Searched refs:mPropertyAccess (Results 1 – 2 of 2) sorted by relevance
334 : BaseRenderNodeAnimator(finalValue), mPropertyAccess(&(PROPERTY_ACCESSOR_LUT[property])) {} in RenderPropertyAnimator()337 if (!mHasStartValue && mStagingTarget->isPropertyFieldDirty(mPropertyAccess->dirtyMask)) { in onAttached()338 setStartValue((mStagingTarget->stagingProperties().*mPropertyAccess->getter)()); in onAttached()345 (mStagingTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); in onStagingPlayStateChanged()360 (mTarget->mutateStagingProperties().*mPropertyAccess->setter)(finalValue()); in onPushStaging()371 return mPropertyAccess->dirtyMask; in dirtyMask()375 return (target->properties().*mPropertyAccess->getter)(); in getValue()379 (target->animatorProperties().*mPropertyAccess->setter)(value); in setValue()
215 const PropertyAccessors* mPropertyAccess; variable