Use Property Driven Animation Player when you want to use a property type to control a keyframe animation.
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void | setTimeline (TimelineSharedPtr animationTimeline) |
| Sets an animation timeline to the TimelineProperty property of the player. More...
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TimelineSharedPtr | getTimeline () const |
| Gets an animation timeline from the TimelineProperty property of the player. More...
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void | setTimeControllerPropertyType (string propertyTypeName) |
| Sets the value of the TimeControllerPropertyTypeProperty property of the player. More...
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string | getTimeControllerPropertyType () const |
| Gets the value of the TimeControllerPropertyTypeProperty property of the player. More...
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void | setRelativePlayback (bool relativePlayback) |
| Sets the value of the RelativePlaybackProperty property. More...
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bool | isRelativePlayback () const |
| Gets the value of the RelativePlaybackProperty property. More...
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void | setEnabled (bool enabled) |
| Sets the value of the EnabledProperty property. More...
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bool | isEnabled () const |
| Gets the value of the EnabledProperty property. More...
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virtual | ~NodeComponent () |
| Destructor. More...
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void | setName (string_view name) |
| Sets the name of node component. More...
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string | getName () const |
| Gets the name of node component. More...
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NodeSharedPtr | getNode () const |
| Returns the node the node component is attached to or null pointer if node component is not attached to a node. More...
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void | attach (NodeWeakPtr node) |
| Attaches node component to node. More...
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void | detach () |
| Detaches node component from the node it was attached to. More...
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State | getState () const |
| Gets the state of node component indicating if component is attached to a node, detached from any node or in process of attaching/detaching. More...
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bool | isAttaching () const |
| Indicates whether node component is in the process of attaching to a node. More...
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bool | isAttached () const |
| Indicates whether node component is attached to a node. More...
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bool | isAttachingOrAttached () const |
| Indicates whether node component is in the process of attaching to a node or already attached. More...
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bool | isDetaching () const |
| Indicates whether node component currently detaching from the node. More...
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bool | isDetached () const |
| Indicates whether node component is detached from any node. More...
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bool | isDetachingOrDetached () const |
| Indicates whether node component is in the process of detaching from the node or already detached. More...
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| Object (Domain *domain) |
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virtual | ~Object () |
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Domain * | getDomain () const |
| Returns the domain the object belongs to. More...
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KzuTaskScheduler * | getTaskScheduler () const |
| Returns the task scheduler of the object. More...
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KzuMessageDispatcher * | getMessageDispatcher () const |
| Returns the message dispatcher of the object. More...
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ResourceManager * | getResourceManager () const |
| Returns the resource manager of the object. More...
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virtual const Metaclass * | getDynamicMetaclass () const KZ_OVERRIDE |
| Returns the metaclass of the dynamic type of the object. More...
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AppliedStyleEntrySharedPtr | applyObjectStyle (kanzi::StyleSharedPtr style) |
| Applies a style to an object. More...
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void | unapplyObjectStyle (AppliedStyleEntrySharedPtr appliedStyleEntry) |
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void | applyObjectStyles () |
| Apply all styles for an object node. More...
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void | unapplyObjectStyles () |
| Unapplies and removes all applied styles. More...
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virtual | ~MetaObject () |
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bool | isTypeOf (const Metaclass *objectType) const |
| Determines if the type of this object is the given type or derived from it. More...
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| PropertyObject () |
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virtual | ~PropertyObject () |
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template<typename DataType > |
void | setProperty (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Traits::ParameterType value) |
| Sets the local value of a property. More...
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void | removeKzbProperties () |
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template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getProperty (const PropertyType< DataType > &propertyType) const |
| Returns the current value of a property. More...
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template<typename DataType > |
optional< typename PropertyType< DataType >::Traits::ReturnType > | getOptionalProperty (const PropertyType< DataType > &propertyType) const |
| Evaluates the property value in the same way as the overload above but does not default to the value in property metadata if there are no inputs to the property value. More...
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template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getPropertyBase (const PropertyType< DataType > &propertyType) const |
| Returns the current value of a property disregarding modifiers. More...
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template<typename DataType > |
void | setAbstractProperty (AbstractPropertyType abstractPropertyType, typename PropertyType< DataType >::Traits::ParameterType value) |
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template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getAbstractProperty (AbstractPropertyType abstractPropertyType) const |
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template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getAbstractPropertyBase (AbstractPropertyType abstractPropertyType) const |
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template<typename DataType > |
optional< typename PropertyType< DataType >::Traits::ReturnType > | getOptionalAbstractProperty (AbstractPropertyType abstractPropertyType) const |
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void | setPropertyFlag (AbstractPropertyType propertyType, uint32_t flag) |
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bool | isPropertyFlagSet (AbstractPropertyType propertyType, uint32_t flag) const |
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void | clearPropertyFlag (AbstractPropertyType propertyType, uint32_t flag) |
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bool | hasValue (AbstractPropertyType propertyType) const |
| Evaluates whether there are any inputs into the property value. More...
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bool | hasBaseValue (AbstractPropertyType propertyType) const |
| Evaluates whether there are any inputs into the property value, disregarding modifiers. More...
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bool | hasLocalValue (AbstractPropertyType propertyType) const |
| Evaluates whether there is a local value set for the property. More...
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bool | hasNonClassValue (AbstractPropertyType propertyType) const |
| Evaluates whether there is a value of any precedence higher than class default value set for the property. More...
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void | removeLocalValue (AbstractPropertyType propertyType) |
| Removes the local value associated with the property. More...
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void | copyLocalValue (const PropertyObject &other, AbstractPropertyType propertyType) |
| Copies local value of single property from another object. More...
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void | copyLocalValues (const PropertyObject &other) |
| Copies all local values from another object. More...
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template<typename DataType > |
void | addPropertyValueSource (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::TypedValueSource *valueSource, PropertyValuePrecedence precedence, void *owner) |
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template<typename DataType > |
void | removePropertyValueSource (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::TypedValueSource *valueSource, void *owner) |
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template<typename DataType > |
void | addPropertyModifier (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::ModifierCallback callback, void *owner) |
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template<typename DataType > |
void | removePropertyModifier (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::ModifierCallback callback, void *owner) |
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void | validatePropertyModifiers (AbstractPropertyType propertyType) |
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template<typename DataType > |
void | addPropertyNotificationHandler (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::NotificationCallback callback, void *owner) |
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template<typename DataType > |
void | removePropertyNotificationHandler (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::NotificationCallback callback, void *owner) |
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template<typename DataType > |
size_t | getPropertyNotificationHandlerCount (const PropertyType< DataType > &propertyType) |
| Gets number of current notification handlers for given property type. More...
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| PropertyDrivenAnimationPlayer (Domain *domain, string_view name) |
| Constructor. More...
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virtual void | attachOverride () KZ_OVERRIDE |
| NodeComponent::attachOverride() implementation. More...
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virtual void | detachOverride () KZ_OVERRIDE |
| NodeComponent::detachOverride() implementation. More...
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virtual void | onPropertyChanged (AbstractPropertyType propertyType, PropertyNotificationReason reason) KZ_OVERRIDE |
| Object::onPropertyChanged() implementation. More...
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void | startTimelinePlayback () |
| Starts playback of an animation timeline assigned to the player through the TimelineProperty property. More...
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void | stopTimelinePlayback () |
| Stops ongoing playback of an animation timeline. More...
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template<typename T > |
void | updateTimelinePlaybackTime () |
| Updates timeline playback by time calculated from the time controller property. More...
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chrono::milliseconds | convertToMilliseconds (int milliseconds) |
| Converts integer number of milliseconds to chrono duration in milliseconds. More...
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chrono::milliseconds | convertToMilliseconds (float seconds) |
| Converts floating point number of seconds to chrono duration in milliseconds. More...
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| NodeComponent (Domain *domain, string_view name) |
| Constructor. More...
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template<typename TMessageType , typename TClass , typename TMethod > |
Node::MessageSubscriptionToken | addNodeComponentMessageHandler (TMessageType &messageType, TClass *nodeComponent, TMethod method) |
| Kanzi calls the message handler that you add using this function when the target name of the incoming message matches the name of the node component, or if the message is broadcast to all node components with an empty target name. More...
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void | removeNodeComponentMessageFilter (Node::MessageSubscriptionToken subscriptionToken) |
| Removes message handler added via addNodeComponentMessageHandler function. More...
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template<typename TArgumentsType > |
void | dispatchMessage (const MessageType< TArgumentsType > &messageType, typename MessageType< TArgumentsType >::ArgumentsType &messageArguments) |
| Adds the name of the node component to the message arguments and dispatches the message to the node of the node component. More...
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void | initialize () |
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void | onCopy (const Object &other) |
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| MetaObject () |
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void | initialize () |
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void | addPropertyValueSource (AbstractPropertyTypeDescriptor &descriptor, AbstractPropertyTypeDescriptor::ValueSource *valueSource, PropertyValuePrecedence precedence, void *owner) |
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void | removePropertyValueSource (AbstractPropertyTypeDescriptor &descriptor, AbstractPropertyTypeDescriptor::ValueSource *valueSource, void *owner) |
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AbstractPropertyTypeDescriptor::ValueSourceEntry * | getTopValueSourceEntry (AbstractPropertyTypeDescriptor::PropertyStorage &propertyStorage) const |
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AbstractPropertyTypeDescriptor::ValueSourceEntry * | getTopValueSourceEntry (AbstractPropertyTypeDescriptor &descriptor) const |
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AbstractPropertyTypeDescriptor::ValueSource * | getTopValueSource (AbstractPropertyTypeDescriptor &descriptor) const |
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AbstractPropertyTypeDescriptor::ValueSource * | getFinalValueSource (AbstractPropertyTypeDescriptor &descriptor) const |
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AbstractPropertyTypeDescriptor::ValueSource * | getNonClassValueSource (AbstractPropertyTypeDescriptor &descriptor) const |
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AbstractPropertyTypeDescriptor::ValueSource * | getClassValueSource (AbstractPropertyTypeDescriptor &descriptor) const |
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AbstractPropertyTypeDescriptor::ValueSourceEntry * | findLocalValueSourceEntry (AbstractPropertyTypeDescriptor::PropertyStorage &propertyStorage) |
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AbstractPropertyTypeDescriptor::ValueSourceEntry * | constructLocalValueSourceEntry (AbstractPropertyTypeDescriptor &descriptor, AbstractPropertyTypeDescriptor::PropertyStorage &propertyStorage) |
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AbstractPropertyTypeDescriptor::ValueSourceEntry * | acquireLocalValueSourceEntry (AbstractPropertyTypeDescriptor &descriptor, PropertyStoragePtr &propertyStorage) |
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AbstractPropertyTypeDescriptor::PropertyStorage * | findPropertyStorage (AbstractPropertyTypeDescriptor &descriptor) const |
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PropertyStoragePtr | findPropertyStoragePtr (AbstractPropertyTypeDescriptor &descriptor) const |
| Gets property storage intrusive pointer that can be used to hold a reference until end of operation. More...
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PropertyStoragePtr | constructPropertyStorage (AbstractPropertyTypeDescriptor &descriptor) |
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PropertyStoragePtr | acquirePropertyStorage (AbstractPropertyTypeDescriptor &descriptor) |
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AbstractPropertyTypeDescriptor::ModifierStorage * | acquireModifierStorage (AbstractPropertyTypeDescriptor &descriptor, AbstractPropertyTypeDescriptor::PropertyStorage &propertyStorage) |
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AbstractPropertyTypeDescriptor::ModifierStorage * | findModifierStorage (AbstractPropertyTypeDescriptor &descriptor) |
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AbstractPropertyTypeDescriptor::NotificationStorage * | acquireNotificationStorage (AbstractPropertyTypeDescriptor &descriptor) |
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AbstractPropertyTypeDescriptor::NotificationStorage * | findNotificationStorage (AbstractPropertyTypeDescriptor &descriptor) |
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AbstractPropertyTypeDescriptor * | findPropertyTypeDescriptorByUnqualifiedNameAndDataType (string_view unqualifiedName, PropertyDataType dataType) |
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void | validatePropertyModifiersAndNotifyHandlers (PropertyStoragePtr &propertyStorage) |
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void | copyLocalValue (const AbstractPropertyTypeDescriptor::PropertyStorage &otherPropertyStorage) |
| Copy local value from property storage. More...
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PropertyStorageContainer::iterator | beginPropertyStorage () |
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PropertyStorageContainer::iterator | endPropertyStorage () |
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virtual void | notifyPropertyHandlers (PropertyStoragePtr &propertyStorage, PropertyNotificationReason reason) |
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void | onCopy (const PropertyObject &other) |
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Use Property Driven Animation Player when you want to use a property type to control a keyframe animation.
Property Driven Animation Player applies an animation with the time taken from a specific property in the node, to which you attach the player, every time that property changes.
Property Driven Animation Player applies the timeline specified in the TimelineProperty property of the player. Kanzi resolves paths to animated objects relative to the node to which you attach the player. All animations in the applied timeline are relative: values calculated in animations are added to property values instead of replacing them.
The time for the timeline is taken from a property of the node to which you attach the Property Driven Animation Player. To set the type name of this property, use the TimeControllerPropertyTypeProperty property of the player. You can use any integer and float properties. Property Driven Animation Player does not support using properties of other data types. The time calculated from the value of the property depends on its data type:
- For float properties, property value 1.0 is interpreted as 1 second. For example, if the value of the time property is 5.5f, the time for the timeline is 5.5 seconds, and so on.
- For integer properties, property value 1 is interpreted as 1 millisecond. For example, if the value of the time property is 2300, the time for the timeline is 2.3 seconds, and so on.
It is recommended to use integer properties as time controllers. Using an integer property enables precise control of the time at which the animations in the timeline are applied. If you use a floating point property as a time controller, the Property Driven Animation Player rounds it to an integer number of milliseconds. In this case the result time, at which the animations in the timeline are applied, is not precise, but you can apply various effects to a floating point time property. For example, smooth interpolation by PropertyTargetInterpolator.
Property Driven Animation Player starts to apply animations from the timeline immediately after it is attached to the node. If the time controller property cannot be resolved or if it has an unsupported data type, the player does not apply the timeline. If the time controller property is resolved but is not set to the node, the player calculates the time using the default property value.
Note that the TimelineProperty and TimeControllerPropertyTypeProperty properties are applied only once when you attach the Property Driven Animation Player to the node. New values, which you set to these properties after attaching the player, are ignored.
- See also
- AnimationPlayer, PropertyTargetInterpolator
Examples
To create a Property Driven Animation Player and sets its timeline and time controller property:
player->setTimeline(timeline);
player->setTimeControllerPropertyType(timePropertyType.getName());
To attach a Property Driven Animation Player to a node:
node->addNodeComponent(player);