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cookbook: Added recipe for complex animation
Uses ClutterAnimator to implement a reasonably complex animation of a single actor (movement along a path with simultaneous scaling). Provides a metaphor for thinking about ClutterAnimator animations (stage directions) and explains keys and key frames in some depth. Also compares ClutterAnimator with other possible approaches to this type of animation (implicit animations, ClutterState).
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@ -57,6 +57,7 @@ VIDEO_FILES = \
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videos/textures-split-go.ogv \
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videos/events-mouse-scroll.ogv \
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videos/textures-crossfade-two-textures.ogv \
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videos/animations-complex.ogv \
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$(NULL)
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EXTRA_DIST = \
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@ -1011,4 +1011,431 @@ clutter_actor_set_z_rotation_from_gravity (actor,
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</section>
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<section id="animations-complex">
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<title>Creating complex animations with
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<type>ClutterAnimator</type></title>
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<section>
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<title>Problem</title>
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<para>You want to create a complex animation involving one or more
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actors. The animation will consist of a sequence of transitions
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over multiple properties on each actor.</para>
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<para>An example might be moving several actors between points,
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with different types of movement for each part of the path, while
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transforming each actor (e.g. scaling or rotating it).</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Use a <type>ClutterAnimator</type> to define the animation.</para>
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<para>Because there are many complex animations you
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<emphasis>could</emphasis> implement, the example below does
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this:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-complex.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing a complex animation of an actor
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using <type>ClutterAnimator</type></para>
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</alt>
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</inlinemediaobject>
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<para>Although this uses a single actor, the animation is complex
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enough to make it difficult to implement with implicit animations
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or <type>ClutterState</type> (see
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<link linkend="animations-complex-why-clutteranimator">the Discussion
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section</link> for reasons why).</para>
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<para>Here is a JSON definition of the stage, actors, and
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the <type>ClutterAnimator</type> for this
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animation:</para>
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<example id="animations-complex-example-1">
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<title>JSON definition of a complex animation using
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<type>ClutterAnimator</type></title>
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<programlisting>
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<xi:include href="examples/animations-complex.json" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</example>
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<note>
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<para>The core to understanding this example is understanding
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how to define keys for a <type>CutterAnimator</type>. As
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this is an involved topic, further explanation
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is given in <link linkend="animations-complex-discussion-keys">the
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Discussion section</link>.</para>
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</note>
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<para>The program for loading this JSON definition from a file
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is as follows:</para>
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<example id="animations-complex-example-2">
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<title>Simple program for loading a JSON script;
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any key press starts the animation</title>
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<programlisting>
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<xi:include href="examples/animations-complex.c" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</example>
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<note>
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<para>It is also possible to use the <type>ClutterAnimator</type>
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C API to define keys for an animation, but this will
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typically be much more verbose than the JSON equivalent.</para>
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<para>One other advantage of JSON is that it is much simpler
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to tweak and test an animation, as you don't have to recompile
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the application each time you edit it (you just load
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the new JSON file).</para>
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</note>
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</section>
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<section id="animations-complex-discussion">
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<title>Discussion</title>
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<para>You can think of <type>ClutterAnimator</type>
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as a way to give directions to actors. For example,
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you could give a real (human) actor a direction like "move
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downstage; when you get there, stop and
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rotate 90 degrees to your right". In code,
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this might equate to a transition in the <varname>x</varname>
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and <varname>y</varname> properties of the actor, followed by a
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rotation in one axis.</para>
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<note>
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<para><type>ClutterAnimator</type> can give
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"directions" to any type of GObject, but we concentrate
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on animating <type>ClutterActors</type> in this section.</para>
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</note>
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<para>Each direction like this has an implicit
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timeline, spanning the length of time the direction should
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take to fulfil (you set the length of the timeline through
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the <varname>duration</varname> property of the
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<type>ClutterAnimator</type>). But within that timeline, you may
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change the proportion of time spent on each action: "move
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downstage quickly, then slowly rotate 90 degrees
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to your right". The direction is the same, but we've
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specified how much of the timeline should be devoted to each
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action.</para>
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<para>In <type>ClutterAnimator</type>, this concept is
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captured by <emphasis>key frames</emphasis>. A
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key frame represents a point somewhere along the timeline,
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with one or more target property values for one or more actors.
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A <type>ClutterAnimator</type> manages the transitions
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between property values for each object, ensuring that
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the target values are reached when the associated key frame
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is reached.</para>
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<para>To change the amount of time a transition
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should take, you change the percentage of the timeline
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between key frames. Using our real stage directions as an
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example, you might define the key frames like this:</para>
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<itemizedlist>
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<listitem>
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<para><emphasis>0.2 (after 20% of the timeline):</emphasis>
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arrive downstage</para>
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</listitem>
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<listitem>
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<para><emphasis>1.0 (by the end of the timeline):</emphasis>
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achieve a 90 degree rotation to the right</para>
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</listitem>
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</itemizedlist>
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<para>See
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<link linkend="animations-complex-discussion-keys">this
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section</link> for more details about keys and key frames.</para>
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<para>Finally, a direction might be further refined with
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a description of the kind of movement to use:
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rather than saying "move downstage quickly, then
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slowly rotate 90 degrees to your right" a director could say:
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"start off slowly, but build up to a run;
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run downstage quickly; then stop and start rotating
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slowly to your right, gradually speeding up, turn a little more, then slow
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down gradually; you should end up rotated 90 degrees to your right"
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(this granularity of description is closer to what you might
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see in dance notation like
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<ulink href="http://en.wikipedia.org/wiki/Labanotation">Laban</ulink>;
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though of course you can't animate human opacity, scale, dimensions
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etc...).</para>
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<para><type>ClutterAnimator</type> gives you this level of
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granularity. Each transition to a property value between
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key frames can have a separate <emphasis>easing mode</emphasis>:
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for example, starting off slowly and building to a constant
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speed equates to an "ease in" mode; starting slowly, speeding
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up, maintaining a constant speed, then gradually slowing down
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equates to "ease in and ease out".</para>
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<para>To summarise: creating a complex animation means deciding:</para>
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<itemizedlist>
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<listitem>
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<para>Which properties need to change on which actors?</para>
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</listitem>
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<listitem>
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<para>What target value should each property transition to?</para>
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</listitem>
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<listitem>
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<para>How quickly (by which key frame) should the property
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reach the target value?</para>
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</listitem>
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<listitem>
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<para>What "shape" (easing mode) should the change to
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the target value follow?</para>
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</listitem>
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</itemizedlist>
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<section id="animations-complex-discussion-keys">
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<title>Understanding keys and key frames</title>
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<para>A <type>ClutterAnimator</type> maintains a list of
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<varname>properties</varname> objects, each being a unique pair
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of <varname>object</varname> (an object to be animated) +
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<varname>name</varname> (name of the property
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to be animated on that object).</para>
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<para>Each <varname>properties</varname> object in turn has a
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list of keys, with each key having three elements:</para>
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<itemizedlist>
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<listitem>
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<para>The <emphasis>key frame</emphasis>, expressed as a fraction
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(between 0.0 and 1.0) of the duration of the animation. At this
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point, the named property should reach a target value.</para>
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</listitem>
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<listitem>
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<para>The <emphasis>easing mode</emphasis> to use to transition
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the property to that value.</para>
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</listitem>
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<listitem>
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<para>The <emphasis>target value</emphasis> the property
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should transition to.</para>
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</listitem>
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</itemizedlist>
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<para>For example:</para>
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<informalexample>
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<programlisting>
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{
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"object" : "rectangle",
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"name" : "x",
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"ease-in" : true,
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"keys" : [
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[ 0.0, "linear", 0.0 ],
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[ 0.1, "easeInCubic", 150.0 ],
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[ 0.8, "linear", 150.0 ],
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[ 1.0, "easeInCubic", 0.0 ]
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]
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}
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</programlisting>
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</informalexample>
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<para>defines a sequence of transitions for the <varname>x</varname>
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property (position on the x axis) of the <code>rectangle</code>
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object, as follows:</para>
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<orderedlist>
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<listitem>
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<para><emphasis>[ 0.0, "linear", 0.0 ]</emphasis>:
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At the start of the animation, <code>x</code> should be
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0.0; <code>linear</code> is used as the easing mode, as there
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is no transition here.</para>
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</listitem>
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<listitem>
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<para><emphasis>[ 0.1, "easeInCubic", 150.0 ]</emphasis>:
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By 10% of the way through the animation,
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<code>x</code> should reach a value of <code>150.0</code>.
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This moves the rectangle horizontally across the stage.</para>
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<para>The <code>easeInCubic</code> easing mode means that
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the transition to the new value starts slow and speeds up.
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This makes the movement look more "natural".</para>
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</listitem>
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<listitem>
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<para><emphasis>[ 0.8, "linear", 150.0 ]</emphasis>:
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From 10% of the way through the animation to 80%
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of the way through, the <code>x</code> value remains at
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<code>150.0</code>. This makes the rectangle stay still
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on the x axis throughout this period.</para>
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<para>It's important to specify interim key frames if
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in a later key frame you intend to change the value again
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(as is done for the <code>x</code> value here). Otherwise
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you can get premature transitions to a value over longer
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periods than you intended. By specifying the interim
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key frames where the value remains constant, you ensure
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that it doesn't change before you want it to.</para>
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</listitem>
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<listitem>
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<para><emphasis>[ 1.0, "easeInCubic", 0.0 ]</emphasis>:
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From 80% of the way through the animation to the end,
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the <code>x</code> value should transition back to
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<code>0.0</code>. This moves the actor back to its
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starting position on the x axis. Again, an <code>easeInCubic</code>
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easing mode is used to make the transition appear more natural.</para>
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</listitem>
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</orderedlist>
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<para>There are two more properties you can set for each
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object/property pair:</para>
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<orderedlist>
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<listitem>
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<para>Set <varname>ease-in</varname> to <code>true</code> to
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animate to the target value at the first key frame. If
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<varname>ease-in</varname> is false, the animation will
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"jump" to the target value instead (if the target value is
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different from the current value).</para>
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</listitem>
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<listitem>
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<para>Set <varname>interpolation</varname> to either
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<code>"linear"</code> (the default) or <code>"cubic"</code>.
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This sets how <type>ClutterAnimator</type> transitions between
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key frames; in effect, it further modulates any easing modes
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set on individual keys: if set to <code>"cubic"</code>, you
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get a slightly more natural and gentle transition between
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key frames than you do if set to <code>"linear"</code>.</para>
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</listitem>
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</orderedlist>
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</section>
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<section id="animations-complex-why-clutteranimator">
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<title>Why <type>ClutterAnimator</type>?</title>
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<para>Why use <type>ClutterAnimator</type> and not the other
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<link linkend="animations-introduction-api">Clutter animation
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approaches</link> for complex animations?</para>
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<itemizedlist>
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<listitem>
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<para><emphasis>Implicit animations</emphasis> can animate
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properties on a single actor; however, you can only specify a
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single transition for each property. Also, it's not possible
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to describe complex movement along a path in a single implicit
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animation: you would have to chain several animations together
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to do that.</para>
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<para>To animate multiple actors, you'd also need multiple
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implicit animations, one for each actor. These animations would
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also need to be synchronized (for example, by sharing a
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single timeline).</para>
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<para>So it would be possible, but more difficult than
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an implementation using <type>ClutterAnimator</type>.</para>
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</listitem>
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<listitem>
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<para><emphasis><type>ClutterState</type></emphasis> can
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be used for complex animations: each state can describe
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transitions for multiple actors and multiple properties.
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However, to make continuous movement (as in the example),
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you would need to write a state for each movement between a
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pair of points; then add a callback so that when each state
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is reached, the animation moves onto the next state. This
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adds some code (a handler for the <code>completed</code>
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signal emitted by the <type>ClutterState</type> to set
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the next state). This could work OK for a few states,
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but doesn't scale as well as <type>ClutterAnimator</type>
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if you have many transitions.</para>
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<note>
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<para><type>ClutterState</type> and
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<type>ClutterAnimator</type> are not mutually exclusive. If
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you generally need to transition between several known states
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(e.g. hiding/revealing menus which stay in the same place,
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moving between two UI layouts), but want to create a
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complex animation between states, you can use
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<type>ClutterAnimators</type> to define the transitions: see
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the documentation for
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<function>clutter_state_set_animator()</function> for
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details.</para>
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</note>
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</listitem>
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</itemizedlist>
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<para><type>ClutterAnimator</type> is a good fit for complex
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animations, and probably the best fit for the most complex:
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it is the simplest way to encode a sequence of transitions
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for a list of object/property pairs which can be treated
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as a single animation. This is largely because
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<type>ClutterAnimator</type> is effectively managing the
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chaining together of the individual transitions into a whole.</para>
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<para>One other feature of <type>ClutterAnimator</type> which
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isn't demonstrated here is how it enables transitions to overlap.
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For example, let's say you wanted an actor
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to move along a complex path (e.g. described by five pairs of
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x,y coordinates); but during that movement, you
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wanted the actor to continuously transition to a scale of
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4.0 on both the x and y axes.</para>
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<para>To achieve this with <type>ClutterState</type>, you would
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need to set up five transitions (one to move to each pair of
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x,y coordinates); plus a callback to chain the state transitions
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together; and within each transition, you'd have to figure out a
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percentage of the scaling to apply, so that the actor
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was at a scale of 4.0 on reaching the final state.</para>
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<para>With <type>ClutterAnimator</type>, you can treat the
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movement between the coordinates and the scaling separately
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within the same animation, but overlap their key frames. This
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makes coding overlapping animations of different properties
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much more straightforward. See
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<link linkend="animations-complex-example-3">this JSON
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definition</link> for an example of how to do this.</para>
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</section>
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</section>
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<section>
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<title>Full example</title>
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<example id="animations-complex-example-3">
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<title>Running multiple transition sequences with
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different key frames in parallel using
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<type>ClutterAnimator</type></title>
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<note>
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<para>This JSON file can be loaded with the same code
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as used for <link linkend="animations-complex-example-2">this
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example</link>, by passing the JSON file name on the command line:</para>
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<screen>
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<prompt>$</prompt> <command>./animations-complex animations-complex-overlapping.json</command>
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</screen>
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</note>
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<programlisting>
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<xi:include href="examples/animations-complex-overlapping.json" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</example>
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</section>
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</section>
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</chapter>
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doc/cookbook/videos/animations-complex.ogv
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doc/cookbook/videos/animations-complex.ogv
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