mutter/clutter/clutter-effect.c

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/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
* Jorn Baayen <jorn@openedhand.com>
* Emmanuele Bassi <ebassi@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-effect
* @short_description: Utility Class for basic visual effects
*
* The #ClutterEffectTemplate class provides a simple API for applying
* pre-defined effects to a single actor. It works as a wrapper around
* the #ClutterBehaviour objects
*
* Since: 0.4
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <math.h>
#include "clutter-alpha.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-private.h"
#include "clutter-debug.h"
#include "clutter-behaviour-bspline.h"
#include "clutter-behaviour-depth.h"
#include "clutter-behaviour-ellipse.h"
#include "clutter-behaviour-opacity.h"
#include "clutter-behaviour-path.h"
#include "clutter-behaviour-rotate.h"
#include "clutter-behaviour-scale.h"
#include "clutter-effect.h"
typedef struct ClutterEffectClosure
{
ClutterActor *actor;
ClutterTimeline *timeline;
ClutterAlpha *alpha;
ClutterBehaviour *behave;
gulong signal_id;
ClutterEffectCompleteFunc completed_func;
gpointer completed_data;
ClutterEffectTemplate *template;
}
ClutterEffectClosure;
G_DEFINE_TYPE (ClutterEffectTemplate, clutter_effect_template, G_TYPE_OBJECT);
#define EFFECT_TEMPLATE_PRIVATE(o) \
(G_TYPE_INSTANCE_GET_PRIVATE ((o), \
CLUTTER_TYPE_EFFECT_TEMPLATE, \
ClutterEffectTemplatePrivate))
struct _ClutterEffectTemplatePrivate
{
ClutterTimeline *timeline;
gboolean do_clone;
ClutterAlphaFunc alpha_func;
gpointer alpha_data;
GDestroyNotify alpha_notify;
};
enum
{
PROP_0,
PROP_ALPHA_FUNC,
PROP_TIMELINE,
PROP_DO_CLONE
};
static void
clutter_effect_template_finalize (GObject *gobject)
{
ClutterEffectTemplate *template = CLUTTER_EFFECT_TEMPLATE (gobject);
ClutterEffectTemplatePrivate *priv = template->priv;
if (priv->alpha_notify)
{
priv->alpha_notify (priv->alpha_data);
priv->alpha_notify = NULL;
}
priv->alpha_data = NULL;
priv->alpha_func = NULL;
G_OBJECT_CLASS (clutter_effect_template_parent_class)->finalize (gobject);
}
static void
clutter_effect_template_dispose (GObject *object)
{
ClutterEffectTemplate *template;
ClutterEffectTemplatePrivate *priv;
template = CLUTTER_EFFECT_TEMPLATE (object);
priv = template->priv;
if (priv->timeline)
{
g_object_unref (priv->timeline);
priv->timeline = NULL;
}
G_OBJECT_CLASS (clutter_effect_template_parent_class)->dispose (object);
}
static void
clutter_effect_template_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterEffectTemplate *template;
ClutterEffectTemplatePrivate *priv;
template = CLUTTER_EFFECT_TEMPLATE (object);
priv = template->priv;
switch (prop_id)
{
case PROP_ALPHA_FUNC:
priv->alpha_func = g_value_get_pointer (value);
break;
case PROP_TIMELINE:
priv->timeline = g_value_get_object (value);
g_object_ref(priv->timeline);
break;
case PROP_DO_CLONE:
clutter_effect_template_set_timeline_clone (template,
g_value_get_boolean (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_effect_template_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterEffectTemplate *template;
ClutterEffectTemplatePrivate *priv;
template = CLUTTER_EFFECT_TEMPLATE (object);
priv = template->priv;
switch (prop_id)
{
case PROP_ALPHA_FUNC:
g_value_set_pointer (value, priv->alpha_func);
break;
case PROP_TIMELINE:
g_value_set_object (value, priv->timeline);
break;
case PROP_DO_CLONE:
g_value_set_boolean (value, priv->do_clone);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_effect_template_class_init (ClutterEffectTemplateClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
g_type_class_add_private (klass, sizeof (ClutterEffectTemplatePrivate));
object_class->finalize = clutter_effect_template_finalize;
object_class->dispose = clutter_effect_template_dispose;
object_class->set_property = clutter_effect_template_set_property;
object_class->get_property = clutter_effect_template_get_property;
/**
* ClutterEffectTemplate:alpha-func:
*
* #ClutterAlphaFunc to be used by the template
*
* Since: 0.4
*/
g_object_class_install_property
(object_class,
PROP_ALPHA_FUNC,
g_param_spec_pointer ("alpha-func",
"Alpha-Function",
"Alpha reference Function",
G_PARAM_CONSTRUCT_ONLY |
CLUTTER_PARAM_READWRITE));
/**
* ClutterEffectTemplate:timeline:
*
* #ClutterTimeline to be used by the template
*
* Since: 0.4
*/
g_object_class_install_property
(object_class,
PROP_TIMELINE,
g_param_spec_object ("timeline",
"Timeline",
"Timeline to use as a reference for the Template",
CLUTTER_TYPE_TIMELINE,
G_PARAM_CONSTRUCT_ONLY |
CLUTTER_PARAM_READWRITE));
/**
* ClutterEffectTemplate:clone:
*
* Controls if effects should clone or reference the templated timeline
*
* Since: 0.6
*/
g_object_class_install_property
(object_class,
PROP_DO_CLONE,
g_param_spec_boolean ("clone",
"Clone",
"controls if effects should clone or reference the templated timeline",
TRUE,
G_PARAM_CONSTRUCT |
CLUTTER_PARAM_READWRITE));
}
static void
clutter_effect_template_init (ClutterEffectTemplate *self)
{
self->priv = EFFECT_TEMPLATE_PRIVATE (self);
self->priv->do_clone = TRUE;
}
static void
clutter_effect_template_set_alpha_func (ClutterEffectTemplate *self,
ClutterAlphaFunc alpha_func,
gpointer alpha_data,
GDestroyNotify alpha_notify)
{
ClutterEffectTemplatePrivate *priv;
priv = self->priv;
if (priv->alpha_notify)
{
priv->alpha_notify (priv->alpha_data);
priv->alpha_notify = NULL;
}
priv->alpha_data = alpha_data;
priv->alpha_notify = alpha_notify;
priv->alpha_func = alpha_func;
}
/**
* clutter_effect_template_set_timeline_clone:
* @template_: A #ClutterEffectTemplate
* @setting: A boolean indicating if effects should clone the timeline.
*
* Sets if effects using this template should make a copy of the
* templates timeline (default) or reference the effects timeline.
*
* Since: 0.6
*/
void
clutter_effect_template_set_timeline_clone (ClutterEffectTemplate *template_,
gboolean setting)
{
g_return_if_fail (CLUTTER_IS_EFFECT_TEMPLATE (template_));
if (template_->priv->do_clone != setting)
{
template_->priv->do_clone = setting;
g_object_notify (G_OBJECT (template_), "clone");
}
}
/**
* clutter_effect_template_get_timeline_clone:
* @template_: A #ClutterEffectTemplate
*
* Gets whether timelines should be cloned when creating a new
* effect or just referenced.
*
* Return value: %TRUE if the templates timeline is to be cloned.
*
* Since: 0.6
*/
gboolean
clutter_effect_template_get_timeline_clone (ClutterEffectTemplate *template_)
{
g_return_val_if_fail (CLUTTER_IS_EFFECT_TEMPLATE (template_), FALSE);
return template_->priv->do_clone;
}
/**
* clutter_effect_template_new:
* @timeline: A #ClutterTimeline for the template (will be cloned)
* @alpha_func: An alpha func to use for the template.
*
* Creates a new #ClutterEffectTemplate, to be used with the effects API.
*
* A #ClutterEffectTemplate binds a timeline and an alpha function and can
* be used as a template for multiple calls of clutter_effect_fade(),
* clutter_effect_move() and clutter_effect_scale().
*
* This API is intended for simple animations involving a single actor;
* for more complex animations, you should see #ClutterBehaviour and the
* derived classes.
*
* Return value: a #ClutterEffectTemplate
*
* Since: 0.4
*/
ClutterEffectTemplate*
clutter_effect_template_new (ClutterTimeline *timeline,
ClutterAlphaFunc alpha_func)
{
ClutterEffectTemplate *retval;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
g_return_val_if_fail (alpha_func != NULL, NULL);
retval = g_object_new (CLUTTER_TYPE_EFFECT_TEMPLATE,
"timeline", timeline,
NULL);
clutter_effect_template_set_alpha_func (retval, alpha_func, NULL, NULL);
return retval;
}
/**
* clutter_effect_template_new_full:
* @timeline: a #ClutterTimeline
* @alpha_func: an alpha function to use for the template
* @user_data: data to be passed to the alpha function, or %NULL
* @notify: function to be called when disposing the alpha function's use
* data, or %NULL
*
* Creates a new #ClutterEffectTemplate, to be used with the effects API.
*
* A #ClutterEffectTemplate binds a timeline and an alpha function and can
* be used as a template for multiple calls of clutter_effect_fade(),
* clutter_effect_move() and clutter_effect_scale().
*
* This API is intended for simple animations involving a single actor;
* for more complex animations, you should see #ClutterBehaviour and the
* derived classes.
*
* This function is intended for language bindings only: if @notify is
* not %NULL it will be called to dispose of @user_data.
*
* Return value: the newly created #ClutterEffectTemplate object
*
* Since: 0.4
*/
ClutterEffectTemplate *
clutter_effect_template_new_full (ClutterTimeline *timeline,
ClutterAlphaFunc alpha_func,
gpointer user_data,
GDestroyNotify notify)
{
ClutterEffectTemplate *retval;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
g_return_val_if_fail (alpha_func != NULL, NULL);
retval = g_object_new (CLUTTER_TYPE_EFFECT_TEMPLATE,
"timeline", timeline,
NULL);
clutter_effect_template_set_alpha_func (retval, alpha_func, user_data, notify);
return retval;
}
static void
clutter_effect_closure_destroy (ClutterEffectClosure *c)
{
g_signal_handler_disconnect (c->timeline, c->signal_id);
clutter_behaviour_remove (c->behave, c->actor);
g_object_unref (c->actor);
g_object_unref (c->template);
g_object_unref (c->behave);
g_object_unref (c->timeline);
g_slice_free (ClutterEffectClosure, c);
}
static ClutterEffectClosure *
clutter_effect_closure_new (ClutterEffectTemplate *template,
ClutterActor *actor,
GCallback complete)
{
ClutterEffectClosure *c;
ClutterEffectTemplatePrivate *priv = EFFECT_TEMPLATE_PRIVATE(template);
c = g_slice_new0(ClutterEffectClosure);
g_object_ref (actor);
g_object_ref (template);
c->template = template;
c->actor = actor;
if (clutter_effect_template_get_timeline_clone (template))
c->timeline = clutter_timeline_clone (priv->timeline);
else
{
c->timeline = priv->timeline;
g_object_ref (priv->timeline);
}
c->alpha = clutter_alpha_new_full (c->timeline,
priv->alpha_func,
priv->alpha_data,
NULL);
c->signal_id =
g_signal_connect (c->timeline, "completed", G_CALLBACK (complete), c);
return c;
}
static void
on_effect_complete (ClutterTimeline *timeline,
gpointer user_data)
{
ClutterEffectClosure *c = (ClutterEffectClosure*)user_data;
if (c->completed_func)
c->completed_func (c->actor, c->completed_data);
clutter_effect_closure_destroy (c);
}
/**
* clutter_effect_fade:
* @template_: A #ClutterEffectTemplate
* @actor: A #ClutterActor to apply the effect to.
* @start_opacity: Initial opacity value to apply to actor
* @end_opacity: Final opacity value to apply to actor
* @completed_func: A #ClutterEffectCompleteFunc to call on effect
* completion or %NULL
* @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc
* or %NULL
*
* Simple effect for fading a single #ClutterActor.
*
* Return value: a #ClutterTimeline for the effect. Will be unrefed by
* the effect when completed.
*
* Since: 0.4
*/
ClutterTimeline *
clutter_effect_fade (ClutterEffectTemplate *template_,
ClutterActor *actor,
guint8 start_opacity,
guint8 end_opacity,
ClutterEffectCompleteFunc completed_func,
gpointer completed_data)
{
ClutterEffectClosure *c;
c = clutter_effect_closure_new (template_,
actor,
G_CALLBACK (on_effect_complete));
c->completed_func = completed_func;
c->completed_data = completed_data;
clutter_actor_set_opacity (actor, start_opacity);
c->behave = clutter_behaviour_opacity_new (c->alpha,
start_opacity,
end_opacity);
clutter_behaviour_apply (c->behave, actor);
clutter_timeline_start (c->timeline);
return c->timeline;
}
/**
* clutter_effect_depth:
* @template_: A #ClutterEffectTemplate
* @actor: A #ClutterActor to apply the effect to.
* @start_depth: Initial depth value to apply to actor
* @end_depth: Final depth value to apply to actor
* @completed_func: A #ClutterEffectCompleteFunc to call on effect
* completion or %NULL
* @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc
* or %NULL
*
* Simple effect for changing the depth of a single #ClutterActor.
*
* Return value: a #ClutterTimeline for the effect. Will be unrefed by
* the effect when completed.
*
* Since: 0.4
*/
ClutterTimeline *
clutter_effect_depth (ClutterEffectTemplate *template_,
ClutterActor *actor,
gint start_depth,
gint end_depth,
ClutterEffectCompleteFunc completed_func,
gpointer completed_data)
{
ClutterEffectClosure *c;
c = clutter_effect_closure_new (template_,
actor,
G_CALLBACK (on_effect_complete));
c->completed_func = completed_func;
c->completed_data = completed_data;
c->behave = clutter_behaviour_depth_new (c->alpha, start_depth, end_depth);
clutter_behaviour_apply (c->behave, actor);
clutter_timeline_start (c->timeline);
return c->timeline;
}
/**
* clutter_effect_move:
* @template_: A #ClutterEffectTemplate
* @actor: A #ClutterActor to apply the effect to.
* @knots: An array of #ClutterKnots representing path for the actor
* @n_knots: Number of #ClutterKnots in passed array.
* @completed_func: A #ClutterEffectCompleteFunc to call on effect
* completion or %NULL
* @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc
* or %NULL
*
* Simple effect for moving a single #ClutterActor along a path.
*
* Return value: a #ClutterTimeline for the effect. Will be unreferenced by
* the effect when completed.
*
* Since: 0.4
*/
ClutterTimeline *
clutter_effect_move (ClutterEffectTemplate *template_,
ClutterActor *actor,
const ClutterKnot *knots,
guint n_knots,
ClutterEffectCompleteFunc completed_func,
gpointer completed_data)
{
ClutterEffectClosure *c;
c = clutter_effect_closure_new (template_,
actor,
G_CALLBACK (on_effect_complete));
c->completed_func = completed_func;
c->completed_data = completed_data;
if (n_knots)
clutter_actor_set_position (actor, knots[0].x, knots[0].y);
c->behave = clutter_behaviour_path_new (c->alpha, knots, n_knots);
clutter_behaviour_apply (c->behave, actor);
clutter_timeline_start (c->timeline);
return c->timeline;
}
/**
* clutter_effect_scale:
* @template_: A #ClutterEffectTemplate
* @actor: A #ClutterActor to apply the effect to.
* @scale_begin: Initial scale factor to apply to actor
* @scale_end: Final scale factor to apply to actor
* @gravity: A #ClutterGravity for the scale.
* @completed_func: A #ClutterEffectCompleteFunc to call on effect
* completion or NULL
* @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc
* or NULL
*
* Simple effect for scaling a single #ClutterActor.
*
* Return value: a #ClutterTimeline for the effect. Will be unreferenced by
* the effect when completed.
*
* Since: 0.4
*/
ClutterTimeline *
clutter_effect_scale (ClutterEffectTemplate *template_,
ClutterActor *actor,
gdouble scale_begin,
gdouble scale_end,
ClutterGravity gravity,
ClutterEffectCompleteFunc completed_func,
gpointer completed_data)
{
ClutterEffectClosure *c;
c = clutter_effect_closure_new (template_,
actor,
G_CALLBACK (on_effect_complete));
c->completed_func = completed_func;
c->completed_data = completed_data;
clutter_actor_set_scale_with_gravity (actor,
scale_begin, scale_begin, gravity);
c->behave = clutter_behaviour_scale_new (c->alpha,
scale_begin,
scale_end,
gravity);
clutter_behaviour_apply (c->behave, actor);
clutter_timeline_start (c->timeline);
return c->timeline;
}
/**
* clutter_effect_rotate_x:
* @template_: A #ClutterEffectTemplate
* @actor: A #ClutterActor to apply the effect to.
* @angle_begin: Initial angle to apply to actor
* @angle_end: Final angle to apply to actor
* @center_y: Position on Y axis to rotate about.
* @center_z: Position on Z axis to rotate about.
* @direction: A #ClutterRotateDirection for the rotation.
* @completed_func: A #ClutterEffectCompleteFunc to call on effect
* completion or NULL
* @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc
* or NULL
*
* Simple effect for rotating a single #ClutterActor about x axis.
*
* Return value: a #ClutterTimeline for the effect. Will be unreferenced by
* the effect when completed.
*
* Since: 0.4
*/
ClutterTimeline *
clutter_effect_rotate_x (ClutterEffectTemplate *template_,
ClutterActor *actor,
gdouble angle_begin,
gdouble angle_end,
gint center_y,
gint center_z,
ClutterRotateDirection direction,
ClutterEffectCompleteFunc completed_func,
gpointer completed_data)
{
ClutterEffectClosure *c;
c = clutter_effect_closure_new (template_,
actor,
G_CALLBACK (on_effect_complete));
c->completed_func = completed_func;
c->completed_data = completed_data;
clutter_actor_rotate_x (actor, angle_begin, center_y, center_y);
c->behave = clutter_behaviour_rotate_new (c->alpha,
CLUTTER_X_AXIS,
direction,
angle_begin,
angle_end);
g_object_set (c->behave,
"center-y", center_y,
"center-z", center_z,
NULL);
clutter_behaviour_apply (c->behave, actor);
clutter_timeline_start (c->timeline);
return c->timeline;
}
/**
* clutter_effect_rotate_y:
* @template_: A #ClutterEffectTemplate
* @actor: A #ClutterActor to apply the effect to.
* @angle_begin: Initial angle to apply to actor
* @angle_end: Final angle to apply to actor
* @center_x: Position on X axis to rotate about.
* @center_z: Position on Z axis to rotate about.
* @direction: A #ClutterRotateDirection for the rotation.
* @completed_func: A #ClutterEffectCompleteFunc to call on effect
* completion or NULL
* @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc
* or NULL
*
* Simple effect for rotating a single #ClutterActor about y axis.
*
* Return value: a #ClutterTimeline for the effect. Will be unreferenced by
* the effect when completed.
*
* Since: 0.4
*/
ClutterTimeline *
clutter_effect_rotate_y (ClutterEffectTemplate *template_,
ClutterActor *actor,
gdouble angle_begin,
gdouble angle_end,
gint center_x,
gint center_z,
ClutterRotateDirection direction,
ClutterEffectCompleteFunc completed_func,
gpointer completed_data)
{
ClutterEffectClosure *c;
c = clutter_effect_closure_new (template_,
actor,
G_CALLBACK (on_effect_complete));
c->completed_func = completed_func;
c->completed_data = completed_data;
clutter_actor_rotate_y (actor, angle_begin, center_x, center_z);
c->behave = clutter_behaviour_rotate_new (c->alpha,
CLUTTER_Y_AXIS,
direction,
angle_begin,
angle_end);
g_object_set (c->behave,
"center-x", center_x,
"center-z", center_z,
NULL);
clutter_behaviour_apply (c->behave, actor);
clutter_timeline_start (c->timeline);
return c->timeline;
}
/**
* clutter_effect_rotate_z:
* @template_: A #ClutterEffectTemplate
* @actor: A #ClutterActor to apply the effect to.
* @angle_begin: Initial angle to apply to actor
* @angle_end: Final angle to apply to actor
* @center_x: Position on X axis to rotate about.
* @center_y: Position on Y axis to rotate about.
* @direction: A #ClutterRotateDirection for the rotation.
* @completed_func: A #ClutterEffectCompleteFunc to call on effect
* completion or NULL
* @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc
* or NULL
*
* Simple effect for rotating a single #ClutterActor about z axis.
*
* Return value: a #ClutterTimeline for the effect. Will be unreferenced by
* the effect when completed.
*
* Since: 0.4
*/
ClutterTimeline *
clutter_effect_rotate_z (ClutterEffectTemplate *template_,
ClutterActor *actor,
gdouble angle_begin,
gdouble angle_end,
gint center_x,
gint center_y,
ClutterRotateDirection direction,
ClutterEffectCompleteFunc completed_func,
gpointer completed_data)
{
ClutterEffectClosure *c;
c = clutter_effect_closure_new (template_,
actor,
G_CALLBACK (on_effect_complete));
c->completed_func = completed_func;
c->completed_data = completed_data;
clutter_actor_rotate_z (actor, angle_begin, center_x, center_y);
c->behave = clutter_behaviour_rotate_new (c->alpha,
CLUTTER_Z_AXIS,
direction,
angle_begin,
angle_end);
g_object_set (c->behave,
"center-x", center_x,
"center-y", center_y,
NULL);
clutter_behaviour_apply (c->behave, actor);
clutter_timeline_start (c->timeline);
return c->timeline;
}