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docs: Further clarifications on implicit vs explicit animations
The wording is a bit terse, so it's better to clarify it.
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@ -226,11 +226,12 @@
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* will automatically transition an actor's property change between the
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* current state and the desired one without manual intervention, if the
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* property is defined to be animatable in its documentation.</para>
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* <para>By default, in the 1.0 API series, the transition happens with
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* a duration of zero milliseconds, and the implicit animation is an
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* opt in feature to retain backwards compatibility. In order to enable
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* implicit animations, it is necessary to change the easing state of
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* an actor by using clutter_actor_save_easing_state():</para>
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* <note><para>By default, in the 1.0 API series, the transition happens
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* with a duration of zero milliseconds, and the implicit animation is an
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* opt in feature to retain backwards compatibility.</para></note>
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* <para>Implicit animations depend on the current easing state; in order
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* to use the default easing state for an actor you should call the
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* clutter_actor_save_easing_state() function:</para>
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* <informalexample><programlisting>
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* /* assume that the actor is currently positioned at (100, 100) */
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* clutter_actor_save_easing_state (actor);
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@ -259,6 +260,8 @@
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* and a default easing mode of %CLUTTER_EASE_OUT_CUBIC, unless you call
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* clutter_actor_set_easing_mode() and clutter_actor_set_easing_duration()
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* after changing the easing state of the actor.</para>
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* <para>Changing the easing state will affect all the following property
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* transitions, but will not affect existing transitions.</para>
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* <para>It is important to note that if you modify the state on an
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* animatable property while a transition is in flight, the transition's
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* final value will be updated, as well as its duration and progress
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@ -266,17 +269,20 @@
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* example:</para>
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* <informalexample><programlisting>
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* clutter_actor_save_easing_state (actor);
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* clutter_actor_set_easing_duration (actor, 1000);
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* clutter_actor_set_x (actor, 200);
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* clutter_actor_restore_easing_state (actor);
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*
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* clutter_actor_save_easing_state (actor);
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* clutter_actor_set_easing_duration (actor, 500);
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* clutter_actor_set_x (actor, 100);
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* clutter_actor_restore_easing_state (actor);
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* </programlisting></informalexample>
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* <para>the first call to clutter_actor_set_x() will begin a transition
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* of the #ClutterActor:x property to the value of 200; the second call
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* to clutter_actor_set_x() will change the transition's final value to
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* 100.</para>
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* of the #ClutterActor:x property from the current value to the value of
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* 200 over a duration of one second; the second call to clutter_actor_set_x()
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* will change the transition's final value to 100 and the duration to 500
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* milliseconds.</para>
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* <para>It is possible to retrieve the #ClutterTransition used by the
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* animatable properties by using clutter_actor_get_transition() and using
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* the property name as the transition name.</para>
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@ -303,7 +309,10 @@
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* of an actor between fully opaque and fully transparent, and back, over
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* a span of 3 seconds. The animation does not begin until it is added to
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* the actor.</para>
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* <para>The explicit animation API applies to all #GObject properties.</para>
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* <para>The explicit animation API applies to all #GObject properties,
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* as well as the custom properties defined through the #ClutterAnimatable
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* interface, regardless of whether they are defined as implicitly
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* animatable or not.</para>
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* <para>The explicit animation API should also be used when using custom
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* animatable properties for #ClutterAction, #ClutterConstraint, and
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* #ClutterEffect instances associated to an actor; see the section on
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@ -457,7 +466,6 @@
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* ClutterActor *rect)
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* {
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* ClutterTransition *transition;
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* ClutterInterval *interval;
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*
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* /* the offset that we want to apply; this will make the actor
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* * slide in from behind the origin and rest at the right of
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@ -482,8 +490,8 @@
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* clutter_timeline_set_duration (CLUTTER_TIMELINE (transition), 500);
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*
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* /* create the interval with the initial and final values */
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* interval = clutter_interval_new (G_TYPE_FLOAT, 0, new_offset);
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* clutter_transition_set_interval (transition, interval);
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* clutter_transition_set_from (transition, G_TYPE_FLOAT, 0.f);
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* clutter_transition_set_to (transition, G_TYPE_FLOAT, new_offset);
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*
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* /* add the transition to the actor; this causes the animation
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* * to start. the name "offsetAnimation" can be used to retrieve
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