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actor: Make add_transition() work regardless of easing state
We can add transitions to an actor even if the easing state hasn't been set beforehand.
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@ -17151,6 +17151,7 @@ _clutter_actor_create_transition (ClutterActor *actor,
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clos = g_hash_table_lookup (info->transitions, pspec->name);
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if (clos == NULL)
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{
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ClutterTimeline *timeline;
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ClutterInterval *interval;
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GValue initial = G_VALUE_INIT;
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GValue final = G_VALUE_INIT;
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@ -17209,6 +17210,11 @@ _clutter_actor_create_transition (ClutterActor *actor,
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clutter_transition_set_interval (res, interval);
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clutter_transition_set_remove_on_complete (res, TRUE);
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timeline = CLUTTER_TIMELINE (res);
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clutter_timeline_set_delay (timeline, info->cur_state->easing_delay);
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clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
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clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
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/* this will start the transition as well */
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clutter_actor_add_transition (actor, pspec->name, res);
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@ -17266,15 +17272,6 @@ clutter_actor_add_transition (ClutterActor *self,
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info = _clutter_actor_get_animation_info (self);
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if (info->cur_state == NULL)
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{
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g_warning ("No easing state is defined for the actor '%s'; you "
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"must call clutter_actor_save_easing_state() before "
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"calling clutter_actor_add_transition().",
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_clutter_actor_get_debug_name (self));
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return;
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}
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if (info->transitions == NULL)
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info->transitions = g_hash_table_new_full (g_str_hash, g_str_equal,
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NULL,
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@ -17293,9 +17290,12 @@ clutter_actor_add_transition (ClutterActor *self,
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timeline = CLUTTER_TIMELINE (transition);
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clutter_timeline_set_delay (timeline, info->cur_state->easing_delay);
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clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
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clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
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if (info->cur_state != NULL)
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{
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clutter_timeline_set_delay (timeline, info->cur_state->easing_delay);
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clutter_timeline_set_duration (timeline, info->cur_state->easing_duration);
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clutter_timeline_set_progress_mode (timeline, info->cur_state->easing_mode);
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}
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clos = g_slice_new (TransitionClosure);
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clos->actor = self;
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