()
   // Remove all the connectors
   mConnectors.Clear();
 
+  // Reset the connector target values
+  mConnectorTargetValues.clear();
+
   // Replace the old scene-object with a new one
   DestroySceneObject();
   CreateSceneObject();
@@ -340,12 +381,28 @@ void Animation::AnimateBy(Property& target, Property::Value& relativeValue, Time
 
 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 )
   {
@@ -474,6 +531,14 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
 
   ExtendDuration( period );
 
+  // Store data to later notify the object that its property is being animated
+  ConnectorTargetValues connectorPair;
+  connectorPair.targetValue = destinationValue;
+  connectorPair.connectorIndex = mConnectors.Count();
+  connectorPair.timePeriod = period;
+  connectorPair.animatorType = Animation::TO;
+  mConnectorTargetValues.push_back( connectorPair );
+
   switch ( destinationType )
   {
     case Property::BOOLEAN:
@@ -500,31 +565,6 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
 
     case Property::FLOAT:
     {
-      if ( ( Dali::Actor::Property::SIZE_WIDTH == targetPropertyIndex ) ||
-           ( Dali::Actor::Property::SIZE_HEIGHT == targetPropertyIndex ) ||
-           ( Dali::Actor::Property::SIZE_DEPTH == targetPropertyIndex ) )
-      {
-        // Test whether this is actually an Actor
-        Actor* maybeActor = dynamic_cast<Actor*>( &targetObject );
-        if ( maybeActor )
-        {
-          // Notify the actor that its size is being animated
-          maybeActor->NotifySizeAnimation( *this, destinationValue.Get<float>(), targetPropertyIndex );
-        }
-      }
-      else if ( ( Dali::Actor::Property::POSITION_X == targetPropertyIndex ) ||
-                 ( Dali::Actor::Property::POSITION_Y == targetPropertyIndex ) ||
-                 ( Dali::Actor::Property::POSITION_Z == targetPropertyIndex ) )
-      {
-        // Test whether this is actually an Actor
-        Actor* maybeActor = dynamic_cast<Actor*>( &targetObject );
-        if ( maybeActor )
-        {
-          // Notify the actor that its position is being animated
-          maybeActor->NotifyPositionAnimation( *this, destinationValue.Get<float>(), targetPropertyIndex );
-        }
-      }
-
       AddAnimatorConnector( AnimatorConnector<float>::New( targetObject,
                                                            targetPropertyIndex,
                                                            componentIndex,
@@ -547,27 +587,6 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
 
     case Property::VECTOR3:
     {
-      if ( Dali::Actor::Property::SIZE == targetPropertyIndex )
-      {
-        // Test whether this is actually an Actor
-        Actor* maybeActor = dynamic_cast<Actor*>( &targetObject );
-        if ( maybeActor )
-        {
-          // Notify the actor that its size is being animated
-          maybeActor->NotifySizeAnimation( *this, destinationValue.Get<Vector3>() );
-        }
-      }
-      else if ( Dali::Actor::Property::POSITION == targetPropertyIndex )
-      {
-        // Test whether this is actually an Actor
-        Actor* maybeActor = dynamic_cast<Actor*>( &targetObject );
-        if ( maybeActor )
-        {
-          // Notify the actor that its position is being animated
-          maybeActor->NotifyPositionAnimation( *this, destinationValue.Get<Vector3>() );
-        }
-      }
-
       AddAnimatorConnector( AnimatorConnector<Vector3>::New( targetObject,
                                                              targetPropertyIndex,
                                                              componentIndex,
@@ -647,6 +666,14 @@ void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Alph
 
   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:
@@ -780,6 +807,11 @@ Dali::Animation::AnimationSignalType& Animation::FinishedSignal()
   return mFinishedSignal;
 }
 
+Dali::Animation::AnimationSignalType& Animation::ProgressReachedSignal()
+{
+  return mProgressReachedSignal;
+}
+
 void Animation::EmitSignalFinish()
 {
   if ( !mFinishedSignal.Empty() )
@@ -787,11 +819,14 @@ void Animation::EmitSignalFinish()
     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 );
   }
 }
 
@@ -813,12 +848,6 @@ bool Animation::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface*
   return connected;
 }
 
-void Animation::SetFinishedCallback( FinishedCallback callback, Object* object )
-{
-  mFinishedCallback = callback;
-  mFinishedCallbackObject = object;
-}
-
 void Animation::AddAnimatorConnector( AnimatorConnectorBase* connector )
 {
   DALI_ASSERT_DEBUG( NULL != connector );
@@ -994,6 +1023,43 @@ Vector2 Animation::GetPlayRange() const
   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