/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * Jorn Baayen * Emmanuele Bassi * * Copyright (C) 2006 OpenedHand * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #include "config.h" #include "clutter-behaviour-depth.h" #include "clutter-enum-types.h" #include "clutter-main.h" #include "clutter-debug.h" #include "clutter-private.h" /** * SECTION:clutter-behaviour-depth * @short_description: Behaviour controlling the depth * * #ClutterBehaviourDepth is a simple #ClutterBehaviour controlling the * depth of a set of actors. * * The minimum and maximum depth are controlled by the * ClutterBehaviourDepth:min-depth and ClutterBehaviourDepth:max-depth * properties. The direction of the motion on the depth axis is controlled * by the #ClutterAlpha object. If you want to make a #ClutterActor * controlled by the #ClutterBehaviourDepth behaviour move from a depth of * 0 to a depth of 100 you will have to use an increasing alpha function, * like %CLUTTER_ALPHA_RAMP_INC. On the other hand, if you want to make * the same actor move from a depth of 100 to a depth of 0 you will have * to use a decreasing alpha function, like %CLUTTER_ALPHA_RAMP_DEC. Using * a minimum depth greater than the maximum depth and a decreasing alpha * function, or using a maximum depth greater than the minimum depth and * an increasing alpha function will result in an undefined behaviour. * * #ClutterBehaviourDepth is available since Clutter 0.4. */ G_DEFINE_TYPE (ClutterBehaviourDepth, clutter_behaviour_depth, CLUTTER_TYPE_BEHAVIOUR); struct _ClutterBehaviourDepthPrivate { gint min_depth; gint max_depth; }; enum { PROP_0, PROP_MIN_DEPTH, PROP_MAX_DEPTH }; static void alpha_notify_foreach (ClutterBehaviour *behaviour, ClutterActor *actor, gpointer user_data) { clutter_actor_set_depth (actor, GPOINTER_TO_INT (user_data)); } static void clutter_behaviour_depth_alpha_notify (ClutterBehaviour *behaviour, guint32 alpha_value) { ClutterBehaviourDepthPrivate *priv; gint depth; priv = CLUTTER_BEHAVIOUR_DEPTH (behaviour)->priv; if (priv->max_depth > priv->min_depth) { depth = alpha_value * (priv->max_depth - priv->min_depth) / CLUTTER_ALPHA_MAX_ALPHA; depth += priv->min_depth; } else { depth = alpha_value * (priv->min_depth - priv->max_depth) / CLUTTER_ALPHA_MAX_ALPHA; depth += priv->max_depth; } CLUTTER_NOTE (BEHAVIOUR, "alpha: %d, depth: %d", alpha_value, depth); clutter_behaviour_actors_foreach (behaviour, alpha_notify_foreach, GINT_TO_POINTER (depth)); } static void clutter_behaviour_depth_applied (ClutterBehaviour *behaviour, ClutterActor *actor) { ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (behaviour); clutter_actor_set_depth (actor, depth->priv->min_depth); } static void clutter_behaviour_depth_set_property (GObject *gobject, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (gobject); switch (prop_id) { case PROP_MIN_DEPTH: depth->priv->min_depth = g_value_get_int (value); break; case PROP_MAX_DEPTH: depth->priv->max_depth = g_value_get_int (value); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_behaviour_depth_get_property (GObject *gobject, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (gobject); switch (prop_id) { case PROP_MIN_DEPTH: g_value_set_int (value, depth->priv->min_depth); break; case PROP_MAX_DEPTH: g_value_set_int (value, depth->priv->max_depth); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_behaviour_depth_class_init (ClutterBehaviourDepthClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterBehaviourClass *behaviour_class = CLUTTER_BEHAVIOUR_CLASS (klass); g_type_class_add_private (klass, sizeof (ClutterBehaviourDepthPrivate)); gobject_class->set_property = clutter_behaviour_depth_set_property; gobject_class->get_property = clutter_behaviour_depth_get_property; behaviour_class->alpha_notify = clutter_behaviour_depth_alpha_notify; behaviour_class->applied = clutter_behaviour_depth_applied; /** * ClutterBehaviourDepth:min-depth: * * Minimum depth level to apply to the actors. * * Since: 0.4 */ g_object_class_install_property (gobject_class, PROP_MIN_DEPTH, g_param_spec_int ("min-depth", "Minimum Depth", "Minimum depth to apply", G_MININT, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); /** * ClutterBehaviourDepth:max-depth: * * Maximum depth level to apply to the actors. * * Since: 0.4 */ g_object_class_install_property (gobject_class, PROP_MAX_DEPTH, g_param_spec_int ("max-depth", "Maximum Depth", "Maximum depth to apply", G_MININT, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); } static void clutter_behaviour_depth_init (ClutterBehaviourDepth *depth) { depth->priv = G_TYPE_INSTANCE_GET_PRIVATE (depth, CLUTTER_TYPE_BEHAVIOUR_DEPTH, ClutterBehaviourDepthPrivate); } /** * clutter_behaviour_depth_new: * @alpha: a #ClutterAlpha or %NULL * @min_depth: minimum depth level * @max_depth: maximum depth level * * Creates a new #ClutterBehaviourDepth which can be used to control * the ClutterActor:depth property of a set of #ClutterActors. * * Return value: the newly created behaviour * * Since: 0.4 */ ClutterBehaviour * clutter_behaviour_depth_new (ClutterAlpha *alpha, gint min_depth, gint max_depth) { g_return_val_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha), NULL); return g_object_new (CLUTTER_TYPE_BEHAVIOUR_DEPTH, "alpha", alpha, "min-depth", min_depth, "max-depth", max_depth, NULL); }