timeline: Add a new "stopped" signal
The ::stopped signal is emitted when the timeline has been completely exhausted or when the timeline has been programmatically stopped by using clutter_timeline_stop(); the notification at the end of the timeline run allows to write handlers without having to check whether the current repeat is the last one, like we are forced to do when using the ::completed signal. Based on the patch by: Jasper St. Pierre <jstpierre@mecheye.net> https://bugzilla.gnome.org/show_bug.cgi?id=676854
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@ -17272,39 +17272,29 @@ transition_closure_free (gpointer data)
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}
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static void
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on_transition_completed (ClutterTransition *transition,
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TransitionClosure *clos)
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on_transition_stopped (ClutterTransition *transition,
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gboolean is_finished,
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TransitionClosure *clos)
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{
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ClutterTimeline *timeline = CLUTTER_TIMELINE (transition);
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ClutterActor *actor = clos->actor;
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ClutterAnimationInfo *info;
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gint n_repeats, cur_repeat;
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info = _clutter_actor_get_animation_info (actor);
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/* reset the caches used by animations */
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clutter_actor_store_content_box (actor, NULL);
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/* ensure that we remove the transition only at the end
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* of its run; we emit ::completed for every repeat
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*/
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n_repeats = clutter_timeline_get_repeat_count (timeline);
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cur_repeat = clutter_timeline_get_current_repeat (timeline);
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if (!is_finished)
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return;
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if (cur_repeat == n_repeats)
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{
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if (clutter_transition_get_remove_on_complete (transition))
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{
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/* we take a reference here because removing the closure
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* will release the reference on the transition, and we
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* want the transition to survive the signal emission;
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* the master clock will release the last reference at
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* the end of the frame processing.
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*/
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g_object_ref (transition);
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g_hash_table_remove (info->transitions, clos->name);
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}
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}
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info = _clutter_actor_get_animation_info (actor);
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/* we take a reference here because removing the closure
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* will release the reference on the transition, and we
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* want the transition to survive the signal emission;
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* the master clock will release the last reference at
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* the end of the frame processing.
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*/
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g_object_ref (transition);
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g_hash_table_remove (info->transitions, clos->name);
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/* if it's the last transition then we clean up */
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if (g_hash_table_size (info->transitions) == 0)
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@ -17585,8 +17575,8 @@ clutter_actor_add_transition (ClutterActor *self,
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clos->actor = self;
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clos->transition = g_object_ref (transition);
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clos->name = g_strdup (name);
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clos->completed_id = g_signal_connect (timeline, "completed",
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G_CALLBACK (on_transition_completed),
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clos->completed_id = g_signal_connect (timeline, "stopped",
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G_CALLBACK (on_transition_stopped),
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clos);
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CLUTTER_NOTE (ANIMATION,
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@ -17842,13 +17832,13 @@ clutter_actor_get_easing_delay (ClutterActor *self)
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* clutter_actor_set_rotation (actor, CLUTTER_Y_AXIS, 360.0, x, y, z);
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*
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* transition = clutter_actor_get_transition (actor, "rotation-angle-y");
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* g_signal_connect (transition, "completed",
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* G_CALLBACK (on_transition_complete),
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* g_signal_connect (transition, "stopped",
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* G_CALLBACK (on_transition_stopped),
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* actor);
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* ]|
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*
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* will call the <function>on_transition_complete</function> callback when
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* the transition is complete.
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* will call the <function>on_transition_stopped</function> callback when
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* the transition is finished.
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*
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* Return value: (transfer none): a #ClutterTransition, or %NULL is none
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* was found to match the passed name; the returned instance is owned
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@ -7,6 +7,7 @@ BOOLEAN:OBJECT,FLOAT,FLOAT
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BOXED:UINT,UINT
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DOUBLE:VOID
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UINT:VOID
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VOID:BOOLEAN
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VOID:BOXED
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VOID:BOXED,FLAGS
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VOID:INT
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@ -187,6 +187,7 @@ enum
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PAUSED,
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COMPLETED,
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MARKER_REACHED,
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STOPPED,
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LAST_SIGNAL
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};
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@ -684,6 +685,10 @@ clutter_timeline_class_init (ClutterTimelineClass *klass)
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*
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* This signal will be emitted even if the #ClutterTimeline is set to be
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* repeating.
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*
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* If you want to get notification on whether the #ClutterTimeline has
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* been stopped or has finished its run, including its eventual repeats,
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* you should use the #ClutterTimeline::stopped signal instead.
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*/
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timeline_signals[COMPLETED] =
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g_signal_new (I_("completed"),
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@ -766,6 +771,33 @@ clutter_timeline_class_init (ClutterTimelineClass *klass)
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G_TYPE_NONE, 2,
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G_TYPE_STRING,
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G_TYPE_INT);
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/**
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* ClutterTimeline::stopped:
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* @timeline: the #ClutterTimeline that emitted the signal
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* @is_finished: %TRUE if the signal was emitted at the end of the
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* timeline.
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*
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* The #ClutterTimeline::stopped signal is emitted when the timeline
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* has been stopped, either because clutter_timeline_stop() has been
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* called, or because it has been exhausted.
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*
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* This is different from the #ClutterTimeline::completed signal,
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* which gets emitted after every repeat finishes.
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*
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* If the #ClutterTimeline has is marked as infinitely repeating,
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* this signal will never be emitted.
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*
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* Since: 1.12
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*/
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timeline_signals[STOPPED] =
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g_signal_new (I_("stopped"),
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, completed),
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NULL, NULL,
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_clutter_marshal_VOID__BOOLEAN,
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G_TYPE_NONE, 1,
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G_TYPE_BOOLEAN);
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}
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static void
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@ -897,12 +929,13 @@ set_is_playing (ClutterTimeline *timeline,
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ClutterTimelinePrivate *priv = timeline->priv;
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ClutterMasterClock *master_clock;
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is_playing = is_playing != FALSE;
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is_playing = !!is_playing;
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if (is_playing == priv->is_playing)
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return;
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priv->is_playing = is_playing;
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master_clock = _clutter_master_clock_get_default ();
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if (priv->is_playing)
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{
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@ -911,9 +944,7 @@ set_is_playing (ClutterTimeline *timeline,
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priv->current_repeat = 0;
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}
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else
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{
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_clutter_master_clock_remove_timeline (master_clock, timeline);
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}
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_clutter_master_clock_remove_timeline (master_clock, timeline);
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}
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static gboolean
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@ -1002,7 +1033,8 @@ clutter_timeline_do_frame (ClutterTimeline *timeline)
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* priv->repeat_count. Are we limiting the things that could be
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* done in the above new-frame signal handler?
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*/
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set_is_playing (timeline, FALSE);
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set_is_playing (timeline, FALSE);
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g_signal_emit (timeline, timeline_signals[STOPPED], 0, TRUE);
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}
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g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
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@ -1156,8 +1188,22 @@ clutter_timeline_pause (ClutterTimeline *timeline)
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void
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clutter_timeline_stop (ClutterTimeline *timeline)
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{
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gboolean was_playing;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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/* we check the is_playing here because pause() will return immediately
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* if the timeline wasn't playing, so we don't know if it was actually
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* stopped, and yet we still don't want to emit a ::stopped signal if
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* the timeline was not playing in the first place.
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*/
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was_playing = timeline->priv->is_playing;
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clutter_timeline_pause (timeline);
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clutter_timeline_rewind (timeline);
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if (was_playing)
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g_signal_emit (timeline, timeline_signals[STOPPED], 0, FALSE);
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}
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/**
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@ -104,13 +104,14 @@ struct _ClutterTimelineClass
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void (*marker_reached) (ClutterTimeline *timeline,
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const gchar *marker_name,
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gint msecs);
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void (*stopped) (ClutterTimeline *timeline,
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gboolean is_finished);
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/*< private >*/
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void (*_clutter_timeline_1) (void);
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void (*_clutter_timeline_2) (void);
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void (*_clutter_timeline_3) (void);
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void (*_clutter_timeline_4) (void);
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void (*_clutter_timeline_5) (void);
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};
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GType clutter_timeline_get_type (void) G_GNUC_CONST;
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@ -124,24 +124,19 @@ clutter_transition_new_frame (ClutterTimeline *timeline,
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}
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static void
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clutter_transition_completed (ClutterTimeline *timeline)
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clutter_transition_stopped (ClutterTimeline *timeline,
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gboolean is_finished)
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{
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ClutterTransitionPrivate *priv = CLUTTER_TRANSITION (timeline)->priv;
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if (priv->animatable != NULL && priv->remove_on_complete)
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if (is_finished &&
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priv->animatable != NULL &&
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priv->remove_on_complete)
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{
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int n_repeats, cur_repeat;
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n_repeats = clutter_timeline_get_repeat_count (timeline);
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cur_repeat = clutter_timeline_get_current_repeat (timeline);
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if (n_repeats == 0 || cur_repeat == n_repeats)
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{
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clutter_transition_detach (CLUTTER_TRANSITION (timeline),
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priv->animatable);
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g_clear_object (&priv->animatable);
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g_object_unref (timeline);
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}
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clutter_transition_detach (CLUTTER_TRANSITION (timeline),
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priv->animatable);
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g_clear_object (&priv->animatable);
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g_object_unref (timeline);
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}
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}
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@ -232,7 +227,7 @@ clutter_transition_class_init (ClutterTransitionClass *klass)
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klass->detached = clutter_transition_real_detached;
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timeline_class->new_frame = clutter_transition_new_frame;
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timeline_class->completed = clutter_transition_completed;
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timeline_class->stopped = clutter_transition_stopped;
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gobject_class->set_property = clutter_transition_set_property;
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gobject_class->get_property = clutter_transition_get_property;
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@ -49,8 +49,9 @@ on_crossing (ClutterActor *actor,
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}
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static void
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on_transition_complete (ClutterTransition *transition,
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ClutterActor *actor)
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on_transition_stopped (ClutterTransition *transition,
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gboolean is_finished,
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ClutterActor *actor)
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{
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clutter_actor_save_easing_state (actor);
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clutter_actor_set_easing_duration (actor, 250);
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@ -74,8 +75,8 @@ animate_rotation (ClutterActor *actor,
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SIZE / 2.0f, 0.f, 0.f);
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transition = clutter_actor_get_transition (actor, "rotation-angle-y");
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g_signal_connect (transition, "completed",
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G_CALLBACK (on_transition_complete),
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g_signal_connect (transition, "stopped",
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G_CALLBACK (on_transition_stopped),
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actor);
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clutter_actor_restore_easing_state (actor);
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