mutter/clutter/clutter-score.c
Emmanuele Bassi 52065e88bc 2007-10-10 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/glx/clutter-backend-glx.c: Fix documentation of the
	filter function API.

	* clutter/clutter-score.c:
	* clutter/clutter-effect.c:
	* clutter/clutter-actor.c: Documentation fixes.

	* clutter/clutter-actor.h: Automatically typecast to ClutterActor
	when setting/checking flags.
2007-10-10 16:02:54 +00:00

502 lines
11 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2007 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.
*/
/*
* IDEAS:
* API;
* - add()
* + an new timeline to beginning of score
* - append (timeline_existing, timeline_new, delay)
* + appends a new timeline to an existing one
*
* ScoreEntry
* {
* Timeline *base;
* GList *next_timelines; - to start on completion of base,
* (points to score entrys)
* Callback id;
* delay
* }
*
* start()/stop(),remove(),remove_all() ?
*/
/**
* SECTION:clutter-score
* @short_description: Sequencing multiple #ClutterTimelines in order
*
* #ClutterScore is a base class for sequencing multiple timelines in order.
*/
#ifndef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-score.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
G_DEFINE_TYPE (ClutterScore, clutter_score, G_TYPE_OBJECT);
typedef struct ClutterScoreEntry
{
ClutterTimeline *timeline;
gulong handler_id;
GSList *child_entries;
ClutterScore *score;
}
ClutterScoreEntry;
struct _ClutterScorePrivate
{
GSList *entries;
GHashTable *running_timelines;
guint loop : 1;
};
enum
{
PROP_0,
PROP_LOOP
};
enum
{
NEW_TIMELINE,
STARTED,
PAUSED,
COMPLETED,
LAST_SIGNAL
};
/* static int score_signals[LAST_SIGNAL] = { 0 }; */
static void start_entry (ClutterScoreEntry *entry);
/* Object */
static void
clutter_score_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterScore *score;
ClutterScorePrivate *priv;
score = CLUTTER_SCORE(object);
priv = score->priv;
switch (prop_id)
{
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_score_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterScore *score;
ClutterScorePrivate *priv;
score = CLUTTER_SCORE(object);
priv = score->priv;
switch (prop_id)
{
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_score_finalize (GObject *object)
{
G_OBJECT_CLASS (clutter_score_parent_class)->finalize (object);
}
static void
clutter_score_dispose (GObject *object)
{
ClutterScore *self = CLUTTER_SCORE(object);
ClutterScorePrivate *priv;
priv = self->priv;
if (priv != NULL)
{
}
G_OBJECT_CLASS (clutter_score_parent_class)->dispose (object);
}
static void
clutter_score_class_init (ClutterScoreClass *klass)
{
GObjectClass *object_class;
object_class = (GObjectClass*) klass;
object_class->set_property = clutter_score_set_property;
object_class->get_property = clutter_score_get_property;
object_class->finalize = clutter_score_finalize;
object_class->dispose = clutter_score_dispose;
g_type_class_add_private (klass, sizeof (ClutterScorePrivate));
#if 0
/**
* ClutterScore::new-frame:
* @score: the score which received the signal
* @timeline: the number of the new frame
*
* The ::new-timeline signal is emitted each time a new timeline in the
* score is reached.
*/
score_signals[NEW_TIMELINE] =
g_signal_new ("new-timeline",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterScoreClass, new_frame),
NULL, NULL,
clutter_marshal_VOID__OBJECT,
G_TYPE_NONE,
1, CLUTTER_TYPE_TIMELINE);
score_signals[COMPLETED] =
g_signal_new ("completed",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterScoreClass, completed),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
score_signals[STARTED] =
g_signal_new ("started",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterScoreClass, started),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
score_signals[PAUSED] =
g_signal_new ("paused",
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterScoreClass, paused),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
#endif
}
static void
clutter_score_init (ClutterScore *self)
{
self->priv = G_TYPE_INSTANCE_GET_PRIVATE(self,
CLUTTER_TYPE_SCORE,
ClutterScorePrivate);
self->priv->running_timelines = g_hash_table_new(NULL, NULL);
}
/**
* clutter_score_set_loop:
* @score: a #ClutterScore
* @loop: %TRUE for enable looping
*
* Sets whether @score should loop.
*/
void
clutter_score_set_loop (ClutterScore *score,
gboolean loop)
{
g_return_if_fail (CLUTTER_IS_SCORE (score));
if (score->priv->loop != loop)
{
g_object_ref (score);
score->priv->loop = loop;
g_object_notify (G_OBJECT (score), "loop");
g_object_unref (score);
}
}
/**
* clutter_score_get_loop:
* @score: a #ClutterScore
*
* Gets whether @score is looping
*
* Return value: %TRUE if the score is looping
*/
gboolean
clutter_score_get_loop (ClutterScore *score)
{
g_return_val_if_fail (CLUTTER_IS_SCORE (score), FALSE);
return score->priv->loop;
}
/**
* clutter_score_rewind:
* @score: A #ClutterScore
*
* Rewinds #ClutterScore to frame 0.
**/
void
clutter_score_rewind (ClutterScore *score)
{
g_return_if_fail (CLUTTER_IS_SCORE (score));
}
/**
* clutter_score_is_playing:
* @score: A #ClutterScore
*
* Query state of a #ClutterScore instance.
*
* Return Value: TRUE if score is currently playing, FALSE if not.
*/
gboolean
clutter_score_is_playing (ClutterScore *score)
{
g_return_val_if_fail (CLUTTER_IS_SCORE (score), FALSE);
return !!g_hash_table_size(score->priv->running_timelines);
}
static void
on_timeline_finish (ClutterTimeline *timeline,
ClutterScoreEntry *entry)
{
GSList *item;
g_hash_table_remove (entry->score->priv->running_timelines,
GINT_TO_POINTER(entry->handler_id));
g_signal_handler_disconnect (timeline, entry->handler_id);
printf("completed %li\n", entry->handler_id);
for (item = entry->child_entries; item != NULL; item = item->next)
{
ClutterScoreEntry *child_entry = item->data;
start_entry (child_entry);
}
if (clutter_score_is_playing (entry->score) == FALSE)
{
/* Score has finished - fire 'completed' signal */
/* Also check if looped etc */
printf("looks like we finished\n");
}
}
static void
start_entry (ClutterScoreEntry *entry)
{
entry->handler_id = g_signal_connect (entry->timeline,
"completed",
G_CALLBACK (on_timeline_finish),
entry);
printf("started %li\n", entry->handler_id);
g_hash_table_insert (entry->score->priv->running_timelines,
GINT_TO_POINTER(entry->handler_id),
entry);
clutter_timeline_start (entry->timeline);
}
/**
* clutter_score_start:
* @score: A #ClutterScore
*
* Query state of a #ClutterScore instance.
*
* Return Value: TRUE if score is currently playing, FALSE if not.
*/
void
clutter_score_start (ClutterScore *score)
{
GSList *item;
ClutterScorePrivate *priv;
g_return_if_fail (CLUTTER_IS_SCORE (score));
priv = score->priv;
for (item = priv->entries; item != NULL; item = item->next)
{
ClutterScoreEntry *entry = item->data;
start_entry (entry);
}
}
/**
* clutter_score_start:
* @score: A #ClutterScore
*
* Query state of a #ClutterScore instance.
*
* Return Value: TRUE if score is currently playing, FALSE if not.
*/
void
clutter_score_stop (ClutterScore *score)
{
g_return_if_fail (CLUTTER_IS_SCORE (score));
/* foreach hash / pause */
}
static ClutterScoreEntry*
find_entry (GSList *list, ClutterTimeline *timeline)
{
GSList *item;
ClutterScoreEntry *res = NULL;
if (list == NULL)
return NULL;
for (item = list; item != NULL && res == NULL; item = item->next)
{
ClutterScoreEntry *entry = item->data;
g_assert (entry != NULL);
if (entry->timeline == timeline)
return entry;
if (entry->child_entries)
res = find_entry (entry->child_entries, timeline);
}
return res;
}
/**
* clutter_score_append:
* @score: A #ClutterScore
* @timeline_existing: A #ClutterTimeline in the score
* @timeline_new: A new #ClutterTimeline to start when #timeline_existing has
* completed,
*
* Appends a new timeline to an one existing in the score.
*
*/
void
clutter_score_append (ClutterScore *score,
ClutterTimeline *timeline_existing,
ClutterTimeline *timeline_new)
{
ClutterScorePrivate *priv;
ClutterScoreEntry *entry, *entry_new;
priv = score->priv;
/* Appends a timeline to the end of another */
if ((entry = find_entry (priv->entries, timeline_existing)) != NULL)
{
entry_new = g_new0(ClutterScoreEntry, 1);
entry->timeline = g_object_ref (timeline_new);
entry->score = score;
entry->child_entries = g_slist_append (entry->child_entries, entry);
}
}
/**
* clutter_score_add:
* @score: A #ClutterScore
* @timeline: A #ClutterTimeline
*
* Adds a new initial timeline to start when the score is started.
*
*/
void
clutter_score_add (ClutterScore *score,
ClutterTimeline *timeline)
{
ClutterScorePrivate *priv;
ClutterScoreEntry *entry;
priv = score->priv;
/* Added timelines are always started first */
entry = g_new0(ClutterScoreEntry, 1);
entry->timeline = g_object_ref (timeline);
entry->score = score;
score->priv->entries = g_slist_append (score->priv->entries, entry);
}
void
clutter_score_remove (ClutterScore *score,
ClutterTimeline *timeline_parent,
ClutterTimeline *timeline)
{
}
void
clutter_score_remove_all (ClutterScore *score)
{
}
/**
* clutter_score_new:
*
* Create a new #ClutterScore instance.
*
* Return Value: a new #ClutterScore
*/
ClutterScore*
clutter_score_new ()
{
return g_object_new (CLUTTER_TYPE_SCORE, NULL);
}