MatthewAllummallum@openedhand.comCreating Animations with Clutter
With Clutter using hardware accelration for graphics rendering,
complex and fast animations are possible. This chapter describes basic
techniques and the utilitys Clutter provides in aiding animation
creation.
Basic Animations
The most basic way to create animations with Clutter is via the use of
the g_timeout_add. This enables a callback function to be
called at a definefine interval. The callback function can then modify
actors visual properties as to produce an animation.
Simple Rotation...
FIXME
guint g_timeout_add (guint interval,
GSourceFunc function,
gpointer data);
Prioritys
G_PRIORITY_DEFAULT should always be used as the timeouts priority
(in case of g_timeout_add_full) as not to intefere with Clutters
schueduling of repaints and input event handling.
Timelines
Clutter Timelines abstract a set period of time with a set rate at
which to call a provided call back function.
They essentially extend g_timeout like functionality further by;
Having a set duration (in milliseconds) and a set 'frame rate'. Essentially the rate at which the callback is called.Passing current position information to the callback.Handling 'dropped frames' in guarenteeing the set duration and skipping over frames if Clutter cannot keep up with set rates.Query the number of milliseconds elapsed between current and previous callback.Allowing the timeline to be modified on the fly as well as being stoped, started, looped, rewound, reversed.Using the ClutterTimeoutPool to more efficiently schedule multiple timeout istances.
A Timeline is created with;
clutter_timeline_new (guint n_frames, guint fps);
Taking a number of frames and a frames per second, or by;
clutter_timeline_new_for_duration (guint msecs);
Which takes the duration of the timeline in milliseconds with a
default frame rate (See #clutter_get_default_frame_rate())
The speed, duration and number of frames of the timeline then be
modifed via the objects properties and API calls. The timeline can
be made to loop by settings it "loop" property to TRUE.
The timelines is started via #clutter_timeline_start () and its
playback further manipulated by the #clutter_timeline_pause (),
#clutter_timeline_stop (), #clutter_timeline_rewind () ,
#clutter_timeline_skip () calls.
By attaching a handler to the timelines "new-frame" signal a timeline
can then be used to drive an animation by altering actors visual
properties in this callback. The callback looks like;
void on_new_frame (ClutterTimeline *timeline,
gint frame_num,
gpointer user_data)
The new-frame signals 'frame_num' parameter is set to the timelines
current frame number this is between 0 and the "num-frames"
property. This value can be used to compute the state of a
particular animation that is dependant on the current timeline
position. The function #clutter_timeline_get_progress () can also be
used to get a normalised value of the timelines current position.
Timelines can also be played in reverse
#clutter_timeline_set_direction() and a one-time delay set before
they begin playing #clutter_timeline_set_delay ().
When using a timeline to control a physical simulation using
#clutter_timeline_get_delta() allows retrieving the number of frames
and milliseconds since the previous callback to ensure the physics
simulation to be able to take the actual time elapsed between
iterations into account.
The following example demonstrates rotating an actor with a timeline.
#include <clutter/clutter.h>
void
on_new_frame (ClutterTimeline *timeline,
gint frame_num,
gpointer data)
{
ClutterActor *actor = CLUTTER_ACTOR(data);
clutter_actor_set_rotation (actor, (gdouble)frame_num,
clutter_actor_get_width (actor)/2,
clutter_actor_get_height (actor)/2);
}
int
main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterActor *stage, *actor;
GdkPixbuf *pixbuf;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
pixbuf = gdk_pixbuf_new_from_file ("an-image.png", NULL);
actor = clutter_texture_new_from_pixbuf (pixbuf);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
clutter_actor_set_position (actor, 100, 100);
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
g_object_set(timeline, "loop", TRUE, NULL); /* have it loop */
g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame), actor);
clutter_actor_show_all (stage);
clutter_timeline_start (timeline);
clutter_main();
return 0;
}
Multiple timelines can be sequenced in order by means of the
#ClutterScore. See the #ClutterScore documentation for more details on
using this.
Timelines
With a large application containing many animations, the use of just
timelines can become unweldy and difficult to manage with much code
duplication in the new-frame handlers that can require over complex
code changes for minor animation modifications. To ease these
problems the #ClutterAlpha and #ClutterBehaviour classes were created.
#ClutterAlpha and #ClutterBehaviour attempt to generalise the
new-frame function by defining common actions or behaviours that can
be quickly modified, applied to multiple actors or mixed on a single
actor.
A ClutterAlpha is simply a 'function of time' (not pixel alpha!). It
is created by referencing a source timeline and a function which
produces a value between 0 and %CLUTTER_ALPHA_MAX dependant on the
timeline position. Various prebuilt alpha functions are included
with Clutter these include
%CLUTTER_ALPHA_RAMP_INC
%CLUTTER_ALPHA_RAMP_DEC
%CLUTTER_ALPHA_RAMP
%CLUTTER_ALPHA_SINE
%CLUTTER_ALPHA_SINE_INC
%CLUTTER_ALPHA_SINE_DEC
%CLUTTER_ALPHA_SINE_HALF
%CLUTTER_ALPHA_SQUARE
%CLUTTER_ALPHA_SMOOTHSTEP_INC
%CLUTTER_ALPHA_SMOOTHSTEP_DEC
%CLUTTER_ALPHA_EXP_INC
%CLUTTER_ALPHA_EXP_DEC
A Behaviour is created with a #ClutterAlpha and a set of limits for
whatever the behaviour modifys actor wise. The current #ClutterAlpha
value is then mapped to a value between these limits and this value
set on any applied actors. With the #ClutterAlpha's underlying
timeline playing the produced value will change and the behaviour
will animate the actor.
A #ClutterBehaviour is effectively 'driven' by a supplied #ClutterAlpha and
when then applied to an actor it will modify a visual property or
feature of the actor dependant on the Alpha's value. For example a
path based behaviour applied to an actor will alter its position
along the path dependant on the current alpha value over time. The
actual motion will depend on the chosen #ClutterAlphaFunc - a
#CLUTTER_ALPHA_RAMP_INC making it to move at constant speed along the
path, a #CLUTTER_ALPHA_SINE making it alternate from one end of the
path to the other with non constant speed.
Multiple behaviours can of course be applied to an actor as well as
a single behaviour being applied to multiple actors. The separation
of timelines, alphas and behaviours allows for a single timeline to
drive many behaviours each potentially using different alpha
functions. Behaviour parameters can also be changed on the fly.
The behaviours included with clutter are
#ClutterBehaviourBspline
#ClutterBehaviourDepth
#ClutterBehaviourEllipse
#ClutterBehaviourOpacity
#ClutterBehaviourPath
#ClutterBehaviourRotate
#ClutterBehaviourScale
The following example demonstrates an ellipse behaviour in action.
#include <clutter/clutter.h>
int
main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterBehaviour *behave;
ClutterAlpha *alpha;
ClutterActor *stage, *actor;
GdkPixbuf *pixbuf;
clutter_init (&argc, &argv);
stage = clutter_stage_get_default ();
pixbuf = gdk_pixbuf_new_from_file ("ohpowers.png", NULL);
actor = clutter_texture_new_from_pixbuf (pixbuf);
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
timeline = clutter_timeline_new (100, 26); /* num frames, fps */
g_object_set(timeline, "loop", TRUE, NULL); /* have it loop */
/* Set an alpha func to power behaviour */
alpha = clutter_alpha_new_full (timeline,
CLUTTER_ALPHA_SINE,
NULL, NULL);
behave = clutter_behaviour_ellipse_new (alpha,
200, /* center x */
200, /* center y */
400, /* width */
300, /* height */
CLUTTER_ROTATE_CW, /* direction */
0.0, /* angle begin */
360.0); /* angle end */
clutter_behaviour_apply (behave, actor);
clutter_actor_show_all (stage);
clutter_timeline_start (timeline);
clutter_main();
return 0;
}
Behaviour parameters can be changed whilst a animation is running
There can be many ClutterAlpha's attached to a single timeline. There can be
many Behaviours for a ClutterAlpha There can be many Behaviours applied to an
actor. A ClutterScore can be used to chain many behaviour togeather
combining behaviours that effect the same actor properties
(i.e two seperate paths) will cause unexpected results. The values
will not be merged in any way with essentially a the last applied
behaviour taking precedence.
FIXME: actually move subclassing behaviours here?
Effects
ClutterEffect's provide a simplified abstraction for firing simple
transitions from code. ClutterEffects are created from
ClutterEffectTemplate s which are an abstraction of a timeline and
an alpha. An effect template can be created with:
ClutterEffectTemplate *etemplate;
etemplate = clutter_effect_template_new_for_duration (
2000, CLUTTER_ALPHA_RAMP_INC);
This will create an effect template lasting 2000 milliseconds (2
seconds) and use an alpha function of CLUTTER_ALPHA_RAMP_INC, there
are other more advanced forms for creating effect templates from
existing timelines, as well as attaching a callback to be called
with user_data when the effecttemplate is destroyed.
When we have an effect-template we can create a temporary behaviour
animating an actor simply by issuing:
clutter_actor_move (etemplate, actor, 23, 42, NULL, NULL);
and the actor will move to the coordintes 23, 42 in 2 seconds, if we at the
same time issued:
clutter_actor_fade (etemplate, actor, 0x0, NULL, NULL);
The actor would fade out at the same time.
Clutter effects return a timeline, you can stop an effect from
immediatly happening by calling clutter_timeline_stop () on the
returned timeline. This returned timeline can also be used to then
use effects in the ClutterScore etc.
Conclusion
Clutter provides a number of utility classes to aid animations and
complex animations can be produced by combining the various features
provided.
Of course animations can be created outside of Clutter Utilities,
they are not expected to cover every kind of possible animation
scenario.
The animation functionality in clutter is primarily suited to building animations with a set or finite running time - i.e transitions and the like. For animations involving variable input (such as touchscreen handling) physical simulations may be more suited.