state: Handle setting keys for the current target state

Add special behaviour when you set the key of the current target state:
- If the state is transitioning, add/modify the interval so that the new
  key transitions from the current time (taking into account pre-delay) to
  its target final property
- If the state is set but has already finished animating/was warped to,
  set the property immediately
This commit is contained in:
Chris Lord 2010-10-22 16:13:16 +01:00
parent 73dcbedc80
commit 35c35de55c

View File

@ -100,6 +100,9 @@ typedef struct _ClutterStateKey
GValue value; /* target value */ GValue value; /* target value */
gdouble pre_delay; /* fraction of duration to delay before gdouble pre_delay; /* fraction of duration to delay before
starting */ starting */
gdouble pre_pre_delay;/* fraction of duration to add to
pre_delay. This is used to set keys
during transitions. */
gdouble post_delay; /* fraction of duration to be done in */ gdouble post_delay; /* fraction of duration to be done in */
State *source_state; /* source state */ State *source_state; /* source state */
@ -433,9 +436,10 @@ clutter_state_new_frame (ClutterTimeline *timeline,
if (found_specific || key->source_state == NULL) if (found_specific || key->source_state == NULL)
{ {
const GValue *value; const GValue *value;
gdouble pre_delay = key->pre_delay + key->pre_pre_delay;
sub_progress = (progress - key->pre_delay) / sub_progress = (progress - pre_delay) /
(1.0 - (key->pre_delay + key->post_delay)); (1.0 - (pre_delay + key->post_delay));
if (sub_progress >= 0.0) if (sub_progress >= 0.0)
{ {
@ -481,14 +485,25 @@ clutter_state_change (ClutterState *state,
*/ */
if (!target_state_name) if (!target_state_name)
{ {
if (!priv->target_state)
return NULL;
priv->source_state_name = priv->target_state_name = NULL; priv->source_state_name = priv->target_state_name = NULL;
priv->source_state = priv->target_state = NULL;
clutter_timeline_stop (priv->timeline); clutter_timeline_stop (priv->timeline);
clutter_timeline_rewind (priv->timeline); clutter_timeline_rewind (priv->timeline);
if (priv->current_animator)
{
clutter_animator_set_timeline (priv->current_animator, NULL);
priv->current_animator = NULL;
}
return NULL; return NULL;
} }
if (target_state_name != NULL) target_state_name = g_intern_string (target_state_name);
target_state_name = g_intern_string (target_state_name);
if (target_state_name == priv->target_state_name) if (target_state_name == priv->target_state_name)
{ {
@ -542,6 +557,11 @@ clutter_state_change (ClutterState *state,
ClutterStateKey *key = k->data; ClutterStateKey *key = k->data;
GValue initial = { 0, }; GValue initial = { 0, };
/* Reset the pre-pre-delay - this is only used for setting keys
* during transitions.
*/
key->pre_pre_delay = 0;
g_value_init (&initial, clutter_interval_get_value_type (key->interval)); g_value_init (&initial, clutter_interval_get_value_type (key->interval));
g_object_get_property (key->object, key->property_name, &initial); g_object_get_property (key->object, key->property_name, &initial);
@ -833,6 +853,7 @@ static void
clutter_state_set_key_internal (ClutterState *state, clutter_state_set_key_internal (ClutterState *state,
ClutterStateKey *key) ClutterStateKey *key)
{ {
ClutterStatePrivate *priv = state->priv;
State *target_state = key->target_state; State *target_state = key->target_state;
GList *old_item = NULL; GList *old_item = NULL;
@ -849,6 +870,50 @@ clutter_state_set_key_internal (ClutterState *state,
target_state->keys = g_list_insert_sorted (target_state->keys, target_state->keys = g_list_insert_sorted (target_state->keys,
key, key,
sort_props_func); sort_props_func);
/* If the current target state is modified, we have some work to do.
*
* If the animation is running, we add a key to the current animation
* with a delay of the current duration so that the new animation will
* animate into place.
*
* If the animation isn't running, but the state is set, we immediately
* warp to that state.
*/
if (key->target_state == priv->target_state)
{
if (!clutter_timeline_is_playing (priv->timeline))
{
/* We can warp to the state by setting a NULL state, then setting
* the target state again.
*/
clutter_state_change (state, NULL, FALSE);
clutter_state_change (state, target_state->name, FALSE);
}
else
{
/* Set the ClutterInterval associated with the state */
GValue initial = { 0, };
gdouble progress = clutter_timeline_get_progress (priv->timeline);
g_value_init (&initial,
clutter_interval_get_value_type (key->interval));
g_object_get_property (key->object, key->property_name, &initial);
if (clutter_alpha_get_mode (key->alpha) != key->mode)
clutter_alpha_set_mode (key->alpha, key->mode);
clutter_interval_set_initial_value (key->interval, &initial);
clutter_interval_set_final_value (key->interval, &key->value);
g_value_unset (&initial);
/* Set the delay as if the interval had just begun */
if (progress > key->pre_delay)
key->pre_pre_delay = MIN (progress - key->pre_delay,
1.0 - key->post_delay);
}
}
} }
/* /*