mutter/clutter/clutter-timeline.c
Emmanuele Bassi 1e071ed859 [timeline] Limit timelines to 1000 frames per second
Since we are using milliseconds granularity to integrate timelines
with the GLib main loop, we cannot allow values of the :fps
property bigger than 1000. This means validating the fps value both
in the GParamSpec and the clutter_timeline_set_speed() accessor
function.

This should also fix floating point exceptions when trying to
perform "n_frames = milliseconds / (1000 / fps)".

See bug 1354:

  http://bugzilla.openedhand.com/show_bug.cgi?id=1354
2009-01-27 09:51:45 +00:00

1743 lines
47 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* 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.
*/
/**
* SECTION:clutter-timeline
* @short_description: A class for time-based events
*
* #ClutterTimeline is a base class for managing time based events such
* as animations.
*
* Every timeline shares the same #ClutterTimeoutPool to decrease the
* possibility of starving the main loop when using many timelines
* at the same time; this might cause problems if you are also using
* a library making heavy use of threads with no GLib main loop integration.
*
* In that case you might disable the common timeline pool by setting
* the %CLUTTER_TIMELINE=no-pool environment variable prior to launching
* your application.
*
* One way to visualise a timeline is as a path with marks along its length.
* When creating a timeline of @n_frames via clutter_timeline_new(), then the
* number of frames can be seen as the paths length, and each unit of length
* (each frame) is delimited by a mark.
*
* For a non looping timeline there will be (n_frames + 1) marks along its
* length. For a looping timeline, the two ends are joined with one mark.
* Technically this mark represents two discrete frame numbers, but for a
* looping timeline the start and end frame numbers are considered equivalent.
*
* When you create a timeline it starts with
* clutter_timeline_get_current_frame() == 0.
*
* After starting a timeline, the first timeout is for current_frame_num == 1
* (Notably it isn't 0 since there is a delay before the first timeout signals
* so re-asserting the starting frame (0) wouldn't make sense.)
* Notably, this implies that actors you intend to be affected by the
* timeline's progress, should be manually primed/positioned for frame 0 which
* will be displayed before the first timeout. (If you are not careful about
* this point you will likely see flashes of incorrect actor state in your
* program)
*
* For a non looping timeline the last timeout would be for
* current_frame_num == @n_frames
*
* For a looping timeline the timeout for current_frame_num == @n_frames would
* be followed by a timeout for current_frame_num == 1 (remember frame 0 is
* considered == frame (@n_frames)).
*
* There may be times when a system is not able to meet the frame rate
* requested for a timeline, and in this case the frame number will be
* interpolated at the next timeout event. The interpolation is calculated from
* the time that the timeline was started, not from the time of the last
* timeout, so a given timeline should basically elapse in the same - real
* world - time on any given system. An invariable here though is that
* current_frame_num == @n_frames will always be signaled, but notably frame 1
* can be interpolated past and so never signaled.
*
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-timeout-pool.h"
#include "clutter-timeline.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT);
#define FPS_TO_INTERVAL(f) (1000 / (f))
struct _ClutterTimelinePrivate
{
ClutterTimelineDirection direction;
guint timeout_id;
guint delay_id;
gint current_frame_num;
guint fps;
guint n_frames;
guint delay;
gint skipped_frames;
GTimeVal prev_frame_timeval;
guint msecs_delta;
GHashTable *markers_by_frame;
GHashTable *markers_by_name;
guint loop : 1;
};
typedef struct {
gchar *name;
guint frame_num;
GQuark quark;
} TimelineMarker;
enum
{
PROP_0,
PROP_FPS,
PROP_NUM_FRAMES,
PROP_LOOP,
PROP_DELAY,
PROP_DURATION,
PROP_DIRECTION
};
enum
{
NEW_FRAME,
STARTED,
PAUSED,
COMPLETED,
MARKER_REACHED,
LAST_SIGNAL
};
static guint timeline_signals[LAST_SIGNAL] = { 0 };
static gint timeline_use_pool = -1;
static ClutterTimeoutPool *timeline_pool = NULL;
static inline void
timeline_pool_init (void)
{
if (timeline_use_pool == -1)
{
const gchar *timeline_env;
timeline_env = g_getenv ("CLUTTER_TIMELINE");
if (timeline_env && timeline_env[0] != '\0' &&
strcmp (timeline_env, "no-pool") == 0)
{
timeline_use_pool = FALSE;
}
else
{
timeline_pool = clutter_timeout_pool_new (CLUTTER_PRIORITY_TIMELINE);
timeline_use_pool = TRUE;
}
}
}
static guint
timeout_add (guint interval,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
guint res;
if (G_LIKELY (timeline_use_pool))
{
g_assert (timeline_pool != NULL);
res = clutter_timeout_pool_add (timeline_pool,
interval,
func, data, notify);
}
else
{
res = clutter_threads_add_frame_source_full (CLUTTER_PRIORITY_TIMELINE,
interval,
func, data, notify);
}
return res;
}
static void
timeout_remove (guint tag)
{
if (G_LIKELY (timeline_use_pool))
{
g_assert (timeline_pool != NULL);
clutter_timeout_pool_remove (timeline_pool, tag);
}
else
g_source_remove (tag);
}
static TimelineMarker *
timeline_marker_new (const gchar *name,
guint frame_num)
{
TimelineMarker *marker = g_slice_new0 (TimelineMarker);
marker->name = g_strdup (name);
marker->quark = g_quark_from_string (marker->name);
marker->frame_num = frame_num;
return marker;
}
static void
timeline_marker_free (gpointer data)
{
if (G_LIKELY (data))
{
TimelineMarker *marker = data;
g_free (marker->name);
g_slice_free (TimelineMarker, marker);
}
}
/* Object */
static void
clutter_timeline_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterTimeline *timeline;
ClutterTimelinePrivate *priv;
timeline = CLUTTER_TIMELINE(object);
priv = timeline->priv;
switch (prop_id)
{
case PROP_FPS:
clutter_timeline_set_speed (timeline, g_value_get_uint (value));
break;
case PROP_NUM_FRAMES:
clutter_timeline_set_n_frames (timeline, g_value_get_uint (value));
break;
case PROP_LOOP:
priv->loop = g_value_get_boolean (value);
break;
case PROP_DELAY:
priv->delay = g_value_get_uint (value);
break;
case PROP_DURATION:
clutter_timeline_set_duration (timeline, g_value_get_uint (value));
break;
case PROP_DIRECTION:
clutter_timeline_set_direction (timeline, g_value_get_enum (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_timeline_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterTimeline *timeline;
ClutterTimelinePrivate *priv;
timeline = CLUTTER_TIMELINE(object);
priv = timeline->priv;
switch (prop_id)
{
case PROP_FPS:
g_value_set_uint (value, priv->fps);
break;
case PROP_NUM_FRAMES:
g_value_set_uint (value, priv->n_frames);
break;
case PROP_LOOP:
g_value_set_boolean (value, priv->loop);
break;
case PROP_DELAY:
g_value_set_uint (value, priv->delay);
break;
case PROP_DURATION:
g_value_set_uint (value, clutter_timeline_get_duration (timeline));
break;
case PROP_DIRECTION:
g_value_set_enum (value, priv->direction);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_timeline_finalize (GObject *object)
{
ClutterTimelinePrivate *priv = CLUTTER_TIMELINE (object)->priv;
g_hash_table_destroy (priv->markers_by_frame);
g_hash_table_destroy (priv->markers_by_name);
G_OBJECT_CLASS (clutter_timeline_parent_class)->finalize (object);
}
static void
clutter_timeline_dispose (GObject *object)
{
ClutterTimeline *self = CLUTTER_TIMELINE(object);
ClutterTimelinePrivate *priv;
priv = self->priv;
if (priv->delay_id)
{
timeout_remove (priv->delay_id);
priv->delay_id = 0;
}
if (priv->timeout_id)
{
timeout_remove (priv->timeout_id);
priv->timeout_id = 0;
}
G_OBJECT_CLASS (clutter_timeline_parent_class)->dispose (object);
}
static void
clutter_timeline_class_init (ClutterTimelineClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
GParamSpec *pspec;
timeline_pool_init ();
object_class->set_property = clutter_timeline_set_property;
object_class->get_property = clutter_timeline_get_property;
object_class->finalize = clutter_timeline_finalize;
object_class->dispose = clutter_timeline_dispose;
g_type_class_add_private (klass, sizeof (ClutterTimelinePrivate));
/**
* ClutterTimeline:fps:
*
* Number of frames per second. Because of the nature of the main
* loop used by Clutter, we can only accept a granularity of one
* frame per millisecond.
*
* This value is to be considered a best approximation.
*/
pspec = g_param_spec_uint ("fps",
"Frames Per Second",
"Frames per second",
1, 1000,
60,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_FPS, pspec);
/**
* ClutterTimeline:num-frames:
*
* Total number of frames for the timeline.
*/
pspec = g_param_spec_uint ("num-frames",
"Total number of frames",
"Total number of frames",
1, G_MAXUINT,
1,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_NUM_FRAMES, pspec);
/**
* ClutterTimeline:loop:
*
* Whether the timeline should automatically rewind and restart.
*/
pspec = g_param_spec_boolean ("loop",
"Loop",
"Should the timeline automatically restart",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_LOOP, pspec);
/**
* ClutterTimeline:delay:
*
* A delay, in milliseconds, that should be observed by the
* timeline before actually starting.
*
* Since: 0.4
*/
pspec = g_param_spec_uint ("delay",
"Delay",
"Delay before start",
0, G_MAXUINT,
0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_DELAY, pspec);
/**
* ClutterTimeline:duration:
*
* Duration of the timeline in milliseconds, depending on the
* ClutterTimeline:fps value.
*
* Since: 0.6
*/
pspec = g_param_spec_uint ("duration",
"Duration",
"Duration of the timeline in milliseconds",
0, G_MAXUINT,
1000,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_DURATION, pspec);
/**
* ClutterTimeline:direction:
*
* The direction of the timeline, either %CLUTTER_TIMELINE_FORWARD or
* %CLUTTER_TIMELINE_BACKWARD.
*
* Since: 0.6
*/
pspec = g_param_spec_enum ("direction",
"Direction",
"Direction of the timeline",
CLUTTER_TYPE_TIMELINE_DIRECTION,
CLUTTER_TIMELINE_FORWARD,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_DIRECTION, pspec);
/**
* ClutterTimeline::new-frame:
* @timeline: the timeline which received the signal
* @frame_num: the number of the new frame between 0 and
* ClutterTimeline:num-frames
*
* The ::new-frame signal is emitted each time a new frame in the
* timeline is reached.
*/
timeline_signals[NEW_FRAME] =
g_signal_new ("new-frame",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTimelineClass, new_frame),
NULL, NULL,
clutter_marshal_VOID__INT,
G_TYPE_NONE,
1, G_TYPE_INT);
/**
* ClutterTimeline::completed:
* @timeline: the #ClutterTimeline which received the signal
*
* The ::completed signal is emitted when the timeline reaches the
* number of frames specified by the ClutterTimeline:num-frames property.
*/
timeline_signals[COMPLETED] =
g_signal_new ("completed",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTimelineClass, completed),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterTimeline::started:
* @timeline: the #ClutterTimeline which received the signal
*
* The ::started signal is emitted when the timeline starts its run.
* This might be as soon as clutter_timeline_start() is invoked or
* after the delay set in the ClutterTimeline:delay property has
* expired.
*/
timeline_signals[STARTED] =
g_signal_new ("started",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTimelineClass, started),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterTimeline::paused:
* @timeline: the #ClutterTimeline which received the signal
*
* The ::paused signal is emitted when clutter_timeline_pause() is invoked.
*/
timeline_signals[PAUSED] =
g_signal_new ("paused",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTimelineClass, paused),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterTimeline::marker-reached:
* @timeline: the #ClutterTimeline which received the signal
* @marker_name: the name of the marker reached
* @frame_num: the frame number
*
* The ::marker-reached signal is emitted each time a timeline
* reaches a marker set with clutter_timeline_add_marker_at_frame()
* or clutter_timeline_add_marker_at_time(). This signal is
* detailed with the name of the marker as well, so it is
* possible to connect a callback to the ::marker-reached signal
* for a specific marker with:
*
* <informalexample><programlisting>
* clutter_timeline_add_marker_at_frame (timeline, "foo", 24);
* clutter_timeline_add_marker_at_frame (timeline, "bar", 48);
*
* g_signal_connect (timeline, "marker-reached",
* G_CALLBACK (each_marker_reached), NULL);
* g_signal_connect (timeline, "marker-reached::foo",
* G_CALLBACK (foo_marker_reached), NULL);
* g_signal_connect (timeline, "marker-reached::bar",
* G_CALLBACK (bar_marker_reached), NULL);
* </programlisting></informalexample>
*
* In the example, the first callback will be invoked for both
* the "foo" and "bar" marker, while the second and third callbacks
* will be invoked for the "foo" or "bar" markers, respectively.
*
* Since: 0.8
*/
timeline_signals[MARKER_REACHED] =
g_signal_new ("marker-reached",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST | G_SIGNAL_NO_RECURSE |
G_SIGNAL_DETAILED | G_SIGNAL_NO_HOOKS,
G_STRUCT_OFFSET (ClutterTimelineClass, marker_reached),
NULL, NULL,
clutter_marshal_VOID__STRING_INT,
G_TYPE_NONE, 2,
G_TYPE_STRING,
G_TYPE_INT);
}
static void
clutter_timeline_init (ClutterTimeline *self)
{
ClutterTimelinePrivate *priv;
self->priv = priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
CLUTTER_TYPE_TIMELINE,
ClutterTimelinePrivate);
priv->fps = clutter_get_default_frame_rate ();
priv->n_frames = 0;
priv->msecs_delta = 0;
priv->markers_by_frame = g_hash_table_new (NULL, NULL);
priv->markers_by_name = g_hash_table_new_full (g_str_hash, g_str_equal,
NULL,
timeline_marker_free);
}
static void
emit_frame_signal (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv = timeline->priv;
gint i;
g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0,
priv->current_frame_num);
for (i = priv->skipped_frames; i >= 0; i--)
{
gint frame_num = priv->current_frame_num
+ (priv->direction == CLUTTER_TIMELINE_FORWARD ? -i : i);
GSList *markers, *l;
markers = g_hash_table_lookup (priv->markers_by_frame,
GUINT_TO_POINTER (frame_num));
for (l = markers; l; l = l->next)
{
TimelineMarker *marker = l->data;
CLUTTER_NOTE (SCHEDULER, "Marker `%s' reached", marker->name);
g_signal_emit (timeline, timeline_signals[MARKER_REACHED],
marker->quark,
marker->name,
marker->frame_num);
}
}
}
static gboolean
timeline_timeout_func (gpointer data)
{
ClutterTimeline *timeline = data;
ClutterTimelinePrivate *priv;
GTimeVal timeval;
guint n_frames, speed;
gulong msecs;
priv = timeline->priv;
g_object_ref (timeline);
/* Figure out potential frame skips */
g_get_current_time (&timeval);
CLUTTER_TIMESTAMP (SCHEDULER, "Timeline [%p] activated (cur: %d)\n",
timeline,
priv->current_frame_num);
if (!priv->prev_frame_timeval.tv_sec)
{
CLUTTER_NOTE (SCHEDULER,
"Timeline [%p] recieved timeout before being initialised!",
timeline);
priv->prev_frame_timeval = timeval;
}
/* Interpolate the current frame based on the timeval of the
* previous frame */
msecs = (timeval.tv_sec - priv->prev_frame_timeval.tv_sec) * 1000;
msecs += (timeval.tv_usec - priv->prev_frame_timeval.tv_usec) / 1000;
priv->msecs_delta = msecs;
/* we need to avoid fps > 1000 */
speed = MAX (1000 / priv->fps, 1);
n_frames = msecs / speed;
if (n_frames == 0)
n_frames = 1;
priv->skipped_frames = n_frames - 1;
if (priv->skipped_frames)
CLUTTER_TIMESTAMP (SCHEDULER,
"Timeline [%p], skipping %d frames\n",
timeline,
priv->skipped_frames);
priv->prev_frame_timeval = timeval;
/* Advance frames */
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
priv->current_frame_num += n_frames;
else
priv->current_frame_num -= n_frames;
/* If we have not reached the end of the timeline: */
if (!(
((priv->direction == CLUTTER_TIMELINE_FORWARD) &&
(priv->current_frame_num >= priv->n_frames)) ||
((priv->direction == CLUTTER_TIMELINE_BACKWARD) &&
(priv->current_frame_num <= 0))
))
{
/* Emit the signal */
emit_frame_signal (timeline);
/* Signal pauses timeline ? */
if (!priv->timeout_id)
{
g_object_unref (timeline);
return FALSE;
}
g_object_unref (timeline);
return TRUE;
}
else
{
/* Handle loop or stop */
ClutterTimelineDirection saved_direction = priv->direction;
guint overflow_frame_num = priv->current_frame_num;
gint end_frame;
/* Update the current frame number in case the signal handlers
want to take a peek. Don't count skipped frames that run past
the end of the timeline */
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
{
priv->skipped_frames -= priv->current_frame_num - priv->n_frames;
priv->current_frame_num = priv->n_frames;
}
else if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
{
priv->skipped_frames += priv->current_frame_num;
priv->current_frame_num = 0;
}
end_frame = priv->current_frame_num;
/* Emit the signal */
emit_frame_signal (timeline);
/* Did the signal handler modify the current_frame_num */
if (priv->current_frame_num != end_frame)
{
g_object_unref (timeline);
return TRUE;
}
/* Note: If the new-frame signal handler paused the timeline
* on the last frame we will still go ahead and send the
* completed signal */
CLUTTER_NOTE (SCHEDULER,
"Timeline [%p] completed (cur: %d, tot: %d, drop: %d)",
timeline,
priv->current_frame_num,
priv->n_frames,
n_frames - 1);
if (!priv->loop && priv->timeout_id)
{
/* We remove the timeout now, so that the completed signal handler
* may choose to re-start the timeline
*
* ** Perhaps we should remove this earlier, and regardless
* of priv->loop. Are we limiting the things that could be done in
* the above new-frame signal handler */
timeout_remove (priv->timeout_id);
priv->timeout_id = 0;
}
g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
/* Again check to see if the user has manually played with
* current_frame_num, before we finally stop or loop the timeline */
if (priv->current_frame_num != end_frame &&
!(/* Except allow moving from frame 0 -> n_frame (or vica-versa)
since these are considered equivalent */
(priv->current_frame_num == 0 && end_frame == priv->n_frames) ||
(priv->current_frame_num == priv->n_frames && end_frame == 0)
))
{
g_object_unref (timeline);
return TRUE;
}
if (priv->loop)
{
/* We try and interpolate smoothly around a loop */
if (saved_direction == CLUTTER_TIMELINE_FORWARD)
priv->current_frame_num = overflow_frame_num - priv->n_frames;
else
priv->current_frame_num = priv->n_frames + overflow_frame_num;
/* Or if the direction changed, we try and bounce */
if (priv->direction != saved_direction)
{
priv->current_frame_num = priv->n_frames
- priv->current_frame_num;
}
g_object_unref (timeline);
return TRUE;
}
else
{
clutter_timeline_rewind (timeline);
priv->prev_frame_timeval.tv_sec = 0;
priv->prev_frame_timeval.tv_usec = 0;
g_object_unref (timeline);
return FALSE;
}
}
}
static guint
timeline_timeout_add (ClutterTimeline *timeline,
guint interval,
GSourceFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterTimelinePrivate *priv;
GTimeVal timeval;
priv = timeline->priv;
if (priv->prev_frame_timeval.tv_sec == 0)
{
g_get_current_time (&timeval);
priv->prev_frame_timeval = timeval;
}
priv->skipped_frames = 0;
priv->msecs_delta = 0;
return timeout_add (interval, func, data, notify);
}
static gboolean
delay_timeout_func (gpointer data)
{
ClutterTimeline *timeline = data;
ClutterTimelinePrivate *priv = timeline->priv;
priv->delay_id = 0;
priv->timeout_id = timeline_timeout_add (timeline,
FPS_TO_INTERVAL (priv->fps),
timeline_timeout_func,
timeline, NULL);
g_signal_emit (timeline, timeline_signals[STARTED], 0);
return FALSE;
}
/**
* clutter_timeline_start:
* @timeline: A #ClutterTimeline
*
* Starts the #ClutterTimeline playing.
**/
void
clutter_timeline_start (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->delay_id || priv->timeout_id)
return;
if (priv->n_frames == 0)
return;
if (priv->delay)
{
priv->delay_id = timeout_add (priv->delay,
delay_timeout_func,
timeline, NULL);
}
else
{
priv->timeout_id = timeline_timeout_add (timeline,
FPS_TO_INTERVAL (priv->fps),
timeline_timeout_func,
timeline, NULL);
g_signal_emit (timeline, timeline_signals[STARTED], 0);
}
}
/**
* clutter_timeline_pause:
* @timeline: A #ClutterTimeline
*
* Pauses the #ClutterTimeline on current frame
**/
void
clutter_timeline_pause (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->delay_id)
{
timeout_remove (priv->delay_id);
priv->delay_id = 0;
}
if (priv->timeout_id)
{
timeout_remove (priv->timeout_id);
priv->timeout_id = 0;
}
priv->prev_frame_timeval.tv_sec = 0;
priv->prev_frame_timeval.tv_usec = 0;
g_signal_emit (timeline, timeline_signals[PAUSED], 0);
}
/**
* clutter_timeline_stop:
* @timeline: A #ClutterTimeline
*
* Stops the #ClutterTimeline and moves to frame 0
**/
void
clutter_timeline_stop (ClutterTimeline *timeline)
{
clutter_timeline_pause (timeline);
clutter_timeline_rewind (timeline);
}
/**
* clutter_timeline_set_loop:
* @timeline: a #ClutterTimeline
* @loop: %TRUE for enable looping
*
* Sets whether @timeline should loop.
*/
void
clutter_timeline_set_loop (ClutterTimeline *timeline,
gboolean loop)
{
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
if (timeline->priv->loop != loop)
{
timeline->priv->loop = loop;
g_object_notify (G_OBJECT (timeline), "loop");
}
}
/**
* clutter_timeline_get_loop:
* @timeline: a #ClutterTimeline
*
* Gets whether @timeline is looping
*
* Return value: %TRUE if the timeline is looping
*/
gboolean
clutter_timeline_get_loop (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
return timeline->priv->loop;
}
/**
* clutter_timeline_rewind:
* @timeline: A #ClutterTimeline
*
* Rewinds #ClutterTimeline to the first frame if its direction is
* CLUTTER_TIMELINE_FORWARD and the last frame if it is
* CLUTTER_TIMELINE_BACKWARD.
**/
void
clutter_timeline_rewind (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
clutter_timeline_advance (timeline, 0);
else if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
clutter_timeline_advance (timeline, priv->n_frames);
}
/**
* clutter_timeline_skip:
* @timeline: A #ClutterTimeline
* @n_frames: Number of frames to skip
*
* Advance timeline by requested number of frames.
**/
void
clutter_timeline_skip (ClutterTimeline *timeline,
guint n_frames)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
{
priv->current_frame_num += n_frames;
if (priv->current_frame_num > priv->n_frames)
priv->current_frame_num = 1;
}
else if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
{
priv->current_frame_num -= n_frames;
if (priv->current_frame_num < 1)
priv->current_frame_num = priv->n_frames - 1;
}
}
/**
* clutter_timeline_advance:
* @timeline: A #ClutterTimeline
* @frame_num: Frame number to advance to
*
* Advance timeline to requested frame number
**/
void
clutter_timeline_advance (ClutterTimeline *timeline,
guint frame_num)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
priv->current_frame_num = CLAMP (frame_num, 0, priv->n_frames);
}
/**
* clutter_timeline_get_current_frame:
* @timeline: A #ClutterTimeline
*
* Request the current frame number of the timeline.
*
* Return Value: current frame number
**/
gint
clutter_timeline_get_current_frame (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
return timeline->priv->current_frame_num;
}
/**
* clutter_timeline_get_n_frames:
* @timeline: A #ClutterTimeline
*
* Request the total number of frames for the #ClutterTimeline.
*
* Return Value: Number of frames for this #ClutterTimeline.
**/
guint
clutter_timeline_get_n_frames (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
return timeline->priv->n_frames;
}
/**
* clutter_timeline_set_n_frames:
* @timeline: a #ClutterTimeline
* @n_frames: the number of frames
*
* Sets the total number of frames for @timeline
*/
void
clutter_timeline_set_n_frames (ClutterTimeline *timeline,
guint n_frames)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (n_frames > 0);
priv = timeline->priv;
if (priv->n_frames != n_frames)
{
g_object_ref (timeline);
g_object_freeze_notify (G_OBJECT (timeline));
priv->n_frames = n_frames;
g_object_notify (G_OBJECT (timeline), "num-frames");
g_object_notify (G_OBJECT (timeline), "duration");
g_object_thaw_notify (G_OBJECT (timeline));
g_object_unref (timeline);
}
}
/**
* clutter_timeline_set_speed:
* @timeline: A #ClutterTimeline
* @fps: New speed of timeline as frames per second,
* between 1 and 1000
*
* Set the speed in frames per second of the timeline.
*/
void
clutter_timeline_set_speed (ClutterTimeline *timeline,
guint fps)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (fps > 0 && fps <= 1000);
priv = timeline->priv;
if (priv->fps != fps)
{
g_object_ref (timeline);
priv->fps = fps;
/* if the timeline is playing restart */
if (priv->timeout_id)
{
timeout_remove (priv->timeout_id);
priv->timeout_id = timeline_timeout_add (timeline,
FPS_TO_INTERVAL (priv->fps),
timeline_timeout_func,
timeline, NULL);
}
g_object_freeze_notify (G_OBJECT (timeline));
g_object_notify (G_OBJECT (timeline), "duration");
g_object_notify (G_OBJECT (timeline), "fps");
g_object_thaw_notify (G_OBJECT (timeline));
g_object_unref (timeline);
}
}
/**
* clutter_timeline_get_speed:
* @timeline: a #ClutterTimeline
*
* Gets the frames per second played by @timeline
*
* Return value: the number of frames per second.
*/
guint
clutter_timeline_get_speed (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
return timeline->priv->fps;
}
/**
* clutter_timeline_is_playing:
* @timeline: A #ClutterTimeline
*
* Query state of a #ClutterTimeline instance.
*
* Return Value: TRUE if timeline is currently playing, FALSE if not.
*/
gboolean
clutter_timeline_is_playing (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
return (timeline->priv->timeout_id != 0);
}
/**
* clutter_timeline_clone:
* @timeline: #ClutterTimeline to duplicate.
*
* Create a new #ClutterTimeline instance which has property values
* matching that of supplied timeline. The cloned timeline will not
* be started and will not be positioned to the current position of
* @timeline: you will have to start it with clutter_timeline_start().
*
* Return Value: a new #ClutterTimeline, cloned from @timeline
*
* Since: 0.4
*/
ClutterTimeline *
clutter_timeline_clone (ClutterTimeline *timeline)
{
ClutterTimeline *copy;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
copy = g_object_new (CLUTTER_TYPE_TIMELINE,
"fps", clutter_timeline_get_speed (timeline),
"num-frames", clutter_timeline_get_n_frames (timeline),
"loop", clutter_timeline_get_loop (timeline),
"delay", clutter_timeline_get_delay (timeline),
"direction", clutter_timeline_get_direction (timeline),
NULL);
return copy;
}
/**
* clutter_timeline_new_for_duration:
* @msecs: Duration of the timeline in milliseconds
*
* Creates a new #ClutterTimeline with a duration of @msecs using
* the value of the ClutterTimeline:fps property to compute the
* equivalent number of frames.
*
* Return value: the newly created #ClutterTimeline
*
* Since: 0.6
*/
ClutterTimeline *
clutter_timeline_new_for_duration (guint msecs)
{
return g_object_new (CLUTTER_TYPE_TIMELINE,
"duration", msecs,
NULL);
}
/**
* clutter_timeline_new:
* @n_frames: the number of frames
* @fps: the number of frames per second
*
* Create a new #ClutterTimeline instance.
*
* Return Value: a new #ClutterTimeline
*/
ClutterTimeline*
clutter_timeline_new (guint n_frames,
guint fps)
{
g_return_val_if_fail (n_frames > 0, NULL);
g_return_val_if_fail (fps > 0, NULL);
return g_object_new (CLUTTER_TYPE_TIMELINE,
"fps", fps,
"num-frames", n_frames,
NULL);
}
/**
* clutter_timeline_get_delay:
* @timeline: a #ClutterTimeline
*
* Retrieves the delay set using clutter_timeline_set_delay().
*
* Return value: the delay in milliseconds.
*
* Since: 0.4
*/
guint
clutter_timeline_get_delay (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
return timeline->priv->delay;
}
/**
* clutter_timeline_set_delay:
* @timeline: a #ClutterTimeline
* @msecs: delay in milliseconds
*
* Sets the delay, in milliseconds, before @timeline should start.
*
* Since: 0.4
*/
void
clutter_timeline_set_delay (ClutterTimeline *timeline,
guint msecs)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->delay != msecs)
{
priv->delay = msecs;
g_object_notify (G_OBJECT (timeline), "delay");
}
}
/**
* clutter_timeline_get_duration:
* @timeline: a #ClutterTimeline
*
* Retrieves the duration of a #ClutterTimeline in milliseconds.
* See clutter_timeline_set_duration().
*
* Return value: the duration of the timeline, in milliseconds.
*
* Since: 0.6
*/
guint
clutter_timeline_get_duration (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
priv = timeline->priv;
return priv->n_frames * 1000 / priv->fps;
}
/**
* clutter_timeline_set_duration:
* @timeline: a #ClutterTimeline
* @msecs: duration of the timeline in milliseconds
*
* Sets the duration of the timeline, in milliseconds. The speed
* of the timeline depends on the ClutterTimeline:fps setting.
*
* Since: 0.6
*/
void
clutter_timeline_set_duration (ClutterTimeline *timeline,
guint msecs)
{
ClutterTimelinePrivate *priv;
guint n_frames;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
n_frames = msecs * priv->fps / 1000;
if (n_frames < 1)
n_frames = 1;
clutter_timeline_set_n_frames (timeline, n_frames);
}
/**
* clutter_timeline_get_progress:
* @timeline: a #ClutterTimeline
*
* The position of the timeline in a [0, 1] interval.
*
* Return value: the position of the timeline.
*
* Since: 0.6
*/
gdouble
clutter_timeline_get_progress (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0.);
return CLUTTER_FIXED_TO_DOUBLE (clutter_timeline_get_progressx (timeline));
}
/**
* clutter_timeline_get_progressx:
* @timeline: a #ClutterTimeline
*
* Fixed point version of clutter_timeline_get_progress().
*
* Return value: the position of the timeline as a fixed point value
*
* Since: 0.6
*/
ClutterFixed
clutter_timeline_get_progressx (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
ClutterFixed progress;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
priv = timeline->priv;
progress = CLUTTER_FIXED_DIV ((float)(priv->current_frame_num),
(float)(priv->n_frames));
return progress;
}
/**
* clutter_timeline_get_direction:
* @timeline: a #ClutterTimeline
*
* Retrieves the direction of the timeline set with
* clutter_timeline_set_direction().
*
* Return value: the direction of the timeline
*
* Since: 0.6
*/
ClutterTimelineDirection
clutter_timeline_get_direction (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), CLUTTER_TIMELINE_FORWARD);
return timeline->priv->direction;
}
/**
* clutter_timeline_set_direction:
* @timeline: a #ClutterTimeline
* @direction: the direction of the timeline
*
* Sets the direction of @timeline, either %CLUTTER_TIMELINE_FORWARD or
* %CLUTTER_TIMELINE_BACKWARD.
*
* Since: 0.6
*/
void
clutter_timeline_set_direction (ClutterTimeline *timeline,
ClutterTimelineDirection direction)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->direction != direction)
{
priv->direction = direction;
if (priv->current_frame_num == 0)
priv->current_frame_num = priv->n_frames;
g_object_notify (G_OBJECT (timeline), "direction");
}
}
/**
* clutter_timeline_get_delta:
* @timeline: a #ClutterTimeline
* @msecs: return location for the milliseconds elapsed since the last
* frame, or %NULL
*
* Retrieves the number of frames and the amount of time elapsed since
* the last ClutterTimeline::new-frame signal.
*
* This function is only useful inside handlers for the ::new-frame
* signal, and its behaviour is undefined if the timeline is not
* playing.
*
* Return value: the amount of frames elapsed since the last one
*
* Since: 0.6
*/
guint
clutter_timeline_get_delta (ClutterTimeline *timeline,
guint *msecs)
{
ClutterTimelinePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
if (!clutter_timeline_is_playing (timeline))
{
if (msecs)
*msecs = 0;
return 0;
}
priv = timeline->priv;
if (msecs)
*msecs = timeline->priv->msecs_delta;
return priv->skipped_frames + 1;
}
static inline void
clutter_timeline_add_marker_internal (ClutterTimeline *timeline,
const gchar *marker_name,
guint frame_num)
{
ClutterTimelinePrivate *priv = timeline->priv;
TimelineMarker *marker;
GSList *markers;
marker = g_hash_table_lookup (priv->markers_by_name, marker_name);
if (G_UNLIKELY (marker))
{
g_warning ("A marker named `%s' already exists on frame %d",
marker->name,
marker->frame_num);
return;
}
marker = timeline_marker_new (marker_name, frame_num);
g_hash_table_insert (priv->markers_by_name, marker->name, marker);
markers = g_hash_table_lookup (priv->markers_by_frame,
GUINT_TO_POINTER (frame_num));
if (!markers)
{
markers = g_slist_prepend (NULL, marker);
g_hash_table_insert (priv->markers_by_frame,
GUINT_TO_POINTER (frame_num),
markers);
}
else
{
markers = g_slist_prepend (markers, marker);
g_hash_table_replace (priv->markers_by_frame,
GUINT_TO_POINTER (frame_num),
markers);
}
}
/**
* clutter_timeline_add_marker_at_frame:
* @timeline: a #ClutterTimeline
* @marker_name: the unique name for this marker
* @frame_num: the marker's frame
*
* Adds a named marker at @frame_num. Markers are unique string identifiers
* for a specific frame. Once @timeline reaches @frame_num, it will emit
* a ::marker-reached signal for each marker attached to that frame.
*
* A marker can be removed with clutter_timeline_remove_marker(). The
* timeline can be advanced to a marker using
* clutter_timeline_advance_to_marker().
*
* Since: 0.8
*/
void
clutter_timeline_add_marker_at_frame (ClutterTimeline *timeline,
const gchar *marker_name,
guint frame_num)
{
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (marker_name != NULL);
g_return_if_fail (frame_num <= clutter_timeline_get_n_frames (timeline));
clutter_timeline_add_marker_internal (timeline, marker_name, frame_num);
}
/**
* clutter_timeline_add_marker_at_time:
* @timeline: a #ClutterTimeline
* @marker_name: the unique name for this marker
* @msecs: position of the marker in milliseconds
*
* Time-based variant of clutter_timeline_add_marker_at_frame().
*
* Adds a named marker at @msecs.
*
* Since: 0.8
*/
void
clutter_timeline_add_marker_at_time (ClutterTimeline *timeline,
const gchar *marker_name,
guint msecs)
{
guint frame_num;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (marker_name != NULL);
g_return_if_fail (msecs <= clutter_timeline_get_duration (timeline));
frame_num = msecs * timeline->priv->fps / 1000;
clutter_timeline_add_marker_internal (timeline, marker_name, frame_num);
}
/**
* clutter_timeline_list_markers:
* @timeline: a #ClutterTimeline
* @frame_num: the frame number to check, or -1
* @n_markers: the number of markers returned
*
* Retrieves the list of markers at @frame_num. If @frame_num is a
* negative integer, all the markers attached to @timeline will be
* returned.
*
* Return value: a newly allocated, %NULL terminated string array
* containing the names of the markers. Use g_strfreev() when
* done.
*
* Since: 0.8
*/
gchar **
clutter_timeline_list_markers (ClutterTimeline *timeline,
gint frame_num,
gsize *n_markers)
{
ClutterTimelinePrivate *priv;
gchar **retval = NULL;
gsize i;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
priv = timeline->priv;
if (frame_num < 0)
{
GList *markers, *l;
markers = g_hash_table_get_keys (priv->markers_by_name);
retval = g_new0 (gchar*, g_list_length (markers) + 1);
for (i = 0, l = markers; l != NULL; i++, l = l->next)
retval[i] = g_strdup (l->data);
g_list_free (markers);
}
else
{
GSList *markers, *l;
markers = g_hash_table_lookup (priv->markers_by_frame,
GUINT_TO_POINTER (frame_num));
retval = g_new0 (gchar*, g_slist_length (markers) + 1);
for (i = 0, l = markers; l != NULL; i++, l = l->next)
retval[i] = g_strdup (((TimelineMarker *) l->data)->name);
}
if (n_markers)
*n_markers = i;
return retval;
}
/**
* clutter_timeline_advance_to_marker:
* @timeline: a #ClutterTimeline
* @marker_name: the name of the marker
*
* Advances @timeline to the frame of the given @marker_name.
*
* Since: 0.8
*/
void
clutter_timeline_advance_to_marker (ClutterTimeline *timeline,
const gchar *marker_name)
{
ClutterTimelinePrivate *priv;
TimelineMarker *marker;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (marker_name != NULL);
priv = timeline->priv;
marker = g_hash_table_lookup (priv->markers_by_name, marker_name);
if (!marker)
{
g_warning ("No marker named `%s' found.", marker_name);
return;
}
clutter_timeline_advance (timeline, marker->frame_num);
}
/**
* clutter_timeline_remove_marker:
* @timeline: a #ClutterTimeline
* @marker_name: the name of the marker to remove
*
* Removes @marker_name, if found, from @timeline.
*
* Since: 0.8
*/
void
clutter_timeline_remove_marker (ClutterTimeline *timeline,
const gchar *marker_name)
{
ClutterTimelinePrivate *priv;
TimelineMarker *marker;
GSList *markers;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (marker_name != NULL);
priv = timeline->priv;
marker = g_hash_table_lookup (priv->markers_by_name, marker_name);
if (!marker)
{
g_warning ("No marker named `%s' found.", marker_name);
return;
}
/* remove from the list of markers at the same frame */
markers = g_hash_table_lookup (priv->markers_by_frame,
GUINT_TO_POINTER (marker->frame_num));
if (G_LIKELY (markers))
{
markers = g_slist_remove (markers, marker);
if (!markers)
{
/* no markers left, remove the slot */
g_hash_table_remove (priv->markers_by_frame,
GUINT_TO_POINTER (marker->frame_num));
}
else
g_hash_table_replace (priv->markers_by_frame,
GUINT_TO_POINTER (marker->frame_num),
markers);
}
else
{
/* uh-oh, dangling marker; this should never happen */
g_warning ("Dangling marker %s at frame %d",
marker->name,
marker->frame_num);
}
/* this will take care of freeing the marker as well */
g_hash_table_remove (priv->markers_by_name, marker_name);
}
/**
* clutter_timeline_has_marker:
* @timeline: a #ClutterTimeline
* @marker_name: the name of the marker
*
* Checks whether @timeline has a marker set with the given name.
*
* Return value: %TRUE if the marker was found
*
* Since: 0.8
*/
gboolean
clutter_timeline_has_marker (ClutterTimeline *timeline,
const gchar *marker_name)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
g_return_val_if_fail (marker_name != NULL, FALSE);
return NULL != g_hash_table_lookup (timeline->priv->markers_by_name,
marker_name);
}