mutter/clutter/clutter-timeline.c
Matthew Allum 23ac88ac70 2007-05-14 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-behaviour-path.c:
        Fix bug where last knot position wouldn't get reached.

        * clutter/clutter-group.c:
        Add some docs

        * clutter/clutter-timeline.h:
        * clutter/clutter-timeline.c:
        Add clutter_timeline_copy (needed for ClutterEffect)

        * clutter/clutter-version.h.in:
        Export windowing system / GL backend etc defines.

        * clutter/Makefile.am:
        * clutter/clutter-effect.c:
        * clutter/clutter-effect.h:
        * clutter/clutter.h:

        * clutter/glx/clutter-backend-glx.c:
        Minor clean ups.

        * clutter/clutter-alpha.h:
        Add a fixme.

        * configure.ac:
        Add FPU define.

        * examples/Makefile.am:
        * examples/slider.c:
        Add Robs slider game.
2007-05-14 09:11:23 +00:00

675 lines
15 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 base class for managing time based events such
* as animations.
*
* #ClutterTimeline is a base class for managing time based events such
* as animations.
*/
#ifndef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-timeline.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT);
#define FPS_TO_INTERVAL(f) (1000 / (f))
struct _ClutterTimelinePrivate
{
guint timeout_id;
guint fps;
guint n_frames;
guint current_frame_num;
gulong last_frame_msecs;
gulong start_frame_secs;
guint loop : 1;
};
enum
{
PROP_0,
PROP_FPS,
PROP_NUM_FRAMES,
PROP_LOOP
};
enum
{
NEW_FRAME,
STARTED,
PAUSED,
COMPLETED,
LAST_SIGNAL
};
static int timeline_signals[LAST_SIGNAL] = { 0 };
/* 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_int (value));
break;
case PROP_NUM_FRAMES:
priv->n_frames = g_value_get_int (value);
break;
case PROP_LOOP:
priv->loop = g_value_get_boolean (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_int (value, priv->fps);
break;
case PROP_NUM_FRAMES:
g_value_set_int (value, priv->n_frames);
break;
case PROP_LOOP:
g_value_set_boolean (value, priv->loop);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_timeline_finalize (GObject *object)
{
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 != NULL)
{
if (priv->timeout_id)
{
g_source_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;
object_class = (GObjectClass*) klass;
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));
g_object_class_install_property
(object_class, PROP_FPS,
g_param_spec_int ("fps",
"Frames Per Second",
"Timeline frames per second",
0,
1000,
50,
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
g_object_class_install_property
(object_class, PROP_NUM_FRAMES,
g_param_spec_int ("num-frames",
"Total number of frames",
"Timelines total number of frames",
0,
G_MAXINT,
0,
CLUTTER_PARAM_READWRITE));
g_object_class_install_property
(object_class, PROP_LOOP,
g_param_spec_boolean ("loop",
"Loop",
"Should the timeline automatically restart",
FALSE,
G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
/**
* ClutterTimeline::new-frame:
* @timeline: the timeline which received the signal
* @frame_num: the number of the new frame
*
* 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);
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);
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);
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);
}
static void
clutter_timeline_init (ClutterTimeline *self)
{
self->priv = G_TYPE_INSTANCE_GET_PRIVATE(self,
CLUTTER_TYPE_TIMELINE,
ClutterTimelinePrivate);
}
static gboolean
timeline_timeout_func (gpointer data)
{
ClutterTimeline *timeline = CLUTTER_TIMELINE(data);
ClutterTimelinePrivate *priv;
GTimeVal timeval;
gint n_frames;
gulong msecs;
priv = timeline->priv;
/* Figure out potential frame skips */
g_get_current_time (&timeval);
/* Fire off signal */
g_signal_emit (timeline, timeline_signals[NEW_FRAME],
0, priv->current_frame_num);
/* Signal frees timeline ? */
if (timeline == NULL)
return FALSE;
/* Signal removes source ? */
if (!priv->timeout_id)
{
clutter_timeline_stop (timeline);
return FALSE;
}
if (priv->last_frame_msecs)
{
/* Check time diff from out last call and adjust number
* of frames to advance accordingly.
*/
msecs = ((timeval.tv_sec - priv->start_frame_secs) * 1000)
+ (timeval.tv_usec / 1000);
n_frames = (msecs - priv->last_frame_msecs ) / (1000 / priv->fps);
if (n_frames < 0)
n_frames = 1;
if (n_frames > 1)
CLUTTER_NOTE (MISC, "Skipping %i frames", n_frames);
}
else
{
/* First frame, set up timings.*/
priv->start_frame_secs = timeval.tv_sec;
msecs = timeval.tv_usec / 1000;
n_frames = 1;
}
priv->last_frame_msecs = msecs;
/* Advance frames */
priv->current_frame_num += n_frames;;
/* Handle loop or stop */
if (priv->current_frame_num > priv->n_frames)
{
priv->current_frame_num = priv->n_frames;
if (n_frames > 1)
{
g_signal_emit (timeline, timeline_signals[NEW_FRAME],
0, priv->current_frame_num);
}
if (priv->loop)
clutter_timeline_rewind (timeline);
else
{
clutter_timeline_stop (timeline);
g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
return FALSE;
}
}
return TRUE;
}
/**
* 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->timeout_id)
priv->timeout_id = g_timeout_add_full (G_PRIORITY_DEFAULT + 20,
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)
{
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
if (timeline->priv->timeout_id)
g_source_remove (timeline->priv->timeout_id);
timeline->priv->timeout_id = 0;
timeline->priv->last_frame_msecs = 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)
{
g_object_ref (timeline);
timeline->priv->loop = loop;
g_object_notify (G_OBJECT (timeline), "loop");
g_object_unref (timeline);
}
}
/**
* 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 frame 0.
**/
void
clutter_timeline_rewind (ClutterTimeline *timeline)
{
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
clutter_timeline_advance (timeline, 0);
}
/**
* 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;
priv->current_frame_num += n_frames;
if (priv->current_frame_num > priv->n_frames)
priv->current_frame_num = 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;
if (frame_num < priv->n_frames)
priv->current_frame_num = frame_num;
}
/**
* 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));
priv = timeline->priv;
if (priv->n_frames != n_frames)
{
g_object_ref (timeline);
priv->n_frames = n_frames;
g_object_notify (G_OBJECT (timeline), "num-frames");
g_object_unref (timeline);
}
}
/**
* clutter_timeline_set_speed:
* @timeline: A #ClutterTimeline
* @fps: New speed of timeline as frames per second
*
* 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));
priv = timeline->priv;
if (priv->fps != fps)
{
g_object_ref (timeline);
priv->fps = fps;
/* if the timeline is playing restart */
if (priv->timeout_id)
{
g_source_remove (priv->timeout_id);
priv->timeout_id = g_timeout_add (FPS_TO_INTERVAL (priv->fps),
timeline_timeout_func,
timeline);
}
g_object_notify (G_OBJECT (timeline), "fps");
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_copy:
* @timeline: #ClutterTimeline to duplicate.
*
* Create a new #ClutterTimeline instance which has property values
* matching that of supplied timeline.
*
* Return Value: a new #ClutterTimeline
*
* Since 0.4
*/
ClutterTimeline*
clutter_timeline_copy (ClutterTimeline *timeline)
{
ClutterTimeline *copy;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
copy = g_object_new (CLUTTER_TYPE_TIMELINE, NULL);
copy->priv->fps = timeline->priv->fps;
copy->priv->n_frames = timeline->priv->n_frames;
copy->priv->loop = timeline->priv->loop;
return copy;
}
/**
* 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)
{
return g_object_new (CLUTTER_TYPE_TIMELINE,
"fps", fps,
"num-frames", n_frames,
NULL);
}