[animation] Rework animation chaining

In order to chain up animations using clutter_actor_animate() and
friends you have to use an idle handler that guarantees that the
main loop spins at least once after the animation pointer has been
detached from the actor.

This has several drawbacks, first and foremost the fact that the
slice of the main loop for the idle handler might be starved by
other operations, like redrawing. This inevitably leads to tricks
with priorities and the like, contributing to the overall complexity.

Instead, we should guarantee that the animation instance created by
clutter_actor_animate() is valid for the ::completed signal until
it reaches its default handler; after that, the animation is detached
from the actor and destroyed. This means that it's possible to
create a new animation after the first is complete by simply using
g_signal_connect_after().

This unfortunately makes it impossible to keep a reference to the
animation pointer attached to the actor by using g_object_ref(); a
way to "fix" this would be to have a clutter_animation_attach()
and a clutter_animation_detach() pair of methods that allow attaching
any animation to an actor. This might overcomplicate what it is
the simple animation API, though, so it's currently not implemented
and left for future versions.

The test-easing interactive demo has been modified to show how
the animation queuing works by adding a command line switch that
recenters the animated actor once the first animation has ended.
This commit is contained in:
Emmanuele Bassi 2009-06-15 10:53:43 +01:00
parent 612d1cded7
commit 9799750c03
2 changed files with 126 additions and 179 deletions

View File

@ -127,8 +127,25 @@ static GQuark quark_object_animation = 0;
G_DEFINE_TYPE (ClutterAnimation, clutter_animation, G_TYPE_OBJECT);
static void on_animation_weak_notify (gpointer data,
GObject *animation_pointer);
static void
clutter_animation_real_completed (ClutterAnimation *self)
{
ClutterAnimationPrivate *priv = self->priv;
ClutterAnimation *animation;
/* at this point, if this animation was created by clutter_actor_animate()
* and friends, the animation will be attached to the object's data; since
* we want to allow developers to use g_signal_connect_after("completed")
* to concatenate a new animation, we need to remove the animation back
* pointer here, and unref() the animation
*/
animation = g_object_get_qdata (priv->object, quark_object_animation);
if (animation == self)
{
g_object_set_qdata (priv->object, quark_object_animation, NULL);
g_object_unref (animation);
}
}
static void
clutter_animation_finalize (GObject *gobject)
@ -173,13 +190,7 @@ clutter_animation_dispose (GObject *gobject)
priv->alpha = NULL;
if (priv->object != NULL)
{
g_object_weak_unref (G_OBJECT (gobject),
on_animation_weak_notify,
priv->object);
g_object_set_qdata (priv->object, quark_object_animation, NULL);
g_object_unref (priv->object);
}
priv->object = NULL;
@ -278,6 +289,8 @@ clutter_animation_class_init (ClutterAnimationClass *klass)
g_type_class_add_private (klass, sizeof (ClutterAnimationPrivate));
klass->completed = clutter_animation_real_completed;
gobject_class->set_property = clutter_animation_set_property;
gobject_class->get_property = clutter_animation_get_property;
gobject_class->dispose = clutter_animation_dispose;
@ -903,23 +916,6 @@ clutter_animation_get_timeline_internal (ClutterAnimation *animation)
return timeline;
}
/*
* Removes the animation pointer from the qdata section of the
* actor attached to the animation
*/
static void
on_animation_weak_notify (gpointer data,
GObject *animation_pointer)
{
GObject *actor = data;
CLUTTER_NOTE (ANIMATION, "Removing Animation from actor %d[%p]",
clutter_actor_get_gid (CLUTTER_ACTOR (actor)),
actor);
g_object_set_qdata (actor, quark_object_animation, NULL);
}
/**
* clutter_animation_new:
*
@ -965,27 +961,20 @@ clutter_animation_set_object (ClutterAnimation *animation,
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (G_IS_OBJECT (object));
g_return_if_fail (object == NULL || G_IS_OBJECT (object));
priv = animation->priv;
if (priv->object)
if (priv->object != NULL)
{
g_object_weak_unref (G_OBJECT (animation),
on_animation_weak_notify,
priv->object);
g_object_set_qdata (priv->object, quark_object_animation, NULL);
g_object_unref (priv->object);
priv->object = NULL;
}
if (object != NULL)
priv->object = g_object_ref (object);
g_object_weak_ref (G_OBJECT (animation),
on_animation_weak_notify,
priv->object);
g_object_set_qdata_full (G_OBJECT (priv->object),
quark_object_animation,
animation,
NULL);
g_object_notify (G_OBJECT (animation), "object");
}
@ -1389,15 +1378,6 @@ clutter_animation_completed (ClutterAnimation *animation)
g_signal_emit (animation, animation_signals[COMPLETED], 0);
}
static void
on_animation_completed (ClutterAnimation *animation)
{
CLUTTER_NOTE (ANIMATION, "Animation[%p] completed, unreferencing",
animation);
g_object_unref (animation);
}
/*
* starts the timeline
*/
@ -1653,6 +1633,35 @@ clutter_animation_setup_valist (ClutterAnimation *animation,
}
}
static ClutterAnimation *
animation_create_for_actor (ClutterActor *actor)
{
ClutterAnimation *animation;
GObject *object = G_OBJECT (actor);
animation = g_object_get_qdata (object, quark_object_animation);
if (animation == NULL)
{
animation = clutter_animation_new ();
clutter_animation_set_object (animation, object);
g_object_set_qdata (object, quark_object_animation, animation);
CLUTTER_NOTE (ANIMATION,
"Created new Animation [%p] for actor [%p]",
animation,
actor);
}
else
{
CLUTTER_NOTE (ANIMATION,
"Reusing Animation [%p] for actor [%p]",
animation,
actor);
}
return animation;
}
/**
* clutter_actor_animate_with_alpha:
* @actor: a #ClutterActor
@ -1697,21 +1706,7 @@ clutter_actor_animate_with_alpha (ClutterActor *actor,
return NULL;
}
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (animation == NULL)
{
animation = clutter_animation_new ();
clutter_animation_set_object (animation, G_OBJECT (actor));
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
animation = animation_create_for_actor (actor);
clutter_animation_set_alpha (animation, alpha);
va_start (args, first_property_name);
@ -1761,21 +1756,7 @@ clutter_actor_animate_with_timeline (ClutterActor *actor,
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
g_return_val_if_fail (first_property_name != NULL, NULL);
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (animation == NULL)
{
animation = clutter_animation_new ();
clutter_animation_set_object (animation, G_OBJECT (actor));
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
animation = animation_create_for_actor (actor);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_timeline (animation, timeline);
@ -1893,39 +1874,26 @@ clutter_actor_animate_with_timeline (ClutterActor *actor,
* NULL);
* ]|
*
* <note>Unless the animation is looping, it will become invalid as soon
* as it is complete. To avoid this, you should keep a reference on the
* returned value using g_object_ref(). If you want to keep the animation
* alive across multiple cycles, you also have to add a reference each
* time the #ClutterAnimation::completed signal is emitted.</note>
* <note>Unless the animation is looping, the #ClutterAnimation created by
* clutter_actor_animate() will become invalid as soon as it is
* complete.</note>
*
* Since the created #ClutterAnimation instance attached to @actor
* is guaranteed to be valid throughout the #ClutterAnimation::completed
* signal emission chain, you will not be able to create a new animation
* using clutter_actor_animate() on the same @actor from within the
* #ClutterAnimation::completed signal handler. Instead, you should use
* clutter_threads_add_idle() to install an idle handler and call
* clutter_actor_animate() in the handler, for instance:
* #ClutterAnimation::completed signal handler unless you use
* g_signal_connect_after() to connect the callback function, for instance:
*
* |[
* static gboolean
* queue_animation (gpointer data)
* {
* ClutterActor *actor = data;
*
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250,
* "width", 200,
* "height", 200,
* NULL);
*
* return FALSE;
* }
*
* static void
* on_animation_completed (ClutterAnimation *animation)
* on_animation_completed (ClutterAnimation *animation,
* ClutterActor *actor)
* {
* clutter_threads_add_idle (queue_animation,
* clutter_animation_get_object (animation));
* clutter_actor_animate (actor, CLUTTER_EASE_OUT_CUBIC, 250,
* "x", 500,
* "y", 500,
* NULL);
* }
*
* ...
@ -1935,7 +1903,7 @@ clutter_actor_animate_with_timeline (ClutterActor *actor,
* NULL);
* g_signal_connect (animation, "completed",
* G_CALLBACK (on_animation_completed),
* NULL);
* actor);
* ...
* ]|
*
@ -1960,28 +1928,7 @@ clutter_actor_animate (ClutterActor *actor,
g_return_val_if_fail (duration > 0, NULL);
g_return_val_if_fail (first_property_name != NULL, NULL);
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (animation == NULL)
{
/* if there is no animation already attached to the actor,
* create one and set up the timeline and alpha using the
* current values for duration, mode and loop
*/
animation = clutter_animation_new ();
clutter_animation_set_object (animation, G_OBJECT (actor));
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
/* force the update of duration and mode using the new
* values coming from the parameters of this function
*/
animation = animation_create_for_actor (actor);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_duration (animation, duration);
@ -2037,28 +1984,7 @@ clutter_actor_animatev (ClutterActor *actor,
g_return_val_if_fail (properties != NULL, NULL);
g_return_val_if_fail (values != NULL, NULL);
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (animation == NULL)
{
/* if there is no animation already attached to the actor,
* create one and set up the timeline and alpha using the
* current values for duration, mode and loop
*/
animation = clutter_animation_new ();
clutter_animation_set_object (animation, G_OBJECT (actor));
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
/* force the update of duration and mode using the new
* values coming from the parameters of this function
*/
animation = animation_create_for_actor (actor);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_duration (animation, duration);
clutter_animation_setupv (animation, n_properties, properties, values);
@ -2114,21 +2040,7 @@ clutter_actor_animate_with_timelinev (ClutterActor *actor,
g_return_val_if_fail (properties != NULL, NULL);
g_return_val_if_fail (values != NULL, NULL);
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (animation == NULL)
{
animation = clutter_animation_new ();
clutter_animation_set_object (animation, G_OBJECT (actor));
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
animation = animation_create_for_actor (actor);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_timeline (animation, timeline);
clutter_animation_setupv (animation, n_properties, properties, values);
@ -2190,21 +2102,7 @@ clutter_actor_animate_with_alphav (ClutterActor *actor,
return NULL;
}
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (animation == NULL)
{
animation = clutter_animation_new ();
clutter_animation_set_object (animation, G_OBJECT (actor));
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
animation = animation_create_for_actor (actor);
clutter_animation_set_alpha (animation, alpha);
clutter_animation_setupv (animation, n_properties, properties, values);
clutter_animation_start (animation);

View File

@ -42,9 +42,30 @@ const struct {
static const gint n_easing_modes = G_N_ELEMENTS (easing_modes);
static gint current_mode = 0;
static gint duration = 1;
static gboolean recenter = FALSE;
static ClutterActor *main_stage = NULL;
static ClutterActor *easing_mode_label = NULL;
static void
on_animation_completed (ClutterAnimation *animation,
ClutterActor *rectangle)
{
gfloat base_x, base_y;
gint cur_mode;
base_x = clutter_actor_get_width (main_stage) / 2;
base_y = clutter_actor_get_height (main_stage) / 2;
cur_mode = easing_modes[current_mode].mode;
clutter_actor_animate (rectangle, cur_mode, 150,
"x", base_x,
"y", base_y,
NULL);
}
static gboolean
on_button_press (ClutterActor *actor,
ClutterButtonEvent *event,
@ -93,16 +114,40 @@ on_button_press (ClutterActor *actor,
g_random_double_range (0.0, 1.0));
animation =
clutter_actor_animate (rectangle, cur_mode, 2000,
clutter_actor_animate (rectangle, cur_mode, duration * 1000,
"x", event->x,
"y", event->y,
"color", &color,
NULL);
if (recenter)
g_signal_connect_after (animation, "completed",
G_CALLBACK (on_animation_completed),
rectangle);
}
return TRUE;
}
static GOptionEntry test_easing_entries[] = {
{
"re-center", 'r',
0,
G_OPTION_ARG_NONE, &recenter,
"Re-center the actor when the animation ends",
NULL
},
{
"duration", 'd',
0,
G_OPTION_ARG_INT, &duration,
"Duration of the animation",
"SECONDS"
},
{ NULL }
};
G_MODULE_EXPORT int
test_easing_main (int argc, char *argv[])
{
@ -113,7 +158,11 @@ test_easing_main (int argc, char *argv[])
gfloat stage_width, stage_height;
gfloat label_width, label_height;
clutter_init (&argc, &argv);
clutter_init_with_args (&argc, &argv,
NULL,
test_easing_entries,
NULL,
NULL);
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);