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2007-08-06 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-behaviour-depth.c: Modify to work like all other behvaiours in not forcing increasing order in behaviour 'limits'. (#436) Rename limit min/max props to start/end. * tests/test-depth.c: Simplify test-case to work with above change and without multiple ramps * clutter/clutter-behaviour-rotate.c: Handle CW rotation when end > start and similar for CCW just like ellipse behaviour.
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ChangeLog
21
ChangeLog
@ -1,3 +1,24 @@
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2007-08-06 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-behaviour-depth.c:
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Modify to work like all other behvaiours in not forcing
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increasing order in behaviour 'limits'. (#436)
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Rename limit min/max props to start/end.
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* tests/test-depth.c:
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Simplify test-case to work with above change and
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without multiple ramps
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* clutter/clutter-behaviour-rotate.c:
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Handle CW rotation when end > start and similar for CCW just
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like ellipse behaviour.
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2007-08-05 Matthew Allum <mallum@openedhand.com>
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* README:
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* clutter/clutter-actor.c:
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Document show/hide_all behaviour correctly.
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2007-08-05 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-behaviour-depth.c: Fix typo in the description.
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@ -39,20 +39,7 @@
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* @short_description: Behaviour controlling the depth
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*
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* #ClutterBehaviourDepth is a simple #ClutterBehaviour controlling the
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* depth of a set of actors.
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*
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* The minimum and maximum depth are controlled by the
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* ClutterBehaviourDepth:min-depth and ClutterBehaviourDepth:max-depth
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* properties. The direction of the motion on the depth axis is controlled
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* by the #ClutterAlpha object. If you want to make a #ClutterActor
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* controlled by the #ClutterBehaviourDepth behaviour move from a depth of
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* 0 to a depth of 100 you will have to use an increasing alpha function,
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* like %CLUTTER_ALPHA_RAMP_INC. On the other hand, if you want to make
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* the same actor move from a depth of 100 to a depth of 0 you will have
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* to use a decreasing alpha function, like %CLUTTER_ALPHA_RAMP_DEC. Using
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* a minimum depth greater than the maximum depth and a decreasing alpha
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* function, or using a maximum depth greater than the minimum depth and
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* an increasing alpha function will result in an undefined behaviour.
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* depth of a set of actors between a start and end depth.
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*
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* #ClutterBehaviourDepth is available since Clutter 0.4.
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*/
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@ -63,16 +50,16 @@ G_DEFINE_TYPE (ClutterBehaviourDepth,
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struct _ClutterBehaviourDepthPrivate
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{
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gint min_depth;
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gint max_depth;
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gint start_depth;
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gint end_depth;
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};
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enum
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{
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PROP_0,
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PROP_MIN_DEPTH,
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PROP_MAX_DEPTH
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PROP_START_DEPTH,
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PROP_END_DEPTH
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};
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static void
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@ -87,27 +74,16 @@ static void
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clutter_behaviour_depth_alpha_notify (ClutterBehaviour *behaviour,
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guint32 alpha_value)
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{
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ClutterFixed factor;
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ClutterBehaviourDepthPrivate *priv;
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gint depth;
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priv = CLUTTER_BEHAVIOUR_DEPTH (behaviour)->priv;
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if (priv->max_depth > priv->min_depth)
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{
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depth = alpha_value
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* (priv->max_depth - priv->min_depth)
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/ CLUTTER_ALPHA_MAX_ALPHA;
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depth += priv->min_depth;
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}
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else
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{
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depth = alpha_value
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* (priv->min_depth - priv->max_depth)
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/ CLUTTER_ALPHA_MAX_ALPHA;
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depth += priv->max_depth;
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}
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/* Need to create factor as to avoid borking signedness */
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factor = CLUTTER_INT_TO_FIXED (alpha_value) / CLUTTER_ALPHA_MAX_ALPHA;
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depth = priv->start_depth +
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CLUTTER_FIXED_INT(factor * (priv->end_depth - priv->start_depth));
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CLUTTER_NOTE (BEHAVIOUR, "alpha: %d, depth: %d", alpha_value, depth);
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@ -122,7 +98,7 @@ clutter_behaviour_depth_applied (ClutterBehaviour *behaviour,
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{
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ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (behaviour);
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clutter_actor_set_depth (actor, depth->priv->min_depth);
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clutter_actor_set_depth (actor, depth->priv->start_depth);
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}
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static void
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@ -135,11 +111,11 @@ clutter_behaviour_depth_set_property (GObject *gobject,
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switch (prop_id)
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{
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case PROP_MIN_DEPTH:
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depth->priv->min_depth = g_value_get_int (value);
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case PROP_START_DEPTH:
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depth->priv->start_depth = g_value_get_int (value);
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break;
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case PROP_MAX_DEPTH:
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depth->priv->max_depth = g_value_get_int (value);
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case PROP_END_DEPTH:
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depth->priv->end_depth = g_value_get_int (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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@ -157,11 +133,11 @@ clutter_behaviour_depth_get_property (GObject *gobject,
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switch (prop_id)
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{
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case PROP_MIN_DEPTH:
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g_value_set_int (value, depth->priv->min_depth);
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case PROP_START_DEPTH:
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g_value_set_int (value, depth->priv->start_depth);
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break;
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case PROP_MAX_DEPTH:
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g_value_set_int (value, depth->priv->max_depth);
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case PROP_END_DEPTH:
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g_value_set_int (value, depth->priv->end_depth);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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@ -184,31 +160,31 @@ clutter_behaviour_depth_class_init (ClutterBehaviourDepthClass *klass)
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behaviour_class->applied = clutter_behaviour_depth_applied;
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/**
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* ClutterBehaviourDepth:min-depth:
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* ClutterBehaviourDepth:start-depth:
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*
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* Minimum depth level to apply to the actors.
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* Start depth level to apply to the actors.
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*
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* Since: 0.4
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*/
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g_object_class_install_property (gobject_class,
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PROP_MIN_DEPTH,
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g_param_spec_int ("min-depth",
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"Minimum Depth",
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"Minimum depth to apply",
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PROP_START_DEPTH,
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g_param_spec_int ("start-depth",
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"Start Depth",
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"Start depth to apply",
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G_MININT, G_MAXINT, 0,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterBehaviourDepth:max-depth:
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* ClutterBehaviourDepth:end-depth:
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*
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* Maximum depth level to apply to the actors.
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* End depth level to apply to the actors.
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*
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* Since: 0.4
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*/
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g_object_class_install_property (gobject_class,
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PROP_MAX_DEPTH,
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g_param_spec_int ("max-depth",
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"Maximum Depth",
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"Maximum depth to apply",
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PROP_END_DEPTH,
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g_param_spec_int ("end-depth",
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"End Depth",
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"End depth to apply",
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G_MININT, G_MAXINT, 0,
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CLUTTER_PARAM_READWRITE));
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}
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@ -224,8 +200,8 @@ clutter_behaviour_depth_init (ClutterBehaviourDepth *depth)
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/**
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* clutter_behaviour_depth_new:
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* @alpha: a #ClutterAlpha or %NULL
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* @min_depth: minimum depth level
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* @max_depth: maximum depth level
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* @start_depth: start depth
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* @end_depth: end depth
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*
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* Creates a new #ClutterBehaviourDepth which can be used to control
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* the ClutterActor:depth property of a set of #ClutterActor<!-- -->s.
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@ -236,14 +212,14 @@ clutter_behaviour_depth_init (ClutterBehaviourDepth *depth)
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*/
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ClutterBehaviour *
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clutter_behaviour_depth_new (ClutterAlpha *alpha,
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gint min_depth,
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gint max_depth)
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gint start_depth,
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gint end_depth)
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{
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g_return_val_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha), NULL);
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return g_object_new (CLUTTER_TYPE_BEHAVIOUR_DEPTH,
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"alpha", alpha,
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"min-depth", min_depth,
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"max-depth", max_depth,
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"start-depth", start_depth,
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"end-depth", end_depth,
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NULL);
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}
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clutter_behaviour_rotate_alpha_notify (ClutterBehaviour *behaviour,
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guint32 alpha_value)
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{
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ClutterFixed factor, angle;
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ClutterFixed factor, angle, diff;
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ClutterBehaviourRotate *rotate_behaviour;
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ClutterBehaviourRotatePrivate *priv;
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@ -131,12 +131,66 @@ clutter_behaviour_rotate_alpha_notify (ClutterBehaviour *behaviour,
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switch (priv->direction)
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{
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case CLUTTER_ROTATE_CW:
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angle = CLUTTER_FIXED_MUL (factor, (priv->angle_end - priv->angle_begin));
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if (priv->angle_end >= priv->angle_begin)
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{
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angle = CLUTTER_FIXED_MUL (factor,
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(priv->angle_end - priv->angle_begin));
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angle += priv->angle_begin;
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}
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else
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{
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/* Work out the angular length of the arch represented by the
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* end angle in CCW direction
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*/
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if (priv->angle_end > CLUTTER_INT_TO_FIXED(360))
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{
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ClutterFixed rounds, a1, a2;
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rounds = priv->angle_begin / 360;
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a1 = rounds * 360;
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a2 = CLUTTER_INT_TO_FIXED(360) - (priv->angle_begin - a1);
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diff = a1 + a2 + priv->angle_end;
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}
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else
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{
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diff = CLUTTER_INT_TO_FIXED(360)
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- priv->angle_begin + priv->angle_end;
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}
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angle = CLUTTER_FIXED_MUL (diff, factor);
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angle += priv->angle_begin;
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}
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break;
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case CLUTTER_ROTATE_CCW:
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angle = CLUTTER_FIXED_MUL (factor, (priv->angle_begin - priv->angle_end));
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if (priv->angle_end <= priv->angle_begin)
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{
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angle = CLUTTER_FIXED_MUL (factor,
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(priv->angle_begin - priv->angle_end));
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angle += priv->angle_end;
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}
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else
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{
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/* Work out the angular length of the arch represented by the
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* end angle in CCW direction
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*/
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if (priv->angle_end > CLUTTER_INT_TO_FIXED(360))
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{
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ClutterFixed rounds, a1, a2;
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rounds = priv->angle_begin / 360;
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a1 = rounds * 360;
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a2 = CLUTTER_INT_TO_FIXED(360) - (priv->angle_end - a1);
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diff = a1 + a2 + priv->angle_begin;
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}
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else
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{
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diff = CLUTTER_INT_TO_FIXED(360)
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- priv->angle_end + priv->angle_begin;
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}
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angle = priv->angle_begin - CLUTTER_FIXED_MUL (diff, factor);
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}
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break;
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}
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@ -257,7 +311,9 @@ clutter_behaviour_rotate_class_init (ClutterBehaviourRotateClass *klass)
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g_param_spec_double ("angle-begin",
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"Angle Begin",
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"Initial angle",
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0.0, 359.0, 0.0,
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0.0,
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CLUTTER_ANGLE_MAX_DEG,
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0.0,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterBehaviourRotate:angle-end:
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@ -271,7 +327,9 @@ clutter_behaviour_rotate_class_init (ClutterBehaviourRotateClass *klass)
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g_param_spec_double ("angle-end",
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"Angle End",
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"Final angle",
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0.0, 359.0, 359.0,
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0.0,
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CLUTTER_ANGLE_MAX_DEG,
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360.0,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterBehaviourRotate:axis:
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@ -1,12 +1,6 @@
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#include <stdlib.h>
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#include <clutter/clutter.h>
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/* this is a rather contrieved test case emulating a CLUTTER_ALPHA_RAMP
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* with two half-ramps. it shows that the direction of the motion on the
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* Z axis of a ClutterBehaviourDepth is controlled by the ClutterAlpha
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* and not by the minimum and maximum depth.
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*/
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static gboolean zoom_in = TRUE;
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static ClutterBehaviour *d_behave = NULL;
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@ -14,33 +8,25 @@ static void
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timeline_completed (ClutterTimeline *timeline,
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gpointer user_data)
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{
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ClutterAlpha *alpha;
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gint min_depth, max_depth;
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gint start_depth, end_depth;
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if (zoom_in)
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{
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alpha = clutter_alpha_new_full (timeline,
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CLUTTER_ALPHA_RAMP_INC,
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NULL, NULL);
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min_depth = -100;
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max_depth = 0;
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start_depth = 100;
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end_depth = 0;
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zoom_in = FALSE;
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}
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else
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{
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alpha = clutter_alpha_new_full (timeline,
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CLUTTER_ALPHA_RAMP_DEC,
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NULL, NULL);
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min_depth = 0;
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max_depth = -100;
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start_depth = 0;
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end_depth = 100;
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zoom_in = TRUE;
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}
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g_object_set (G_OBJECT (d_behave),
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"min-depth", min_depth,
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"max-depth", max_depth,
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"start-depth", start_depth,
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"end-depth", end_depth,
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NULL);
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clutter_behaviour_set_alpha (d_behave, alpha);
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clutter_timeline_rewind (timeline);
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clutter_timeline_start (timeline);
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@ -86,9 +72,9 @@ main (int argc, char *argv[])
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NULL);
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d_behave = clutter_behaviour_depth_new (clutter_alpha_new_full (timeline,
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CLUTTER_ALPHA_RAMP_DEC,
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CLUTTER_ALPHA_RAMP_INC,
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NULL, NULL),
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0, -100);
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0, 100);
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clutter_behaviour_apply (d_behave, hand);
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clutter_behaviour_apply (d_behave, label);
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