Revert "[Tizen] (Animation) Reorder animation variables according to size & remove...
[platform/core/uifw/dali-core.git] / dali / internal / event / animation / animation-impl.cpp
index 04ca30b..c27f31b 100644 (file)
@@ -1,5 +1,5 @@
 /*
- * Copyright (c) 2014 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/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/event/effects/shader-effect-impl.h>
+#include <dali/internal/update/animation/scene-graph-animator.h>
 #include <dali/internal/update/manager/update-manager.h>
 
 using Dali::Internal::SceneGraph::UpdateManager;
@@ -127,7 +125,8 @@ Animation::Animation( EventThreadServices& eventThreadServices, AnimationPlaylis
   mPlayRange( Vector2(0.0f,1.0f)),
   mEndAction( endAction ),
   mDisconnectAction( disconnectAction ),
-  mDefaultAlpha( defaultAlpha )
+  mDefaultAlpha( defaultAlpha ),
+  mState(Dali::Animation::STOPPED)
 {
 }
 
@@ -264,6 +263,41 @@ void Animation::Play()
   // Update the current playlist
   mPlaylist.OnPlay( *this );
 
+  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
+
+          AnimatorConnectorBase* connector = mConnectors[ connectorIndex ];
+
+          Object* object = connector->GetObject();
+          if( object )
+          {
+            object->NotifyPropertyAnimation( *this, connector->GetPropertyIndex(), connectorPair.targetValue );
+          }
+        }
+      }
+    }
+  }
+
   // mAnimation is being used in a separate thread; queue a Play message
   PlayAnimationMessage( mEventThreadServices, *mAnimation );
 }
@@ -275,6 +309,8 @@ void Animation::PlayFrom( float progress )
     // Update the current playlist
     mPlaylist.OnPlay( *this );
 
+    mState = Dali::Animation::PLAYING;
+
     // mAnimation is being used in a separate thread; queue a Play message
     PlayAnimationFromMessage( mEventThreadServices, *mAnimation, progress );
   }
@@ -282,12 +318,21 @@ void Animation::PlayFrom( float progress )
 
 void Animation::Pause()
 {
+  mState = Dali::Animation::PAUSED;
+
   // mAnimation is being used in a separate thread; queue a Pause message
   PauseAnimationMessage( mEventThreadServices, *mAnimation );
 }
 
+Dali::Animation::State Animation::GetState() const
+{
+  return mState;
+}
+
 void Animation::Stop()
 {
+  mState = Dali::Animation::STOPPED;
+
   // mAnimation is being used in a separate thread; queue a Stop message
   StopAnimationMessage( mEventThreadServices.GetUpdateManager(), *mAnimation );
 }
@@ -299,6 +344,9 @@ 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();
@@ -327,11 +375,14 @@ void Animation::AnimateBy(Property& target, Property::Value& relativeValue, Time
 
 void Animation::AnimateBy(Property& target, Property::Value& relativeValue, AlphaFunction alpha, TimePeriod period)
 {
-  Object& object = dynamic_cast<Object&>( GetImplementation(target.object) );
+  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 );
 
-  switch ( relativeValue.GetType() )
+  switch ( targetType )
   {
     case Property::BOOLEAN:
     {
@@ -413,8 +464,9 @@ void Animation::AnimateBy(Property& target, Property::Value& relativeValue, Alph
     }
 
     default:
-      DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should never come here
-      break;
+    {
+      // non animatable types handled already
+    }
   }
 }
 
@@ -435,28 +487,35 @@ void Animation::AnimateTo(Property& target, Property::Value& destinationValue, T
 
 void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha, TimePeriod period)
 {
-  Object& object = dynamic_cast<Object&>( GetImplementation(target.object) );
+  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 type = targetObject.GetPropertyType(targetPropertyIndex);
-  if(componentIndex != Property::INVALID_COMPONENT_INDEX)
+  Property::Type targetType = targetObject.GetPropertyType(targetPropertyIndex);
+  if( componentIndex != Property::INVALID_COMPONENT_INDEX )
   {
-    if( type == Property::VECTOR2
-        || type == Property::VECTOR3
-        || type == Property::VECTOR4 )
+    if( ( targetType == Property::VECTOR2 ) ||
+        ( targetType == Property::VECTOR3 ) ||
+        ( targetType == Property::VECTOR4 ) )
     {
-      type = Property::FLOAT;
+      targetType = Property::FLOAT;
     }
   }
-  DALI_ASSERT_ALWAYS( type == destinationValue.GetType() && "DestinationValue does not match Target Property type" );
+  const Property::Type destinationType = destinationValue.GetType();
+  DALI_ASSERT_ALWAYS( targetType == destinationType && "Animated value and Property type don't match" );
 
   ExtendDuration( period );
 
-  switch (destinationValue.GetType())
+  // Store data to later notify the object that its property is being animated
+  ConnectorTargetValues connectorPair;
+  connectorPair.targetValue = destinationValue;
+  connectorPair.connectorIndex = mConnectors.Count();
+  mConnectorTargetValues.push_back( connectorPair );
+
+  switch ( destinationType )
   {
     case Property::BOOLEAN:
     {
@@ -482,31 +541,6 @@ 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,
@@ -529,27 +563,6 @@ 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,
@@ -582,8 +595,9 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
     }
 
     default:
-      DALI_ASSERT_ALWAYS( false && "Property type enumeration out of bounds" ); // should never come here
-      break;
+    {
+      // non animatable types handled already
+    }
   }
 }
 
@@ -624,7 +638,7 @@ void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Alph
 
 void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period, Interpolation interpolation)
 {
-  Object& object = dynamic_cast<Object&>( GetImplementation(target.object) );
+  Object& object = GetImplementation( target.object );
 
   ExtendDuration( period );
 
@@ -728,8 +742,10 @@ void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Alph
       break;
     }
 
-    default: // not all property types are animateable
-      break;
+    default:
+    {
+      // non animatable types handled by keyframes
+    }
   }
 }
 
@@ -747,6 +763,8 @@ bool Animation::HasFinished()
     mNotificationCount = playedCount;
 
     hasFinished = true;
+
+    mState = Dali::Animation::STOPPED;
   }
 
   return hasFinished;
@@ -775,7 +793,7 @@ void Animation::EmitSignalFinish()
 bool Animation::DoConnectSignal( BaseObject* object, ConnectionTrackerInterface* tracker, const std::string& signalName, FunctorDelegate* functor )
 {
   bool connected( true );
-  Animation* animation = dynamic_cast<Animation*>(object);
+  Animation* animation = static_cast< Animation* >(object); // TypeRegistry guarantees that this is the correct type.
 
   if( 0 == signalName.compare( SIGNAL_FINISHED ) )
   {