/**
* Virtual destructor.
*/
- virtual ~AnimatorBase()
+ ~AnimatorBase() override
{
delete mAnimatorFunction;
if (mPropertyOwner && mConnectedToSceneGraph)
/**
* @copydoc PropertyOwner::Observer::PropertyOwnerConnected( PropertyOwner& owner )
*/
- void PropertyOwnerConnected( PropertyOwner& owner ) override final
+ void PropertyOwnerConnected( PropertyOwner& owner ) final
{
mEnabled = true;
}
/**
* @copydoc PropertyOwner::Observer::PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner )
*/
- void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner ) override final
+ void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner ) final
{
// If we are active, then bake the value if required
if ( mAnimationPlaying && mDisconnectAction != Dali::Animation::DISCARD )
/**
* @copydoc PropertyOwner::Observer::PropertyOwnerDestroyed( PropertyOwner& owner )
*/
- void PropertyOwnerDestroyed( PropertyOwner& owner ) override final
+ void PropertyOwnerDestroyed( PropertyOwner& owner ) final
{
mPropertyOwner = nullptr;
}
/**
* Virtual destructor.
*/
- virtual ~Animator()
+ ~Animator() override
{
}
/**
* @copydoc AnimatorBase::DoUpdate( BufferIndex bufferIndex, bool bake, float alpha )
*/
- virtual void DoUpdate( BufferIndex bufferIndex, bool bake, float alpha ) override final
+ void DoUpdate( BufferIndex bufferIndex, bool bake, float alpha ) final
{
const PropertyType& current = mPropertyAccessor.Get( bufferIndex );
/**
* Virtual destructor.
*/
- virtual ~AnimatorTransformProperty()
+ ~AnimatorTransformProperty() override
{
}
/**
* @copydoc AnimatorBase::DoUpdate( BufferIndex bufferIndex, bool bake, float alpha )
*/
- virtual void DoUpdate( BufferIndex bufferIndex, bool bake, float alpha ) override final
+ void DoUpdate( BufferIndex bufferIndex, bool bake, float alpha ) final
{
const PropertyType& current = mPropertyAccessor.Get( bufferIndex );
}
using AnimatorFunctionBase::operator();
- float operator()(float alpha, const int32_t& property)
+ float operator()(float alpha, const int32_t& property) override
{
// integers need to be correctly rounded
return roundf(static_cast<float>( property ) + static_cast<float>( mRelative ) * alpha );
}
using AnimatorFunctionBase::operator();
- float operator()(float alpha, const int32_t& property)
+ float operator()(float alpha, const int32_t& property) override
{
// integers need to be correctly rounded
return roundf(static_cast<float>( property ) + (static_cast<float>(mTarget - property) * alpha) );
}
using AnimatorFunctionBase::operator();
- float operator()(float alpha, const float& property)
+ float operator()(float alpha, const float& property) override
{
return float(property + mRelative * alpha);
}
}
using AnimatorFunctionBase::operator();
- float operator()(float alpha, const float& property)
+ float operator()(float alpha, const float& property) override
{
return float(property + ((mTarget - property) * alpha));
}
}
using AnimatorFunctionBase::operator();
- Vector2 operator()(float alpha, const Vector2& property)
+ Vector2 operator()(float alpha, const Vector2& property) override
{
return Vector2(property + mRelative * alpha);
}
}
using AnimatorFunctionBase::operator();
- Vector2 operator()(float alpha, const Vector2& property)
+ Vector2 operator()(float alpha, const Vector2& property) override
{
return Vector2(property + ((mTarget - property) * alpha));
}
}
using AnimatorFunctionBase::operator();
- Vector3 operator()(float alpha, const Vector3& property)
+ Vector3 operator()(float alpha, const Vector3& property) override
{
return Vector3(property + mRelative * alpha);
}
}
using AnimatorFunctionBase::operator();
- Vector3 operator()(float alpha, const Vector3& property)
+ Vector3 operator()(float alpha, const Vector3& property) override
{
return Vector3(property + ((mTarget - property) * alpha));
}
}
using AnimatorFunctionBase::operator();
- Vector4 operator()(float alpha, const Vector4& property)
+ Vector4 operator()(float alpha, const Vector4& property) override
{
return Vector4(property + mRelative * alpha);
}
}
using AnimatorFunctionBase::operator();
- Vector4 operator()(float alpha, const Vector4& property)
+ Vector4 operator()(float alpha, const Vector4& property) override
{
return Vector4(property + ((mTarget - property) * alpha));
}
}
using AnimatorFunctionBase::operator();
- Vector4 operator()(float alpha, const Vector4& property)
+ Vector4 operator()(float alpha, const Vector4& property) override
{
Vector4 result(property);
result.a += mRelative * alpha;
}
using AnimatorFunctionBase::operator();
- Vector4 operator()(float alpha, const Vector4& property)
+ Vector4 operator()(float alpha, const Vector4& property) override
{
Vector4 result(property);
result.a = property.a + ((mTarget - property.a) * alpha);
}
using AnimatorFunctionBase::operator();
- bool operator()(float alpha, const bool& property)
+ bool operator()(float alpha, const bool& property) override
{
// Alpha is not useful here, just keeping to the same template as other update functors
return bool(alpha >= 1.0f ? (property || mRelative) : property);
}
using AnimatorFunctionBase::operator();
- bool operator()(float alpha, const bool& property)
+ bool operator()(float alpha, const bool& property) override
{
// Alpha is not useful here, just keeping to the same template as other update functors
return bool(alpha >= 1.0f ? mTarget : property);
}
using AnimatorFunctionBase::operator();
- Quaternion operator()(float alpha, const Quaternion& rotation)
+ Quaternion operator()(float alpha, const Quaternion& rotation) override
{
if (alpha > 0.0f)
{
}
using AnimatorFunctionBase::operator();
- Quaternion operator()(float alpha, const Quaternion& rotation)
+ Quaternion operator()(float alpha, const Quaternion& rotation) override
{
return Quaternion::Slerp(rotation, mTarget, alpha);
}
}
using AnimatorFunctionBase::operator();
- bool operator()(float progress, const bool& property)
+ bool operator()(float progress, const bool& property) override
{
if(mKeyFrames->IsActive(progress))
{
}
using AnimatorFunctionBase::operator();
- float operator()(float progress, const int32_t& property)
+ float operator()(float progress, const int32_t& property) override
{
if(mKeyFrames->IsActive(progress))
{
}
using AnimatorFunctionBase::operator();
- float operator()(float progress, const float& property)
+ float operator()(float progress, const float& property) override
{
if(mKeyFrames->IsActive(progress))
{
}
using AnimatorFunctionBase::operator();
- Vector2 operator()(float progress, const Vector2& property)
+ Vector2 operator()(float progress, const Vector2& property) override
{
if(mKeyFrames->IsActive(progress))
{
}
using AnimatorFunctionBase::operator();
- Vector3 operator()(float progress, const Vector3& property)
+ Vector3 operator()(float progress, const Vector3& property) override
{
if(mKeyFrames->IsActive(progress))
{
}
using AnimatorFunctionBase::operator();
- Vector4 operator()(float progress, const Vector4& property)
+ Vector4 operator()(float progress, const Vector4& property) override
{
if(mKeyFrames->IsActive(progress))
{
}
using AnimatorFunctionBase::operator();
- Quaternion operator()(float progress, const Quaternion& property)
+ Quaternion operator()(float progress, const Quaternion& property) override
{
if(mKeyFrames->IsActive(progress))
{
}
using AnimatorFunctionBase::operator();
- Vector3 operator()(float progress, const Vector3& property)
+ Vector3 operator()(float progress, const Vector3& property) override
{
Vector3 position(property);
static_cast<void>( mPath->SamplePosition(progress, position) );
}
using AnimatorFunctionBase::operator();
- Quaternion operator()(float progress, const Quaternion& property)
+ Quaternion operator()(float progress, const Quaternion& property) override
{
Vector3 tangent;
if( mPath->SampleTangent(progress, tangent) )