if( 0 == alphaFunctionLut.size() )
{
// coding convention is uppercase enums
- alphaFunctionLut["DEFAULT"] = Dali::AlphaFunctions::Default;
- alphaFunctionLut["LINEAR"] = Dali::AlphaFunctions::Linear;
- alphaFunctionLut["REVERSE"] = Dali::AlphaFunctions::Reverse;
- alphaFunctionLut["EASE_IN"] = Dali::AlphaFunctions::EaseIn;
- alphaFunctionLut["EASE_OUT"] = Dali::AlphaFunctions::EaseOut;
- alphaFunctionLut["EASE_IN_OUT"] = Dali::AlphaFunctions::EaseInOut;
- alphaFunctionLut["EASE_IN_SINE"] = Dali::AlphaFunctions::EaseInSine;
- alphaFunctionLut["EASE_OUT_SINE"] = Dali::AlphaFunctions::EaseOutSine;
- alphaFunctionLut["EASE_IN_OUT_SINE"]= Dali::AlphaFunctions::EaseInOutSine;
- alphaFunctionLut["BOUNCE"] = Dali::AlphaFunctions::Bounce;
- alphaFunctionLut["BOUNCE_BACK"] = Dali::AlphaFunctions::BounceBack;
- alphaFunctionLut["EASE_OUT_BACK"] = Dali::AlphaFunctions::EaseOutBack;
- alphaFunctionLut["SIN"] = Dali::AlphaFunctions::Sin;
- alphaFunctionLut["SIN2X"] = Dali::AlphaFunctions::Sin;
+ alphaFunctionLut["DEFAULT"] = AlphaFunctions::Default;
+ alphaFunctionLut["LINEAR"] = AlphaFunctions::Linear;
+ alphaFunctionLut["SQUARE"] = AlphaFunctions::Square;
+ alphaFunctionLut["REVERSE"] = AlphaFunctions::Reverse;
+ alphaFunctionLut["EASE_IN"] = AlphaFunctions::EaseIn;
+ alphaFunctionLut["EASE_OUT"] = AlphaFunctions::EaseOut;
+ alphaFunctionLut["EASE_IN_OUT"] = AlphaFunctions::EaseInOut;
+ alphaFunctionLut["EASE_IN_SINE"] = AlphaFunctions::EaseInSine;
+ alphaFunctionLut["EASE_OUT_SINE"] = AlphaFunctions::EaseOutSine;
+ alphaFunctionLut["EASE_IN_OUT_SINE"] = AlphaFunctions::EaseInOutSine;
+ alphaFunctionLut["EASE_IN_SINE_33"] = AlphaFunctions::EaseInSine33;
+ alphaFunctionLut["EASE_OUT_SINE_33"] = AlphaFunctions::EaseOutSine33;
+ alphaFunctionLut["EASE_IN_OUT_SINE_33"] = AlphaFunctions::EaseInOutSine33;
+ alphaFunctionLut["EASE_IN_OUT_SINE_50"] = AlphaFunctions::EaseInOutSine50;
+ alphaFunctionLut["EASE_IN_OUT_SINE_60"] = AlphaFunctions::EaseInOutSine60;
+ alphaFunctionLut["EASE_IN_OUT_SINE_70"] = AlphaFunctions::EaseInOutSine70;
+ alphaFunctionLut["EASE_IN_OUT_SINE_80"] = AlphaFunctions::EaseInOutSine80;
+ alphaFunctionLut["EASE_IN_OUT_SINE_90"] = AlphaFunctions::EaseInOutSine90;
+ alphaFunctionLut["DOUBLE_EASE_IN_OUT_SINE_60"] = AlphaFunctions::DoubleEaseInOutSine60;
+ alphaFunctionLut["EASE_OUT_QUINT_50"] = AlphaFunctions::EaseOutQuint50;
+ alphaFunctionLut["EASE_OUT_QUINT_80"] = AlphaFunctions::EaseOutQuint80;
+ alphaFunctionLut["BOUNCE"] = AlphaFunctions::Bounce;
+ alphaFunctionLut["BOUNCE_BACK"] = AlphaFunctions::BounceBack;
+ alphaFunctionLut["EASE_IN_BACK"] = AlphaFunctions::EaseInBack;
+ alphaFunctionLut["EASE_OUT_BACK"] = AlphaFunctions::EaseOutBack;
+ alphaFunctionLut["EASE_IN_OUT_BACK"] = AlphaFunctions::EaseInOutBack;
+ alphaFunctionLut["SIN"] = AlphaFunctions::Sin;
+ alphaFunctionLut["SIN2X"] = AlphaFunctions::Sin2x;
}
const AlphaFunctionLut::const_iterator iter( alphaFunctionLut.find( alphaFunction ) );
DALI_ASSERT_ALWAYS( actorName && "Animation must specify actor name" );
DALI_ASSERT_ALWAYS( property && "Animation must specify a property name" );
- Actor targetActor = searchActor.FindChildByName( *actorName );
- DALI_ASSERT_ALWAYS( targetActor && "Actor must exist for property" );
+ Handle targetHandle = searchActor.FindChildByName( *actorName );
+ DALI_ASSERT_ALWAYS( targetHandle && "Actor must exist for property" );
- Property::Index idx( targetActor.GetPropertyIndex( *property ) );
+ Property::Index idx( targetHandle.GetPropertyIndex( *property ) );
- // A limitation here is that its possible that between binding to the signal and
- // the signal call that the ShaderEffect of the targetActor has been changed.
- // However this is a unlikely use case especially when using scripts.
+ // if the property is not found from the (actor) handle, try to downcast it to renderable actor
+ // to allow animating shader uniforms
if( idx == Property::INVALID_INDEX )
{
- if( ShaderEffect effect = targetActor.GetShaderEffect() )
+ RenderableActor renderable = RenderableActor::DownCast( targetHandle );
+ if( renderable )
{
- idx = effect.GetPropertyIndex( *property );
- if(idx != Property::INVALID_INDEX)
+ // A limitation here is that its possible that between creation of animation
+ // and running it the ShaderEffect of the actor has been changed.
+ // However this is a unlikely use case especially when using scripts.
+ if( ShaderEffect effect = renderable.GetShaderEffect() )
{
- targetActor = effect;
- }
- else
- {
- DALI_SCRIPT_WARNING( "Cannot find property on object or ShaderEffect\n" );
- continue;
+ idx = effect.GetPropertyIndex( *property );
+ if(idx != Property::INVALID_INDEX)
+ {
+ targetHandle = effect;
+ }
+ else
+ {
+ DALI_SCRIPT_WARNING( "Cannot find property on object or ShaderEffect\n" );
+ continue;
+ }
}
}
else
continue;
}
- Property prop( Property( targetActor, idx ) );
+ Property prop( Property( targetHandle, idx ) );
Property::Value propValue;
// these are the defaults