Ensure cached values of properties animated using AnimateTo are updated
[platform/core/uifw/dali-core.git] / dali / internal / event / animation / animation-impl.cpp
index 5ee0bdf..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.
 
 // CLASS HEADER
 #include <dali/internal/event/animation/animation-impl.h>
+#include <dali/public-api/object/property-map.h>
 
 // EXTERNAL INCLUDES
-#include <cstring> // for strcmp
 
 // INTERNAL INCLUDES
-#include <dali/public-api/actors/actor.h>
-#include <dali/public-api/animation/alpha-functions.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;
@@ -81,6 +79,7 @@ TypeAction action3( mType, ACTION_PAUSE, &Animation::DoAction );
 const Dali::Animation::EndAction DEFAULT_END_ACTION( Dali::Animation::Bake );
 const Dali::Animation::EndAction DEFAULT_DISCONNECT_ACTION( Dali::Animation::BakeFinal );
 const Dali::Animation::Interpolation DEFAULT_INTERPOLATION( Dali::Animation::Linear );
+const Dali::AlphaFunction DEFAULT_ALPHA_FUNCTION( Dali::AlphaFunction::DEFAULT );
 
 } // anon namespace
 
@@ -89,20 +88,27 @@ AnimationPtr Animation::New(float durationSeconds)
 {
   Stage* stage = Stage::GetCurrent();
 
-  AnimationPlaylist& playlist = stage->GetAnimationPlaylist();
-
-  if( durationSeconds < 0.0f )
+  if( stage )
   {
-    DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
-    durationSeconds = 0.0f;
-  }
+    AnimationPlaylist& playlist = stage->GetAnimationPlaylist();
 
-  AnimationPtr animation = new Animation( *stage, playlist, durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, Dali::AlphaFunctions::Linear );
+    if( durationSeconds < 0.0f )
+    {
+      DALI_LOG_WARNING("duration should be greater than 0.0f.\n");
+      durationSeconds = 0.0f;
+    }
 
-  // Second-phase construction
-  animation->Initialize();
+    AnimationPtr animation = new Animation( *stage, playlist, durationSeconds, DEFAULT_END_ACTION, DEFAULT_DISCONNECT_ACTION, DEFAULT_ALPHA_FUNCTION );
 
-  return animation;
+    // Second-phase construction
+    animation->Initialize();
+
+    return animation;
+  }
+  else
+  {
+    return NULL;
+  }
 }
 
 Animation::Animation( EventThreadServices& eventThreadServices, AnimationPlaylist& playlist, float durationSeconds, EndAction endAction, EndAction disconnectAction, AlphaFunction defaultAlpha )
@@ -114,11 +120,13 @@ Animation::Animation( EventThreadServices& eventThreadServices, AnimationPlaylis
   mFinishedCallbackObject( NULL ),
   mDurationSeconds( durationSeconds ),
   mSpeedFactor(1.0f),
-  mIsLooping( false ),
+  mLoopCount(1),
+  mCurrentLoop(0),
   mPlayRange( Vector2(0.0f,1.0f)),
   mEndAction( endAction ),
   mDisconnectAction( disconnectAction ),
-  mDefaultAlpha( defaultAlpha )
+  mDefaultAlpha( defaultAlpha ),
+  mState(Dali::Animation::STOPPED)
 {
 }
 
@@ -151,7 +159,7 @@ void Animation::CreateSceneObject()
   DALI_ASSERT_DEBUG( mAnimation == NULL );
 
   // Create a new animation, temporarily owned
-  SceneGraph::Animation* animation = SceneGraph::Animation::New( mDurationSeconds, mSpeedFactor, mPlayRange, mIsLooping, mEndAction, mDisconnectAction );
+  SceneGraph::Animation* animation = SceneGraph::Animation::New( mDurationSeconds, mSpeedFactor, mPlayRange, mLoopCount, mEndAction, mDisconnectAction );
 
   // Keep a const pointer to the animation.
   mAnimation = animation;
@@ -191,19 +199,33 @@ float Animation::GetDuration() const
   return mDurationSeconds;
 }
 
-void Animation::SetLooping(bool looping)
+void Animation::SetLooping(bool on)
+{
+  SetLoopCount( on ? 0 : 1 );
+}
+
+void Animation::SetLoopCount(int count)
 {
   // Cache for public getters
-  mIsLooping = looping;
+  mLoopCount = count;
 
   // mAnimation is being used in a separate thread; queue a message to set the value
-  SetLoopingMessage( mEventThreadServices, *mAnimation, looping );
+  SetLoopingMessage( mEventThreadServices, *mAnimation, mLoopCount );
+}
+
+int Animation::GetLoopCount()
+{
+  return mLoopCount;
+}
+
+int Animation::GetCurrentLoop()
+{
+  return mCurrentLoop;
 }
 
 bool Animation::IsLooping() const
 {
-  // This is not animatable; the cached value is up-to-date.
-  return mIsLooping;
+  return mLoopCount != 1;
 }
 
 void Animation::SetEndAction(EndAction action)
@@ -241,6 +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 );
 }
@@ -252,6 +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 );
   }
@@ -259,12 +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 );
 }
@@ -276,6 +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();
@@ -289,26 +360,29 @@ void Animation::Clear()
 
 void Animation::AnimateBy(Property& target, Property::Value& relativeValue)
 {
-  AnimateBy(target, relativeValue, AlphaFunctions::Default, mDurationSeconds);
+  AnimateBy(target, relativeValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
 }
 
 void Animation::AnimateBy(Property& target, Property::Value& relativeValue, AlphaFunction alpha)
 {
-  AnimateBy(target, relativeValue, alpha, mDurationSeconds);
+  AnimateBy(target, relativeValue, alpha, TimePeriod(mDurationSeconds));
 }
 
 void Animation::AnimateBy(Property& target, Property::Value& relativeValue, TimePeriod period)
 {
-  AnimateBy(target, relativeValue, AlphaFunctions::Default, period);
+  AnimateBy(target, relativeValue, mDefaultAlpha, period);
 }
 
 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:
     {
@@ -321,17 +395,6 @@ void Animation::AnimateBy(Property& target, Property::Value& relativeValue, Alph
       break;
     }
 
-    case Property::FLOAT:
-    {
-      AddAnimatorConnector( AnimatorConnector<float>::New( object,
-                                                           target.propertyIndex,
-                                                           target.componentIndex,
-                                                           new AnimateByFloat(relativeValue.Get<float>()),
-                                                           alpha,
-                                                           period ) );
-      break;
-    }
-
     case Property::INTEGER:
     {
       AddAnimatorConnector( AnimatorConnector<int>::New( object,
@@ -343,6 +406,17 @@ void Animation::AnimateBy(Property& target, Property::Value& relativeValue, Alph
       break;
     }
 
+    case Property::FLOAT:
+    {
+      AddAnimatorConnector( AnimatorConnector<float>::New( object,
+                                                           target.propertyIndex,
+                                                           target.componentIndex,
+                                                           new AnimateByFloat(relativeValue.Get<float>()),
+                                                           alpha,
+                                                           period ) );
+      break;
+    }
+
     case Property::VECTOR2:
     {
       AddAnimatorConnector( AnimatorConnector<Vector2>::New( object,
@@ -390,50 +464,58 @@ 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
+    }
   }
 }
 
 void Animation::AnimateTo(Property& target, Property::Value& destinationValue)
 {
-  AnimateTo(target, destinationValue, AlphaFunctions::Default, mDurationSeconds);
+  AnimateTo(target, destinationValue, mDefaultAlpha, TimePeriod(mDurationSeconds));
 }
 
 void Animation::AnimateTo(Property& target, Property::Value& destinationValue, AlphaFunction alpha)
 {
-  AnimateTo(target, destinationValue, alpha, mDurationSeconds);
+  AnimateTo(target, destinationValue, alpha, TimePeriod(mDurationSeconds));
 }
 
 void Animation::AnimateTo(Property& target, Property::Value& destinationValue, TimePeriod period)
 {
-  AnimateTo(target, destinationValue, AlphaFunctions::Default, period);
+  AnimateTo(target, destinationValue, mDefaultAlpha, period);
 }
 
 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:
     {
@@ -446,17 +528,6 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
       break;
     }
 
-    case Property::FLOAT:
-    {
-      AddAnimatorConnector( AnimatorConnector<float>::New( targetObject,
-                                                           targetPropertyIndex,
-                                                           componentIndex,
-                                                           new AnimateToFloat( destinationValue.Get<float>() ),
-                                                           alpha,
-                                                           period ) );
-      break;
-    }
-
     case Property::INTEGER:
     {
       AddAnimatorConnector( AnimatorConnector<int>::New( targetObject,
@@ -468,6 +539,17 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
       break;
     }
 
+    case Property::FLOAT:
+    {
+      AddAnimatorConnector( AnimatorConnector<float>::New( targetObject,
+                                                           targetPropertyIndex,
+                                                           componentIndex,
+                                                           new AnimateToFloat( destinationValue.Get<float>() ),
+                                                           alpha,
+                                                           period ) );
+      break;
+    }
+
     case Property::VECTOR2:
     {
       AddAnimatorConnector( AnimatorConnector<Vector2>::New( targetObject,
@@ -481,17 +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>() );
-        }
-      }
-
       AddAnimatorConnector( AnimatorConnector<Vector3>::New( targetObject,
                                                              targetPropertyIndex,
                                                              componentIndex,
@@ -524,19 +595,20 @@ 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
+    }
   }
 }
 
 void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames)
 {
-  AnimateBetween(target, keyFrames, mDefaultAlpha, mDurationSeconds, DEFAULT_INTERPOLATION );
+  AnimateBetween(target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION );
 }
 
 void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Interpolation interpolation )
 {
-  AnimateBetween(target, keyFrames, mDefaultAlpha, mDurationSeconds, interpolation );
+  AnimateBetween(target, keyFrames, mDefaultAlpha, TimePeriod(mDurationSeconds), interpolation );
 }
 
 void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, TimePeriod period)
@@ -551,12 +623,12 @@ void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Time
 
 void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha)
 {
-  AnimateBetween(target, keyFrames, alpha, mDurationSeconds, DEFAULT_INTERPOLATION);
+  AnimateBetween(target, keyFrames, alpha, TimePeriod(mDurationSeconds), DEFAULT_INTERPOLATION);
 }
 
 void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, Interpolation interpolation)
 {
-  AnimateBetween(target, keyFrames, alpha, mDurationSeconds, interpolation);
+  AnimateBetween(target, keyFrames, alpha, TimePeriod(mDurationSeconds), interpolation);
 }
 
 void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, AlphaFunction alpha, TimePeriod period)
@@ -566,7 +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 );
 
@@ -586,20 +658,6 @@ void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Alph
       break;
     }
 
-    case Dali::Property::FLOAT:
-    {
-      const KeyFrameNumber* kf;
-      GetSpecialization(keyFrames, kf);
-      KeyFrameNumberPtr kfCopy = KeyFrameNumber::Clone(*kf);
-      AddAnimatorConnector( AnimatorConnector<float>::New( object,
-                                                           target.propertyIndex,
-                                                           target.componentIndex,
-                                                           new KeyFrameNumberFunctor(kfCopy,interpolation),
-                                                           alpha,
-                                                           period ) );
-      break;
-    }
-
     case Dali::Property::INTEGER:
     {
       const KeyFrameInteger* kf;
@@ -614,6 +672,20 @@ void Animation::AnimateBetween(Property target, const KeyFrames& keyFrames, Alph
       break;
     }
 
+    case Dali::Property::FLOAT:
+    {
+      const KeyFrameNumber* kf;
+      GetSpecialization(keyFrames, kf);
+      KeyFrameNumberPtr kfCopy = KeyFrameNumber::Clone(*kf);
+      AddAnimatorConnector( AnimatorConnector<float>::New( object,
+                                                           target.propertyIndex,
+                                                           target.componentIndex,
+                                                           new KeyFrameNumberFunctor(kfCopy,interpolation),
+                                                           alpha,
+                                                           period ) );
+      break;
+    }
+
     case Dali::Property::VECTOR2:
     {
       const KeyFrameVector2* kf;
@@ -670,23 +742,29 @@ 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
+    }
   }
 }
 
 bool Animation::HasFinished()
 {
   bool hasFinished(false);
-  const int playCount(mAnimation->GetPlayCount());
+  const int playedCount(mAnimation->GetPlayedCount());
 
   // If the play count has been incremented, then another notification is required
-  if (playCount > mNotificationCount)
+  mCurrentLoop = mAnimation->GetCurrentLoop();
+
+  if (playedCount > mNotificationCount)
   {
     // Note that only one signal is emitted, if the animation has been played repeatedly
-    mNotificationCount = playCount;
+    mNotificationCount = playedCount;
 
     hasFinished = true;
+
+    mState = Dali::Animation::STOPPED;
   }
 
   return hasFinished;
@@ -715,9 +793,9 @@ 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 == strcmp( signalName.c_str(), SIGNAL_FINISHED ) )
+  if( 0 == signalName.compare( SIGNAL_FINISHED ) )
   {
     animation->FinishedSignal().Connect( tracker, functor );
   }
@@ -747,12 +825,12 @@ void Animation::AddAnimatorConnector( AnimatorConnectorBase* connector )
 
 void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward )
 {
-  Animate( actor, path, forward, mDefaultAlpha, TimePeriod(0.0f,GetDuration()) );
+  Animate( actor, path, forward, mDefaultAlpha, TimePeriod(mDurationSeconds) );
 }
 
 void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, AlphaFunction alpha )
 {
-  Animate( actor, path, forward, alpha, TimePeriod(0.0f,GetDuration()) );
+  Animate( actor, path, forward, alpha, TimePeriod(mDurationSeconds) );
 }
 
 void Animation::Animate( Actor& actor, const Path& path, const Vector3& forward, TimePeriod period )
@@ -795,7 +873,7 @@ void Animation::Show(Actor& actor, float delaySeconds)
                                                       Dali::Actor::Property::VISIBLE,
                                                       Property::INVALID_COMPONENT_INDEX,
                                                       new AnimateToBoolean(SHOW_VALUE),
-                                                      AlphaFunctions::Default,
+                                                      mDefaultAlpha,
                                                       TimePeriod(delaySeconds, 0.0f/*immediate*/) ) );
 }
 
@@ -807,33 +885,33 @@ void Animation::Hide(Actor& actor, float delaySeconds)
                                                       Dali::Actor::Property::VISIBLE,
                                                       Property::INVALID_COMPONENT_INDEX,
                                                       new AnimateToBoolean(HIDE_VALUE),
-                                                      AlphaFunctions::Default,
+                                                      mDefaultAlpha,
                                                       TimePeriod(delaySeconds, 0.0f/*immediate*/) ) );
 }
 
-bool Animation::DoAction( BaseObject* object, const std::string& actionName, const std::vector<Property::Value>& attributes )
+bool Animation::DoAction( BaseObject* object, const std::string& actionName, const Property::Map& attributes )
 {
   bool done = false;
   Animation* animation = dynamic_cast<Animation*>( object );
 
   if( animation )
   {
-    if( 0 == strcmp( actionName.c_str(), ACTION_PLAY ) )
+    if( 0 == actionName.compare( ACTION_PLAY ) )
     {
-      if( attributes.size() > 0 )
+      if( Property::Value* value = attributes.Find("duration", Property::FLOAT) )
       {
-        animation->SetDuration( attributes[0].Get<float>() );
+        animation->SetDuration( value->Get<float>() );
       }
 
       animation->Play();
       done = true;
     }
-    else if( 0 == strcmp( actionName.c_str(), ACTION_STOP ) )
+    else if( 0 == actionName.compare( ACTION_STOP ) )
     {
       animation->Stop();
       done = true;
     }
-    else if( 0 == strcmp( actionName.c_str(), ACTION_PAUSE ) )
+    else if( 0 == actionName.compare( ACTION_PAUSE ) )
     {
       animation->Pause();
       done = true;