Searched refs:transformAnimation_ (Results 1 – 3 of 3) sorted by relevance
113 transformAnimation_.SetContextAndCallback(context_, [weak = AceType::WeakClaim(this)]() { in OnAttachContext()140 transformAnimation_.SetEvaluator(evaluator->CreateTransformOperationsEvaluator()); in SetMotionPathEvaluator()141 transformAnimation_.SetAnimationStopCallback([weak = AceType::WeakClaim(this)]() { in SetMotionPathEvaluator()144 renderNode->transformAnimation_.SetEvaluator(nullptr); in SetMotionPathEvaluator()147 … transformAnimation_.PlayTransformAnimation(option, std::vector<TransformOperation>(), true); in SetMotionPathEvaluator()187 TransformAnimation transformAnimation_; variable
354 if (transformAnimation_.GetAnimationStatus() != Animator::Status::RUNNING) { in UpdateTransform()358 transformAnimation_.SetTransformOperations(transformEffectsAppearing_); in UpdateTransform()360 transformAnimation_.SetAnimationStopCallback(nullptr); in UpdateTransform()362 … transformAnimation_.PlayTransformAnimation(transitionOption_, std::vector<TransformOperation>()); in UpdateTransform()507 auto animationMatrix = transformAnimation_.ComputerBlendedMatrix4(); in UpdateWithEffectMatrix()552 transformAnimation_.SetAnimationStopCallback([weak = AceType::WeakClaim(this)]() { in OnTransition()561 transformAnimation_.PlayTransformAnimation(option, transformEffectsDisappearing_); in OnTransition()569 transformAnimation_.SetTransformOperations(std::vector<TransformOperation>()); in ClearRenderObject()
100 transformAnimation_.SetContextAndCallback(context_, [weak = AceType::WeakClaim(this)]() { in OnAttachContext()