2c41d38fed
* clutter/clutter-behaviour.c: * clutter/clutter-behaviour.h: * clutter/clutter-behaviours.c: * clutter/clutter-timeline.c: * clutter/clutter-timeline.h: * clutter/clutter.h: Make basic behaviour infrastructure actually work. * examples/Makefile.am: * examples/behave.c: Add a simple behaviour demo/test * clutter/clutter-media.c: (clutter_media_set_volume): Actuall set volume rather than position.. (Fixes #141)
239 lines
5.4 KiB
C
239 lines
5.4 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-behaviour
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* @short_description: Class for providing behaviours to actors
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*
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*/
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#include "config.h"
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#include "clutter-timeline.h"
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#include "clutter-actor.h"
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#include "clutter-behaviour.h"
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G_DEFINE_TYPE (ClutterBehaviour, clutter_behaviour, G_TYPE_OBJECT);
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struct ClutterBehaviourPrivate
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{
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ClutterTimeline *timeline;
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GSList *actors;
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};
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enum
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{
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PROP_0,
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PROP_TIMELINE
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};
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#define CLUTTER_BEHAVIOUR_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_BEHAVIOUR, \
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ClutterBehaviourPrivate))
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static void
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clutter_behaviour_dispose (GObject *object)
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{
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ClutterBehaviour *self = CLUTTER_BEHAVIOUR(object);
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if (self->priv)
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{
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/* FIXME: remove all actors */
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}
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G_OBJECT_CLASS (clutter_behaviour_parent_class)->dispose (object);
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}
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static void
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clutter_behaviour_finalize (GObject *object)
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{
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ClutterBehaviour *self = CLUTTER_BEHAVIOUR(object);
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if (self->priv)
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{
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g_free(self->priv);
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self->priv = NULL;
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}
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G_OBJECT_CLASS (clutter_behaviour_parent_class)->finalize (object);
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}
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static void
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clutter_behaviour_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviour *behaviour;
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ClutterBehaviourPrivate *priv;
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behaviour = CLUTTER_BEHAVIOUR(object);
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priv = CLUTTER_BEHAVIOUR_GET_PRIVATE(behaviour);
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switch (prop_id)
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{
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case PROP_TIMELINE:
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clutter_behaviour_set_timelime (behaviour, g_value_get_object (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviour *behaviour;
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ClutterBehaviourPrivate *priv;
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behaviour = CLUTTER_BEHAVIOUR(object);
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priv = CLUTTER_BEHAVIOUR_GET_PRIVATE(behaviour);
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switch (prop_id)
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{
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case PROP_TIMELINE:
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g_value_set_object (value, priv->timeline);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_class_init (ClutterBehaviourClass *klass)
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{
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GObjectClass *object_class;
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object_class = (GObjectClass*) klass;
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object_class->finalize = clutter_behaviour_finalize;
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object_class->dispose = clutter_behaviour_dispose;
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object_class->set_property = clutter_behaviour_set_property;
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object_class->get_property = clutter_behaviour_get_property;
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g_object_class_install_property
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(object_class, PROP_TIMELINE,
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g_param_spec_object ("timeline",
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"Timeline",
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"Timeline source for behaviour",
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CLUTTER_TYPE_TIMELINE,
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G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
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g_type_class_add_private (object_class, sizeof (ClutterBehaviourPrivate));
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}
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static void
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clutter_behaviour_init (ClutterBehaviour *self)
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{
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ClutterBehaviourPrivate *priv;
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self->priv = priv = CLUTTER_BEHAVIOUR_GET_PRIVATE (self);
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}
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ClutterBehaviour*
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clutter_behaviour_new (ClutterTimeline *timeline)
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{
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ClutterBehaviour *behave;
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behave = g_object_new (CLUTTER_TYPE_BEHAVIOUR,
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"timeline", timeline,
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NULL);
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return behave;
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}
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void
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clutter_behaviour_apply (ClutterBehaviour *behave, ClutterActor *actor)
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{
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g_return_if_fail (actor != NULL);
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if (g_slist_find (behave->priv->actors, (gconstpointer)actor))
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return;
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g_object_ref (actor);
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behave->priv->actors = g_slist_append (behave->priv->actors, actor);
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}
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void
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clutter_behaviour_remove (ClutterBehaviour *behave, ClutterActor *actor)
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{
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g_return_if_fail (actor != NULL);
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if (g_slist_find (behave->priv->actors, (gconstpointer)actor))
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{
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g_object_unref (actor);
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behave->priv->actors = g_slist_remove (behave->priv->actors, actor);
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}
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}
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void
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clutter_behaviour_remove_all (ClutterBehaviour *behave)
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{
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/* tofix */
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}
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void
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clutter_behaviour_actors_foreach (ClutterBehaviour *behave,
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GFunc func,
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gpointer userdata)
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{
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g_slist_foreach (behave->priv->actors, func, userdata);
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}
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ClutterTimeline*
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clutter_behaviour_get_timelime (ClutterBehaviour *behave)
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{
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return behave->priv->timeline;
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}
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void
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clutter_behaviour_set_timelime (ClutterBehaviour *behave,
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ClutterTimeline *timeline)
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{
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ClutterBehaviourPrivate *priv;
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priv = CLUTTER_BEHAVIOUR_GET_PRIVATE(behave);
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if (priv->timeline)
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{
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g_object_unref(priv->timeline);
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priv->timeline = NULL;
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}
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if (behave)
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{
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g_object_ref(timeline);
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priv->timeline = timeline;
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}
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}
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