213e38c2ef
Arrow notation is great, use it consistently through-out the code base to bind `this` to anonymous functions, replacing the more overbose Lang.bind(this, function() {}). https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/23
231 lines
7.6 KiB
JavaScript
231 lines
7.6 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const Clutter = imports.gi.Clutter;
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const GLib = imports.gi.GLib;
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const Gtk = imports.gi.Gtk;
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const Lang = imports.lang;
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const Mainloop = imports.mainloop;
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const Shell = imports.gi.Shell;
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const St = imports.gi.St;
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const Signals = imports.signals;
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const Tweener = imports.tweener.tweener;
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// This is a wrapper around imports.tweener.tweener that adds a bit of
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// Clutter integration. If the tweening target is a Clutter.Actor, then
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// the tweenings will automatically be removed if the actor is destroyed.
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// ActionScript Tweener methods that imports.tweener.tweener doesn't
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// currently implement: getTweens, getVersion, registerTransition,
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// setTimeScale, updateTime.
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// imports.tweener.tweener methods that we don't re-export:
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// pauseAllTweens, removeAllTweens, resumeAllTweens. (It would be hard
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// to clean up properly after removeAllTweens, and also, any code that
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// calls any of these is almost certainly wrong anyway, because they
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// affect the entire application.)
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// Called from Main.start
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function init() {
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Tweener.setFrameTicker(new ClutterFrameTicker());
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}
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function addCaller(target, tweeningParameters) {
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_wrapTweening(target, tweeningParameters);
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Tweener.addCaller(target, tweeningParameters);
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}
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function addTween(target, tweeningParameters) {
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_wrapTweening(target, tweeningParameters);
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Tweener.addTween(target, tweeningParameters);
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}
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function _wrapTweening(target, tweeningParameters) {
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let state = _getTweenState(target);
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if (!state.destroyedId) {
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if (target instanceof Clutter.Actor) {
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state.actor = target;
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state.destroyedId = target.connect('destroy', _actorDestroyed);
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} else if (target.actor && target.actor instanceof Clutter.Actor) {
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state.actor = target.actor;
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state.destroyedId = target.actor.connect('destroy', () => { _actorDestroyed(target); });
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}
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}
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if (!Gtk.Settings.get_default().gtk_enable_animations) {
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tweeningParameters['time'] = 0.000001;
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tweeningParameters['delay'] = 0.000001;
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}
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_addHandler(target, tweeningParameters, 'onComplete', _tweenCompleted);
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}
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function _getTweenState(target) {
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// If we were paranoid, we could keep a plist mapping targets to
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// states... but we're not that paranoid.
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if (!target.__ShellTweenerState)
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target.__ShellTweenerState = {};
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return target.__ShellTweenerState;
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}
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function _resetTweenState(target) {
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let state = target.__ShellTweenerState;
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if (state) {
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if (state.destroyedId)
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state.actor.disconnect(state.destroyedId);
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}
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target.__ShellTweenerState = {};
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}
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function _addHandler(target, params, name, handler) {
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if (params[name]) {
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let oldHandler = params[name];
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let oldScope = params[name + 'Scope'];
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let oldParams = params[name + 'Params'];
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let eventScope = oldScope ? oldScope : target;
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params[name] = () => {
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oldHandler.apply(eventScope, oldParams);
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handler(target);
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};
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} else
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params[name] = () => { handler(target); };
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}
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function _actorDestroyed(target) {
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_resetTweenState(target);
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Tweener.removeTweens(target);
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}
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function _tweenCompleted(target) {
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if (!isTweening(target))
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_resetTweenState(target);
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}
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function getTweenCount(scope) {
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return Tweener.getTweenCount(scope);
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}
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// imports.tweener.tweener doesn't provide this method (which exists
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// in the ActionScript version) but it's easy to implement.
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function isTweening(scope) {
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return Tweener.getTweenCount(scope) != 0;
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}
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function removeTweens(scope) {
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if (Tweener.removeTweens.apply(null, arguments)) {
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// If we just removed the last active tween, clean up
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if (Tweener.getTweenCount(scope) == 0)
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_tweenCompleted(scope);
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return true;
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} else
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return false;
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}
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function pauseTweens() {
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return Tweener.pauseTweens.apply(null, arguments);
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}
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function resumeTweens() {
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return Tweener.resumeTweens.apply(null, arguments);
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}
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function registerSpecialProperty(name, getFunction, setFunction,
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parameters, preProcessFunction) {
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Tweener.registerSpecialProperty(name, getFunction, setFunction,
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parameters, preProcessFunction);
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}
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function registerSpecialPropertyModifier(name, modifyFunction, getFunction) {
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Tweener.registerSpecialPropertyModifier(name, modifyFunction, getFunction);
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}
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function registerSpecialPropertySplitter(name, splitFunction, parameters) {
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Tweener.registerSpecialPropertySplitter(name, splitFunction, parameters);
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}
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// The 'FrameTicker' object is an object used to feed new frames to
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// Tweener so it can update values and redraw. The default frame
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// ticker for Tweener just uses a simple timeout at a fixed frame rate
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// and has no idea of "catching up" by dropping frames.
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//
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// We substitute it with custom frame ticker here that connects
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// Tweener to a Clutter.TimeLine. Now, Clutter.Timeline itself isn't a
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// whole lot more sophisticated than a simple timeout at a fixed frame
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// rate, but at least it knows how to drop frames. (See
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// HippoAnimationManager for a more sophisticated view of continous
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// time updates; even better is to pay attention to the vertical
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// vblank and sync to that when possible.)
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//
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var ClutterFrameTicker = new Lang.Class({
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Name: 'ClutterFrameTicker',
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FRAME_RATE : 60,
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_init() {
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// We don't have a finite duration; tweener will tell us to stop
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// when we need to stop, so use 1000 seconds as "infinity", and
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// set the timeline to loop. Doing this means we have to track
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// time ourselves, since clutter timeline's time will cycle
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// instead of strictly increase.
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this._timeline = new Clutter.Timeline({ duration: 1000*1000 });
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this._timeline.set_loop(true);
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this._startTime = -1;
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this._currentTime = -1;
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this._timeline.connect('new-frame', (timeline, frame) => {
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this._onNewFrame(frame);
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});
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let perf_log = Shell.PerfLog.get_default();
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perf_log.define_event("tweener.framePrepareStart",
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"Start of a new animation frame",
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"");
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perf_log.define_event("tweener.framePrepareDone",
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"Finished preparing frame",
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"");
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},
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_onNewFrame(frame) {
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// If there is a lot of setup to start the animation, then
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// first frame number we get from clutter might be a long ways
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// into the animation (or the animation might even be done).
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// That looks bad, so we always start at the first frame of the
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// animation then only do frame dropping from there.
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if (this._startTime < 0)
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this._startTime = GLib.get_monotonic_time() / 1000.0;
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// currentTime is in milliseconds
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let perf_log = Shell.PerfLog.get_default();
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this._currentTime = GLib.get_monotonic_time() / 1000.0 - this._startTime;
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perf_log.event("tweener.framePrepareStart");
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this.emit('prepare-frame');
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perf_log.event("tweener.framePrepareDone");
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},
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getTime() {
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return this._currentTime;
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},
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start() {
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if (St.get_slow_down_factor() > 0)
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Tweener.setTimeScale(1 / St.get_slow_down_factor());
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this._timeline.start();
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global.begin_work();
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},
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stop() {
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this._timeline.stop();
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this._startTime = -1;
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this._currentTime = -1;
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global.end_work();
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}
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});
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Signals.addSignalMethods(ClutterFrameTicker.prototype);
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