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timeline: Add :reverse property
The :reverse property removes the pattern of connecting to the ::completed signal of a Timeline to change the direction. http://bugzilla.clutter-project.org/show_bug.cgi?id=2408
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1ce47bb562
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@ -68,8 +68,12 @@ struct _ClutterTimelinePrivate
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guint loop : 1;
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guint is_playing : 1;
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/* If we've just started playing and haven't yet gotten a tick from the master clock */
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/* If we've just started playing and haven't yet gotten
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* a tick from the master clock
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*/
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guint waiting_first_tick : 1;
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guint reverse : 1;
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};
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typedef struct {
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@ -86,11 +90,12 @@ enum
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PROP_DELAY,
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PROP_DURATION,
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PROP_DIRECTION,
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PROP_REVERSE,
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PROP_LAST
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};
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static GParamSpec *obj_props[PROP_LAST];
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static GParamSpec *obj_props[PROP_LAST] = { NULL, };
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enum
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{
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@ -138,20 +143,16 @@ clutter_timeline_set_property (GObject *object,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterTimeline *timeline;
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ClutterTimelinePrivate *priv;
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timeline = CLUTTER_TIMELINE(object);
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priv = timeline->priv;
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ClutterTimeline *timeline = CLUTTER_TIMELINE (object);
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switch (prop_id)
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{
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case PROP_LOOP:
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priv->loop = g_value_get_boolean (value);
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clutter_timeline_set_loop (timeline, g_value_get_boolean (value));
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break;
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case PROP_DELAY:
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priv->delay = g_value_get_uint (value);
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clutter_timeline_set_delay (timeline, g_value_get_uint (value));
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break;
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case PROP_DURATION:
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@ -162,6 +163,10 @@ clutter_timeline_set_property (GObject *object,
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clutter_timeline_set_direction (timeline, g_value_get_enum (value));
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break;
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case PROP_REVERSE:
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clutter_timeline_set_reverse (timeline, g_value_get_boolean (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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@ -174,11 +179,8 @@ clutter_timeline_get_property (GObject *object,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterTimeline *timeline;
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ClutterTimelinePrivate *priv;
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timeline = CLUTTER_TIMELINE(object);
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priv = timeline->priv;
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ClutterTimeline *timeline = CLUTTER_TIMELINE (object);
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ClutterTimelinePrivate *priv = timeline->priv;
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switch (prop_id)
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{
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@ -198,6 +200,10 @@ clutter_timeline_get_property (GObject *object,
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g_value_set_enum (value, priv->direction);
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break;
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case PROP_REVERSE:
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g_value_set_boolean (value, priv->reverse);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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@ -307,6 +313,21 @@ clutter_timeline_class_init (ClutterTimelineClass *klass)
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CLUTTER_TIMELINE_FORWARD,
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CLUTTER_PARAM_READWRITE);
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/**
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* ClutterTimeline:reverse:
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*
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* Whether the direction of a looping timeline should be reversed
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* when emitting the #ClutterTimeline::completed signal.
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*
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* Since: 1.6
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*/
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obj_props[PROP_REVERSE] =
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g_param_spec_boolean ("reverse",
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P_("Reverse"),
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P_("Whether the direction should be reversed when looping"),
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FALSE,
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CLUTTER_PARAM_READWRITE);
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object_class->dispose = clutter_timeline_dispose;
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object_class->finalize = clutter_timeline_finalize;
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object_class->set_property = clutter_timeline_set_property;
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@ -662,6 +683,20 @@ clutter_timeline_do_frame (ClutterTimeline *timeline)
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g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
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/* reverse the direction of the timeline if :loop and
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* :reverse are set to TRUE
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*/
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if (priv->reverse)
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{
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if (priv->direction == CLUTTER_TIMELINE_FORWARD)
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priv->direction = CLUTTER_TIMELINE_BACKWARD;
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else
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priv->direction = CLUTTER_TIMELINE_FORWARD;
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_clutter_notify_by_pspec (G_OBJECT (timeline),
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obj_props[PROP_DIRECTION]);
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}
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/* Again check to see if the user has manually played with
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* the elapsed time, before we finally stop or loop the timeline */
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@ -692,9 +727,9 @@ clutter_timeline_do_frame (ClutterTimeline *timeline)
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time without emitting the new frame signal so we need to
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check for markers again */
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check_markers (timeline,
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priv->direction == CLUTTER_TIMELINE_FORWARD ?
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priv->elapsed_time :
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priv->duration - priv->elapsed_time);
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priv->direction == CLUTTER_TIMELINE_FORWARD
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? priv->elapsed_time
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: priv->duration - priv->elapsed_time);
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g_object_unref (timeline);
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return TRUE;
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@ -1501,3 +1536,86 @@ clutter_timeline_has_marker (ClutterTimeline *timeline,
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return NULL != g_hash_table_lookup (timeline->priv->markers_by_name,
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marker_name);
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}
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/**
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* clutter_timeline_set_reverse:
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* @timeline: a #ClutterTimeline
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* @reverse: %TRUE if the @timeline should reverse the direction
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*
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* Sets whether @timeline should reverse the direction after the
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* emission of the #ClutterTimeline::completed signal.
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*
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* Setting the #ClutterTimeline:reverse property to %TRUE is the
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* equivalent of connecting a callback to the #ClutterTimeline::completed
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* signal and changing the direction of the timeline from that callback;
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* for instance, this code:
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*
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* |[
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* static void
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* reverse_timeline (ClutterTimeline *timeline)
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* {
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* ClutterTimelineDirection dir = clutter_timeline_get_direction (timeline);
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*
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* if (dir == CLUTTER_TIMELINE_FORWARD)
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* dir = CLUTTER_TIMELINE_BACKWARD;
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* else
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* dir = CLUTTER_TIMELINE_FORWARD;
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*
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* clutter_timeline_set_direction (timeline, dir);
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* }
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* ...
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* timeline = clutter_timeline_new (1000);
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* clutter_timeline_set_loop (timeline);
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* g_signal_connect (timeline, "completed",
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* G_CALLBACK (reverse_timeline),
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* NULL);
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* ]|
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*
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* can be effectively replaced by:
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*
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* |[
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* timeline = clutter_timeline_new (1000);
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* clutter_timeline_set_loop (timeline);
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* clutter_timeline_set_reverse (timeline);
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* ]|
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*
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* Since: 1.6
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*/
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void
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clutter_timeline_set_reverse (ClutterTimeline *timeline,
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gboolean reverse)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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reverse = !!reverse;
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priv = timeline->priv;
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if (priv->reverse != reverse)
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{
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priv->reverse = reverse;
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_clutter_notify_by_pspec (G_OBJECT (timeline), obj_props[PROP_REVERSE]);
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}
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}
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/**
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* clutter_timeline_get_reverse:
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* @timeline: a #ClutterTimeline
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*
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* Retrieves the value set by clutter_timeline_set_reverse().
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*
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* Return value: %TRUE if the timeline should reverse when looping, and
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* %FALSE otherwise
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*
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* Since: 1.6
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*/
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gboolean
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clutter_timeline_get_reverse (ClutterTimeline *timeline)
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{
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g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
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return timeline->priv->reverse;
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}
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@ -127,6 +127,9 @@ void clutter_timeline_stop (ClutterTimeline *timeli
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void clutter_timeline_set_loop (ClutterTimeline *timeline,
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gboolean loop);
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gboolean clutter_timeline_get_loop (ClutterTimeline *timeline);
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void clutter_timeline_set_reverse (ClutterTimeline *timeline,
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gboolean reverse);
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gboolean clutter_timeline_get_reverse (ClutterTimeline *timeline);
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void clutter_timeline_rewind (ClutterTimeline *timeline);
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void clutter_timeline_skip (ClutterTimeline *timeline,
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guint msecs);
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@ -660,6 +660,8 @@ clutter_timeline_get_delay
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ClutterTimelineDirection
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clutter_timeline_set_direction
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clutter_timeline_get_direction
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clutter_timeline_set_reverse
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clutter_timeline_get_reverse
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<SUBSECTION>
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clutter_timeline_start
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@ -44,21 +44,6 @@ scroll_event_cb (ClutterStage *stage,
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return FALSE;
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}
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static void
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timeline_completed (ClutterTimeline *timeline)
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{
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ClutterTimelineDirection direction;
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direction = clutter_timeline_get_direction (timeline);
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if (direction == CLUTTER_TIMELINE_FORWARD)
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direction = CLUTTER_TIMELINE_BACKWARD;
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else
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direction = CLUTTER_TIMELINE_FORWARD;
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clutter_timeline_set_direction (timeline, direction);
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}
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typedef enum {
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PATH_POLY,
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PATH_ELLIPSE,
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@ -160,11 +145,9 @@ test_behave_main (int argc, char *argv[])
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clutter_container_add (CLUTTER_CONTAINER (group), rect, hand, NULL);
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/* Make a timeline */
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timeline = clutter_timeline_new (4000); /* num frames, fps */
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timeline = clutter_timeline_new (4000);
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clutter_timeline_set_loop (timeline, TRUE);
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g_signal_connect (timeline,
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"completed", G_CALLBACK (timeline_completed),
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NULL);
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clutter_timeline_set_reverse (timeline, TRUE);
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/* Set an alpha func to power behaviour - ramp is constant rise */
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alpha = clutter_alpha_new_full (timeline, CLUTTER_LINEAR);
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