mutter/clutter/clutter-animation.c
Emmanuele Bassi a1cc1f57ac [animation] Do not connect to ::completed multiple times
The clutter_actor_animate*() family of functions should only connect
to the Animation::completed signal once, during the construction of
the Animation object attached to the Actor. Otherwise, the completed
signal handler will be run multiple times, and will try to unref()
the Animation for each call -- leading to a segmentation fault.
2009-04-05 20:32:15 +01:00

2085 lines
62 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Copyright (C) 2008 Intel Corporation.
*
* 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/>.
*
* Author:
* Emmanuele Bassi <ebassi@linux.intel.com>
*/
/**
* SECTION:clutter-animation
* @short_description: Simple implicit animations
*
* #ClutterAnimation is an object providing simple, implicit animations
* for #GObject<!-- -->s.
*
* #ClutterAnimation instances will bind a #GObject property belonging
* to a #GObject to a #ClutterInterval, and will then use a #ClutterTimeline
* to interpolate the property between the initial and final values of the
* interval.
*
* For convenience, it is possible to use the clutter_actor_animate()
* function call which will take care of setting up and tearing down
* a #ClutterAnimation instance and animate an actor between its current
* state and the specified final state.
*
* #ClutterAnimation is available since Clutter 1.0
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib-object.h>
#include <gobject/gvaluecollector.h>
#include "clutter-alpha.h"
#include "clutter-animatable.h"
#include "clutter-animation.h"
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-interval.h"
#include "clutter-private.h"
enum
{
PROP_0,
PROP_OBJECT,
PROP_MODE,
PROP_DURATION,
PROP_LOOP,
PROP_TIMELINE,
PROP_ALPHA
};
enum
{
STARTED,
COMPLETED,
LAST_SIGNAL
};
#define CLUTTER_ANIMATION_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ANIMATION, ClutterAnimationPrivate))
struct _ClutterAnimationPrivate
{
GObject *object;
GHashTable *properties;
gulong mode;
guint loop : 1;
guint duration;
ClutterTimeline *timeline;
guint timeline_started_id;
guint timeline_completed_id;
ClutterAlpha *alpha;
guint alpha_notify_id;
};
static guint animation_signals[LAST_SIGNAL] = { 0, };
static GQuark quark_object_animation = 0;
G_DEFINE_TYPE (ClutterAnimation, clutter_animation, G_TYPE_INITIALLY_UNOWNED);
static void on_animation_weak_notify (gpointer data,
GObject *animation_pointer);
static void
clutter_animation_finalize (GObject *gobject)
{
ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
CLUTTER_NOTE (ANIMATION, "Destroying properties hash table");
g_hash_table_destroy (priv->properties);
G_OBJECT_CLASS (clutter_animation_parent_class)->finalize (gobject);
}
static void
clutter_animation_dispose (GObject *gobject)
{
ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
if (priv->object)
{
g_object_weak_unref (G_OBJECT (gobject),
on_animation_weak_notify,
priv->object);
g_object_set_qdata (priv->object, quark_object_animation, NULL);
g_object_unref (priv->object);
priv->object = NULL;
}
if (priv->timeline)
{
if (priv->timeline_started_id)
{
g_signal_handler_disconnect (priv->timeline,
priv->timeline_started_id);
priv->timeline_started_id = 0;
}
if (priv->timeline_completed_id)
{
g_signal_handler_disconnect (priv->timeline,
priv->timeline_completed_id);
priv->timeline_completed_id = 0;
}
g_object_unref (priv->timeline);
priv->timeline = NULL;
}
if (priv->alpha)
{
if (priv->alpha_notify_id)
{
g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id);
priv->alpha_notify_id = 0;
}
g_object_unref (priv->alpha);
priv->alpha = NULL;
}
G_OBJECT_CLASS (clutter_animation_parent_class)->dispose (gobject);
}
static void
clutter_animation_set_property (GObject *gobject,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterAnimation *animation = CLUTTER_ANIMATION (gobject);
switch (prop_id)
{
case PROP_OBJECT:
clutter_animation_set_object (animation, g_value_get_object (value));
break;
case PROP_MODE:
clutter_animation_set_mode (animation, g_value_get_ulong (value));
break;
case PROP_DURATION:
clutter_animation_set_duration (animation, g_value_get_uint (value));
break;
case PROP_LOOP:
clutter_animation_set_loop (animation, g_value_get_boolean (value));
break;
case PROP_TIMELINE:
clutter_animation_set_timeline (animation, g_value_get_object (value));
break;
case PROP_ALPHA:
clutter_animation_set_alpha (animation, g_value_get_object (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_animation_get_property (GObject *gobject,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
switch (prop_id)
{
case PROP_OBJECT:
g_value_set_object (value, priv->object);
break;
case PROP_MODE:
g_value_set_ulong (value, priv->mode);
break;
case PROP_DURATION:
g_value_set_uint (value, priv->duration);
break;
case PROP_LOOP:
g_value_set_boolean (value, priv->loop);
break;
case PROP_TIMELINE:
g_value_set_object (value, priv->timeline);
break;
case PROP_ALPHA:
g_value_set_object (value, priv->alpha);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
break;
}
}
static void
clutter_animation_class_init (ClutterAnimationClass *klass)
{
GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
GParamSpec *pspec;
quark_object_animation =
g_quark_from_static_string ("clutter-actor-animation");
g_type_class_add_private (klass, sizeof (ClutterAnimationPrivate));
gobject_class->set_property = clutter_animation_set_property;
gobject_class->get_property = clutter_animation_get_property;
gobject_class->dispose = clutter_animation_dispose;
gobject_class->finalize = clutter_animation_finalize;
/**
* ClutterAnimation:objct:
*
* The #GObject to which the animation applies.
*
* Since: 1.0
*/
pspec = g_param_spec_object ("object",
"Object",
"Object to which the animation applies",
G_TYPE_OBJECT,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_OBJECT, pspec);
/**
* ClutterAnimation:mode:
*
* The animation mode, either a value from #ClutterAnimationMode
* or a value returned by clutter_alpha_register_func(). The
* default value is %CLUTTER_LINEAR.
*
* Since: 1.0
*/
pspec = g_param_spec_ulong ("mode",
"Mode",
"The mode of the animation",
0, G_MAXULONG,
CLUTTER_LINEAR,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_MODE, pspec);
/**
* ClutterAnimation:duration:
*
* The duration of the animation, expressed in milliseconds.
*
* Since: 1.0
*/
pspec = g_param_spec_uint ("duration",
"Duration",
"Duration of the animation, in milliseconds",
0, G_MAXUINT, 0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_DURATION, pspec);
/**
* ClutterAnimation:loop:
*
* Whether the animation should loop.
*
* Since: 1.0
*/
pspec = g_param_spec_boolean ("loop",
"Loop",
"Whether the animation should loop",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_LOOP, pspec);
/**
* ClutterAnimation:timeline:
*
* The #ClutterTimeline used by the animation.
*
* Since: 1.0
*/
pspec = g_param_spec_object ("timeline",
"Timeline",
"The timeline used by the animation",
CLUTTER_TYPE_TIMELINE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_TIMELINE, pspec);
/**
* ClutterAnimation:alpha:
*
* The #ClutterAlpha used by the animation.
*
* Since: 1.0
*/
pspec = g_param_spec_object ("alpha",
"Alpha",
"The alpha used by the animation",
CLUTTER_TYPE_ALPHA,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (gobject_class, PROP_ALPHA, pspec);
/**
* ClutterAnimation::started:
* @animation: the animation that emitted the signal
*
* The ::started signal is emitted once the animation has been
* started
*
* Since: 1.0
*/
animation_signals[STARTED] =
g_signal_new (I_("started"),
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterAnimationClass, started),
NULL, NULL,
g_cclosure_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterAniamtion::completed:
* @animation: the animation that emitted the signal
*
* The ::completed signal is emitted once the animation has
* been completed.
*
* The @animation instance is guaranteed to be valid for the entire
* duration of the signal emission chain.
*
* Since: 1.0
*/
animation_signals[COMPLETED] =
g_signal_new (I_("completed"),
G_TYPE_FROM_CLASS (klass),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterAnimationClass, completed),
NULL, NULL,
g_cclosure_marshal_VOID__VOID,
G_TYPE_NONE, 0);
}
static void
clutter_animation_init (ClutterAnimation *self)
{
self->priv = CLUTTER_ANIMATION_GET_PRIVATE (self);
self->priv->mode = CLUTTER_LINEAR;
self->priv->properties =
g_hash_table_new_full (g_str_hash, g_str_equal,
(GDestroyNotify) g_free,
(GDestroyNotify) g_object_unref);
}
static inline void
clutter_animation_bind_property_internal (ClutterAnimation *animation,
GParamSpec *pspec,
ClutterInterval *interval)
{
ClutterAnimationPrivate *priv = animation->priv;
if (!clutter_interval_validate (interval, pspec))
{
g_warning ("Cannot bind property '%s': the interval is out "
"of bounds",
pspec->name);
return;
}
g_hash_table_insert (priv->properties,
g_strdup (pspec->name),
g_object_ref_sink (interval));
}
static inline void
clutter_animation_update_property_internal (ClutterAnimation *animation,
GParamSpec *pspec,
ClutterInterval *interval)
{
ClutterAnimationPrivate *priv = animation->priv;
if (!clutter_interval_validate (interval, pspec))
{
g_warning ("Cannot bind property '%s': the interval is out "
"of bounds",
pspec->name);
return;
}
g_hash_table_replace (priv->properties,
g_strdup (pspec->name),
g_object_ref_sink (interval));
}
static GParamSpec *
clutter_animation_validate_bind (ClutterAnimation *animation,
const char *property_name,
GType argtype)
{
ClutterAnimationPrivate *priv;
GObjectClass *klass;
GParamSpec *pspec;
priv = animation->priv;
if (G_UNLIKELY (!priv->object))
{
g_warning ("Cannot bind property '%s': the animation has no "
"object set. You need to call clutter_animation_set_object() "
"first to be able to bind a property",
property_name);
return NULL;
}
if (G_UNLIKELY (clutter_animation_has_property (animation, property_name)))
{
g_warning ("Cannot bind property '%s': the animation already has "
"a bound property with the same name",
property_name);
return NULL;
}
klass = G_OBJECT_GET_CLASS (priv->object);
pspec = g_object_class_find_property (klass, property_name);
if (!pspec)
{
g_warning ("Cannot bind property '%s': objects of type '%s' have "
"no such property",
property_name,
g_type_name (G_OBJECT_TYPE (priv->object)));
return NULL;
}
if (!(pspec->flags & G_PARAM_WRITABLE))
{
g_warning ("Cannot bind property '%s': the property is not writable",
property_name);
return NULL;
}
if (!g_value_type_compatible (G_PARAM_SPEC_VALUE_TYPE (pspec),
argtype))
{
g_warning ("Cannot bind property '%s': the interval value of "
"type '%s' is not compatible with the property value "
"of type '%s'",
property_name,
g_type_name (argtype),
g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec)));
return NULL;
}
return pspec;
}
/**
* clutter_animation_bind_interval:
* @animation: a #ClutterAnimation
* @property_name: the property to control
* @interval: (transfer full): a #ClutterInterval
*
* Binds @interval to the @property_name of the #GObject
* attached to @animation. The #ClutterAnimation will take
* ownership of the passed #ClutterInterval. For more information
* about animations, see clutter_actor_animate().
*
* If you need to update the interval instance use
* clutter_animation_update_property() instead.
*
* Return value: (transfer none): The animation itself.
* Since: 1.0
*/
ClutterAnimation *
clutter_animation_bind_interval (ClutterAnimation *animation,
const gchar *property_name,
ClutterInterval *interval)
{
GParamSpec *pspec;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
g_return_val_if_fail (property_name != NULL, NULL);
g_return_val_if_fail (CLUTTER_IS_INTERVAL (interval), NULL);
pspec = clutter_animation_validate_bind (animation, property_name,
clutter_interval_get_value_type (interval));
if (pspec == NULL)
return NULL;
clutter_animation_bind_property_internal (animation, pspec, interval);
return animation;
}
/**
* clutter_animation_bind:
* @animation: a #ClutterAnimation
* @property_name: the property to control
* @final: The final value of the property
*
* Adds a single property with name @property_name to the
* animation @animation. For more information about animations,
* see clutter_actor_animate().
*
* This method returns the animation primarily to make chained
* calls convenient in language bindings.
*
* Return value: (transfer none): The animation itself.
* Since: 1.0
*/
ClutterAnimation *
clutter_animation_bind (ClutterAnimation *animation,
const gchar *property_name,
const GValue *final)
{
ClutterAnimationPrivate *priv;
GParamSpec *pspec;
ClutterInterval *interval;
GType type;
GValue initial = { 0, };
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
g_return_val_if_fail (property_name != NULL, NULL);
priv = animation->priv;
type = G_VALUE_TYPE (final);
pspec = clutter_animation_validate_bind (animation, property_name,
type);
if (pspec == NULL)
return NULL;
g_value_init (&initial, G_PARAM_SPEC_VALUE_TYPE (pspec));
g_object_get_property (priv->object, property_name, &initial);
interval = clutter_interval_new_with_values (type, &initial, final);
g_value_unset (&initial);
clutter_animation_bind_property_internal (animation, pspec, interval);
return animation;
}
/**
* clutter_animation_unbind_property:
* @animation: a #ClutterAnimation
* @property_name: name of the property
*
* Removes @property_name from the list of animated properties.
*
* Since: 1.0
*/
void
clutter_animation_unbind_property (ClutterAnimation *animation,
const gchar *property_name)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (property_name != NULL);
priv = animation->priv;
if (!clutter_animation_has_property (animation, property_name))
{
g_warning ("Cannot unbind property '%s': the animation has "
"no bound property with that name",
property_name);
return;
}
g_hash_table_remove (priv->properties, property_name);
}
/**
* clutter_animation_has_property:
* @animation: a #ClutterAnimation
* @property_name: name of the property
*
* Checks whether @animation is controlling @property_name.
*
* Return value: %TRUE if the property is animated by the
* #ClutterAnimation, %FALSE otherwise
*
* Since: 1.0
*/
gboolean
clutter_animation_has_property (ClutterAnimation *animation,
const gchar *property_name)
{
ClutterAnimationPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE);
g_return_val_if_fail (property_name != NULL, FALSE);
priv = animation->priv;
return g_hash_table_lookup (priv->properties, property_name) != NULL;
}
/**
* clutter_animation_update_interval:
* @animation: a #ClutterAnimation
* @property_name: name of the property
* @interval: a #ClutterInterval
*
* Changes the @interval for @property_name. The #ClutterAnimation
* will take ownership of the passed #ClutterInterval.
*
* Since: 1.0
*/
void
clutter_animation_update_interval (ClutterAnimation *animation,
const gchar *property_name,
ClutterInterval *interval)
{
ClutterAnimationPrivate *priv;
GObjectClass *klass;
GParamSpec *pspec;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (property_name != NULL);
g_return_if_fail (CLUTTER_IS_INTERVAL (interval));
priv = animation->priv;
if (!clutter_animation_has_property (animation, property_name))
{
g_warning ("Cannot unbind property '%s': the animation has "
"no bound property with that name",
property_name);
return;
}
klass = G_OBJECT_GET_CLASS (priv->object);
pspec = g_object_class_find_property (klass, property_name);
if (!pspec)
{
g_warning ("Cannot bind property '%s': objects of type '%s' have "
"no such property",
property_name,
g_type_name (G_OBJECT_TYPE (priv->object)));
return;
}
if (!g_value_type_compatible (G_PARAM_SPEC_VALUE_TYPE (pspec),
clutter_interval_get_value_type (interval)))
{
g_warning ("Cannot bind property '%s': the interval value of "
"type '%s' is not compatible with the property value "
"of type '%s'",
property_name,
g_type_name (clutter_interval_get_value_type (interval)),
g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec)));
return;
}
clutter_animation_update_property_internal (animation, pspec, interval);
}
/**
* clutter_animation_get_interval:
* @animation: a #ClutterAnimation
* @property_name: name of the property
*
* Retrieves the #ClutterInterval associated to @property_name
* inside @animation.
*
* Return value: (transfer none): a #ClutterInterval or %NULL if no
* property with the same name was found. The returned interval is
* owned by the #ClutterAnimation and should not be unreferenced
*
* Since: 1.0
*/
ClutterInterval *
clutter_animation_get_interval (ClutterAnimation *animation,
const gchar *property_name)
{
ClutterAnimationPrivate *priv;
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
g_return_val_if_fail (property_name != NULL, NULL);
priv = animation->priv;
return g_hash_table_lookup (priv->properties, property_name);
}
static void
on_timeline_started (ClutterTimeline *timeline,
ClutterAnimation *animation)
{
g_signal_emit (animation, animation_signals[STARTED], 0);
}
static void
on_timeline_completed (ClutterTimeline *timeline,
ClutterAnimation *animation)
{
CLUTTER_NOTE (ANIMATION, "Timeline [%p] complete", timeline);
if (!animation->priv->loop)
g_signal_emit (animation, animation_signals[COMPLETED], 0);
}
static void
on_alpha_notify (GObject *gobject,
GParamSpec *pspec,
ClutterAnimation *animation)
{
ClutterAnimationPrivate *priv = animation->priv;
GList *properties, *p;
gdouble alpha_value;
gboolean is_animatable = FALSE;
ClutterAnimatable *animatable = NULL;
alpha_value = clutter_alpha_get_alpha (CLUTTER_ALPHA (gobject));
if (CLUTTER_IS_ANIMATABLE (priv->object))
{
animatable = CLUTTER_ANIMATABLE (priv->object);
is_animatable = TRUE;
}
g_object_freeze_notify (priv->object);
properties = g_hash_table_get_keys (priv->properties);
for (p = properties; p != NULL; p = p->next)
{
const gchar *p_name = p->data;
ClutterInterval *interval;
GValue value = { 0, };
interval = g_hash_table_lookup (priv->properties, p_name);
g_assert (CLUTTER_IS_INTERVAL (interval));
g_value_init (&value, clutter_interval_get_value_type (interval));
if (is_animatable)
{
const GValue *initial, *final;
initial = clutter_interval_peek_initial_value (interval);
final = clutter_interval_peek_final_value (interval);
CLUTTER_NOTE (ANIMATION, "Animatable property '%s'", p_name);
clutter_animatable_animate_property (animatable, animation,
p_name,
initial, final,
alpha_value,
&value);
g_object_set_property (priv->object, p_name, &value);
}
else
{
CLUTTER_NOTE (ANIMATION, "Standard property '%s'", p_name);
if (clutter_interval_compute_value (interval, alpha_value, &value))
g_object_set_property (priv->object, p_name, &value);
}
g_value_unset (&value);
}
g_list_free (properties);
g_object_thaw_notify (priv->object);
}
/*
* Removes the animation pointer from the qdata section of the
* actor attached to the animation
*/
static void
on_animation_weak_notify (gpointer data,
GObject *animation_pointer)
{
GObject *actor = data;
CLUTTER_NOTE (ANIMATION, "Removing Animation from actor %d[%p]",
clutter_actor_get_gid (CLUTTER_ACTOR (actor)),
actor);
g_object_set_qdata (actor, quark_object_animation, NULL);
}
/**
* clutter_animation_new:
*
* Creates a new #ClutterAnimation instance. You should set the
* #GObject to be animated using clutter_animation_set_object(),
* set the duration with clutter_animation_set_duration() and the
* easing mode using clutter_animation_set_mode().
*
* Use clutter_animation_bind() or clutter_animation_bind_interval()
* to define the properties to be animated. The interval and the
* animated properties can be updated at runtime.
*
* The clutter_actor_animate() and relative family of functions provide
* an easy way to animate a #ClutterActor and automatically manage the
* lifetime of a #ClutterAnimation instance, so you should consider using
* those functions instead of manually creating an animation.
*
* Return value: the newly created #ClutterAnimation. Use g_object_ref_sink()
* to take ownership of the Animation instance, and g_object_unref() to
* release the associated resources
*
* Since: 1.0
*/
ClutterAnimation *
clutter_animation_new (void)
{
return g_object_new (CLUTTER_TYPE_ANIMATION, NULL);
}
/**
* clutter_animation_set_object:
* @animation: a #ClutterAnimation
* @object: a #GObject
*
* Attaches @animation to @object. The #ClutterAnimation will take a
* reference on @object.
*
* Since: 1.0
*/
void
clutter_animation_set_object (ClutterAnimation *animation,
GObject *object)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (G_IS_OBJECT (object));
priv = animation->priv;
g_object_ref (object);
if (priv->object)
{
g_object_weak_unref (G_OBJECT (animation),
on_animation_weak_notify,
priv->object);
g_object_set_qdata (priv->object, quark_object_animation, NULL);
g_object_unref (priv->object);
}
priv->object = object;
g_object_weak_ref (G_OBJECT (animation),
on_animation_weak_notify,
priv->object);
g_object_set_qdata (G_OBJECT (priv->object),
quark_object_animation,
animation);
g_object_notify (G_OBJECT (animation), "object");
}
/**
* clutter_animation_get_object:
* @animation: a #ClutterAnimation
*
* Retrieves the #GObject attached to @animation.
*
* Return value: (transfer none): a #GObject
*
* Since: 1.0
*/
GObject *
clutter_animation_get_object (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
return animation->priv->object;
}
static inline void
clutter_animation_set_mode_internal (ClutterAnimation *animation,
ClutterAlpha *alpha)
{
ClutterAnimationPrivate *priv = animation->priv;
if (alpha)
clutter_alpha_set_mode (alpha, priv->mode);
}
/**
* clutter_animation_set_mode:
* @animation: a #ClutterAnimation
* @mode: an animation mode logical id
*
* Sets the animation @mode of @animation. The animation @mode is
* a logical id, either coming from the #ClutterAnimationMode enumeration
* or the return value of clutter_alpha_register_func().
*
* Since: 1.0
*/
void
clutter_animation_set_mode (ClutterAnimation *animation,
gulong mode)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
priv = animation->priv;
priv->mode = mode;
clutter_animation_set_mode_internal (animation, priv->alpha);
g_object_notify (G_OBJECT (animation), "mode");
}
/**
* clutter_animation_get_mode:
* @animation: a #ClutterAnimation
*
* Retrieves the animation mode of @animation, as set by
* clutter_animation_set_mode().
*
* Return value: the mode for the animation
*
* Since: 1.0
*/
gulong
clutter_animation_get_mode (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), CLUTTER_LINEAR);
return animation->priv->mode;
}
/**
* clutter_animation_set_duration:
* @animation: a #ClutterAnimation
* @msecs: the duration in milliseconds
*
* Sets the duration of @animation in milliseconds.
*
* Since: 1.0
*/
void
clutter_animation_set_duration (ClutterAnimation *animation,
gint msecs)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
priv = animation->priv;
priv->duration = msecs;
if (priv->timeline)
{
gboolean was_playing;
was_playing = clutter_timeline_is_playing (priv->timeline);
if (was_playing)
clutter_timeline_stop (priv->timeline);
clutter_timeline_set_duration (priv->timeline, msecs);
if (was_playing)
clutter_timeline_start (priv->timeline);
}
g_object_notify (G_OBJECT (animation), "duration");
}
/**
* clutter_animation_set_loop:
* @animation: a #ClutterAnimation
* @loop: %TRUE if the animation should loop
*
* Sets whether @animation should loop over itself once finished.
*
* A looping #ClutterAnimation will not emit the #ClutterAnimation::completed
* signal when finished.
*
* Since: 1.0
*/
void
clutter_animation_set_loop (ClutterAnimation *animation,
gboolean loop)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
priv = animation->priv;
if (priv->loop != loop)
{
priv->loop = loop;
if (priv->timeline)
clutter_timeline_set_loop (priv->timeline, priv->loop);
g_object_notify (G_OBJECT (animation), "loop");
}
}
/**
* clutter_animation_get_loop:
* @animation: a #ClutterAnimation
*
* Retrieves whether @animation is looping.
*
* Return value: %TRUE if the animation is looping
*
* Since: 1.0
*/
gboolean
clutter_animation_get_loop (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE);
return animation->priv->loop;
}
/**
* clutter_animation_get_duration:
* @animation: a #ClutterAnimation
*
* Retrieves the duration of @animation, in milliseconds.
*
* Return value: the duration of the animation
*
* Since: 1.0
*/
guint
clutter_animation_get_duration (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), 0);
return animation->priv->duration;
}
/**
* clutter_animation_set_timeline:
* @animation: a #ClutterAnimation
* @timeline: a #ClutterTimeline or %NULL
*
* Sets the #ClutterTimeline used by @animation.
*
* The #ClutterAnimation:duration and #ClutterAnimation:loop properties
* will be set using the corresponding #ClutterTimeline properties as a
* side effect.
*
* If @timeline is %NULL a new #ClutterTimeline will be constructed
* using the current values of the #ClutterAnimation:duration and
* #ClutterAnimation:loop properties.
*
* Since: 1.0
*/
void
clutter_animation_set_timeline (ClutterAnimation *animation,
ClutterTimeline *timeline)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (timeline == NULL || CLUTTER_IS_TIMELINE (timeline));
priv = animation->priv;
if (timeline && priv->timeline == timeline)
return;
g_object_freeze_notify (G_OBJECT (animation));
if (priv->timeline)
{
if (priv->timeline_started_id)
g_signal_handler_disconnect (priv->timeline,
priv->timeline_started_id);
if (priv->timeline_completed_id)
g_signal_handler_disconnect (priv->timeline,
priv->timeline_completed_id);
g_object_unref (priv->timeline);
priv->timeline_started_id = 0;
priv->timeline_completed_id = 0;
priv->timeline = 0;
}
if (!timeline)
timeline = g_object_new (CLUTTER_TYPE_TIMELINE,
"duration", priv->duration,
"loop", priv->loop,
NULL);
else
{
priv->duration = clutter_timeline_get_duration (timeline);
g_object_notify (G_OBJECT (animation), "duration");
priv->loop = clutter_timeline_get_loop (timeline);
g_object_notify (G_OBJECT (animation), "loop");
}
priv->timeline = g_object_ref (timeline);
g_object_notify (G_OBJECT (animation), "timeline");
priv->timeline_started_id =
g_signal_connect (timeline, "started",
G_CALLBACK (on_timeline_started),
animation);
priv->timeline_completed_id =
g_signal_connect (timeline, "completed",
G_CALLBACK (on_timeline_completed),
animation);
g_object_thaw_notify (G_OBJECT (animation));
}
/**
* clutter_animation_get_timeline:
* @animation: a #ClutterAnimation
*
* Retrieves the #ClutterTimeline used by @animation
*
* Return value: (transfer none): the timeline used by the animation
*
* Since: 1.0
*/
ClutterTimeline *
clutter_animation_get_timeline (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
return animation->priv->timeline;
}
/**
* clutter_animation_set_alpha:
* @animation: a #ClutterAnimation
* @alpha: a #ClutterAlpha, or %NULL
*
* Sets @alpha as the #ClutterAlpha used by @animation.
*
* If @alpha is %NULL, a new #ClutterAlpha will be constructed from
* the current values of the #ClutterAnimation:mode and
* #ClutterAnimation:timeline properties.
*
* Since: 1.0
*/
void
clutter_animation_set_alpha (ClutterAnimation *animation,
ClutterAlpha *alpha)
{
ClutterAnimationPrivate *priv;
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_return_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha));
priv = animation->priv;
if (!alpha)
{
ClutterTimeline *timeline;
timeline = clutter_animation_get_timeline (animation);
alpha = clutter_alpha_new ();
clutter_alpha_set_timeline (alpha, timeline);
clutter_animation_set_mode_internal (animation, alpha);
}
g_object_ref_sink (alpha);
if (priv->alpha)
{
if (priv->alpha_notify_id)
g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id);
g_object_unref (priv->alpha);
priv->alpha_notify_id = 0;
priv->alpha = NULL;
}
priv->alpha = alpha;
priv->alpha_notify_id =
g_signal_connect (alpha, "notify::alpha",
G_CALLBACK (on_alpha_notify),
animation);
}
/**
* clutter_animation_get_alpha:
* @animation: a #ClutterAnimation
*
* Retrieves the #ClutterAlpha used by @animation.
*
* Return value: (transfer none): the alpha object used by the animation
*
* Since: 1.0
*/
ClutterAlpha *
clutter_animation_get_alpha (ClutterAnimation *animation)
{
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
return animation->priv->alpha;
}
/**
* clutter_animation_completed:
* @animation: a #ClutterAnimation
*
* Emits the ::completed signal on @animation
*
* When using this function with a #ClutterAnimation created
* by the clutter_actor_animate() family of functions, @animation
* will be unreferenced and it will not be valid anymore,
* unless g_object_ref() was called before calling this function
* or unless a reference was taken inside a handler for the
* #ClutterAnimation::completed signal
*
* Since: 1.0
*/
void
clutter_animation_completed (ClutterAnimation *animation)
{
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
g_signal_emit (animation, animation_signals[COMPLETED], 0);
}
static void
on_animation_completed (ClutterAnimation *animation)
{
CLUTTER_NOTE (ANIMATION, "Animation[%p] completed, unreferencing",
animation);
g_object_unref (animation);
}
/*
* starts the timeline
*/
static void
clutter_animation_start (ClutterAnimation *animation)
{
if (G_LIKELY (animation->priv->timeline))
clutter_timeline_start (animation->priv->timeline);
else
{
/* sanity check */
g_warning (G_STRLOC ": no timeline found, unable to start the animation");
}
}
static void
clutter_animation_setup_property (ClutterAnimation *animation,
const gchar *property_name,
const GValue *value,
GParamSpec *pspec)
{
ClutterAnimationPrivate *priv = animation->priv;
gboolean is_fixed = FALSE;
GValue real_value = { 0, };
/* fixed properties will not be animated */
if (g_str_has_prefix (property_name, "fixed::"))
{
is_fixed = TRUE;
property_name += 7; /* strlen("fixed::") */
}
if (pspec->flags & G_PARAM_CONSTRUCT_ONLY)
{
g_warning ("Cannot bind property '%s': the property is "
"construct-only",
property_name);
return;
}
if (!(pspec->flags & G_PARAM_WRITABLE))
{
g_warning ("Cannot bind property '%s': the property is "
"not writable",
property_name);
return;
}
/* initialize the real value that will be used to store the
* final state of the animation
*/
g_value_init (&real_value, G_PARAM_SPEC_VALUE_TYPE (pspec));
/* if it's not the same type of the GParamSpec value, try to
* convert it using the GValue transformation API, otherwise
* just copy it
*/
if (!g_type_is_a (G_VALUE_TYPE (value), G_VALUE_TYPE (&real_value)))
{
if (!g_value_type_compatible (G_VALUE_TYPE (value),
G_VALUE_TYPE (&real_value)) &&
!g_value_type_compatible (G_VALUE_TYPE (&real_value),
G_VALUE_TYPE (value)))
{
g_warning ("%s: Unable to convert from %s to %s for "
"the property '%s' of object %s",
G_STRLOC,
g_type_name (G_VALUE_TYPE (value)),
g_type_name (G_VALUE_TYPE (&real_value)),
property_name,
G_OBJECT_TYPE_NAME (priv->object));
g_value_unset (&real_value);
return;
}
if (!g_value_transform (value, &real_value))
{
g_warning ("%s: Unable to transform from %s to %s",
G_STRLOC,
g_type_name (G_VALUE_TYPE (value)),
g_type_name (G_VALUE_TYPE (&real_value)));
g_value_unset (&real_value);
return;
}
}
else
g_value_copy (value, &real_value);
/* create an interval and bind it to the property, in case
* it's not a fixed property, otherwise just set it
*/
if (G_LIKELY (!is_fixed))
{
ClutterInterval *interval;
GValue cur_value = { 0, };
g_value_init (&cur_value, G_PARAM_SPEC_VALUE_TYPE (pspec));
g_object_get_property (priv->object, property_name, &cur_value);
interval =
clutter_interval_new_with_values (G_PARAM_SPEC_VALUE_TYPE (pspec),
&cur_value,
&real_value);
if (!clutter_animation_has_property (animation, pspec->name))
clutter_animation_bind_property_internal (animation,
pspec,
interval);
else
clutter_animation_update_property_internal (animation,
pspec,
interval);
g_value_unset (&cur_value);
}
else
g_object_set_property (priv->object, property_name, &real_value);
g_value_unset (&real_value);
}
static void
clutter_animation_setupv (ClutterAnimation *animation,
gint n_properties,
const gchar * const properties[],
const GValue *values)
{
ClutterAnimationPrivate *priv = animation->priv;
GObjectClass *klass;
gint i;
klass = G_OBJECT_GET_CLASS (priv->object);
for (i = 0; i < n_properties; i++)
{
const gchar *property_name = properties[i];
GParamSpec *pspec;
if (g_str_has_prefix (property_name, "fixed::"))
property_name += 7; /* strlen("fixed::") */
pspec = g_object_class_find_property (klass, property_name);
if (!pspec)
{
g_warning ("Cannot bind property '%s': objects of type '%s' do "
"not have this property",
property_name,
g_type_name (G_OBJECT_TYPE (priv->object)));
break;
}
clutter_animation_setup_property (animation, property_name,
&values[i],
pspec);
}
}
static void
clutter_animation_setup_valist (ClutterAnimation *animation,
const gchar *first_property_name,
va_list var_args)
{
ClutterAnimationPrivate *priv = animation->priv;
GObjectClass *klass;
const gchar *property_name;
klass = G_OBJECT_GET_CLASS (priv->object);
property_name = first_property_name;
while (property_name != NULL)
{
GParamSpec *pspec;
GValue final = { 0, };
gchar *error = NULL;
if (g_str_has_prefix (property_name, "signal::"))
{
const gchar *signal_name = property_name + 8;
GCallback callback = va_arg (var_args, GCallback);
gpointer userdata = va_arg (var_args, gpointer);
g_signal_connect (animation, signal_name, callback, userdata);
}
else
{
if (g_str_has_prefix (property_name, "fixed::"))
property_name += 7; /* strlen("fixed::") */
pspec = g_object_class_find_property (klass, property_name);
if (!pspec)
{
g_warning ("Cannot bind property '%s': objects of type '%s' do "
"not have this property",
property_name,
g_type_name (G_OBJECT_TYPE (priv->object)));
break;
}
g_value_init (&final, G_PARAM_SPEC_VALUE_TYPE (pspec));
G_VALUE_COLLECT (&final, var_args, 0, &error);
if (error)
{
g_warning ("%s: %s", G_STRLOC, error);
g_free (error);
break;
}
clutter_animation_setup_property (animation, property_name,
&final,
pspec);
}
property_name = va_arg (var_args, gchar*);
}
}
/**
* clutter_actor_animate_with_alpha:
* @actor: a #ClutterActor
* @alpha: a #ClutterAlpha
* @first_property_name: the name of a property
* @VarArgs: a %NULL terminated list of property names and
* property values
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite behaviour given by the passed @alpha.
*
* See clutter_actor_animate() for further details.
*
* This function is useful if you want to use an existing #ClutterAlpha
* to animate @actor.
*
* Return value: (transfer none): a #ClutterAnimation object. The object is owned by the
* #ClutterActor and should not be unreferenced with g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate_with_alpha (ClutterActor *actor,
ClutterAlpha *alpha,
const gchar *first_property_name,
...)
{
ClutterAnimation *animation;
ClutterTimeline *timeline;
va_list args;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL);
g_return_val_if_fail (first_property_name != NULL, NULL);
timeline = clutter_alpha_get_timeline (alpha);
if (G_UNLIKELY (!timeline))
{
g_warning ("The passed ClutterAlpha does not have an "
"associated ClutterTimeline.");
return NULL;
}
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (G_LIKELY (!animation))
{
animation = clutter_animation_new ();
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
clutter_animation_set_timeline (animation, timeline);
clutter_animation_set_alpha (animation, alpha);
clutter_animation_set_object (animation, G_OBJECT (actor));
va_start (args, first_property_name);
clutter_animation_setup_valist (animation, first_property_name, args);
va_end (args);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animate_with_timeline:
* @actor: a #ClutterActor
* @mode: an animation mode logical id
* @timeline: a #ClutterTimeline
* @first_property_name: the name of a property
* @VarArgs: a %NULL terminated list of property names and
* property values
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite duration given by @timeline and a speed given by the @mode.
*
* See clutter_actor_animate() for further details.
*
* This function is useful if you want to use an existing timeline
* to animate @actor.
*
* Return value: (transfer none): a #ClutterAnimation object. The object is
* owned by the #ClutterActor and should not be unreferenced with
* g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate_with_timeline (ClutterActor *actor,
gulong mode,
ClutterTimeline *timeline,
const gchar *first_property_name,
...)
{
ClutterAnimation *animation;
va_list args;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
g_return_val_if_fail (first_property_name != NULL, NULL);
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (G_LIKELY (!animation))
{
animation = clutter_animation_new ();
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
clutter_animation_set_timeline (animation, timeline);
clutter_animation_set_alpha (animation, NULL);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_object (animation, G_OBJECT (actor));
va_start (args, first_property_name);
clutter_animation_setup_valist (animation, first_property_name, args);
va_end (args);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animate:
* @actor: a #ClutterActor
* @mode: an animation mode logical id
* @duration: duration of the animation, in milliseconds
* @first_property_name: the name of a property
* @VarArgs: a %NULL terminated list of property names and
* property values
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite duration and a speed given by the @mode.
*
* For example, this:
*
* |[
* clutter_actor_animate (rectangle, CLUTTER_LINEAR, 250,
* "width", 100,
* "height", 100,
* NULL);
* ]|
*
* will make width and height properties of the #ClutterActor "rectangle"
* grow linearly between the current value and 100 pixels, in 250 milliseconds.
*
* The animation @mode is a logical id, either from the #ClutterAnimationMode
* enumeration of from clutter_alpha_register_func().
*
* All the properties specified will be animated between the current value
* and the final value. If a property should be set at the beginning of
* the animation but not updated during the animation, it should be prefixed
* by the "fixed::" string, for instance:
*
* |[
* clutter_actor_animate (actor, CLUTTER_EASE_IN, 100,
* "rotation-angle-z", 360,
* "fixed::rotation-center-z", &amp;center,
* NULL);
* ]|
*
* Will animate the "rotation-angle-z" property between the current value
* and 360 degrees, and set the "rotation-center-z" property to the fixed
* value of the #ClutterVertex "center".
*
* This function will implicitly create a #ClutterAnimation object which
* will be assigned to the @actor and will be returned to the developer
* to control the animation or to know when the animation has been
* completed.
*
* If a name argument starts with "signal::" the two following arguments
* are used as callback function and userdata for a signal handler installed
* on the #ClutterAnimation object for the specified signal name, for
* instance:
*
* |[
*
* static void
* on_animation_completed (ClutterAnimation *animation,
* ClutterActor *actor)
* {
* clutter_actor_hide (actor);
* }
*
* clutter_actor_animate (actor, CLUTTER_EASE_IN, 100,
* "opacity", 0,
* "signal::completed", on_animation_completed, actor,
* NULL);
* ]|
*
* Calling this function on an actor that is already being animated
* will cause the current animation to change with the new final values,
* the new easing mode and the new duration - that is, this code:
*
* |[
* clutter_actor_animate (actor, CLUTTER_LINEAR, 250,
* "width", 100,
* "height", 100,
* NULL);
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500,
* "x", 100,
* "y", 100,
* "width", 200,
* NULL);
* ]|
*
* is the equivalent of:
*
* |[
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500,
* "x", 100,
* "y", 100,
* "width", 200,
* "height", 100,
* NULL);
* ]|
*
* <note>Unless the animation is looping, it will become invalid as soon
* as it is complete. To avoid this, you should keep a reference on the
* returned value using g_object_ref(). If you want to keep the animation
* alive across multiple cycles, you also have to add a reference each
* time the #ClutterAnimation::completed signal is emitted.</note>
*
* Since the created #ClutterAnimation instance attached to @actor
* is guaranteed to be valid throughout the #ClutterAnimation::completed
* signal emission chain, you will not be able to create a new animation
* using clutter_actor_animate() on the same @actor from within the
* #ClutterAnimation::completed signal handler. Instead, you should use
* clutter_threads_add_idle() to install an idle handler and call
* clutter_actor_animate() in the handler, for instance:
*
* |[
* static gboolean
* queue_animation (gpointer data)
* {
* ClutterActor *actor = data;
*
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250,
* "width", 200,
* "height", 200,
* NULL);
*
* return FALSE;
* }
*
* static void
* on_animation_completed (ClutterAnimation *animation)
* {
* clutter_threads_add_idle (queue_animation,
* clutter_animation_get_object (animation));
* }
*
* ...
* animation = clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250,
* "x", 100,
* "y", 100,
* NULL);
* g_signal_connect (animation, "completed",
* G_CALLBACK (on_animation_completed),
* NULL);
* ...
* ]|
*
* Return value: (transfer none): a #ClutterAnimation object. The object is
* owned by the #ClutterActor and should not be unreferenced with
* g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate (ClutterActor *actor,
gulong mode,
guint duration,
const gchar *first_property_name,
...)
{
ClutterAnimation *animation;
va_list args;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL);
g_return_val_if_fail (duration > 0, NULL);
g_return_val_if_fail (first_property_name != NULL, NULL);
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (G_LIKELY (!animation))
{
/* if there is no animation already attached to the actor,
* create one and set up the timeline and alpha using the
* current values for duration, mode and loop
*/
animation = clutter_animation_new ();
clutter_animation_set_timeline (animation, NULL);
clutter_animation_set_alpha (animation, NULL);
clutter_animation_set_object (animation, G_OBJECT (actor));
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
/* force the update of duration and mode using the new
* values coming from the parameters of this function
*/
clutter_animation_set_duration (animation, duration);
clutter_animation_set_mode (animation, mode);
va_start (args, first_property_name);
clutter_animation_setup_valist (animation, first_property_name, args);
va_end (args);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animatev:
* @actor: a #ClutterActor
* @mode: an animation mode logical id
* @duration: duration of the animation, in milliseconds
* @n_properties: number of property names and values
* @properties: (array length=n_properties): a vector containing the
* property names to set
* @values: (array length=n_properies): a vector containing the
* property values to set
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite duration and a speed given by the @mode.
*
* This is the vector-based variant of clutter_actor_animate(), useful
* for language bindings.
*
* <warning>Unlike clutter_actor_animate(), this function will not
* allow you to specify "signal::" names and callbacks.</warning>
*
* Return value: (transfer none): a #ClutterAnimation object. The object is
* owned by the #ClutterActor and should not be unreferenced with
* g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animatev (ClutterActor *actor,
gulong mode,
guint duration,
gint n_properties,
const gchar * const properties[],
const GValue *values)
{
ClutterAnimation *animation;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL);
g_return_val_if_fail (duration > 0, NULL);
g_return_val_if_fail (properties != NULL, NULL);
g_return_val_if_fail (values != NULL, NULL);
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (G_LIKELY (!animation))
{
/* if there is no animation already attached to the actor,
* create one and set up the timeline and alpha using the
* current values for duration, mode and loop
*/
animation = clutter_animation_new ();
clutter_animation_set_timeline (animation, NULL);
clutter_animation_set_alpha (animation, NULL);
clutter_animation_set_object (animation, G_OBJECT (actor));
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
/* force the update of duration and mode using the new
* values coming from the parameters of this function
*/
clutter_animation_set_duration (animation, duration);
clutter_animation_set_mode (animation, mode);
clutter_animation_setupv (animation, n_properties, properties, values);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animate_with_timelinev:
* @actor: a #ClutterActor
* @mode: an animation mode logical id
* @timeline: a #ClutterTimeline
* @n_properties: number of property names and values
* @properties: (array length=n_properties): a vector containing the
* property names to set
* @values: (array length=n_properies): a vector containing the
* property values to set
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite duration given by @timeline and a speed given by the @mode.
*
* See clutter_actor_animate() for further details.
*
* This function is useful if you want to use an existing timeline
* to animate @actor.
*
* This is the vector-based variant of clutter_actor_animate_with_timeline(),
* useful for language bindings.
*
* <warning>Unlike clutter_actor_animate_with_timeline(), this function
* will not allow you to specify "signal::" names and callbacks.</warning>
*
* Return value: (transfer none): a #ClutterAnimation object. The object is
* owned by the #ClutterActor and should not be unreferenced with
* g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate_with_timelinev (ClutterActor *actor,
gulong mode,
ClutterTimeline *timeline,
gint n_properties,
const gchar * const properties[],
const GValue *values)
{
ClutterAnimation *animation;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
g_return_val_if_fail (properties != NULL, NULL);
g_return_val_if_fail (values != NULL, NULL);
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (G_LIKELY (!animation))
{
animation = clutter_animation_new ();
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
clutter_animation_set_timeline (animation, timeline);
clutter_animation_set_alpha (animation, NULL);
clutter_animation_set_mode (animation, mode);
clutter_animation_set_object (animation, G_OBJECT (actor));
clutter_animation_setupv (animation, n_properties, properties, values);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_animate_with_alphav:
* @actor: a #ClutterActor
* @alpha: a #ClutterAlpha
* @n_properties: number of property names and values
* @properties: (array length=n_properties): a vector containing the
* property names to set
* @values: (array length=n_properies): a vector containing the
* property values to set
*
* Animates the given list of properties of @actor between the current
* value for each property and a new final value. The animation has a
* definite behaviour given by the passed @alpha.
*
* See clutter_actor_animate() for further details.
*
* This function is useful if you want to use an existing #ClutterAlpha
* to animate @actor.
*
* This is the vector-based variant of clutter_actor_animate_with_alpha(),
* useful for language bindings.
*
* <warning>Unlike clutter_actor_animate_with_alpha(), this function will
* not allow you to specify "signal::" names and callbacks.</warning>
*
* Return value: (transfer none): a #ClutterAnimation object. The object is owned by the
* #ClutterActor and should not be unreferenced with g_object_unref()
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_animate_with_alphav (ClutterActor *actor,
ClutterAlpha *alpha,
gint n_properties,
const gchar * const properties[],
const GValue *values)
{
ClutterAnimation *animation;
ClutterTimeline *timeline;
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL);
g_return_val_if_fail (properties != NULL, NULL);
g_return_val_if_fail (values != NULL, NULL);
timeline = clutter_alpha_get_timeline (alpha);
if (G_UNLIKELY (!timeline))
{
g_warning ("The passed ClutterAlpha does not have an "
"associated ClutterTimeline.");
return NULL;
}
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
if (G_LIKELY (!animation))
{
animation = clutter_animation_new ();
g_signal_connect (animation, "completed",
G_CALLBACK (on_animation_completed),
NULL);
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
}
else
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
clutter_animation_set_timeline (animation, timeline);
clutter_animation_set_alpha (animation, alpha);
clutter_animation_set_object (animation, G_OBJECT (actor));
clutter_animation_setupv (animation, n_properties, properties, values);
clutter_animation_start (animation);
return animation;
}
/**
* clutter_actor_get_animation:
* @actor: a #ClutterActor
*
* Retrieves the #ClutterAnimation used by @actor, if clutter_actor_animate()
* has been called on @actor.
*
* Return value: (transfer none): a #ClutterAnimation, or %NULL
*
* Since: 1.0
*/
ClutterAnimation *
clutter_actor_get_animation (ClutterActor *actor)
{
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
return g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
}