mutter/clutter/deprecated/clutter-behaviour-path.c
Emmanuele Bassi bca93c1a75 Deprecate ClutterAlpha
It's time. Now that we have clutter_actor_allocate() respecting the
easing state of an actor, and that the LayoutManager animation virtual
functions have been deprecated, we can put ClutterAlpha on the chopping
block, and be done with it, once and for all.

So long, ClutterAlpha; and thanks for all the fish.
2012-04-27 12:30:50 +01:00

478 lines
14 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By:
* Matthew Allum <mallum@openedhand.com>
* Neil Roberts <neil@linux.intel.com>
*
* Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
* Copyright (C) 2009, 2010 Intel Corp
*
* 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, see <http://www.gnu.org/licenses/>.
*/
/**
* SECTION:clutter-behaviour-path
* @Title: ClutterBehaviourPath
* @short_description: A behaviour for moving actors along a #ClutterPath
* @Deprecated: 1.6: Use #ClutterPathConstraint and clutter_actor_animate()
* with the #ClutterPathConstraint:offset property instead.
*
* #ClutterBehaviourPath interpolates actors along a defined path.
*
* A path is described by a #ClutterPath object. The path can contain
* straight line parts and bezier curves. If the path contains
* %CLUTTER_PATH_MOVE_TO parts then the actors will jump to those
* coordinates. This can be used make disjoint paths.
*
* When creating a path behaviour in a #ClutterScript, you can specify
* the path property directly as a string. For example:
*
* |[
* {
* "id" : "spline-path",
* "type" : "ClutterBehaviourPath",
* "path" : "M 50 50 L 100 100",
* "alpha" : {
* "timeline" : "main-timeline",
* "function" : "ramp
* }
* }
* ]|
*
* <note>If the alpha function is a periodic function, i.e. it returns to
* 0.0 after reaching 1.0, then the actors will walk the path back to the
* starting #ClutterKnot.</note>
*
* #ClutterBehaviourPath is available since Clutter 0.2
*
* Deprecated: 1.6: Use #ClutterPath and #ClutterPathConstraint with
* clutter_actor_animate() instead.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
#include "clutter-alpha.h"
#include "clutter-behaviour.h"
#include "clutter-behaviour-path.h"
#include "clutter-bezier.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-script-private.h"
#include "clutter-scriptable.h"
#include <math.h>
static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterBehaviourPath,
clutter_behaviour_path,
CLUTTER_TYPE_BEHAVIOUR,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
clutter_scriptable_iface_init));
struct _ClutterBehaviourPathPrivate
{
ClutterPath *path;
guint last_knot_passed;
};
#define CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE(obj) \
(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
CLUTTER_TYPE_BEHAVIOUR_PATH, \
ClutterBehaviourPathPrivate))
enum
{
KNOT_REACHED,
LAST_SIGNAL
};
static guint path_signals[LAST_SIGNAL] = { 0, };
enum
{
PROP_0,
PROP_PATH,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST];
static void
actor_apply_knot_foreach (ClutterBehaviour *behaviour,
ClutterActor *actor,
gpointer data)
{
ClutterKnot *knot = data;
CLUTTER_NOTE (ANIMATION, "Setting actor to %ix%i", knot->x, knot->y);
clutter_actor_set_position (actor, knot->x, knot->y);
}
static void
clutter_behaviour_path_alpha_notify (ClutterBehaviour *behave,
gdouble alpha_value)
{
ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (behave);
ClutterBehaviourPathPrivate *priv = pathb->priv;
ClutterKnot position;
guint knot_num;
if (priv->path)
knot_num = clutter_path_get_position (priv->path, alpha_value, &position);
else
{
memset (&position, 0, sizeof (position));
knot_num = 0;
}
clutter_behaviour_actors_foreach (behave,
actor_apply_knot_foreach,
&position);
if (knot_num != priv->last_knot_passed)
{
g_signal_emit (behave, path_signals[KNOT_REACHED], 0, knot_num);
priv->last_knot_passed = knot_num;
}
}
static void
clutter_behaviour_path_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (gobject);
switch (prop_id)
{
case PROP_PATH:
g_value_set_object (value, clutter_behaviour_path_get_path (pathb));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_behaviour_path_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (gobject);
switch (prop_id)
{
case PROP_PATH:
clutter_behaviour_path_set_path (pathb, g_value_get_object (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_behaviour_path_dispose (GObject *gobject)
{
ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (gobject);
clutter_behaviour_path_set_path (pathb, NULL);
G_OBJECT_CLASS (clutter_behaviour_path_parent_class)->dispose (gobject);
}
static void
clutter_behaviour_path_class_init (ClutterBehaviourPathClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
ClutterBehaviourClass *behave_class = CLUTTER_BEHAVIOUR_CLASS (klass);
GParamSpec *pspec;
gobject_class->get_property = clutter_behaviour_path_get_property;
gobject_class->set_property = clutter_behaviour_path_set_property;
gobject_class->dispose = clutter_behaviour_path_dispose;
pspec = g_param_spec_object ("path",
P_("Path"),
P_("The ClutterPath object representing the path "
"to animate along"),
CLUTTER_TYPE_PATH,
CLUTTER_PARAM_READWRITE);
obj_props[PROP_PATH] = pspec;
g_object_class_install_property (gobject_class, PROP_PATH, pspec);
/**
* ClutterBehaviourPath::knot-reached:
* @pathb: the object which received the signal
* @knot_num: the index of the #ClutterKnot reached
*
* This signal is emitted each time a node defined inside the path
* is reached.
*
* Since: 0.2
*
* Deprecated: 1.6
*/
path_signals[KNOT_REACHED] =
g_signal_new ("knot-reached",
G_TYPE_FROM_CLASS (gobject_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterBehaviourPathClass, knot_reached),
NULL, NULL,
_clutter_marshal_VOID__UINT,
G_TYPE_NONE, 1,
G_TYPE_UINT);
behave_class->alpha_notify = clutter_behaviour_path_alpha_notify;
g_type_class_add_private (klass, sizeof (ClutterBehaviourPathPrivate));
}
static ClutterScriptableIface *parent_scriptable_iface = NULL;
static gboolean
clutter_behaviour_path_parse_custom_node (ClutterScriptable *scriptable,
ClutterScript *script,
GValue *value,
const gchar *name,
JsonNode *node)
{
if (strcmp ("path", name) == 0)
{
ClutterPath *path;
GValue node_value = { 0 };
path = g_object_ref_sink (clutter_path_new ());
json_node_get_value (node, &node_value);
if (!G_VALUE_HOLDS (&node_value, G_TYPE_STRING)
|| !clutter_path_set_description (path,
g_value_get_string (&node_value)))
g_warning ("Invalid path description");
g_value_unset (&node_value);
g_value_init (value, G_TYPE_OBJECT);
g_value_take_object (value, path);
return TRUE;
}
/* chain up */
else if (parent_scriptable_iface->parse_custom_node)
return parent_scriptable_iface->parse_custom_node (scriptable, script,
value, name, node);
else
return FALSE;
}
static void
clutter_scriptable_iface_init (ClutterScriptableIface *iface)
{
parent_scriptable_iface = g_type_interface_peek_parent (iface);
if (!parent_scriptable_iface)
parent_scriptable_iface
= g_type_default_interface_peek (CLUTTER_TYPE_SCRIPTABLE);
iface->parse_custom_node = clutter_behaviour_path_parse_custom_node;
}
static void
clutter_behaviour_path_init (ClutterBehaviourPath *self)
{
ClutterBehaviourPathPrivate *priv;
self->priv = priv = CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE (self);
priv->path = NULL;
priv->last_knot_passed = G_MAXUINT;
}
/**
* clutter_behaviour_path_new:
* @alpha: (allow-none): a #ClutterAlpha instance, or %NULL
* @path: a #ClutterPath or %NULL for an empty path
*
* Creates a new path behaviour. You can use this behaviour to drive
* actors along the nodes of a path, described by @path.
*
* This will claim the floating reference on the #ClutterPath so you
* do not need to unref if it.
*
* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
* of the #ClutterAlpha instance. In the case when @alpha is %NULL,
* it can be set later with clutter_behaviour_set_alpha().
*
* Return value: (transfer full): a #ClutterBehaviour
*
* Since: 0.2
*
* Deprecated: 1.6
*/
ClutterBehaviour *
clutter_behaviour_path_new (ClutterAlpha *alpha,
ClutterPath *path)
{
return g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH,
"alpha", alpha,
"path", path,
NULL);
}
/**
* clutter_behaviour_path_new_with_description:
* @alpha: (allow-none): a #ClutterAlpha instance, or %NULL
* @desc: a string description of the path
*
* Creates a new path behaviour using the path described by @desc. See
* clutter_path_add_string() for a description of the format.
*
* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
* of the #ClutterAlpha instance. In the case when @alpha is %NULL,
* it can be set later with clutter_behaviour_set_alpha().
*
* Return value: (transfer full): a #ClutterBehaviour
*
* Since: 1.0
*
* Deprecated: 1.6
*/
ClutterBehaviour *
clutter_behaviour_path_new_with_description (ClutterAlpha *alpha,
const gchar *desc)
{
return g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH,
"alpha", alpha,
"path", clutter_path_new_with_description (desc),
NULL);
}
/**
* clutter_behaviour_path_new_with_knots:
* @alpha: (allow-none): a #ClutterAlpha instance, or %NULL
* @knots: (array length=n_knots): an array of #ClutterKnot<!-- -->s
* @n_knots: number of entries in @knots
*
* Creates a new path behaviour that will make the actors visit all of
* the given knots in order with straight lines in between.
*
* A path will be created where the first knot is used in a
* %CLUTTER_PATH_MOVE_TO and the subsequent knots are used in
* %CLUTTER_PATH_LINE_TO<!-- -->s.
*
* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
* of the #ClutterAlpha instance. In the case when @alpha is %NULL,
* it can be set later with clutter_behaviour_set_alpha().
*
* Return value: (transfer full): a #ClutterBehaviour
*
* Since: 1.0
*
* Deprecated: 1.6
*/
ClutterBehaviour *
clutter_behaviour_path_new_with_knots (ClutterAlpha *alpha,
const ClutterKnot *knots,
guint n_knots)
{
ClutterPath *path = clutter_path_new ();
guint i;
if (n_knots > 0)
{
clutter_path_add_move_to (path, knots[0].x, knots[0].y);
for (i = 1; i < n_knots; i++)
clutter_path_add_line_to (path, knots[i].x, knots[i].y);
}
return g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH,
"alpha", alpha,
"path", path,
NULL);
}
/**
* clutter_behaviour_path_set_path:
* @pathb: the path behaviour
* @path: the new path to follow
*
* Change the path that the actors will follow. This will take the
* floating reference on the #ClutterPath so you do not need to unref
* it.
*
* Since: 1.0
*
* Deprecated: 1.6
*/
void
clutter_behaviour_path_set_path (ClutterBehaviourPath *pathb,
ClutterPath *path)
{
ClutterBehaviourPathPrivate *priv;
g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb));
priv = pathb->priv;
if (path)
g_object_ref_sink (path);
if (priv->path)
g_object_unref (priv->path);
priv->path = path;
g_object_notify_by_pspec (G_OBJECT (pathb), obj_props[PROP_PATH]);
}
/**
* clutter_behaviour_path_get_path:
* @pathb: a #ClutterBehaviourPath instance
*
* Get the current path of the behaviour
*
* Return value: (transfer none): the path
*
* Since: 1.0
*
* Deprecated: 1.6
*/
ClutterPath *
clutter_behaviour_path_get_path (ClutterBehaviourPath *pathb)
{
g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb), NULL);
return pathb->priv->path;
}