d86dc377de
http://bugzilla.clutter-project.org/show_bug.cgi?id=2304 Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
458 lines
13 KiB
C
458 lines
13 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:
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* Matthew Allum <mallum@openedhand.com>
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* Neil Roberts <neil@linux.intel.com>
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*
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* Copyright (C) 2006, 2007, 2008 OpenedHand Ltd
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* Copyright (C) 2009, 2010 Intel Corp
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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, see <http://www.gnu.org/licenses/>.
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*/
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/**
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* SECTION:clutter-behaviour-path
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* @short_description: A behaviour for moving actors along a #ClutterPath
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*
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* #ClutterBehaviourPath interpolates actors along a defined path.
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*
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* A path is described by a #ClutterPath object. The path can contain
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* straight line parts and bezier curves. If the path contains
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* %CLUTTER_PATH_MOVE_TO parts then the actors will jump to those
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* coordinates. This can be used make disjoint paths.
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*
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* When creating a path behaviour in a #ClutterScript, you can specify
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* the path property directly as a string. For example:
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*
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* |[
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* {
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* "id" : "spline-path",
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* "type" : "ClutterBehaviourPath",
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* "path" : "M 50 50 L 100 100",
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* "alpha" : {
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* "timeline" : "main-timeline",
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* "function" : "ramp
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* }
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* }
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* ]|
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*
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* <note>If the alpha function is a periodic function, i.e. it returns to
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* 0.0 after reaching 1.0, then the actors will walk the path back to the
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* starting #ClutterKnot.</note>
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*
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* #ClutterBehaviourPath is available since Clutter 0.2
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-actor.h"
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#include "clutter-behaviour.h"
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#include "clutter-behaviour-path.h"
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#include "clutter-bezier.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-main.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-script-private.h"
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#include "clutter-scriptable.h"
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#include <math.h>
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static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
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G_DEFINE_TYPE_WITH_CODE (ClutterBehaviourPath,
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clutter_behaviour_path,
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CLUTTER_TYPE_BEHAVIOUR,
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G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
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clutter_scriptable_iface_init));
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struct _ClutterBehaviourPathPrivate
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{
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ClutterPath *path;
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guint last_knot_passed;
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};
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#define CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_BEHAVIOUR_PATH, \
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ClutterBehaviourPathPrivate))
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enum
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{
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KNOT_REACHED,
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LAST_SIGNAL
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};
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static guint path_signals[LAST_SIGNAL] = { 0, };
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enum
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{
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PROP_0,
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PROP_PATH,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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static void
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actor_apply_knot_foreach (ClutterBehaviour *behaviour,
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ClutterActor *actor,
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gpointer data)
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{
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ClutterKnot *knot = data;
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CLUTTER_NOTE (BEHAVIOUR, "Setting actor to %ix%i", knot->x, knot->y);
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clutter_actor_set_position (actor, knot->x, knot->y);
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}
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static void
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clutter_behaviour_path_alpha_notify (ClutterBehaviour *behave,
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gdouble alpha_value)
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{
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ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (behave);
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ClutterBehaviourPathPrivate *priv = pathb->priv;
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ClutterKnot position;
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guint knot_num;
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if (priv->path)
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knot_num = clutter_path_get_position (priv->path, alpha_value, &position);
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else
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{
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memset (&position, 0, sizeof (position));
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knot_num = 0;
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}
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clutter_behaviour_actors_foreach (behave,
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actor_apply_knot_foreach,
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&position);
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if (knot_num != priv->last_knot_passed)
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{
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g_signal_emit (behave, path_signals[KNOT_REACHED], 0, knot_num);
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priv->last_knot_passed = knot_num;
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}
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}
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static void
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clutter_behaviour_path_get_property (GObject *gobject,
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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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ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (gobject);
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switch (prop_id)
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{
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case PROP_PATH:
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g_value_set_object (value, clutter_behaviour_path_get_path (pathb));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, 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_path_set_property (GObject *gobject,
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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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ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (gobject);
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switch (prop_id)
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{
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case PROP_PATH:
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clutter_behaviour_path_set_path (pathb, 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 (gobject, 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_path_dispose (GObject *gobject)
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{
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ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (gobject);
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clutter_behaviour_path_set_path (pathb, NULL);
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G_OBJECT_CLASS (clutter_behaviour_path_parent_class)->dispose (gobject);
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}
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static void
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clutter_behaviour_path_class_init (ClutterBehaviourPathClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterBehaviourClass *behave_class = CLUTTER_BEHAVIOUR_CLASS (klass);
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GParamSpec *pspec;
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gobject_class->get_property = clutter_behaviour_path_get_property;
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gobject_class->set_property = clutter_behaviour_path_set_property;
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gobject_class->dispose = clutter_behaviour_path_dispose;
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pspec = g_param_spec_object ("path",
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P_("Path"),
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P_("The ClutterPath object representing the path "
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"to animate along"),
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CLUTTER_TYPE_PATH,
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CLUTTER_PARAM_READWRITE);
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obj_props[PROP_PATH] = pspec;
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g_object_class_install_property (gobject_class, PROP_PATH, pspec);
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/**
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* ClutterBehaviourPath::knot-reached:
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* @pathb: the object which received the signal
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* @knot_num: the index of the #ClutterKnot reached
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*
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* This signal is emitted each time a node defined inside the path
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* is reached.
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*
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* Since: 0.2
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*/
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path_signals[KNOT_REACHED] =
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g_signal_new ("knot-reached",
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G_TYPE_FROM_CLASS (gobject_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterBehaviourPathClass, knot_reached),
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NULL, NULL,
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_clutter_marshal_VOID__UINT,
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G_TYPE_NONE, 1,
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G_TYPE_UINT);
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behave_class->alpha_notify = clutter_behaviour_path_alpha_notify;
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g_type_class_add_private (klass, sizeof (ClutterBehaviourPathPrivate));
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}
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static ClutterScriptableIface *parent_scriptable_iface = NULL;
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static gboolean
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clutter_behaviour_path_parse_custom_node (ClutterScriptable *scriptable,
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ClutterScript *script,
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GValue *value,
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const gchar *name,
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JsonNode *node)
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{
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if (strcmp ("path", name) == 0)
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{
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ClutterPath *path;
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GValue node_value = { 0 };
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path = g_object_ref_sink (clutter_path_new ());
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json_node_get_value (node, &node_value);
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if (!G_VALUE_HOLDS (&node_value, G_TYPE_STRING)
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|| !clutter_path_set_description (path,
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g_value_get_string (&node_value)))
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g_warning ("Invalid path description");
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g_value_unset (&node_value);
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g_value_init (value, G_TYPE_OBJECT);
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g_value_take_object (value, path);
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return TRUE;
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}
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/* chain up */
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else if (parent_scriptable_iface->parse_custom_node)
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return parent_scriptable_iface->parse_custom_node (scriptable, script,
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value, name, node);
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else
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return FALSE;
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}
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static void
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clutter_scriptable_iface_init (ClutterScriptableIface *iface)
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{
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parent_scriptable_iface = g_type_interface_peek_parent (iface);
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if (!parent_scriptable_iface)
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parent_scriptable_iface
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= g_type_default_interface_peek (CLUTTER_TYPE_SCRIPTABLE);
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iface->parse_custom_node = clutter_behaviour_path_parse_custom_node;
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}
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static void
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clutter_behaviour_path_init (ClutterBehaviourPath *self)
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{
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ClutterBehaviourPathPrivate *priv;
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self->priv = priv = CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE (self);
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priv->path = NULL;
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priv->last_knot_passed = G_MAXUINT;
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}
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/**
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* clutter_behaviour_path_new:
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* @alpha: (allow-none): a #ClutterAlpha instance, or %NULL
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* @path: a #ClutterPath or %NULL for an empty path
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*
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* Creates a new path behaviour. You can use this behaviour to drive
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* actors along the nodes of a path, described by @path.
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*
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* This will claim the floating reference on the #ClutterPath so you
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* do not need to unref if it.
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*
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* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
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* of the #ClutterAlpha instance. In the case when @alpha is %NULL,
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* it can be set later with clutter_behaviour_set_alpha().
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*
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* Return value: a #ClutterBehaviour
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*
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* Since: 0.2
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*/
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ClutterBehaviour *
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clutter_behaviour_path_new (ClutterAlpha *alpha,
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ClutterPath *path)
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{
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return g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH,
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"alpha", alpha,
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"path", path,
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NULL);
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}
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/**
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* clutter_behaviour_path_new_with_description:
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* @alpha: (allow-none): a #ClutterAlpha instance, or %NULL
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* @desc: a string description of the path
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*
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* Creates a new path behaviour using the path described by @desc. See
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* clutter_path_add_string() for a description of the format.
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*
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* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
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* of the #ClutterAlpha instance. In the case when @alpha is %NULL,
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* it can be set later with clutter_behaviour_set_alpha().
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*
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* Return value: a #ClutterBehaviour
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*
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* Since: 1.0
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*/
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ClutterBehaviour *
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clutter_behaviour_path_new_with_description (ClutterAlpha *alpha,
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const gchar *desc)
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{
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return g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH,
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"alpha", alpha,
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"path", clutter_path_new_with_description (desc),
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NULL);
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}
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/**
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* clutter_behaviour_path_new_with_knots:
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* @alpha: (allow-none): a #ClutterAlpha instance, or %NULL
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* @knots: an array of #ClutterKnot<!-- -->s
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* @n_knots: number of entries in @knots
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*
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* Creates a new path behaviour that will make the actors visit all of
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* the given knots in order with straight lines in between.
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*
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* A path will be created where the first knot is used in a
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* %CLUTTER_PATH_MOVE_TO and the subsequent knots are used in
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* %CLUTTER_PATH_LINE_TO<!-- -->s.
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*
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* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
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* of the #ClutterAlpha instance. In the case when @alpha is %NULL,
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* it can be set later with clutter_behaviour_set_alpha().
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*
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* Return value: a #ClutterBehaviour
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*
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* Since: 1.0
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*/
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ClutterBehaviour *
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clutter_behaviour_path_new_with_knots (ClutterAlpha *alpha,
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const ClutterKnot *knots,
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guint n_knots)
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{
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ClutterPath *path = clutter_path_new ();
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guint i;
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if (n_knots > 0)
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{
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clutter_path_add_move_to (path, knots[0].x, knots[0].y);
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for (i = 1; i < n_knots; i++)
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clutter_path_add_line_to (path, knots[i].x, knots[i].y);
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}
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return g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH,
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"alpha", alpha,
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"path", path,
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NULL);
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}
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/**
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* clutter_behaviour_path_set_path:
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* @pathb: the path behaviour
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* @path: the new path to follow
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*
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* Change the path that the actors will follow. This will take the
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* floating reference on the #ClutterPath so you do not need to unref
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* it.
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*
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* Since: 1.0
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*/
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void
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clutter_behaviour_path_set_path (ClutterBehaviourPath *pathb,
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ClutterPath *path)
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{
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ClutterBehaviourPathPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb));
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priv = pathb->priv;
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if (path)
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g_object_ref_sink (path);
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if (priv->path)
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g_object_unref (priv->path);
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priv->path = path;
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_clutter_notify_by_pspec (G_OBJECT (pathb), obj_props[PROP_PATH]);
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}
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/**
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* clutter_behaviour_path_get_path:
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* @pathb: a #ClutterBehaviourPath instance
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*
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* Get the current path of the behaviour
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*
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* Return value: (transfer none): the path
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*
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* Since: 1.0
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*/
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ClutterPath *
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clutter_behaviour_path_get_path (ClutterBehaviourPath *pathb)
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{
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb), NULL);
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return pathb->priv->path;
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}
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