Fixed gbs build error for animation code
[platform/core/uifw/dali-toolkit.git] / base / dali-toolkit / internal / builder / builder-animations.cpp
index 454a686..c1c8921 100644 (file)
@@ -1,18 +1,19 @@
-//
-// Copyright (c) 2014 Samsung Electronics Co., Ltd.
-//
-// Licensed under the Flora License, Version 1.0 (the License);
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-//     http://floralicense.org/license/
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an AS IS BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-//
+/*
+ * Copyright (c) 2014 Samsung Electronics Co., Ltd.
+ *
+ * Licensed under the Apache License, Version 2.0 (the "License");
+ * you may not use this file except in compliance with the License.
+ * You may obtain a copy of the License at
+ *
+ * http://www.apache.org/licenses/LICENSE-2.0
+ *
+ * Unless required by applicable law or agreed to in writing, software
+ * distributed under the License is distributed on an "AS IS" BASIS,
+ * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+ * See the License for the specific language governing permissions and
+ * limitations under the License.
+ *
+ */
 
 // EXTERNAL INCLUDES
 #include <dali/integration-api/debug.h>
@@ -95,7 +96,6 @@ Property::Value GetPropertyValue( const Property::Type& propType, const TreeNode
     default:
     {
       DALI_ASSERT_ALWAYS( !"Property type incorrect" );
-      return Property::Value();
     }
   }
 }
@@ -108,20 +108,34 @@ AlphaFunction GetAlphaFunction( const std::string& alphaFunction )
   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 ) );
@@ -149,7 +163,7 @@ namespace Toolkit
 namespace Internal
 {
 
-Animation CreateAnimation( const TreeNode& child, const Replacement& constant, Dali::Actor searchRoot )
+Animation CreateAnimation( const TreeNode& child, const Replacement& constant, Dali::Actor searchRoot, Builder* const builder )
 {
   float durationSum = 0.f;
 
@@ -186,19 +200,19 @@ Animation CreateAnimation( const TreeNode& child, const Replacement& constant, D
     }
   }
 
-  if( OptionalString endAction = constant.IsString(  IsChild(child, "destroy-action" ) ) )
+  if( OptionalString endAction = constant.IsString(  IsChild(child, "disconnect-action" ) ) )
   {
     if("BAKE" == *endAction)
     {
-      animation.SetDestroyAction( Animation::Bake );
+      animation.SetDisconnectAction( Animation::Bake );
     }
     else if("DISCARD" == *endAction)
     {
-      animation.SetDestroyAction( Animation::Discard );
+      animation.SetDisconnectAction( Animation::Discard );
     }
     else if("BAKE_FINAL" == *endAction)
     {
-      animation.SetDestroyAction( Animation::BakeFinal );
+      animation.SetDisconnectAction( Animation::BakeFinal );
     }
   }
 
@@ -213,24 +227,39 @@ Animation CreateAnimation( const TreeNode& child, const Replacement& constant, D
       OptionalString actorName( constant.IsString( IsChild(pKeyChild.second, "actor" ) ) );
       OptionalString property(  constant.IsString( IsChild(pKeyChild.second, "property" ) ) );
       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 ) );
-
-      // 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( idx == Property::INVALID_INDEX )
+      Property::Value propValue;
+      Property::Index propIndex = Property::INVALID_INDEX;
+      if( property )
       {
-        if( ShaderEffect effect = targetActor.GetShaderEffect() )
+        propIndex = targetHandle.GetPropertyIndex( *property );
+
+        // if the property is not found from the (actor) handle, try to downcast it to renderable actor
+        // to allow animating shader uniforms
+        if( propIndex == Property::INVALID_INDEX )
         {
-          idx = effect.GetPropertyIndex( *property );
-          if(idx != Property::INVALID_INDEX)
+          RenderableActor renderable = RenderableActor::DownCast( targetHandle );
+          if( renderable )
           {
-            targetActor = effect;
+            // 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() )
+            {
+              propIndex = effect.GetPropertyIndex( *property );
+              if(propIndex != Property::INVALID_INDEX)
+              {
+                targetHandle = effect;
+              }
+              else
+              {
+                DALI_SCRIPT_WARNING( "Cannot find property on object or ShaderEffect\n" );
+                continue;
+              }
+            }
           }
           else
           {
@@ -238,22 +267,14 @@ Animation CreateAnimation( const TreeNode& child, const Replacement& constant, D
             continue;
           }
         }
-        else
+
+        if( propIndex == Property::INVALID_INDEX)
         {
-          DALI_SCRIPT_WARNING( "Cannot find property on object or ShaderEffect\n" );
+          DALI_ASSERT_ALWAYS( propIndex != Property::INVALID_INDEX && "Animation must specify a valid property" );
           continue;
         }
       }
 
-      if( idx == Property::INVALID_INDEX)
-      {
-        DALI_ASSERT_ALWAYS( idx != Property::INVALID_INDEX && "Animation must specify a valid property" );
-        continue;
-      }
-
-      Property prop( Property( targetActor, idx ) );
-      Property::Value propValue;
-
       // these are the defaults
       AlphaFunction alphaFunction( AlphaFunctions::Default );
       TimePeriod timePeriod( 0.f );
@@ -274,6 +295,9 @@ Animation CreateAnimation( const TreeNode& child, const Replacement& constant, D
 
       if( OptionalChild keyFrameChild = IsChild(pKeyChild.second, "key-frames") )
       {
+        DALI_ASSERT_ALWAYS( property  && "Animation must specify a property name" );
+        Property prop = Property( targetHandle, propIndex );
+
         KeyFrames keyframes = KeyFrames::New();
 
         const TreeNode::ConstIterator endIter = (*keyFrameChild).CEnd();
@@ -318,8 +342,45 @@ Animation CreateAnimation( const TreeNode& child, const Replacement& constant, D
           animation.AnimateBetween( prop, keyframes, alphaFunction );
         }
       }
+      else if( OptionalString pathChild = IsString(pKeyChild.second, "path") )
+      {
+        //Get path
+        Path path = builder->GetPath(*pathChild);
+        if( path )
+        {
+          //Get forward vector if specified
+          Vector3 forward( 0.0f, 0.0f, 0.0f );
+          OptionalVector3 forwardProperty = constant.IsVector3( IsChild(pKeyChild.second, "forward" ) );
+          if( forwardProperty )
+          {
+            forward = *forwardProperty;
+          }
+
+          Actor actor = Actor::DownCast( targetHandle );
+          if( actor )
+          {
+            if( timeChild )
+            {
+              animation.Animate( actor, path, forward, alphaFunction, timePeriod );
+            }
+            else
+            {
+              animation.Animate( actor, path, forward, alphaFunction );
+            }
+
+          }
+        }
+        else
+        {
+          //Path not found
+          DALI_SCRIPT_WARNING( "Cannot find animation path '%s'\n", (*pathChild).c_str() );
+        }
+      }
       else
       {
+        DALI_ASSERT_ALWAYS( property  && "Animation must specify a property name" );
+
+        Property prop = Property( targetHandle, propIndex );
         try
         {
           propValue = GetPropertyValue( prop.object.GetPropertyType(prop.propertyIndex), *IsChild(pKeyChild.second, "value") );
@@ -366,10 +427,10 @@ Animation CreateAnimation( const TreeNode& child, const Replacement& constant, D
   return animation;
 }
 
-Animation CreateAnimation( const TreeNode& child )
+Animation CreateAnimation( const TreeNode& child, Builder* const builder )
 {
   Replacement replacement;
-  return CreateAnimation( child, replacement, Stage::GetCurrent().GetRootLayer() );
+  return CreateAnimation( child, replacement, Stage::GetCurrent().GetRootLayer(), builder );
 }
 
 } // namespace Internal