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https://github.com/brl/mutter.git
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2008-03-07 Robert Bragg <bob@o-hand.com>
* clutter/clutter-timeline.c: Timeline changes to fix the issues identified in bugzilla #439 Notably, this includes some tweaks to timeline semantics. So e.g. for a 10 frame timeline here are some points about the new timeline code: - When you create a timeline it starts with current_frame_num == 0 - After starting a timeline, the first timeout is for current_frame_num == 1 (Notably it isn't 0 since there is a delay before the first timeout signals so re-asserting the starting point would give a longer than average first frame.) - For a non looping timeline the last timeout would be for current_frame_num == 10 - For a looping timeline the timeout for current_frame_num == 10 would be followed by a timeout for current_frame_num == 1 and frame 0 is considered == frame 10. - Asking for a timeline of N frames might better be described as asking for a timeline of _length_ N. Warning: Although I tried to test things, I guess it's quite likely that this breaks somthing depending on a specific quirk of the previous timeline code.
This commit is contained in:
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24
ChangeLog
24
ChangeLog
@ -1,3 +1,27 @@
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2008-03-07 Robert Bragg <bob@o-hand.com>
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* clutter/clutter-timeline.c:
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Timeline changes to fix the issues identified in bugzilla #439
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Notably, this includes some tweaks to timeline semantics. So e.g. for a
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10 frame timeline here are some points about the new timeline code:
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- When you create a timeline it starts with current_frame_num == 0
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- After starting a timeline, the first timeout is for
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current_frame_num == 1 (Notably it isn't 0 since there is a delay
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before the first timeout signals so re-asserting the starting point
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would give a longer than average first frame.)
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- For a non looping timeline the last timeout would be for
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current_frame_num == 10
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- For a looping timeline the timeout for current_frame_num == 10 would
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be followed by a timeout for current_frame_num == 1 and frame 0 is
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considered == frame 10.
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- Asking for a timeline of N frames might better be described as asking
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for a timeline of _length_ N.
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Warning: Although I tried to test things, I guess it's quite likely that
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this breaks somthing depending on a specific quirk of the previous
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timeline code.
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2008-03-06 Emmanuele Bassi <ebassi@openedhand.com>
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* clutter/clutter-actor.c:
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14
README
14
README
@ -142,6 +142,20 @@ wanting to port to newer releases (See NEWS for general new feature info).
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Release Notes for Clutter 0.8
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-------------------------------
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* Some more focused timeline unit tests have been added and some tweaks to
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timeline semantics were made; E.g. For a 10 frame timeline here are some
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points about the semantics:
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- When you create a timeline it starts with current_frame_num == 0
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- After starting a timeline, the first timeout is for current_frame_num == 1
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(Notably it isn't 0 since there is a delay before the first timeout signals
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so re-asserting the starting frame (0) wouldn't make sense.)
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- For a non looping timeline the last timeout would be for
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current_frame_num == 10
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- For a looping timeline the timeout for current_frame_num == 10 would be
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followed by a timeout for current_frame_num == 1 and frame 0 is considered
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== frame 10.
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- Asking for a timeline of N frames might better be described as asking for
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a timeline of _length_ N.
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* The behaviour of clutter_actor_get_opacity() has been slightly changed;
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instead of returning the composited opacity of the entire parents chain
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@ -73,8 +73,7 @@ struct _ClutterTimelinePrivate
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gint skipped_frames;
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gulong last_frame_msecs;
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gulong start_frame_secs;
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GTimeVal prev_frame_timeval;
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guint msecs_delta;
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guint loop : 1;
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@ -457,29 +456,11 @@ timeline_timeout_func (gpointer data)
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ClutterTimeline *timeline = data;
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ClutterTimelinePrivate *priv;
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GTimeVal timeval;
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gint n_frames;
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guint n_frames;
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gulong msecs;
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gboolean retval = TRUE;
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priv = timeline->priv;
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if (!timeline)
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{
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CLUTTER_NOTE (SCHEDULER,
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"The timeline [%p] has been disposed",
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timeline);
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return FALSE;
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}
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if (!priv->timeout_id)
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{
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CLUTTER_NOTE (SCHEDULER,
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"The timeline [%p] has been removed",
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timeline);
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return FALSE;
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}
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g_object_ref (timeline);
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/* Figure out potential frame skips */
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@ -489,57 +470,34 @@ timeline_timeout_func (gpointer data)
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timeline,
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priv->current_frame_num);
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/* Fire off signal */
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g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0,
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priv->current_frame_num);
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/* Signal removes source ? */
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if (!priv->timeout_id)
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if (!priv->prev_frame_timeval.tv_sec)
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{
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g_object_unref (timeline);
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return FALSE;
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CLUTTER_NOTE (SCHEDULER,
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"Timeline [%p] recieved timeout before being initialised!",
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timeline);
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priv->prev_frame_timeval = timeval;
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}
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if (priv->last_frame_msecs)
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/* Interpolate the current frame based on the timeval of the
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* previous frame */
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msecs = (timeval.tv_sec - priv->prev_frame_timeval.tv_sec) * 1000;
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msecs += (timeval.tv_usec - priv->prev_frame_timeval.tv_usec)/1000;
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priv->msecs_delta = msecs;
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n_frames = msecs / (1000 / priv->fps);
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if (n_frames == 0)
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n_frames = 1;
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priv->skipped_frames = n_frames - 1;
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if (priv->skipped_frames)
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{
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/* Check time diff from out last call and adjust number
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* of frames to advance accordingly.
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*/
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msecs = ((timeval.tv_sec - priv->start_frame_secs) * 1000)
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+ (timeval.tv_usec / 1000);
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n_frames = (msecs - priv->last_frame_msecs)
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/ (1000 / priv->fps);
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priv->msecs_delta = msecs - priv->last_frame_msecs;
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if (n_frames <= 0)
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{
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n_frames = 1;
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priv->skipped_frames = 0;
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}
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else if (n_frames > 1)
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{
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CLUTTER_TIMESTAMP (SCHEDULER,
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"Timeline [%p], skipping %d frames\n",
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timeline,
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n_frames);
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priv->skipped_frames = n_frames - 1;
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}
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else
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priv->skipped_frames = 0;
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}
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else
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{
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/* First frame, set up timings.*/
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priv->start_frame_secs = timeval.tv_sec;
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priv->skipped_frames = 0;
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priv->msecs_delta = 0;
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msecs = timeval.tv_usec / 1000;
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n_frames = 1;
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CLUTTER_TIMESTAMP (SCHEDULER,
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"Timeline [%p], skipping %d frames\n",
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timeline,
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priv->skipped_frames);
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}
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priv->last_frame_msecs = msecs;
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priv->prev_frame_timeval = timeval;
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/* Advance frames */
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if (priv->direction == CLUTTER_TIMELINE_FORWARD)
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@ -547,12 +505,35 @@ timeline_timeout_func (gpointer data)
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else
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priv->current_frame_num -= n_frames;
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/* Handle loop or stop */
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if (((priv->direction == CLUTTER_TIMELINE_FORWARD) &&
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(priv->current_frame_num > priv->n_frames)) ||
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/* If we have not reached the end of the timeline: */
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if (!(
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((priv->direction == CLUTTER_TIMELINE_FORWARD) &&
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(priv->current_frame_num >= priv->n_frames)) ||
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((priv->direction == CLUTTER_TIMELINE_BACKWARD) &&
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(priv->current_frame_num < 0)))
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(priv->current_frame_num <= 0))
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))
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{
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/* Fire off signal */
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g_signal_emit (timeline, timeline_signals[NEW_FRAME],
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0, priv->current_frame_num);
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/* Signal pauses timeline ? */
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if (!priv->timeout_id)
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{
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g_object_unref (timeline);
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return FALSE;
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}
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g_object_unref (timeline);
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return TRUE;
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}
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else /* Handle loop or stop */
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{
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ClutterTimelineDirection saved_direction = priv->direction;
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guint overflow_frame_num = priv->current_frame_num;
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gint end_frame;
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/* In case the signal handlers want to take a peek... */
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if (priv->direction == CLUTTER_TIMELINE_FORWARD)
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{
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priv->current_frame_num = priv->n_frames;
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@ -561,6 +542,22 @@ timeline_timeout_func (gpointer data)
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{
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priv->current_frame_num = 0;
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}
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end_frame = priv->current_frame_num;
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/* Fire off signal */
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g_signal_emit (timeline, timeline_signals[NEW_FRAME],
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0, priv->current_frame_num);
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/* Did the signal handler modify the current_frame_num */
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if (priv->current_frame_num != end_frame)
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{
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g_object_unref (timeline);
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return TRUE;
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}
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/* Note: If the new-frame signal handler paused the timeline
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* on the last frame we will still go ahead and send the
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* completed signal */
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CLUTTER_NOTE (SCHEDULER,
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"Timeline [%p] completed (cur: %d, tot: %d, drop: %d)",
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@ -569,40 +566,81 @@ timeline_timeout_func (gpointer data)
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priv->n_frames,
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n_frames - 1);
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/* if we skipped some frame to get here let's see whether we still need
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* to emit the last new-frame signal with the last frame
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*/
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if (n_frames > 1)
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g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0,
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priv->current_frame_num);
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if (!priv->loop && priv->timeout_id)
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{
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/* We remove the timeout now, so that the completed signal handler
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* may choose to re-start the timeline
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*
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* ** Perhaps we should remove this earlier, and regardless
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* of priv->loop. Are we limiting the things that could be done in
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* the above new-frame signal handler */
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timeout_remove (priv->timeout_id);
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priv->timeout_id = 0;
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}
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g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
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/* Again check to see if the user has manually played with
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* current_frame_num, before we finally stop or loop the timeline */
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if (priv->current_frame_num != end_frame &&
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!(/* Except allow moving from frame 0 -> n_frame (or vica-versa)
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since these are considered equivalent */
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(priv->current_frame_num == 0 && end_frame == priv->n_frames) ||
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(priv->current_frame_num == priv->n_frames && end_frame == 0)
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))
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{
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g_object_unref (timeline);
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return TRUE;
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}
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if (priv->loop)
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{
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g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
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clutter_timeline_rewind (timeline);
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{
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/* We try and interpolate smoothly around a loop */
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if (saved_direction == CLUTTER_TIMELINE_FORWARD)
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priv->current_frame_num = overflow_frame_num - priv->n_frames;
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else
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priv->current_frame_num = priv->n_frames + overflow_frame_num;
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retval = TRUE;
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}
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/* Or if the direction changed, we try and bounce */
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if (priv->direction != saved_direction)
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priv->current_frame_num =
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priv->n_frames - priv->current_frame_num;
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g_object_unref (timeline);
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return TRUE;
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}
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else
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{
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if (priv->timeout_id)
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{
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timeout_remove (priv->timeout_id);
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priv->timeout_id = 0;
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}
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priv->last_frame_msecs = 0;
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g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
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{
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clutter_timeline_rewind (timeline);
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retval = FALSE;
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}
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priv->prev_frame_timeval.tv_sec = 0;
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priv->prev_frame_timeval.tv_usec = 0;
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g_object_unref (timeline);
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return FALSE;
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}
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}
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}
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g_object_unref (timeline);
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static guint
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timeline_timeout_add (ClutterTimeline *timeline,
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guint interval,
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GSourceFunc func,
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gpointer data,
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GDestroyNotify notify)
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{
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ClutterTimelinePrivate *priv;
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GTimeVal timeval;
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return retval;
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priv = timeline->priv;
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if (priv->prev_frame_timeval.tv_sec == 0)
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{
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g_get_current_time (&timeval);
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priv->prev_frame_timeval = timeval;
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}
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priv->skipped_frames = 0;
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priv->msecs_delta = 0;
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return timeout_add (interval, func, data, notify);
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}
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static gboolean
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@ -613,9 +651,10 @@ delay_timeout_func (gpointer data)
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priv->delay_id = 0;
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priv->timeout_id = timeout_add (FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline, NULL);
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priv->timeout_id = timeline_timeout_add (timeline,
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FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline, NULL);
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g_signal_emit (timeline, timeline_signals[STARTED], 0);
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@ -651,9 +690,10 @@ clutter_timeline_start (ClutterTimeline *timeline)
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}
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else
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{
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priv->timeout_id = timeout_add (FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline, NULL);
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priv->timeout_id = timeline_timeout_add (timeline,
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FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline, NULL);
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g_signal_emit (timeline, timeline_signals[STARTED], 0);
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}
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@ -686,7 +726,8 @@ clutter_timeline_pause (ClutterTimeline *timeline)
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priv->timeout_id = 0;
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}
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priv->last_frame_msecs = 0;
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priv->prev_frame_timeval.tv_sec = 0;
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priv->prev_frame_timeval.tv_usec = 0;
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g_signal_emit (timeline, timeline_signals[PAUSED], 0);
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}
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@ -904,9 +945,10 @@ clutter_timeline_set_speed (ClutterTimeline *timeline,
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{
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timeout_remove (priv->timeout_id);
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priv->timeout_id = timeout_add (FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline, NULL);
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priv->timeout_id = timeline_timeout_add (timeline,
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FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline, NULL);
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}
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g_object_notify (G_OBJECT (timeline), "fps");
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Block a user