*/
AnimatorBase()
: mDurationSeconds(1.0f),
- mInitialDelaySeconds(0.0f),
+ mIntervalDelaySeconds(0.0f),
mAlphaFunction(AlphaFunction::DEFAULT),
mDisconnectAction(Dali::Animation::BakeFinal),
mActive(false),
* The default is zero i.e. no delay.
* @param [in] seconds The delay in seconds.
*/
- void SetInitialDelay(float seconds)
+ void SetIntervalDelay(float seconds)
{
- mInitialDelaySeconds = seconds;
+ mIntervalDelaySeconds = seconds;
}
/**
- * Retrieve the initial delay of the animator.
+ * Retrieve the delay before the animator should take effect.
* @return The delay in seconds.
*/
- float GetInitialDelay() const
+ float GetIntervalDelay() const
{
- return mInitialDelaySeconds;
+ return mIntervalDelaySeconds;
}
/**
}
float mDurationSeconds;
- float mInitialDelaySeconds;
+ float mIntervalDelaySeconds;
AlphaFunction mAlphaFunction;
animatorFunction );
animator->SetAlphaFunction( alphaFunction );
- animator->SetInitialDelay( timePeriod.delaySeconds );
+ animator->SetIntervalDelay( timePeriod.delaySeconds );
animator->SetDuration( timePeriod.durationSeconds );
return animator;
animatorFunction );
animator->SetAlphaFunction( alphaFunction );
- animator->SetInitialDelay( timePeriod.delaySeconds );
+ animator->SetIntervalDelay( timePeriod.delaySeconds );
animator->SetDuration( timePeriod.durationSeconds );
return animator;
{
}
+ using AnimatorFunctionBase::operator();
float operator()(float alpha, const int& property)
{
return int(property + mRelative * alpha + 0.5f );
{
}
+ using AnimatorFunctionBase::operator();
float operator()(float alpha, const int& property)
{
return int(property + ((mTarget - property) * alpha) + 0.5f);
{
}
+ using AnimatorFunctionBase::operator();
float operator()(float alpha, const float& property)
{
return float(property + mRelative * alpha);
{
}
+ using AnimatorFunctionBase::operator();
float operator()(float alpha, const float& property)
{
return float(property + ((mTarget - property) * alpha));
{
}
+ using AnimatorFunctionBase::operator();
Vector2 operator()(float alpha, const Vector2& property)
{
return Vector2(property + mRelative * alpha);
{
}
+ using AnimatorFunctionBase::operator();
Vector2 operator()(float alpha, const Vector2& property)
{
return Vector2(property + ((mTarget - property) * alpha));
{
}
+ using AnimatorFunctionBase::operator();
Vector3 operator()(float alpha, const Vector3& property)
{
return Vector3(property + mRelative * alpha);
{
}
+ using AnimatorFunctionBase::operator();
Vector3 operator()(float alpha, const Vector3& property)
{
return Vector3(property + ((mTarget - property) * alpha));
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float alpha, const Vector4& property)
{
return Vector4(property + mRelative * alpha);
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float alpha, const Vector4& property)
{
return Vector4(property + ((mTarget - property) * alpha));
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float alpha, const Vector4& property)
{
Vector4 result(property);
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float alpha, const Vector4& property)
{
Vector4 result(property);
{
}
+ using AnimatorFunctionBase::operator();
bool operator()(float alpha, const bool& property)
{
// Alpha is not useful here, just keeping to the same template as other update functors
{
}
+ using AnimatorFunctionBase::operator();
bool operator()(float alpha, const bool& property)
{
// Alpha is not useful here, just keeping to the same template as other update functors
{
}
+ using AnimatorFunctionBase::operator();
Quaternion operator()(float alpha, const Quaternion& rotation)
{
if (alpha > 0.0f)
{
}
+ using AnimatorFunctionBase::operator();
Quaternion operator()(float alpha, const Quaternion& rotation)
{
return Quaternion::Slerp(rotation, mTarget, alpha);
{
}
+ using AnimatorFunctionBase::operator();
bool operator()(float progress, const bool& property)
{
if(mKeyFrames->IsActive(progress))
{
}
+ using AnimatorFunctionBase::operator();
float operator()(float progress, const int& property)
{
if(mKeyFrames->IsActive(progress))
{
}
+ using AnimatorFunctionBase::operator();
float operator()(float progress, const float& property)
{
if(mKeyFrames->IsActive(progress))
{
}
+ using AnimatorFunctionBase::operator();
Vector2 operator()(float progress, const Vector2& property)
{
if(mKeyFrames->IsActive(progress))
{
}
+ using AnimatorFunctionBase::operator();
Vector3 operator()(float progress, const Vector3& property)
{
if(mKeyFrames->IsActive(progress))
{
}
+ using AnimatorFunctionBase::operator();
Vector4 operator()(float progress, const Vector4& property)
{
if(mKeyFrames->IsActive(progress))
{
}
+ using AnimatorFunctionBase::operator();
Quaternion operator()(float progress, const Quaternion& property)
{
if(mKeyFrames->IsActive(progress))
{
}
+ using AnimatorFunctionBase::operator();
Vector3 operator()(float progress, const Vector3& property)
{
Vector3 position(property);
mForward.Normalize();
}
+ using AnimatorFunctionBase::operator();
Quaternion operator()(float progress, const Quaternion& property)
{
Vector3 tangent;