- Arkadiy_Kolomiets
- Posts: 6
- Joined:
Animation not starting during launching via SDL
This code is run properly via the launcher but not via SDL
I have the animation
that is triggered by a bonded property that changes inside the view model
Inside the SDL I have the buffers that helped me to solve a similar problem but with clipped objects, that moved outside from the clipped section
Are there any limitations and features for using animation when running through SDL? Or what could be the reason that animation does not work?
I have the animation
Code: Select all
<Storyboard x:Key="UpDownStoryboard">
<DoubleAnimation Storyboard.TargetProperty="(UIElement.RenderTransform).(TranslateTransform.Y)"
To="0" Duration="0:0:1"
From="-100"/>
</Storyboard>
</UserControl.Resources>
Code: Select all
<Style TargetType="local:cMessageSectionView">
<Style.Triggers>
<DataTrigger Binding="{Binding DataContext.IsInitialAnimation, ElementName=AssistantScreen}" Value="True">
<DataTrigger.EnterActions>
<BeginStoryboard Storyboard="{StaticResource UpDownStoryboard}"/>
</DataTrigger.EnterActions>
</DataTrigger>
</Style.Triggers>
</Style>
Code: Select all
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
Are there any limitations and features for using animation when running through SDL? Or what could be the reason that animation does not work?
Re: Animation not starting during launching via SDL
Our core technology knows nothing about SDL, this is an integration issue. Are you sending the time correctly when updating the view (global time is needed, not deltas)Are there any limitations and features for using animation when running through SDL? Or what could be the reason that animation does not work?
- Arkadiy_Kolomiets
- Posts: 6
- Joined:
Re: Animation not starting during launching via SDL
I followed the integration rules as you suggested in this post
viewtopic.php?p=17296&hilit=Clip#p17296
but there adding of these buffers helped to solve the problem
I strictly follow your integration guide and I sending the time in this way
But still animation didn't work
viewtopic.php?p=17296&hilit=Clip#p17296
but there adding of these buffers helped to solve the problem
Code: Select all
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 8);
Code: Select all
double cNoesisScreenManager::getTickInMs() const {
return static_cast<double>(as_sec(elapsed_time).count());
}
void cNoesisScreenManager::updateRenderTick(const std::chrono::duration<double> delta_time) {
// Update tick
const auto active_view = getCurrentScreen()->screen_view;
elapsed_time += delta_time;
active_view->Update(getTickInMs());
}
But still animation didn't work
Re: Animation not starting during launching via SDL
In your code, 'elapsed_time' is a delta or is it global?
-
sfernandez
Site Admin
- Posts: 3112
- Joined:
Re: Animation not starting during launching via SDL
Also, IView Update requires time in seconds, not milliseconds.
Code: Select all
virtual bool Update(double timeInSeconds) = 0;
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