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docs: Add recipe for animating an actor on a curved path
Show how to animate an actor using a ClutterPathConstraint. This demonstrates how to get effects similar to ClutterPathBehaviour with the modern animation APIs. Includes 3 examples: 1) Simple ClutterPathConstraint used with implicit animations 2) ClutterPathConstraint used to simulate circular animation, using ClutterAnimator 3) Creating simple curved path animations with non-linear easing
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@ -49,6 +49,7 @@ IMAGE_FILES = \
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VIDEO_FILES = \
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$(srcdir)/videos/animations-fading-out.ogv \
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$(srcdir)/videos/animations-fading-in-then-out.ogv \
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$(srcdir)/videos/animations-path.ogv \
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$(srcdir)/videos/animations-rotating-x-minus-45.ogv \
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$(srcdir)/videos/animations-rotating-y-45.ogv \
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$(srcdir)/videos/animations-rotating-z-90.ogv \
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@ -3055,4 +3055,275 @@ g_object_set (actor,
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</section>
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<section id="animations-path">
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<title>Animating an actor along a curved path</title>
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<section>
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<title>Problem</title>
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<para>You want to animate an actor along a curved path: for
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example, to move an actor in a circle or spiral.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Create a <type>ClutterPath</type> to describe the
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path the actor should move along; then create a
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<type>ClutterPathConstraint</type> based on that path:</para>
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<informalexample>
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<programlisting>
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ClutterPath *path;
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ClutterConstraint *constraint;
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/* create the path */
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path = clutter_path_new ();
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/* first node is at 30,60 */
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clutter_path_add_move_to (path, 30, 60);
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/* add a curve to the top-right of the stage, with control
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* points relative to the start point at 30,60
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*/
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clutter_path_add_rel_curve_to (path,
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120, 180,
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180, 120,
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240, 0);
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/* create a constraint based on the path */
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constraint = clutter_path_constraint_new (path, 0.0);
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</programlisting>
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</informalexample>
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<note>
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<para>For more on the types of curve and line segment available,
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see the <type>ClutterPath</type> API documentation.</para>
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</note>
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<para>Next, add the constraint to an actor; in this case, the
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actor is a red rectangle:</para>
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<informalexample>
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<programlisting>
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ClutterActor *rectangle;
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ClutterActor *stage = clutter_stage_new ();
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/* ...set size stage, color, etc... */
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const ClutterColor *red_color = clutter_color_new (255, 0, 0, 255);
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rectangle = clutter_rectangle_new_with_color (red_color);
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clutter_actor_set_size (rectangle, 60, 60);
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/* add the constraint to the rectangle; note that this
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* puts the rectangle at the start of the path, i.e. at position 30,60;
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* we also give the constraint a name, so we can use it from an implicit
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* animation
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*/
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clutter_actor_add_constraint_with_name (rectangle, "path", constraint);
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/* add the rectangle to the stage */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rectangle);
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</programlisting>
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</informalexample>
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<para>Note how the constraint has to be assigned a name (here, "path")
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to make it accessible via implicit animations.</para>
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<para>Finally, animate the constraint's <varname>offset</varname>
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property; which in turn moves the actor along the path:</para>
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<informalexample>
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<programlisting>
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ClutterTimeline *timeline;
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/* create a timeline with 1000 milliseconds duration, which loops
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* indefinitely and reverses its direction each time it completes
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*/
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timeline = clutter_timeline_new (1000);
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clutter_timeline_set_loop (timeline, TRUE);
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clutter_timeline_set_auto_reverse (timeline, TRUE);
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/* animate the offset property on the constraint from 0.0 to 1.0;
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* note the syntax used to refer to the constraints metadata for the
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* rectangle actor:
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*
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* "@constraints.<constraint name>.<property>"
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*/
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clutter_actor_animate_with_timeline (rectangle, CLUTTER_LINEAR, timeline,
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"@constraints.path.offset", 1.0,
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NULL);
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/* ...show the stage, run the mainloop, free memory on exit... */
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</programlisting>
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</informalexample>
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<para>The <link linkend="animations-path-example-1">full
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example</link> shows how these fragments fit together.
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The animation produced by this example looks
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like this:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-path.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing animation of an actor along a curved
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path using <type>ClutterPathConstraint</type></para>
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</alt>
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</inlinemediaobject>
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<para>The <link linkend="animations-path-example-2">second full
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example</link> animates an actor around a simulated circle
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using a more complex <type>ClutterPath</type>.</para>
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</section>
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<section>
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<title>Discussion</title>
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<para>Animating an actor using <type>ClutterPathConstraint</type>
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is the recommended way to animate actors along curved paths. It
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replaces the older <type>ClutterBehaviourPath</type>.</para>
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<para>A <type>ClutterPathConstraint</type> constrains an
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actor's <varname>x</varname> and <varname>y</varname> properties
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to a position along such a <type>ClutterPath</type>: a path through
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2D space. The <type>ClutterPath</type> itself is composed of nodes
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(x,y positions in 2D space), connected by straight lines or (cubic)
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<ulink url="http://en.wikipedia.org/wiki/B%C3%A9zier_curve">Bézier
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curves</ulink>.</para>
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<note>
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<para><type>ClutterPath</type> doesn't have to be used in animations:
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it can also be used in drawing (see the
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<link linkend="actors-non-rectangular">non-rectangular actor
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recipe</link>).</para>
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</note>
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<para>The actor's position along the path is determined by the constraint's
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<varname>offset</varname> property, which has a
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value between 0.0 and 1.0. When the offset is 0.0, the actor
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is at the beginning of the path; when the actor is at 1.0, the
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actor is at the end of the path. Between 0.0 and 1.0, the actor
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is some fraction of the way along the path.</para>
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<para>If you immediately set the <varname>offset</varname> for the
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constraint (e.g. to <code>0.5</code>), the actor is instantly placed
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at that position along the path: for <code>offset = 0.5</code>,
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at the halfway point.</para>
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<para>By contrast, to animate an actor along a path, you
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<emphasis>animate</emphasis> the offset property of a
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<type>ClutterPathConstraint</type>. The actor's position
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along the path is dependent on the progress of the animation:
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when the animation starts, the actor is at the beginning of the path;
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by the end of the animation, it will have reached its end.</para>
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<para>If you animate the constraint using a linear easing mode,
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the progress of the animation matches progress along the path: at
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half-way through the animation, the actor will be half-way along
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the path.</para>
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<para>However, if you are using a non-linear easing mode
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(e.g. a quintic or cubic mode), the offset along the path and
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progress through the animation may differ. This is because the
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offset along the path is computed from the alpha value at that
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point in the animation; this in turn depends on the alpha function
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applied by the animation. (See the
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<link linkend="animations-introduction">animations introduction</link>
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for more details about alphas.)</para>
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<para>One way to think about this is to imagine the actor
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making a journey along the path. The alpha function governs the
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actor's speed, including how it speeds up and slows down
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during its journey. The actor's speed may be constant
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(as in a linear easing mode). Alternatively, the actor's speed
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may not be constant: it might start out fast then slow down
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(ease out); or start slow and speed up (ease in); or start and
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end fast, but slow down in the middle (ease in and ease out); or
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some other more complex arrangement (as in the bounce and elastic
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easing modes). So where the actor is on the path at a particular
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time doesn't directly relate to how long it's been travelling:
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the position is determined both by how long it's been travelling,
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and changes in its speed throughout the journey.</para>
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<section>
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<title>Other ways to animate along a path</title>
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<para><type>ClutterPathConstraint</type> is the only
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decent way of animating along curves in a predictable
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and manageable fashion. It can also be used to animate along
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paths composed of straight lines, though this isn't essential: you
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can do straight line animations directly with <type>ClutterAnimator</type>,
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<type>ClutterState</type> or implicit animations. But if
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you need to animate between more than a half a dozen sets of
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points joined by straight lines, <type>ClutterPathConstraint</type>
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makes sense then too.</para>
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<para>It is also possible to animate actors over very simple, non-Bézier
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curves without using <type>ClutterPathConstraint</type>. This
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can be done by animating the actor's position properties using
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a non-linear easing mode (see the <type>ClutterAlpha</type>
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documentation for available modes, or write your own custom
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alpha function). <link linkend="animations-path-example-3">This
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example</link> shows how to animate two actors on
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curved paths around each other without
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<type>ClutterPathConstraint</type>.</para>
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<para>However, it is difficult to precisely calculate paths
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with this approach. It is also only practical where you have a
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very simple curve: if you want to chain together several curved
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motions (as in the <link linkend="animations-path-example-2">circle
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example</link>), this quickly becomes unwieldy.</para>
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<tip>
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<para>
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If you want physics-based animation, look at
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<ulink url="http://git.clutter-project.org/clutter-box2d/">clutter-box2d</ulink>.
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</para>
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</tip>
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</section>
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</section>
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<section id="animations-path-examples">
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<title>Full examples</title>
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<example id="animations-path-example-1">
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<title>Using a <type>ClutterPathConstraint</type> with
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implicit animations to move an actor along a curved path</title>
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<programlisting>
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<xi:include href="examples/animations-path.c" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</example>
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<example id="animations-path-example-2">
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<title>Using a <type>ClutterPathConstraint</type> with
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<type>ClutterAnimator</type> to animate an actor on
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a simulated circular path</title>
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<programlisting>
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<xi:include href="examples/animations-path-circle.c" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</example>
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<example id="animations-path-example-3">
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<title>Animating actors on curved paths using easing modes</title>
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<programlisting>
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<xi:include href="examples/animations-path-easing.c" parse="text">
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<xi:fallback>a code sample should be here... but isn't</xi:fallback>
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</xi:include>
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</programlisting>
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</example>
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</section>
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</section>
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</chapter>
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@ -11,6 +11,9 @@ noinst_PROGRAMS = \
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animations-moving-animator \
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animations-moving-implicit \
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animations-moving-state \
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animations-path \
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animations-path-circle \
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animations-path-easing \
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animations-reuse \
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animations-rotating \
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animations-scaling \
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@ -71,6 +74,9 @@ animations_looping_state_SOURCES = animations-looping-state.c
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animations_moving_animator_SOURCES = animations-moving-animator.c
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animations_moving_implicit_SOURCES = animations-moving-implicit.c
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animations_moving_state_SOURCES = animations-moving-state.c
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animations_path_SOURCES = animations-path.c
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animations_path_circle_SOURCES = animations-path-circle.c
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animations_path_easing_SOURCES = animations-path-easing.c
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animations_reuse_SOURCES = animations-reuse.c
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animations_rotating_SOURCES = animations-rotating.c
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animations_scaling_SOURCES = animations-scaling.c
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128
doc/cookbook/examples/animations-path-circle.c
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128
doc/cookbook/examples/animations-path-circle.c
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@ -0,0 +1,128 @@
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#include <stdlib.h>
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#include <clutter/clutter.h>
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#define STAGE_SIDE 400.0
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static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
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static const ClutterColor red_color = { 0xff, 0x00, 0x00, 0xff };
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/* Build a "circular" path out of 4 Bezier curves
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*
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* code modified from
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* http://git.clutter-project.org/dax/tree/dax/dax-traverser-clutter.c#n328
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*
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* see http://www.whizkidtech.redprince.net/bezier/circle/
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* for further explanation
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*/
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static ClutterPath *
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build_circular_path (gfloat cx,
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gfloat cy,
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gfloat r)
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{
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ClutterPath *path;
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static gfloat kappa = 4 * (G_SQRT2 - 1) / 3;
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path = clutter_path_new ();
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clutter_path_add_move_to (path, cx + r, cy);
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clutter_path_add_curve_to (path,
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cx + r, cy + r * kappa,
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cx + r * kappa, cy + r,
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cx, cy + r);
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clutter_path_add_curve_to (path,
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cx - r * kappa, cy + r,
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cx - r, cy + r * kappa,
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cx - r, cy);
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clutter_path_add_curve_to (path,
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cx - r, cy - r * kappa,
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cx - r * kappa, cy - r,
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cx, cy - r);
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clutter_path_add_curve_to (path,
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cx + r * kappa, cy - r,
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cx + r, cy - r * kappa,
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cx + r, cy);
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clutter_path_add_close (path);
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return path;
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}
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static gboolean
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key_pressed_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterTimeline *timeline = CLUTTER_TIMELINE (user_data);
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if (!clutter_timeline_is_playing (timeline))
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clutter_timeline_start (timeline);
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return TRUE;
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}
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int
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main (int argc,
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char *argv[])
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{
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ClutterPath *path;
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ClutterConstraint *constraint;
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ClutterAnimator *animator;
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ClutterTimeline *timeline;
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ClutterActor *stage;
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ClutterActor *rectangle;
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clutter_init (&argc, &argv);
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stage = clutter_stage_new ();
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clutter_actor_set_size (stage, STAGE_SIDE, STAGE_SIDE);
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clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
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g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
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rectangle = clutter_rectangle_new_with_color (&red_color);
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clutter_actor_set_size (rectangle, STAGE_SIDE / 8, STAGE_SIDE / 8);
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clutter_actor_set_position (rectangle,
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STAGE_SIDE / 2,
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STAGE_SIDE / 2);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage),
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rectangle);
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/* set up a path and make a constraint with it */
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path = build_circular_path (STAGE_SIDE / 2,
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STAGE_SIDE / 2,
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STAGE_SIDE / 4);
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constraint = clutter_path_constraint_new (path, 0.0);
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/* apply the constraint to the rectangle; note that there
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* is no need to name the constraint, as we will be animating
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* the constraint's offset property directly using ClutterAnimator
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*/
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clutter_actor_add_constraint (rectangle, constraint);
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/* animation to animate the path offset */
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animator = clutter_animator_new ();
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clutter_animator_set_duration (animator, 5000);
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/* use ClutterAnimator to animate the constraint directly */
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clutter_animator_set (animator,
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constraint, "offset", CLUTTER_LINEAR, 0.0, 0.0,
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constraint, "offset", CLUTTER_LINEAR, 1.0, 1.0,
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NULL);
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timeline = clutter_animator_get_timeline (animator);
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clutter_timeline_set_loop (timeline, TRUE);
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clutter_timeline_set_auto_reverse (timeline, TRUE);
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g_signal_connect (stage,
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"key-press-event",
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G_CALLBACK (key_pressed_cb),
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timeline);
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clutter_actor_show (stage);
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clutter_main ();
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/* clean up */
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g_object_unref (animator);
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return EXIT_SUCCESS;
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}
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104
doc/cookbook/examples/animations-path-easing.c
Normal file
104
doc/cookbook/examples/animations-path-easing.c
Normal file
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#include <stdlib.h>
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#include <clutter/clutter.h>
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typedef struct {
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ClutterActor *red;
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ClutterActor *green;
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ClutterTimeline *timeline;
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} State;
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static const ClutterColor stage_color = { 0x33, 0x33, 0x55, 0xff };
|
||||
static const ClutterColor red_color = { 0xff, 0x00, 0x00, 0xff };
|
||||
static const ClutterColor green_color = { 0x00, 0xff, 0x00, 0xff };
|
||||
|
||||
static void
|
||||
reverse_timeline (ClutterTimeline *timeline)
|
||||
{
|
||||
ClutterTimelineDirection dir = clutter_timeline_get_direction (timeline);
|
||||
|
||||
if (dir == CLUTTER_TIMELINE_FORWARD)
|
||||
dir = CLUTTER_TIMELINE_BACKWARD;
|
||||
else
|
||||
dir = CLUTTER_TIMELINE_FORWARD;
|
||||
|
||||
clutter_timeline_set_direction (timeline, dir);
|
||||
}
|
||||
|
||||
/* a key press either starts the timeline or reverses it */
|
||||
static gboolean
|
||||
key_pressed_cb (ClutterActor *actor,
|
||||
ClutterEvent *event,
|
||||
gpointer user_data)
|
||||
{
|
||||
State *state = (State *) user_data;
|
||||
|
||||
if (clutter_timeline_is_playing (state->timeline))
|
||||
reverse_timeline (state->timeline);
|
||||
else
|
||||
clutter_timeline_start (state->timeline);
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
int
|
||||
main (int argc,
|
||||
char *argv[])
|
||||
{
|
||||
State *state = g_new0 (State, 1);
|
||||
|
||||
ClutterActor *stage;
|
||||
ClutterAnimator *animator;
|
||||
|
||||
clutter_init (&argc, &argv);
|
||||
|
||||
stage = clutter_stage_new ();
|
||||
clutter_actor_set_size (stage, 400, 400);
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), &stage_color);
|
||||
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
|
||||
|
||||
state->red = clutter_rectangle_new_with_color (&red_color);
|
||||
clutter_actor_set_size (state->red, 100, 100);
|
||||
clutter_actor_set_position (state->red, 300, 300);
|
||||
|
||||
state->green = clutter_rectangle_new_with_color (&green_color);
|
||||
clutter_actor_set_size (state->green, 100, 100);
|
||||
clutter_actor_set_position (state->green, 0, 0);
|
||||
|
||||
animator = clutter_animator_new ();
|
||||
clutter_animator_set_duration (animator, 1000);
|
||||
|
||||
clutter_animator_set (animator,
|
||||
state->red, "x", CLUTTER_LINEAR, 0.0, 300.0,
|
||||
state->red, "y", CLUTTER_LINEAR, 0.0, 300.0,
|
||||
state->red, "x", CLUTTER_LINEAR, 1.0, 0.0,
|
||||
state->red, "y", CLUTTER_EASE_IN_QUINT, 1.0, 0.0,
|
||||
NULL);
|
||||
|
||||
clutter_animator_set (animator,
|
||||
state->green, "x", CLUTTER_LINEAR, 0.0, 0.0,
|
||||
state->green, "y", CLUTTER_LINEAR, 0.0, 0.0,
|
||||
state->green, "x", CLUTTER_LINEAR, 1.0, 300.0,
|
||||
state->green, "y", CLUTTER_EASE_IN_QUINT, 1.0, 300.0,
|
||||
NULL);
|
||||
|
||||
state->timeline = clutter_animator_get_timeline (animator);
|
||||
|
||||
clutter_timeline_set_auto_reverse (state->timeline, TRUE);
|
||||
|
||||
g_signal_connect (stage,
|
||||
"key-press-event",
|
||||
G_CALLBACK (key_pressed_cb),
|
||||
state);
|
||||
|
||||
clutter_container_add (CLUTTER_CONTAINER (stage), state->red, state->green, NULL);
|
||||
|
||||
clutter_actor_show (stage);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
g_object_unref (animator);
|
||||
|
||||
g_free (state);
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
61
doc/cookbook/examples/animations-path.c
Normal file
61
doc/cookbook/examples/animations-path.c
Normal file
@ -0,0 +1,61 @@
|
||||
#include <stdlib.h>
|
||||
#include <clutter/clutter.h>
|
||||
|
||||
int
|
||||
main (int argc,
|
||||
char *argv[])
|
||||
{
|
||||
ClutterActor *stage;
|
||||
ClutterPath *path;
|
||||
ClutterConstraint *constraint;
|
||||
ClutterActor *rectangle;
|
||||
ClutterTimeline *timeline;
|
||||
|
||||
const ClutterColor *stage_color = clutter_color_new (51, 51, 85, 255);
|
||||
const ClutterColor *red_color = clutter_color_new (255, 0, 0, 255);
|
||||
|
||||
clutter_init (&argc, &argv);
|
||||
|
||||
stage = clutter_stage_new ();
|
||||
clutter_actor_set_size (stage, 360, 300);
|
||||
clutter_stage_set_color (CLUTTER_STAGE (stage), stage_color);
|
||||
g_signal_connect (stage, "destroy", G_CALLBACK (clutter_main_quit), NULL);
|
||||
|
||||
/* create the path */
|
||||
path = clutter_path_new ();
|
||||
clutter_path_add_move_to (path, 30, 60);
|
||||
|
||||
/* add a curve round to the top-right of the stage */
|
||||
clutter_path_add_rel_curve_to (path,
|
||||
120, 180,
|
||||
180, 120,
|
||||
240, 0);
|
||||
|
||||
/* create a constraint based on the path */
|
||||
constraint = clutter_path_constraint_new (path, 0.0);
|
||||
|
||||
/* put a rectangle at the start of the path */
|
||||
rectangle = clutter_rectangle_new_with_color (red_color);
|
||||
clutter_actor_set_size (rectangle, 60, 60);
|
||||
|
||||
/* add the constraint to the rectangle */
|
||||
clutter_actor_add_constraint_with_name (rectangle, "path", constraint);
|
||||
|
||||
/* add the rectangle to the stage */
|
||||
clutter_container_add_actor (CLUTTER_CONTAINER (stage), rectangle);
|
||||
|
||||
/* set up the timeline */
|
||||
timeline = clutter_timeline_new (1000);
|
||||
clutter_timeline_set_loop (timeline, TRUE);
|
||||
clutter_timeline_set_auto_reverse (timeline, TRUE);
|
||||
|
||||
clutter_actor_animate_with_timeline (rectangle, CLUTTER_LINEAR, timeline,
|
||||
"@constraints.path.offset", 1.0,
|
||||
NULL);
|
||||
|
||||
clutter_actor_show (stage);
|
||||
|
||||
clutter_main ();
|
||||
|
||||
return EXIT_SUCCESS;
|
||||
}
|
BIN
doc/cookbook/videos/animations-path.ogv
Normal file
BIN
doc/cookbook/videos/animations-path.ogv
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user