Searched refs:mPropertyAccess (Results 1 – 2 of 2) sorted by relevance
336 : BaseRenderNodeAnimator(finalValue), mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) {} in RenderPropertyAnimator()339 if (!mHasStartValue && mStagingTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) { in onAttached()340 setStartValue((mStagingTarget->stagingProperties().*mPropertyAccess->getter)()); in onAttached()347 (mStagingTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); in onStagingPlayStateChanged()362 (mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); in onPushStaging()373 return mPropertyAccess->dirtyMask; in dirtyMask()377 return (target->properties().*mPropertyAccess->getter)(); in getValue()381 (target->animatorProperties().*mPropertyAccess->setter)(value); in setValue()
215 const PropertyAccessors* mPropertyAccess; variable