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.
This commit is contained in:
Matthew Allum 2007-08-05 23:13:27 +00:00
parent e1d439f9c9
commit 7949cfe30a
4 changed files with 132 additions and 91 deletions

View File

@ -1,3 +1,24 @@
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.
2007-08-05 Matthew Allum <mallum@openedhand.com>
* README:
* clutter/clutter-actor.c:
Document show/hide_all behaviour correctly.
2007-08-05 Emmanuele Bassi <ebassi@openedhand.com>
* clutter/clutter-behaviour-depth.c: Fix typo in the description.

View File

@ -39,20 +39,7 @@
* @short_description: Behaviour controlling the depth
*
* #ClutterBehaviourDepth is a simple #ClutterBehaviour controlling the
* depth of a set of actors.
*
* The minimum and maximum depth are controlled by the
* ClutterBehaviourDepth:min-depth and ClutterBehaviourDepth:max-depth
* properties. The direction of the motion on the depth axis is controlled
* by the #ClutterAlpha object. If you want to make a #ClutterActor
* controlled by the #ClutterBehaviourDepth behaviour move from a depth of
* 0 to a depth of 100 you will have to use an increasing alpha function,
* like %CLUTTER_ALPHA_RAMP_INC. On the other hand, if you want to make
* the same actor move from a depth of 100 to a depth of 0 you will have
* to use a decreasing alpha function, like %CLUTTER_ALPHA_RAMP_DEC. Using
* a minimum depth greater than the maximum depth and a decreasing alpha
* function, or using a maximum depth greater than the minimum depth and
* an increasing alpha function will result in an undefined behaviour.
* depth of a set of actors between a start and end depth.
*
* #ClutterBehaviourDepth is available since Clutter 0.4.
*/
@ -63,16 +50,16 @@ G_DEFINE_TYPE (ClutterBehaviourDepth,
struct _ClutterBehaviourDepthPrivate
{
gint min_depth;
gint max_depth;
gint start_depth;
gint end_depth;
};
enum
{
PROP_0,
PROP_MIN_DEPTH,
PROP_MAX_DEPTH
PROP_START_DEPTH,
PROP_END_DEPTH
};
static void
@ -87,27 +74,16 @@ static void
clutter_behaviour_depth_alpha_notify (ClutterBehaviour *behaviour,
guint32 alpha_value)
{
ClutterFixed factor;
ClutterBehaviourDepthPrivate *priv;
gint depth;
priv = CLUTTER_BEHAVIOUR_DEPTH (behaviour)->priv;
if (priv->max_depth > priv->min_depth)
{
depth = alpha_value
* (priv->max_depth - priv->min_depth)
/ CLUTTER_ALPHA_MAX_ALPHA;
depth += priv->min_depth;
}
else
{
depth = alpha_value
* (priv->min_depth - priv->max_depth)
/ CLUTTER_ALPHA_MAX_ALPHA;
depth += priv->max_depth;
}
/* Need to create factor as to avoid borking signedness */
factor = CLUTTER_INT_TO_FIXED (alpha_value) / CLUTTER_ALPHA_MAX_ALPHA;
depth = priv->start_depth +
CLUTTER_FIXED_INT(factor * (priv->end_depth - priv->start_depth));
CLUTTER_NOTE (BEHAVIOUR, "alpha: %d, depth: %d", alpha_value, depth);
@ -122,7 +98,7 @@ clutter_behaviour_depth_applied (ClutterBehaviour *behaviour,
{
ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (behaviour);
clutter_actor_set_depth (actor, depth->priv->min_depth);
clutter_actor_set_depth (actor, depth->priv->start_depth);
}
static void
@ -135,11 +111,11 @@ clutter_behaviour_depth_set_property (GObject *gobject,
switch (prop_id)
{
case PROP_MIN_DEPTH:
depth->priv->min_depth = g_value_get_int (value);
case PROP_START_DEPTH:
depth->priv->start_depth = g_value_get_int (value);
break;
case PROP_MAX_DEPTH:
depth->priv->max_depth = g_value_get_int (value);
case PROP_END_DEPTH:
depth->priv->end_depth = g_value_get_int (value);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
@ -157,11 +133,11 @@ clutter_behaviour_depth_get_property (GObject *gobject,
switch (prop_id)
{
case PROP_MIN_DEPTH:
g_value_set_int (value, depth->priv->min_depth);
case PROP_START_DEPTH:
g_value_set_int (value, depth->priv->start_depth);
break;
case PROP_MAX_DEPTH:
g_value_set_int (value, depth->priv->max_depth);
case PROP_END_DEPTH:
g_value_set_int (value, depth->priv->end_depth);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
@ -184,31 +160,31 @@ clutter_behaviour_depth_class_init (ClutterBehaviourDepthClass *klass)
behaviour_class->applied = clutter_behaviour_depth_applied;
/**
* ClutterBehaviourDepth:min-depth:
* ClutterBehaviourDepth:start-depth:
*
* Minimum depth level to apply to the actors.
* Start depth level to apply to the actors.
*
* Since: 0.4
*/
g_object_class_install_property (gobject_class,
PROP_MIN_DEPTH,
g_param_spec_int ("min-depth",
"Minimum Depth",
"Minimum depth to apply",
PROP_START_DEPTH,
g_param_spec_int ("start-depth",
"Start Depth",
"Start depth to apply",
G_MININT, G_MAXINT, 0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterBehaviourDepth:max-depth:
* ClutterBehaviourDepth:end-depth:
*
* Maximum depth level to apply to the actors.
* End depth level to apply to the actors.
*
* Since: 0.4
*/
g_object_class_install_property (gobject_class,
PROP_MAX_DEPTH,
g_param_spec_int ("max-depth",
"Maximum Depth",
"Maximum depth to apply",
PROP_END_DEPTH,
g_param_spec_int ("end-depth",
"End Depth",
"End depth to apply",
G_MININT, G_MAXINT, 0,
CLUTTER_PARAM_READWRITE));
}
@ -224,8 +200,8 @@ clutter_behaviour_depth_init (ClutterBehaviourDepth *depth)
/**
* clutter_behaviour_depth_new:
* @alpha: a #ClutterAlpha or %NULL
* @min_depth: minimum depth level
* @max_depth: maximum depth level
* @start_depth: start depth
* @end_depth: end depth
*
* Creates a new #ClutterBehaviourDepth which can be used to control
* the ClutterActor:depth property of a set of #ClutterActor<!-- -->s.
@ -236,14 +212,14 @@ clutter_behaviour_depth_init (ClutterBehaviourDepth *depth)
*/
ClutterBehaviour *
clutter_behaviour_depth_new (ClutterAlpha *alpha,
gint min_depth,
gint max_depth)
gint start_depth,
gint end_depth)
{
g_return_val_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha), NULL);
return g_object_new (CLUTTER_TYPE_BEHAVIOUR_DEPTH,
"alpha", alpha,
"min-depth", min_depth,
"max-depth", max_depth,
"start-depth", start_depth,
"end-depth", end_depth,
NULL);
}

View File

@ -118,7 +118,7 @@ static void
clutter_behaviour_rotate_alpha_notify (ClutterBehaviour *behaviour,
guint32 alpha_value)
{
ClutterFixed factor, angle;
ClutterFixed factor, angle, diff;
ClutterBehaviourRotate *rotate_behaviour;
ClutterBehaviourRotatePrivate *priv;
@ -131,12 +131,66 @@ clutter_behaviour_rotate_alpha_notify (ClutterBehaviour *behaviour,
switch (priv->direction)
{
case CLUTTER_ROTATE_CW:
angle = CLUTTER_FIXED_MUL (factor, (priv->angle_end - priv->angle_begin));
if (priv->angle_end >= priv->angle_begin)
{
angle = CLUTTER_FIXED_MUL (factor,
(priv->angle_end - priv->angle_begin));
angle += priv->angle_begin;
}
else
{
/* Work out the angular length of the arch represented by the
* end angle in CCW direction
*/
if (priv->angle_end > CLUTTER_INT_TO_FIXED(360))
{
ClutterFixed rounds, a1, a2;
rounds = priv->angle_begin / 360;
a1 = rounds * 360;
a2 = CLUTTER_INT_TO_FIXED(360) - (priv->angle_begin - a1);
diff = a1 + a2 + priv->angle_end;
}
else
{
diff = CLUTTER_INT_TO_FIXED(360)
- priv->angle_begin + priv->angle_end;
}
angle = CLUTTER_FIXED_MUL (diff, factor);
angle += priv->angle_begin;
}
break;
case CLUTTER_ROTATE_CCW:
angle = CLUTTER_FIXED_MUL (factor, (priv->angle_begin - priv->angle_end));
if (priv->angle_end <= priv->angle_begin)
{
angle = CLUTTER_FIXED_MUL (factor,
(priv->angle_begin - priv->angle_end));
angle += priv->angle_end;
}
else
{
/* Work out the angular length of the arch represented by the
* end angle in CCW direction
*/
if (priv->angle_end > CLUTTER_INT_TO_FIXED(360))
{
ClutterFixed rounds, a1, a2;
rounds = priv->angle_begin / 360;
a1 = rounds * 360;
a2 = CLUTTER_INT_TO_FIXED(360) - (priv->angle_end - a1);
diff = a1 + a2 + priv->angle_begin;
}
else
{
diff = CLUTTER_INT_TO_FIXED(360)
- priv->angle_end + priv->angle_begin;
}
angle = priv->angle_begin - CLUTTER_FIXED_MUL (diff, factor);
}
break;
}
@ -257,7 +311,9 @@ clutter_behaviour_rotate_class_init (ClutterBehaviourRotateClass *klass)
g_param_spec_double ("angle-begin",
"Angle Begin",
"Initial angle",
0.0, 359.0, 0.0,
0.0,
CLUTTER_ANGLE_MAX_DEG,
0.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterBehaviourRotate:angle-end:
@ -271,7 +327,9 @@ clutter_behaviour_rotate_class_init (ClutterBehaviourRotateClass *klass)
g_param_spec_double ("angle-end",
"Angle End",
"Final angle",
0.0, 359.0, 359.0,
0.0,
CLUTTER_ANGLE_MAX_DEG,
360.0,
CLUTTER_PARAM_READWRITE));
/**
* ClutterBehaviourRotate:axis:

View File

@ -1,12 +1,6 @@
#include <stdlib.h>
#include <clutter/clutter.h>
/* this is a rather contrieved test case emulating a CLUTTER_ALPHA_RAMP
* with two half-ramps. it shows that the direction of the motion on the
* Z axis of a ClutterBehaviourDepth is controlled by the ClutterAlpha
* and not by the minimum and maximum depth.
*/
static gboolean zoom_in = TRUE;
static ClutterBehaviour *d_behave = NULL;
@ -14,33 +8,25 @@ static void
timeline_completed (ClutterTimeline *timeline,
gpointer user_data)
{
ClutterAlpha *alpha;
gint min_depth, max_depth;
gint start_depth, end_depth;
if (zoom_in)
{
alpha = clutter_alpha_new_full (timeline,
CLUTTER_ALPHA_RAMP_INC,
NULL, NULL);
min_depth = -100;
max_depth = 0;
start_depth = 100;
end_depth = 0;
zoom_in = FALSE;
}
else
{
alpha = clutter_alpha_new_full (timeline,
CLUTTER_ALPHA_RAMP_DEC,
NULL, NULL);
min_depth = 0;
max_depth = -100;
start_depth = 0;
end_depth = 100;
zoom_in = TRUE;
}
g_object_set (G_OBJECT (d_behave),
"min-depth", min_depth,
"max-depth", max_depth,
"start-depth", start_depth,
"end-depth", end_depth,
NULL);
clutter_behaviour_set_alpha (d_behave, alpha);
clutter_timeline_rewind (timeline);
clutter_timeline_start (timeline);
@ -86,9 +72,9 @@ main (int argc, char *argv[])
NULL);
d_behave = clutter_behaviour_depth_new (clutter_alpha_new_full (timeline,
CLUTTER_ALPHA_RAMP_DEC,
CLUTTER_ALPHA_RAMP_INC,
NULL, NULL),
0, -100);
0, 100);
clutter_behaviour_apply (d_behave, hand);
clutter_behaviour_apply (d_behave, label);