*/
// INTERNAL INCLUDES
-#include <dali/devel-api/common/owner-container.h>
-#include <dali/internal/event/animation/key-frames-impl.h>
-#include <dali/internal/event/animation/path-impl.h>
-#include <dali/internal/update/nodes/node.h>
-#include <dali/internal/update/common/property-base.h>
#include <dali/public-api/animation/alpha-function.h>
#include <dali/public-api/animation/animation.h>
#include <dali/public-api/animation/time-period.h>
#include <dali/public-api/common/dali-common.h>
#include <dali/public-api/math/quaternion.h>
#include <dali/public-api/math/radian.h>
+#include <dali/devel-api/common/owner-container.h>
+#include <dali/internal/event/animation/key-frames-impl.h>
+#include <dali/internal/event/animation/path-impl.h>
+#include <dali/internal/update/nodes/node.h>
+#include <dali/internal/update/common/property-base.h>
#include <dali/internal/update/animation/property-accessor.h>
#include <dali/integration-api/debug.h>
mLoopCount(1),
mAlphaFunction(AlphaFunction::DEFAULT),
mDisconnectAction(Dali::Animation::BakeFinal),
- mActive(false),
+ mAnimationPlaying(false),
mEnabled(true),
mConnectedToSceneGraph(false),
mAutoReverseEnabled( false )
mSpeedFactor = factor;
}
- void SetLoopCount(int loopCount)
+ void SetLoopCount(int32_t loopCount)
{
mLoopCount = loopCount;
}
float upperBound(1.0f);
float currentT(0.5f);
float currentX = EvaluateCubicBezier( controlPoints.x, controlPoints.z, currentT);
- while( fabs( progress - currentX ) > tolerance )
+ while( fabsf( progress - currentX ) > tolerance )
{
if( progress > currentX )
{
*/
void SetActive( bool active )
{
- mActive = active;
- }
-
- /**
- * Retrieve whether the animator has been set to active or not.
- * @return The active state.
- */
- bool GetActive() const
- {
- return mActive;
+ mAnimationPlaying = active;
}
/**
float mIntervalDelaySeconds;
float mSpeedFactor;
- int mLoopCount;
+ int32_t mLoopCount;
AlphaFunction mAlphaFunction;
Dali::Animation::EndAction mDisconnectAction; ///< EndAction to apply when target object gets disconnected from the stage.
- bool mActive:1; ///< Animator is "active" while it's running.
+ bool mAnimationPlaying:1; ///< whether disconnect has been applied while it's running.
bool mEnabled:1; ///< Animator is "enabled" while its target object is valid and on the stage.
bool mConnectedToSceneGraph:1; ///< True if ConnectToSceneGraph() has been called in update-thread.
bool mAutoReverseEnabled:1;
virtual void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner )
{
// If we are active, then bake the value if required
- if ( mActive && mDisconnectAction != Dali::Animation::Discard )
+ if ( mAnimationPlaying && mDisconnectAction != Dali::Animation::Discard )
{
// Bake to target-value if BakeFinal, otherwise bake current value
Update( bufferIndex, ( mDisconnectAction == Dali::Animation::Bake ? mCurrentProgress : 1.0f ), true );
}
- mActive = false;
mEnabled = false;
}
const PropertyType& current = mPropertyAccessor.Get( bufferIndex );
- const PropertyType result = (*mAnimatorFunction)( alpha, current );
+ // need to cast the return value in case property is integer
+ const PropertyType result = static_cast<PropertyType>( (*mAnimatorFunction)( alpha, current ) );
if ( bake )
{
mPropertyAccessor.Bake( bufferIndex, result );
virtual void PropertyOwnerDisconnected( BufferIndex bufferIndex, PropertyOwner& owner )
{
// If we are active, then bake the value if required
- if ( mActive && mDisconnectAction != Dali::Animation::Discard )
+ if ( mAnimationPlaying && mDisconnectAction != Dali::Animation::Discard )
{
// Bake to target-value if BakeFinal, otherwise bake current value
Update( bufferIndex, ( mDisconnectAction == Dali::Animation::Bake ? mCurrentProgress : 1.0f ), true );
}
- mActive = false;
mEnabled = false;
}
const T& current = mPropertyAccessor.Get( bufferIndex );
- const T result = (*mAnimatorFunction)( alpha, current );
-
+ // need to cast the return value in case property is integer
+ T result = static_cast<T>( (*mAnimatorFunction)( alpha, current ) );
if ( bake )
{
return property;
}
- virtual float operator()(float progress, const int& property)
+ virtual float operator()(float progress, const int32_t& property)
{
- return property;
- }
-
- virtual float operator()(float progress, const unsigned int& property)
- {
- return property;
+ return static_cast<float>( property );
}
virtual float operator()(float progress, const float& property)
}
using AnimatorFunctionBase::operator();
- float operator()(float alpha, const int& property)
+ float operator()(float alpha, const int32_t& property)
{
- return int(property + mRelative * alpha + 0.5f );
+ // integers need to be correctly rounded
+ return roundf(static_cast<float>( property ) + static_cast<float>( mRelative ) * alpha );
}
- int mRelative;
+ int32_t mRelative;
};
struct AnimateToInteger : public AnimatorFunctionBase
}
using AnimatorFunctionBase::operator();
- float operator()(float alpha, const int& property)
+ float operator()(float alpha, const int32_t& property)
{
- return int(property + ((mTarget - property) * alpha) + 0.5f);
+ // integers need to be correctly rounded
+ return roundf(static_cast<float>( property ) + (static_cast<float>(mTarget - property) * alpha) );
}
- int mTarget;
+ int32_t mTarget;
};
struct AnimateByFloat : public AnimatorFunctionBase
}
using AnimatorFunctionBase::operator();
- float operator()(float progress, const int& property)
+ float operator()(float progress, const int32_t& property)
{
if(mKeyFrames->IsActive(progress))
{
- return mKeyFrames->GetValue(progress, mInterpolation);
+ return static_cast<float>( mKeyFrames->GetValue(progress, mInterpolation) );
}
- return property;
+ return static_cast<float>( property );
}
KeyFrameIntegerPtr mKeyFrames;