2007-08-04 Emmanuele Bassi <ebassi@openedhand.com>

* clutter/clutter-behaviour-depth.c: Clarify that what drives
	the movement along the Z axis is the ClutterAlpha object (we
	don't have the luxury of a rollover like the opacity does);
	so, if you want to go from 0 to -100 you have to use a
	decreasing function, just as well if you want to go from 100
	to 0. Using a min-depth of 100 and a max-depth of 0 and an
	increasing function is undefined behaviour.

	* tests/Makefile.am:
	* tests/test-depth.c: Add a test case for the depth behaviour.
This commit is contained in:
Emmanuele Bassi 2007-08-04 08:59:18 +00:00
parent 7cd4ee0517
commit 46506cb93e
6 changed files with 179 additions and 36 deletions

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@ -1,3 +1,16 @@
2007-08-04 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-behaviour-depth.c: Clarify that what drives
the movement along the Z axis is the ClutterAlpha object (we
don't have the luxury of a rollover like the opacity does);
so, if you want to go from 0 to -100 you have to use a
decreasing function, just as well if you want to go from 100
to 0. Using a min-depth of 100 and a max-depth of 0 and an
increasing function is undefined behaviour.
* tests/Makefile.am:
* tests/test-depth.c: Add a test case for the depth behaviour.
2007-08-04 Emmanuele Bassi <ebassi@openedhand.com> 2007-08-04 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-actor.c (clutter_actor_set_opacity): Queue * clutter/clutter-actor.c (clutter_actor_set_opacity): Queue

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@ -41,6 +41,11 @@
* #ClutterBehaviourDepth is a simple #ClutterBehaviour controlling the * #ClutterBehaviourDepth is a simple #ClutterBehaviour controlling the
* depth of a set of actors. * depth of a set of actors.
* *
* The minimum and maximum depth are controlled by the
* ClutterBehaviourDepth:min-depth and ClutterBehaviourDepth:max-depth
* properties. The direction of the motion on the depth axis is controlled
* by the #ClutterAlpha object.
*
* Since: 0.4 * Since: 0.4
*/ */
@ -50,16 +55,16 @@ G_DEFINE_TYPE (ClutterBehaviourDepth,
struct _ClutterBehaviourDepthPrivate struct _ClutterBehaviourDepthPrivate
{ {
gint depth_start; gint min_depth;
gint depth_end; gint max_depth;
}; };
enum enum
{ {
PROP_0, PROP_0,
PROP_DEPTH_START, PROP_MIN_DEPTH,
PROP_DEPTH_END PROP_MAX_DEPTH
}; };
static void static void
@ -75,18 +80,26 @@ clutter_behaviour_depth_alpha_notify (ClutterBehaviour *behaviour,
guint32 alpha_value) guint32 alpha_value)
{ {
ClutterBehaviourDepthPrivate *priv; ClutterBehaviourDepthPrivate *priv;
gint delta, depth; gint depth;
priv = CLUTTER_BEHAVIOUR_DEPTH (behaviour)->priv; priv = CLUTTER_BEHAVIOUR_DEPTH (behaviour)->priv;
if (priv->depth_end > priv->depth_start) if (priv->max_depth > priv->min_depth)
delta = priv->depth_end - priv->depth_start; {
else depth = alpha_value
delta = priv->depth_start - priv->depth_end; * (priv->max_depth - priv->min_depth)
/ CLUTTER_ALPHA_MAX_ALPHA;
depth = alpha_value * delta / CLUTTER_ALPHA_MAX_ALPHA; depth += priv->min_depth;
depth += ((priv->depth_end > priv->depth_start) ? priv->depth_start }
: priv->depth_end); else
{
depth = alpha_value
* (priv->min_depth - priv->max_depth)
/ CLUTTER_ALPHA_MAX_ALPHA;
depth += priv->max_depth;
}
CLUTTER_NOTE (BEHAVIOUR, "alpha: %d, depth: %d", alpha_value, depth); CLUTTER_NOTE (BEHAVIOUR, "alpha: %d, depth: %d", alpha_value, depth);
@ -95,6 +108,15 @@ clutter_behaviour_depth_alpha_notify (ClutterBehaviour *behaviour,
GINT_TO_POINTER (depth)); GINT_TO_POINTER (depth));
} }
static void
clutter_behaviour_depth_applied (ClutterBehaviour *behaviour,
ClutterActor *actor)
{
ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (behaviour);
clutter_actor_set_depth (actor, depth->priv->min_depth);
}
static void static void
clutter_behaviour_depth_set_property (GObject *gobject, clutter_behaviour_depth_set_property (GObject *gobject,
guint prop_id, guint prop_id,
@ -105,11 +127,11 @@ clutter_behaviour_depth_set_property (GObject *gobject,
switch (prop_id) switch (prop_id)
{ {
case PROP_DEPTH_START: case PROP_MIN_DEPTH:
depth->priv->depth_start = g_value_get_int (value); depth->priv->min_depth = g_value_get_int (value);
break; break;
case PROP_DEPTH_END: case PROP_MAX_DEPTH:
depth->priv->depth_end = g_value_get_int (value); depth->priv->max_depth = g_value_get_int (value);
break; break;
default: default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
@ -127,11 +149,11 @@ clutter_behaviour_depth_get_property (GObject *gobject,
switch (prop_id) switch (prop_id)
{ {
case PROP_DEPTH_START: case PROP_MIN_DEPTH:
g_value_set_int (value, depth->priv->depth_start); g_value_set_int (value, depth->priv->min_depth);
break; break;
case PROP_DEPTH_END: case PROP_MAX_DEPTH:
g_value_set_int (value, depth->priv->depth_end); g_value_set_int (value, depth->priv->max_depth);
break; break;
default: default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
@ -151,31 +173,32 @@ clutter_behaviour_depth_class_init (ClutterBehaviourDepthClass *klass)
gobject_class->get_property = clutter_behaviour_depth_get_property; gobject_class->get_property = clutter_behaviour_depth_get_property;
behaviour_class->alpha_notify = clutter_behaviour_depth_alpha_notify; behaviour_class->alpha_notify = clutter_behaviour_depth_alpha_notify;
behaviour_class->applied = clutter_behaviour_depth_applied;
/** /**
* ClutterBehaviourDepth:depth-start: * ClutterBehaviourDepth:min-depth:
* *
* Minimum depth level to apply to the actors. * Minimum depth level to apply to the actors.
* *
* Since: 0.4 * Since: 0.4
*/ */
g_object_class_install_property (gobject_class, g_object_class_install_property (gobject_class,
PROP_DEPTH_START, PROP_MIN_DEPTH,
g_param_spec_int ("depth-start", g_param_spec_int ("min-depth",
"Minimum Depth", "Minimum Depth",
"Minimum depth to apply", "Minimum depth to apply",
G_MININT, G_MAXINT, 0, G_MININT, G_MAXINT, 0,
CLUTTER_PARAM_READWRITE)); CLUTTER_PARAM_READWRITE));
/** /**
* ClutterBehaviourDepth:depth-end: * ClutterBehaviourDepth:max-depth:
* *
* Maximum depth level to apply to the actors. * Maximum depth level to apply to the actors.
* *
* Since: 0.4 * Since: 0.4
*/ */
g_object_class_install_property (gobject_class, g_object_class_install_property (gobject_class,
PROP_DEPTH_END, PROP_MAX_DEPTH,
g_param_spec_int ("depth-end", g_param_spec_int ("max-depth",
"Maximum Depth", "Maximum Depth",
"Maximum depth to apply", "Maximum depth to apply",
G_MININT, G_MAXINT, 0, G_MININT, G_MAXINT, 0,
@ -193,8 +216,8 @@ clutter_behaviour_depth_init (ClutterBehaviourDepth *depth)
/** /**
* clutter_behaviour_depth_new: * clutter_behaviour_depth_new:
* @alpha: a #ClutterAlpha or %NULL * @alpha: a #ClutterAlpha or %NULL
* @depth_start: minimum depth level * @min_depth: minimum depth level
* @depth_end: maximum depth level * @max_depth: maximum depth level
* *
* Creates a new #ClutterBehaviourDepth which can be used to control * Creates a new #ClutterBehaviourDepth which can be used to control
* the ClutterActor:depth property of a set of #ClutterActor<!-- -->s. * the ClutterActor:depth property of a set of #ClutterActor<!-- -->s.
@ -205,15 +228,15 @@ clutter_behaviour_depth_init (ClutterBehaviourDepth *depth)
*/ */
ClutterBehaviour * ClutterBehaviour *
clutter_behaviour_depth_new (ClutterAlpha *alpha, clutter_behaviour_depth_new (ClutterAlpha *alpha,
gint depth_start, gint min_depth,
gint depth_end) gint max_depth)
{ {
g_return_val_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha), NULL); g_return_val_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha), NULL);
return g_object_new (CLUTTER_TYPE_BEHAVIOUR_DEPTH, return g_object_new (CLUTTER_TYPE_BEHAVIOUR_DEPTH,
"alpha", alpha, "alpha", alpha,
"depth-start", depth_start, "min-depth", min_depth,
"depth-end", depth_end, "max-depth", max_depth,
NULL); NULL);
} }

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@ -59,8 +59,8 @@ struct _ClutterBehaviourDepthClass
GType clutter_behaviour_depth_get_type (void) G_GNUC_CONST; GType clutter_behaviour_depth_get_type (void) G_GNUC_CONST;
ClutterBehaviour *clutter_behaviour_depth_new (ClutterAlpha *alpha, ClutterBehaviour *clutter_behaviour_depth_new (ClutterAlpha *alpha,
gint depth_start, gint min_depth,
gint depth_end); gint max_depth);
G_END_DECLS G_END_DECLS

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@ -726,6 +726,7 @@ CLUTTER_FIXED_TO_FLOAT
CLUTTER_FIXED_TO_DOUBLE CLUTTER_FIXED_TO_DOUBLE
CLUTTER_FLOAT_TO_FIXED CLUTTER_FLOAT_TO_FIXED
CLUTTER_FLOAT_TO_INT CLUTTER_FLOAT_TO_INT
CLUTTER_FLOAT_TO_UINT
CLUTTER_INT_TO_FIXED CLUTTER_INT_TO_FIXED
CLUTTER_FIXED_INT CLUTTER_FIXED_INT
CLUTTER_FIXED_FRACTION CLUTTER_FIXED_FRACTION
@ -739,7 +740,7 @@ CLUTTER_ANGLE_FROM_DEGX
CLUTTER_ANGLE_TO_DEGF CLUTTER_ANGLE_TO_DEGF
CLUTTER_ANGLE_TO_DEG CLUTTER_ANGLE_TO_DEG
CLUTTER_ANGLE_TO_DEGX CLUTTER_ANGLE_TO_DEGX
CLUTTER_FLOAT_TO_UINT CLUTTER_ANGLE_MAX_DEG
clutter_cosi clutter_cosi
clutter_cosx clutter_cosx
clutter_sini clutter_sini

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@ -1,6 +1,6 @@
noinst_PROGRAMS = test-textures test-events test-offscreen test-scale \ noinst_PROGRAMS = test-textures test-events test-offscreen test-scale \
test-actors test-behave test-text test-entry test-project \ test-actors test-behave test-text test-entry test-project \
test-boxes test-perspective test-rotate test-boxes test-perspective test-rotate test-depth
INCLUDES = -I$(top_srcdir)/ INCLUDES = -I$(top_srcdir)/
LDADD = $(top_builddir)/clutter/libclutter-@CLUTTER_FLAVOUR@-@CLUTTER_MAJORMINOR@.la LDADD = $(top_builddir)/clutter/libclutter-@CLUTTER_FLAVOUR@-@CLUTTER_MAJORMINOR@.la
@ -19,5 +19,6 @@ test_project_SOURCES = test-project.c
test_boxes_SOURCES = test-boxes.c test_boxes_SOURCES = test-boxes.c
test_perspective_SOURCES = test-perspective.c test_perspective_SOURCES = test-perspective.c
test_rotate_SOURCES = test-rotate.c test_rotate_SOURCES = test-rotate.c
test_depth_SOURCES = test-depth.c
EXTRA_DIST = redhand.png EXTRA_DIST = redhand.png

105
tests/test-depth.c Normal file
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@ -0,0 +1,105 @@
#include <stdlib.h>
#include <clutter/clutter.h>
/* this is a rather contrieved test case emulating a CLUTTER_ALPHA_RAMP
* with two half-ramps. it shows that the direction of the motion on the
* Z axis of a ClutterBehaviourDepth is controlled by the ClutterAlpha
* and not by the minimum and maximum depth.
*/
static gboolean zoom_in = TRUE;
static ClutterBehaviour *d_behave = NULL;
static void
timeline_completed (ClutterTimeline *timeline,
gpointer user_data)
{
ClutterAlpha *alpha;
gint min_depth, max_depth;
if (zoom_in)
{
alpha = clutter_alpha_new_full (timeline,
CLUTTER_ALPHA_RAMP_INC,
NULL, NULL);
min_depth = -100;
max_depth = 0;
zoom_in = FALSE;
}
else
{
alpha = clutter_alpha_new_full (timeline,
CLUTTER_ALPHA_RAMP_DEC,
NULL, NULL);
min_depth = 0;
max_depth = -100;
zoom_in = TRUE;
}
g_object_set (G_OBJECT (d_behave),
"min-depth", min_depth,
"max-depth", max_depth,
NULL);
clutter_behaviour_set_alpha (d_behave, alpha);
clutter_timeline_rewind (timeline);
clutter_timeline_start (timeline);
}
int
main (int argc, char *argv[])
{
ClutterTimeline *timeline;
ClutterActor *stage;
ClutterActor *hand, *label;
ClutterColor stage_color = { 0xcc, 0xcc, 0xcc, 0xff };
GdkPixbuf *pixbuf;
GError *error;
clutter_init (&argc, &argv);
error = NULL;
pixbuf = gdk_pixbuf_new_from_file ("redhand.png", &error);
if (error)
g_error ("Unable to load redhand.png: %s", error->message);
stage = clutter_stage_get_default ();
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
g_signal_connect (stage,
"button-press-event", G_CALLBACK (clutter_main_quit),
NULL);
hand = clutter_texture_new_from_pixbuf (pixbuf);
clutter_actor_set_position (hand, 240, 140);
clutter_actor_show (hand);
label = clutter_label_new_with_text ("Mono 26", "Clutter");
clutter_actor_set_position (label, 100, 100);
clutter_actor_show (label);
clutter_container_add (CLUTTER_CONTAINER (stage), hand, label, NULL);
/* five seconds, at 50 fps */
timeline = clutter_timeline_new (250, 50);
g_signal_connect (timeline,
"completed", G_CALLBACK (timeline_completed),
NULL);
d_behave = clutter_behaviour_depth_new (clutter_alpha_new_full (timeline,
CLUTTER_ALPHA_RAMP_DEC,
NULL, NULL),
0, -100);
clutter_behaviour_apply (d_behave, hand);
clutter_behaviour_apply (d_behave, label);
clutter_actor_show (stage);
clutter_timeline_start (timeline);
clutter_main ();
g_object_unref (d_behave);
g_object_unref (timeline);
return EXIT_SUCCESS;
}