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[docs] Update the animations tutorial
Bring the Animation framework introduction/tutorial up to the 1.0 API for timelines and animations.
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@ -9,51 +9,53 @@
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</address>
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</address>
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</affiliation>
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</affiliation>
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</author>
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</author>
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<author>
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<firstname>Emmanuele</firstname>
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<surname>Bassi</firstname>
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<affiliation>
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<address>
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<email>ebassi@linux.intel.com</email>
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</address>
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</affiliation>
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</author>
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</chapterinfo>
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</chapterinfo>
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<title>Creating Animations with Clutter</title>
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<title>Creating Animations with Clutter</title>
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<para>
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<para>With Clutter using hardware accelration for graphics rendering,
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With Clutter using hardware accelration for graphics rendering,
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complex and fast animations are possible. This chapter describes basic
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complex and fast animations are possible. This chapter describes basic
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techniques and the utilities Clutter provides in aiding animation
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techniques and the utilities Clutter provides in aiding animation
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creation.
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creation.</para>
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</para>
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<section id="clutter-animation-basic">
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<section id="clutter-animation-basic">
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<title>Basic Animations</title>
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<title>Basic Animations</title>
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<para>
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<para>The most basic way to create animations with Clutter is via the use
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of g_timeout_add(). This enables a callback function to be called at a
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The most basic way to create animations with Clutter is via the use of
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g_timeout_add(). This enables a callback function to be called at a
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defined interval. The callback function can then modify actors visual
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defined interval. The callback function can then modify actors visual
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properties as to produce an animation.
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properties as to produce an animation.</para>
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</para>
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<example id="clutter-timeout-example">
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<example id="clutter-timeout-example">
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<para>
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<title>Simple timeout example</title>
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Simple Rotation...
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<para>Implement a rotating actor using 360 "frames"</para>
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</para>
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<programlisting>
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<programlisting>
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struct RotationClosure {
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struct RotationClosure {
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ClutterActor *actor;
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ClutterActor *actor;
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ClutterFixed final_angle;
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ClutterFixed current_angle;
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gdouble final_angle;
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gdouble current_angle;
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};
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};
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static gboolean
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static gboolean
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rotate_actor (gpointer data)
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rotate_actor (gpointer data)
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{
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{
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RotationClosure *clos = data;
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struct RotationClosure *clos = data;
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clutter_actor_set_rotationx (clos->actor, clos->current_angle, 0, 0, 0);
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clutter_actor_set_rotation (clos->actor, clos->current_angle, 0, 0, 0);
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/* add one degree */
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/* add one degree */
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clos->current_angle += COGL_FIXED_ONE;
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clos->current_angle += 1.0
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if (clos->current_angle == clos->final_angle)
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if (clos->current_angle == clos->final_angle)
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return FALSE;
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return FALSE;
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@ -64,294 +66,196 @@ rotate_actor (gpointer data)
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static void
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static void
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rotate_actor_cleanup (gpointer data)
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rotate_actor_cleanup (gpointer data)
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{
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{
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RotationClosure *clos = data;
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struct RotationClosure *clos = data;
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g_object_unref (clos->actor);
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g_object_unref (clos->actor);
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g_free (clos);
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g_free (clos);
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}
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}
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...
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...
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RotationClosure *clos = NULL;
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struct RotationClosure *clos = NULL;
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clos = g_new (RotationClosure, 1);
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clos = g_new (struct RotationClosure, 1);
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clos->actor = g_object_ref (an_actor);
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clos->actor = g_object_ref (an_actor);
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clos->final_angle = CLUTTER_FLOAT_TO_FIXED (360.0);
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clos->final_angle = 360.0;
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clos->current_angle = 0;
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clos->current_angle = 0;
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g_timeout_add_full (1000 / 360, /* fps to interval in milliseconds */
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g_timeout_add_full (1000 / 360, /* 360 updates in one second */
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rotate_actor,
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rotate_actor,
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clos,
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clos,
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rotate_actor_cleanup);
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rotate_actor_cleanup);
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</programlisting>
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</programlisting>
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</example>
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</example>
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<note><title>Priorities</title>
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<note>
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<para>
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<title>Priorities</title>
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<para>%G_PRIORITY_DEFAULT should always be used as the timeouts priority
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%G_PRIORITY_DEFAULT should always be used as the timeouts priority
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(in case of g_timeout_add_full()) as not to intefere with Clutter's
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(in case of g_timeout_add_full()) as not to intefere with Clutter's
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scheduling of repaints and input event handling.
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scheduling of repaints and input event handling.</para>
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</para>
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</note>
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</note>
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</section>
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</section>
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<section id="clutter-animation-timelines">
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<section id="clutter-animation-timelines">
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<title>Timelines</title>
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<title>Timelines</title>
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<para>
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#ClutterTimeline<!-- -->s abstract a set period of time with a set frame
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rate at which to call a provided callback.
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</para>
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<para>
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<para>Using g_timeout_add() to control an animation is complicated
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#ClutterTimeline<!-- -->s also extend the timeout sources functionality
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and does not work in concert with the rest of the operations Clutter
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further by:
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must perform for each redraw cycle.</para>
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</para>
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<orderedlist>
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<para>For this reason, Clutter provides #ClutterTimeline, a class that
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<listitem><para>Having a set duration (in milliseconds) and a set
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allows scheduling animations with a definite duration. Timelines are
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'frame rate' - that is, the rate at which the callback is
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advanced during the redraw cycle so that animations are ready to be
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called</para></listitem>
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performed at the right time. This also means that animations will not
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<listitem><para>Passing current progress information to the
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affect the event processing; it also means that if the animation is too
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callback</para></listitem>
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complex it will be called with a longer delay, thus not blocking the
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<listitem><para>Handling 'dropped frames' and guarenteeing the set
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whole UI.</para>
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duration by skipping over frames if the callback cannot keep up with
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the set frame rate</para></listitem>
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<listitem><para>Querying the number of milliseconds elapsed between
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the current and previous callback.</para></listitem>
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<listitem><para>Allowing the timeline to be modified on the fly as
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well as being stopped, started, looped, rewound and
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reversed</para></listitem>
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<listitem><para>Using a #ClutterTimeoutPool to more efficiently
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schedule multiple timeout sources without incurring in potential
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starvation of the main loop slices</para></listitem>
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</orderedlist>
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<para>
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<para>A Timeline is created with:</para>
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A Timeline is created with;
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</para>
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<programlisting>
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<programlisting>
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clutter_timeline_new (n_frames, frames_per_seconds);
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clutter_timeline_new (duration_in_milliseconds);
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</programlisting>
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</programlisting>
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<para>
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<para>The duration of the timeline then be modifed via the
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Taking a number of frames and a frames per second, or by;
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#ClutterTimeline:duration property or by using
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</para>
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clutter_timeline_set_duration().</para>
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<programlisting>
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<para>A timeline is started via clutter_timeline_start() and its
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clutter_timeline_new_for_duration (msecs);
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</programlisting>
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<para>
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Which takes the duration of the timeline in milliseconds with a
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default frame rate (See clutter_get_default_frame_rate()).
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</para>
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<para>
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The speed, duration and number of frames of the timeline then be
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modifed via the objects properties and API calls. The timeline can
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be made to loop by setting its "loop" property to %TRUE.
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</para>
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<para>
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The timelines is started via clutter_timeline_start() and its
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playback further manipulated by the clutter_timeline_pause(),
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playback further manipulated by the clutter_timeline_pause(),
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clutter_timeline_stop(), clutter_timeline_rewind() and
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clutter_timeline_stop(), clutter_timeline_rewind() and
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clutter_timeline_skip() calls.
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clutter_timeline_skip() functions.</para>
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</para>
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<para>By attaching a handler to the timeline's
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<para>
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#ClutterTimeline::new-frame signal a timeline can then be used to
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drive an animation by altering an actor's visual properties. The
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callback looks like:</para>
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By attaching a handler to the timeline's #ClutterTimeline::new-frame
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signal a timeline can then be used to drive an animation by altering
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an actor's visual properties in this callback. The callback looks like:
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</para>
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<programlisting>
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<programlisting>
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void
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void
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on_new_frame (ClutterTimeline *timeline,
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on_new_frame (ClutterTimeline *timeline,
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gint frame_num,
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gint elapsed_msecs,
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gpointer user_data)
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gpointer user_data)
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{
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{
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}
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}
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</programlisting>
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</programlisting>
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<para>
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The <literal>frame_num</literal> parameter is set to the timeline's
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<para>The <literal>elapsed_msecs</literal> parameter is set to the amount
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current frame number (which is between 1 and the "num-frames" property).
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of time elapsed since the beginning of the timeline, and its value is
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This value can be used to compute the state of a particular animation
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always between 0 and the #ClutterTimeline:duration value.</para>
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that is dependant on the frame numer. The clutter_timeline_get_progress()
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function can also be used to get a normalised value of the timeline's
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current position between 0 and 1.
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</para>
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<para>The function clutter_timeline_get_progress() can also be used to
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<para>
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get a normalised value of the timeline's current position between 0 and
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1.</para>
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Timelines can also be played in reverse by setting the direction using
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<para>Timelines can also be played in reverse by setting the direction
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clutter_timeline_set_direction(), and can also have a one-time delay set
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using clutter_timeline_set_direction(), and can also have a one-time
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before they begin playing by using clutter_timeline_set_delay().
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delay set before they begin playing by using the function
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clutter_timeline_set_delay().</para>
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</para>
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<para>Timelines can also control a pyshical simulation; the
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<para>
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Timelines can also control a pyshical simulation; the
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clutter_timeline_get_delta() function allows retrieving the number of
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clutter_timeline_get_delta() function allows retrieving the number of
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frames and milliseconds elapsed since the previous callback to ensure
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milliseconds elapsed since the previous callback to ensure the physics
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the physics engine to be able to take the actual time elapsed between
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engine to be able to take the actual time elapsed between iterations
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iterations into account.
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into account.</para>
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</para>
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<example id="clutter-timeline-example">
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<example id="clutter-timeline-example">
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<para>
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<title>Using a Timeline to drive an animation</title>
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The following example demonstrates rotating an actor with a timeline.
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<para>Rewrite the example above with a #ClutterTimeline instead of
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</para>
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using g_timeout_add()</para>
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<programlisting>
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<programlisting>
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#include <clutter/clutter.h>
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#include <clutter/clutter.h>
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void
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static void
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on_new_frame (ClutterTimeline *timeline,
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on_new_frame (ClutterTimeline *timeline,
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gint frame_num,
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gint elapsed_msecs,
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gpointer data)
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ClutterActor *actor)
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{
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{
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ClutterActor *actor = CLUTTER_ACTOR(data);
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gdouble angle = 360 * clutter_timeline_get_progress (timeline);
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clutter_actor_set_rotation (actor, CLUTTER_Z_AXIS,
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clutter_actor_set_rotation (actor, CLUTTER_Z_AXIS,
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(gdouble) frame_num,
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angle,
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clutter_actor_get_width (actor) / 2,
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clutter_actor_get_width (actor) / 2,
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clutter_actor_get_height (actor) / 2,
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clutter_actor_get_height (actor) / 2,
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0);
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0);
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}
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}
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int
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...
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main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterTimeline *timeline;
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ClutterActor *stage, *actor;
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timeline = clutter_timeline_new (1000); /* one second */
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GdkPixbuf *pixbuf;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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pixbuf = gdk_pixbuf_new_from_file ("an-image.png", NULL);
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actor = clutter_texture_new_from_pixbuf (pixbuf);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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clutter_actor_set_position (actor, 100, 100);
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timeline = clutter_timeline_new_for (360, 60); /* one degree per frame */
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clutter_timeline_set_loop (timeline, TRUE);
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clutter_timeline_set_loop (timeline, TRUE);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame), actor);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame), actor);
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clutter_actor_show_all (stage);
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clutter_timeline_start (timeline);
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clutter_timeline_start (timeline);
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clutter_main();
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return 0;
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}
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</programlisting>
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</programlisting>
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</example>
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</example>
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<note><para>
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<note><para>Multiple timelines can be sequenced in order by using a
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Multiple timelines can be sequenced in order by means of the
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#ClutterScore. See the #ClutterScore documentation for more details on
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#ClutterScore. See the #ClutterScore documentation for more details on
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using this.
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using this.</para></note>
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</para></note>
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</section>
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</section>
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<section id="clutter-animation-behaviours">
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<section id="clutter-animation-behaviours">
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<title>Behaviours</title>
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<title>Behaviours</title>
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<para>
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<para>With a large application containing many animations, the use of
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just timelines can become unwieldy and difficult to manage, with much
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code duplication in the #ClutterTimeline::new-frame handlers that can
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require over-complex code changes for minor animation modifications. To
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ease these problems the #ClutterAlpha and #ClutterBehaviour classes were
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created.</para>
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With a large application containing many animations, the use of just
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<para>#ClutterAlpha and #ClutterBehaviour attempt to generalise the
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timelines can become unwieldy and difficult to manage with much code
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#ClutterTimeline::new-frame function by defining common actions (or
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duplication in the new-frame handlers that can require over complex
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behaviours) that can be quickly modified, applied to multiple actors or
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code changes for minor animation modifications. To ease these
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mixed on a single actor.</para>
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problems the #ClutterAlpha and #ClutterBehaviour classes were created.
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</para>
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<para>A #ClutterAlpha is a 'function of time' (and does not refer to the
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<para>
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alpha channel of a RGBA color). It is created by referencing a source
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timeline and an "easing mode" whichproduces a value between -1.0 and 2.0
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depending on the progress of the timeline. Clutter provides various
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easing modes, as described by the #ClutterAnimationMode enumeration. It is
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also possible to register new animation modes using the function
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clutter_alpha_register_func() or to provide a custom #ClutterAlphaFunc for
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a specific #ClutterAlpha instance.</para>
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#ClutterAlpha and #ClutterBehaviour attempt to generalise the
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<para>A #ClutterBehaviour is created with a #ClutterAlpha and a set of
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new-frame function by defining common actions or behaviours that can
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parameters for whatever the behaviour modifies in an actor. The value of
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be quickly modified, applied to multiple actors or mixed on a single
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a #ClutterAlpha during the animation is then mapped to a value for the
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actor.
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behaviour parameters and then applied on the actors referenced by the
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#ClutterBehaviour. With the #ClutterAlpha's underlying timeline playing
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the produced value will change and the behaviour will animate an
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actor.</para>
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</para>
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<para>A #ClutterBehaviour is effectively 'driven' by a supplied
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<para>
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#ClutterAlpha and when then applied to an actor it will modify a visual
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property or feature of the actor dependant on the Alpha's value. For
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example, a path-based behaviour applied to an actor will alter its
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position along a #ClutterPath, depending on the current alpha value over
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time. The actual progress of the motion will depend on the chosen "easing
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mode".</para>
|
||||||
|
|
||||||
A ClutterAlpha is simply a 'function of time' (not a pixel alpha channel!).
|
<para> Multiple behaviours can of course be applied to an actor as well
|
||||||
It is created by referencing a source timeline and an "easing mode" which
|
as a single behaviour being applied to multiple actors. The separation
|
||||||
produces a value between -1 and 2 depending on the progress of the
|
of timelines, alphas and behaviours allows for a single timeline to drive
|
||||||
timeline. Clutter provides various easing modes, as described by
|
many behaviours each potentially using different alpha functions.
|
||||||
the #ClutterAnimationMode enumeration. It is also possible to register
|
Behaviour parameters can also be changed on the fly.</para>
|
||||||
a new animation mode using clutter_alpha_register_func() or to provide
|
|
||||||
a custom #ClutterAlphaFunc for a specific #ClutterAlpha instance.
|
|
||||||
|
|
||||||
</para>
|
|
||||||
<para>
|
|
||||||
|
|
||||||
A Behaviour is created with a #ClutterAlpha and a set of limits for
|
|
||||||
whatever the behaviour modifies in an actor. The current #ClutterAlpha
|
|
||||||
value is then mapped to a value between these limits and this value
|
|
||||||
set on any applied actors. With the #ClutterAlpha's underlying
|
|
||||||
timeline playing the produced value will change and the behaviour
|
|
||||||
will animate the actor.
|
|
||||||
|
|
||||||
</para>
|
|
||||||
<para>
|
|
||||||
|
|
||||||
A #ClutterBehaviour is effectively 'driven' by a supplied #ClutterAlpha
|
|
||||||
and when then applied to an actor it will modify a visual property or
|
|
||||||
feature of the actor dependant on the Alpha's value. For example a
|
|
||||||
path based behaviour applied to an actor will alter its position
|
|
||||||
along the path dependant on the current alpha value over time. The
|
|
||||||
actual motion will depend on the chosen "easing mode".
|
|
||||||
|
|
||||||
</para>
|
|
||||||
<para>
|
|
||||||
|
|
||||||
Multiple behaviours can of course be applied to an actor as well as
|
|
||||||
a single behaviour being applied to multiple actors. The separation
|
|
||||||
of timelines, alphas and behaviours allows for a single timeline to
|
|
||||||
drive many behaviours each potentially using different alpha
|
|
||||||
functions. Behaviour parameters can also be changed on the fly.
|
|
||||||
|
|
||||||
</para>
|
|
||||||
|
|
||||||
<para>
|
<para>
|
||||||
|
|
||||||
<figure id="behaviour-path-alpha">
|
<figure id="behaviour-path-alpha">
|
||||||
<title>Effects of alpha functions on a path</title>
|
<title>Effects of alpha functions on a path</title>
|
||||||
<graphic fileref="path-alpha-func.png" format="PNG"/>
|
<graphic fileref="path-alpha-func.png" format="PNG"/>
|
||||||
<blockquote>
|
<blockquote>The actors position between the path's end points
|
||||||
The actors position between the path's end points directly correlates
|
directly correlates to the #ClutterAlpha's current alpha value
|
||||||
to the #ClutterAlpha's current alpha value driving the behaviour. With
|
driving the behaviour. With the #ClutterAlpha's animation mode
|
||||||
the #ClutterAlpha's animation mode set to %CLUTTER_LINEAR the actor
|
set to %CLUTTER_LINEAR the actor will follow the path at a constant
|
||||||
will follow the path at a constant velocity, but when changing to
|
velocity, but when changing to %CLUTTER_EASE_SINE_IN_OUT the actor
|
||||||
%CLUTTER_EASE_SINE_IN_OUT the actor initially accelerates before quickly
|
initially accelerates before quickly decelerating.</blockquote>
|
||||||
decelerating.
|
|
||||||
</blockquote>
|
|
||||||
</figure>
|
</figure>
|
||||||
|
|
||||||
</para>
|
</para>
|
||||||
|
|
||||||
|
<para>The behaviours included in Clutter are:</para>
|
||||||
|
|
||||||
<para>
|
<para>
|
||||||
|
|
||||||
The behaviours included in Clutter are
|
|
||||||
|
|
||||||
</para>
|
|
||||||
<para>
|
|
||||||
|
|
||||||
<variablelist>
|
<variablelist>
|
||||||
<varlistentry>
|
<varlistentry>
|
||||||
<term>#ClutterBehaviourDepth</term>
|
<term>#ClutterBehaviourDepth</term>
|
||||||
@ -359,7 +263,7 @@ main (int argc, char *argv[])
|
|||||||
</varlistentry>
|
</varlistentry>
|
||||||
<varlistentry>
|
<varlistentry>
|
||||||
<term>#ClutterBehaviourEllipse</term>
|
<term>#ClutterBehaviourEllipse</term>
|
||||||
<listitem><simpara>Moves actors along an ellipsis</simpara></listitem>
|
<listitem><simpara>Moves actors along an elliptical path</simpara></listitem>
|
||||||
</varlistentry>
|
</varlistentry>
|
||||||
<varlistentry>
|
<varlistentry>
|
||||||
<term>#ClutterBehaviourOpacity</term>
|
<term>#ClutterBehaviourOpacity</term>
|
||||||
@ -375,17 +279,15 @@ main (int argc, char *argv[])
|
|||||||
</varlistentry>
|
</varlistentry>
|
||||||
<varlistentry>
|
<varlistentry>
|
||||||
<term>#ClutterBehaviourScale</term>
|
<term>#ClutterBehaviourScale</term>
|
||||||
<listitem><simpara>Changes the scaling factors of
|
<listitem><simpara>Changes the scaling factors of actors</simpara></listitem>
|
||||||
actors</simpara></listitem>
|
|
||||||
</varlistentry>
|
</varlistentry>
|
||||||
</variablelist>
|
</variablelist>
|
||||||
|
|
||||||
</para>
|
</para>
|
||||||
|
|
||||||
<example id="clutter-behaviour-example">
|
<example id="clutter-behaviour-example">
|
||||||
<para>
|
<title>Using a #ClutterBehaviour</title>
|
||||||
The following example demonstrates an ellipse behaviour in action.
|
<para>The following example demonstrates an ellipse behaviour in
|
||||||
</para>
|
action.</para>
|
||||||
<programlisting>
|
<programlisting>
|
||||||
#include <clutter/clutter.h>
|
#include <clutter/clutter.h>
|
||||||
|
|
||||||
@ -402,18 +304,23 @@ main (int argc, char *argv[])
|
|||||||
|
|
||||||
stage = clutter_stage_get_default ();
|
stage = clutter_stage_get_default ();
|
||||||
|
|
||||||
pixbuf = gdk_pixbuf_new_from_file ("ohpowers.png", NULL);
|
actor = clutter_texture_new_from_file ("ohpowers.png, NULL);
|
||||||
|
|
||||||
actor = clutter_texture_new_from_pixbuf (pixbuf);
|
|
||||||
|
|
||||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
|
||||||
|
|
||||||
timeline = clutter_timeline_new_for_duration (4000); /* milliseconds */
|
/* set up the animation to be 4 seconds long */
|
||||||
|
timeline = clutter_timeline_new (4000);
|
||||||
clutter_timeline_set_loop (timeline, TRUE);
|
clutter_timeline_set_loop (timeline, TRUE);
|
||||||
|
|
||||||
/* Set an alpha func to power the behaviour */
|
/* set up a sinusoidal easing mode to power the behaviour; the
|
||||||
|
* alpha will take a reference on the timeline so we can safely
|
||||||
|
* release the reference we hold
|
||||||
|
*/
|
||||||
alpha = clutter_alpha_new_full (timeline, CLUTTER_EASE_SINE_IN_OUT);
|
alpha = clutter_alpha_new_full (timeline, CLUTTER_EASE_SINE_IN_OUT);
|
||||||
|
g_object_unref (timeline);
|
||||||
|
|
||||||
|
/* the behaviour will own the alpha by sinking its floating
|
||||||
|
* reference (if needed)
|
||||||
|
*/
|
||||||
behave = clutter_behaviour_ellipse_new (alpha,
|
behave = clutter_behaviour_ellipse_new (alpha,
|
||||||
200, /* center x */
|
200, /* center x */
|
||||||
200, /* center y */
|
200, /* center y */
|
||||||
@ -431,36 +338,32 @@ main (int argc, char *argv[])
|
|||||||
|
|
||||||
clutter_main();
|
clutter_main();
|
||||||
|
|
||||||
/* clean up */
|
/* clean up; behaviours are top-level objects */
|
||||||
g_object_unref (behave);
|
g_object_unref (behave);
|
||||||
g_object_unref (timeline);
|
|
||||||
|
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
</programlisting>
|
</programlisting>
|
||||||
</example>
|
</example>
|
||||||
|
|
||||||
<note>Behaviour parameters can be changed whilst a animation is running</note>
|
<note><para>The parameters of a #ClutterBehaviour can be changed whilst
|
||||||
|
a animation is running.</para></note>
|
||||||
|
|
||||||
<para>
|
<para>There can be many #ClutterAlpha's attached to a single timeline.
|
||||||
There can be many #ClutterAlpha's attached to a single timeline. There
|
There can be many behaviours for a #ClutterAlpha. There can be many
|
||||||
can be many behaviours for a #ClutterAlpha. There can be many behaviours
|
behaviours applied to an actor. A #ClutterScore can be used to chain
|
||||||
applied to an actor. A #ClutterScore can be used to chain many behaviour
|
many behaviours together.</para>
|
||||||
together.
|
|
||||||
</para>
|
|
||||||
|
|
||||||
<warning><para>Combining behaviours that effect the same actor properties
|
<warning><para>Combining behaviours that effect the same actor properties
|
||||||
(i.e two separate paths) will cause unexpected results. The values
|
(i.e two separate paths) will cause unexpected results. The values will
|
||||||
will not be merged in any way with only the last applied behaviour taking
|
not be merged in any way with only the last applied behaviour taking
|
||||||
precedence.</para></warning>
|
precedence.</para></warning>
|
||||||
|
|
||||||
<para>
|
<note><para>Tips for implementing a new behaviour can be found <link
|
||||||
Tips for implementing a new behaviour can be found <link
|
linkend="creating-your-own-behaviours">here</link>.</para></note>
|
||||||
linkend="creating-your-own-behaviours">here</link>.
|
|
||||||
</para>
|
|
||||||
|
|
||||||
</section>
|
</section>
|
||||||
|
|
||||||
<section id="clutter-animation-implicit">
|
<section id="clutter-animation-implicit">
|
||||||
<title>Implicit Animations</title>
|
<title>Implicit Animations</title>
|
||||||
|
|
||||||
@ -476,13 +379,11 @@ main (int argc, char *argv[])
|
|||||||
a range of values.</para>
|
a range of values.</para>
|
||||||
|
|
||||||
<example id="clutter-actor-animate-example">
|
<example id="clutter-actor-animate-example">
|
||||||
<para>
|
<title>Using clutter_actor_animate()</title>
|
||||||
The following example demonstrates how to use the
|
<para>The following example demonstrates how to use the
|
||||||
clutter_actor_animate() method to tween an actor
|
clutter_actor_animate() method to tween an actor between the current
|
||||||
between the current position and a new set of coordinates.
|
position and a new set of coordinates. The animation takes 200
|
||||||
The animation takes 200 milliseconds to complete and
|
milliseconds to complete and uses a linear progression.</para>
|
||||||
uses a linear speed.
|
|
||||||
</para>
|
|
||||||
<programlisting>
|
<programlisting>
|
||||||
clutter_actor_animate (actor, CLUTTER_LINEAR, 200
|
clutter_actor_animate (actor, CLUTTER_LINEAR, 200
|
||||||
"x", 200,
|
"x", 200,
|
||||||
@ -500,59 +401,58 @@ main (int argc, char *argv[])
|
|||||||
unreferenced, and disposed if nothing else is holding a reference
|
unreferenced, and disposed if nothing else is holding a reference
|
||||||
on it.</para></warning>
|
on it.</para></warning>
|
||||||
|
|
||||||
<para>Calling clutter_actor_animate() multiple times on an
|
|
||||||
actor which is being animated will cause the animation to be updated
|
|
||||||
with the new values.</para>
|
|
||||||
|
|
||||||
<example id="clutter-actor-animate-multi-example">
|
<example id="clutter-actor-animate-multi-example">
|
||||||
<para>
|
<title>Animating inside an event handler</title>
|
||||||
The following example demonstrates how to animate an actor
|
<para>The following example demonstrates how to animate an actor
|
||||||
inside the signal handler for a button press event. If the
|
inside the signal handler for a button press event. If the user
|
||||||
user presses the button on a new position while the animation
|
presses the button on a new position while the animation is running,
|
||||||
is running, the animation will be restarted with the new
|
the animation will be restarted with the new final values
|
||||||
final values updated.
|
updated.</para>
|
||||||
</para>
|
|
||||||
<programlisting>
|
<programlisting>
|
||||||
static gboolean
|
static gboolean
|
||||||
on_button_press (ClutterActor *actor,
|
on_button_press (ClutterActor *actor,
|
||||||
ClutterButtonEvent *event,
|
ClutterEvent *event,
|
||||||
gpointer user_data)
|
gpointer user_data)
|
||||||
{
|
{
|
||||||
|
gfloat event_x, event_y;
|
||||||
|
|
||||||
|
clutter_event_get_coords (event, &event_x, &event_y);
|
||||||
clutter_actor_animate (actor, CLUTTER_EASE_SINE_OUT, 500,
|
clutter_actor_animate (actor, CLUTTER_EASE_SINE_OUT, 500,
|
||||||
"x", event->x,
|
"x", event_x,
|
||||||
"y", event->y,
|
"y", event_y,
|
||||||
NULL);
|
NULL);
|
||||||
return TRUE;
|
return TRUE;
|
||||||
}
|
}
|
||||||
</programlisting>
|
</programlisting>
|
||||||
</example>
|
</example>
|
||||||
|
|
||||||
|
<para>Calling clutter_actor_animate() multiple times on an
|
||||||
|
actor which is being animated will cause the animation to be updated
|
||||||
|
with the new values.</para>
|
||||||
|
|
||||||
|
<para>If you need to chain up multiple animations created using
|
||||||
|
clutter_actor_animate() you should connect to the
|
||||||
|
#ClutterAnimation::completed signal using g_signal_connect_after()
|
||||||
|
to have the guarantee that the current #ClutterAnimation has been
|
||||||
|
detached from the actor. The documentation for clutter_actor_animate()
|
||||||
|
has further examples.</para>
|
||||||
|
|
||||||
</section>
|
</section>
|
||||||
|
|
||||||
<section id="clutter-animation-conclusion">
|
<section id="clutter-animation-conclusion">
|
||||||
<title>Conclusion</title>
|
<title>Conclusion</title>
|
||||||
<para>
|
<para>Clutter provides a number of utility classes to aid animations
|
||||||
|
and complex animations can be produced by combining the various features
|
||||||
|
provided.</para>
|
||||||
|
|
||||||
Clutter provides a number of utility classes to aid animations and
|
<para>Of course animations can becreated outside of the Clutter animation
|
||||||
complex animations can be produced by combining the various features
|
|
||||||
provided.
|
|
||||||
|
|
||||||
</para>
|
|
||||||
<para>
|
|
||||||
|
|
||||||
Of course animations can becreated outside of the Clutter animation
|
|
||||||
framework, as the framework is not expected to cover every kind of
|
framework, as the framework is not expected to cover every kind of
|
||||||
possible animation scenario.
|
possible animation scenario.</para>
|
||||||
|
|
||||||
</para>
|
<para>The animation functionality in Clutter is primarily suited to
|
||||||
<para>
|
|
||||||
|
|
||||||
The animation functionality in Clutter is primarily suited to
|
|
||||||
building animations with a set or finite running time - i.e transitions
|
building animations with a set or finite running time - i.e transitions
|
||||||
and the like. For animations involving variable input (such as touchscreen
|
between states. For animations involving variable input (such as
|
||||||
handling) physical simulations may be more suited.
|
touchscreen handling) physical simulations may be more suited.</para>
|
||||||
|
|
||||||
</para>
|
|
||||||
|
|
||||||
</section>
|
</section>
|
||||||
|
|
||||||
</chapter>
|
</chapter>
|
||||||
|
Loading…
Reference in New Issue
Block a user