(Animation) Ensure TimePeriod is taken into account when setting properties on the... 89/129889/3
authorAdeel Kazmi <adeel.kazmi@samsung.com>
Thu, 18 May 2017 08:56:19 +0000 (09:56 +0100)
committerAdeel Kazmi <adeel.kazmi@samsung.com>
Thu, 18 May 2017 15:33:46 +0000 (15:33 +0000)
Also added some more test cases to test the AnimateTo event side properties

Change-Id: Ibeeb8f01316034715eb9121dfec61c18e18eeb5d

automated-tests/src/dali/utc-Dali-Animation.cpp
automated-tests/src/dali/utc-Dali-TypeRegistry.cpp
dali/internal/event/animation/animation-impl.cpp
dali/internal/event/animation/animation-impl.h

index 2a46bf5..980c108 100644 (file)
@@ -10240,6 +10240,7 @@ int UtcDaliAnimationCustomIntProperty(void)
 
   Property::Index index = actor.RegisterProperty("anIndex",  startValue);
   DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), startValue, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), startValue, TEST_LOCATION );
 
   // Build the animation
   float durationSeconds(1.0f);
@@ -10249,6 +10250,9 @@ int UtcDaliAnimationCustomIntProperty(void)
   // Start the animation
   animation.Play();
 
+  // Target value should be retrievable straight away
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
+
   bool signalReceived(false);
   AnimationFinishCheck finishCheck(signalReceived);
   animation.FinishedSignal().Connect(&application, finishCheck);
@@ -10268,6 +10272,7 @@ int UtcDaliAnimationCustomIntProperty(void)
   application.SendNotification();
   finishCheck.CheckSignalReceived();
   DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< int >( actor, index ), 20, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< int >( index ), 20, TEST_LOCATION );
   END_TEST;
 }
 
@@ -10642,6 +10647,12 @@ int UtcDaliAnimationTimePeriodOrder(void)
   application.Render();
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "With two AnimateTo calls" );
 
@@ -10650,34 +10661,74 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "Same animation again but in a different order - should yield the same result" );
 
   actor.SetX( 0.0f );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 100.0f, TimePeriod( 3.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(5000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 100.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 100.0f, TEST_LOCATION );
+
+  END_TEST;
+}
 
-  tet_infoline( "Now with several AnimateTo calls" );
+int UtcDaliAnimationTimePeriodOrderSeveralAnimateToCalls(void)
+{
+  tet_infoline("Animate the same property with different time periods and ensure it runs correctly and ends up in the right place with several AnimateTo calls" );
+
+  TestApplication application;
+
+  Actor actor = Actor::New();
+  Stage::GetCurrent().Add( actor );
 
-  actor.SetX( 0.0f );
   application.SendNotification();
   application.Render();
 
-  animation = Animation::New( 0.0f );
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
+
+  tet_infoline( "" );
+
+  Animation animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 1000.0f, TimePeriod( 4.0f, 2.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 145.0f, TimePeriod( 3.0f, 10.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
@@ -10686,17 +10737,33 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
+  //////////////////////////////////////////////////////////////////////////////////
 
   tet_infoline( "Same animation again but in a different order - should end up at the same point" );
 
   actor.SetX( 0.0f );
+
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render();
 
+  DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3::ZERO, TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 0.0f, TEST_LOCATION );
+
   animation = Animation::New( 0.0f );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 200.0f, TimePeriod( 2.0f, 5.0f ) );
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 10.0f, TimePeriod( 10.0f, 2.0f ) );
@@ -10706,10 +10773,16 @@ int UtcDaliAnimationTimePeriodOrder(void)
   animation.AnimateTo( Property( actor, Actor::Property::POSITION_X ), 109.0f, TimePeriod( 1.0f, 1.0f ) );
   animation.Play();
 
+  tet_infoline( "The target position should change instantly" );
+  DALI_TEST_EQUALS( actor.GetProperty< Vector3 >( Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( actor.GetProperty< float >( Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
+
   application.SendNotification();
   application.Render(14000); // After the animation is complete
 
   DALI_TEST_EQUALS( actor.GetCurrentPosition(), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< Vector3 >( actor, Actor::Property::POSITION ), Vector3( 145.0f, 0.0f, 0.0f ), TEST_LOCATION );
+  DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( actor, Actor::Property::POSITION_X ), 145.0f, TEST_LOCATION );
 
   END_TEST;
 }
index 1e89b06..41ba9b9 100644 (file)
@@ -1179,11 +1179,16 @@ int UtcDaliTypeRegistryAnimatablePropertyRegistrationP(void)
   Animation animation = Animation::New(0.2f);
   animation.AnimateTo( Property( customActor, animatablePropertyIndex ), 15.f, AlphaFunction::LINEAR );
   animation.Play();
+
+  // Target value should change straight away
+  DALI_TEST_EQUALS( customActor.GetProperty< float >( animatablePropertyIndex ), 15.0f, TEST_LOCATION );
+
   // Render and notify, animation play for 0.05 seconds
   application.SendNotification();
   application.Render(50);
   DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
   DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( customActor, animatablePropertyIndex ), 22.5f, TEST_LOCATION );
+
   // Render and notify, animation play for another 0.1 seconds
   application.SendNotification();
   application.Render(100);
@@ -1280,11 +1285,16 @@ int UtcDaliTypeRegistryAnimatablePropertyRegistrationWithDefaultP(void)
   Animation animation = Animation::New(0.2f);
   animation.AnimateTo( Property( customActor, animatablePropertyIndex ), 20.f, AlphaFunction::LINEAR );
   animation.Play();
+
+  // Target value should change straight away
+  DALI_TEST_EQUALS( customActor.GetProperty< float >( animatablePropertyIndex ), 20.0f, TEST_LOCATION );
+
   // Render and notify, animation play for 0.05 seconds
   application.SendNotification();
   application.Render(50);
   DALI_TEST_EQUALS( 0.25f, animation.GetCurrentProgress(), TEST_LOCATION );
   DALI_TEST_EQUALS( DevelHandle::GetCurrentProperty< float >( customActor, animatablePropertyIndex ), 12.5f, TEST_LOCATION );
+
   // Render and notify, animation play for another 0.1 seconds
   application.SendNotification();
   application.Render(100);
index 0d70028..2191e2a 100644 (file)
@@ -268,33 +268,20 @@ void Animation::Play()
 
   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 ];
+    // Sort according to end time with earlier end times coming first, if the end time is the same, then the connectors are not moved
+    std::stable_sort( mConnectorTargetValues.begin(), mConnectorTargetValues.end(), CompareConnectorEndTimes );
 
-        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 ];
+    // Loop through all connector target values sorted by increasing end time
+    ConnectorTargetValuesContainer::const_iterator iter = mConnectorTargetValues.begin();
+    const ConnectorTargetValuesContainer::const_iterator endIter = mConnectorTargetValues.end();
+    for( ; iter != endIter; ++iter )
+    {
+      AnimatorConnectorBase* connector = mConnectors[ iter->connectorIndex ];
 
-          Object* object = connector->GetObject();
-          if( object )
-          {
-            object->NotifyPropertyAnimation( *this, connector->GetPropertyIndex(), connectorPair.targetValue );
-          }
-        }
+      Object* object = connector->GetObject();
+      if( object )
+      {
+        object->NotifyPropertyAnimation( *this, connector->GetPropertyIndex(), iter->targetValue );
       }
     }
   }
@@ -514,6 +501,7 @@ void Animation::AnimateTo(Object& targetObject, Property::Index targetPropertyIn
   ConnectorTargetValues connectorPair;
   connectorPair.targetValue = destinationValue;
   connectorPair.connectorIndex = mConnectors.Count();
+  connectorPair.timePeriod = period;
   mConnectorTargetValues.push_back( connectorPair );
 
   switch ( destinationType )
@@ -978,6 +966,10 @@ Vector2 Animation::GetPlayRange() const
   return mPlayRange;
 }
 
+bool Animation::CompareConnectorEndTimes( const Animation::ConnectorTargetValues& lhs, const Animation::ConnectorTargetValues& rhs )
+{
+  return ( ( lhs.timePeriod.delaySeconds + lhs.timePeriod.durationSeconds ) < ( rhs.timePeriod.delaySeconds + rhs.timePeriod.durationSeconds ) );
+}
 
 } // namespace Internal
 
index 8554ff4..92dff74 100644 (file)
@@ -442,10 +442,30 @@ private:
 
   struct ConnectorTargetValues
   {
-    unsigned int connectorIndex;
+    ConnectorTargetValues()
+    : targetValue(),
+      timePeriod( 0.0f ),
+      connectorIndex( 0 )
+    {
+    }
+
     Property::Value targetValue;
+    TimePeriod timePeriod;
+    unsigned int connectorIndex;
   };
 
+private:
+
+  /**
+   * Compares the end times of the animators returning true if lhs end time is less than rhs end time.
+   * @param[in] lhs The first comparator
+   * @param[in] rhs The second comparator
+   * @return True if end time of lhs is less, false otherwise.
+   */
+  static bool CompareConnectorEndTimes( const ConnectorTargetValues& lhs, const ConnectorTargetValues& rhs );
+
+private:
+
   const SceneGraph::Animation* mAnimation;
 
   EventThreadServices& mEventThreadServices;
@@ -455,7 +475,8 @@ private:
 
   AnimatorConnectorContainer mConnectors; ///< Owned by the Animation
 
-  std::vector< ConnectorTargetValues > mConnectorTargetValues; //< Used to store animating property target value information
+  typedef std::vector< ConnectorTargetValues > ConnectorTargetValuesContainer;
+  ConnectorTargetValuesContainer mConnectorTargetValues; //< Used to store animating property target value information
 
   Vector2 mPlayRange;