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cookbook: Added a recipe for reusing a complex animation
This recipe explains how to "reuse" the same animation definition for different actors, by creating a new instance of a "rig" (empty container) and animation for the rig each time the animation is required. An actor is then re-parented to the rig and animated using it, rather than being animated directly. JSON is used to define the rig + animator, to make creating new instances of them simpler. The recipe also discusses various caveats around using this approach, rather than directly animating an actor.
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@ -58,6 +58,7 @@ VIDEO_FILES = \
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videos/events-mouse-scroll.ogv \
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videos/events-mouse-scroll.ogv \
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videos/textures-crossfade-two-textures.ogv \
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videos/textures-crossfade-two-textures.ogv \
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videos/animations-complex.ogv \
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videos/animations-complex.ogv \
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videos/animations-reuse.ogv \
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$(NULL)
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$(NULL)
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EXTRA_DIST = \
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EXTRA_DIST = \
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@ -1438,4 +1438,382 @@ clutter_actor_set_z_rotation_from_gravity (actor,
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</section>
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</section>
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<section id="animations-reuse">
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<title>Reusing a complex animation on different actors</title>
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<section id="animations-reuse-problem">
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<title>Problem</title>
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<para>You want to apply the same complex animation to several
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different actors.</para>
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</section>
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<section id="animations-reuse-solution">
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<title>Solution</title>
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<para>Instead of animating each actor separately, create a
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<emphasis>rig</emphasis>: an empty container with an associated
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animation, which will be animated in lieu of
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animating the actor directly. Do this as follows:</para>
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<orderedlist>
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<listitem>
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<para>Initialise the stage and actors, including those
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to be animated.</para>
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</listitem>
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<listitem>
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<para>Define a <type>ClutterContainer</type> and a
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<type>ClutterAnimator</type> animation to animate it.</para>
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</listitem>
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<listitem>
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<para>When you need to animate an actor:</para>
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<orderedlist>
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<listitem>
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<para>Create an instance of the rig and its animator.</para>
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</listitem>
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<listitem>
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<para>Reparent the actor to the rig.</para>
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</listitem>
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<listitem>
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<para>Run the rig's animation.</para>
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</listitem>
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</orderedlist>
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</listitem>
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</orderedlist>
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<para>For this solution, we're using
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<ulink url="http://json.org/">JSON</ulink> to define the
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animation and the user interface elements. For more
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details about this approach, see
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<link linkend="script-introduction">the chapter
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on <type>ClutterScript</type></link>.</para>
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<para>Here's an extract of the JSON definition for the stage and
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one of five rectangles placed at its left edge (the full definition
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is in <link linkend="animations-reuse-example-1">the
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appendix</link>):</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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[
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{
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"type" : "ClutterStage",
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"id" : "stage",
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... stage properties, signal handlers etc. ...
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"children" : [
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{
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"type" : "ClutterRectangle",
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"id" : "rect1",
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"color" : "white",
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"width" : 50,
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"height" : 50,
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"y" : 50,
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"reactive" : true,
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"signals" : [
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{ "name" : "button-press-event", "handler" : "foo_button_pressed_cb" }
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]
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},
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... more children defined here ...
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]
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}
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]
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]]>
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</programlisting>
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</informalexample>
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<para>The key point to note is how a signal handler is defined
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for the <code>button-press-event</code>, so that the
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<function>foo_button_pressed_cb()</function> function will trigger
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the animation when a (mouse) button is pressed on each rectangle.</para>
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<para>The second JSON definition includes the rig
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(an empty <type>ClutterGroup</type>) and a
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<type>ClutterAnimator</type> to animate it. The animation moves the
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container across the stage and scales it to twice its original
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size. (This is the <link linkend="animations-reuse-example-2">same
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code as in the appendix</link>):</para>
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<informalexample>
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<programlisting>
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<xi:include href="examples/animations-reuse-animation.json" 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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</informalexample>
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<para>The remaining parts of the application code load
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the user interface definition, setting up the stage and rectangles;
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and define the callback. The full code is
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<link linkend="animations-reuse-example-3">in the appendix</link>,
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but below is the most important part, the callback function:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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gboolean
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foo_button_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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ClutterScript *ui = CLUTTER_SCRIPT (user_data);
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ClutterStage *stage = CLUTTER_STAGE (clutter_script_get_object (ui, "stage"));
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ClutterScript *script;
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ClutterActor *rig;
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ClutterAnimator *animator;
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/* load the rig and its animator from a JSON file */
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script = clutter_script_new ();
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/* use a function defined statically in this source file to load the JSON */
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load_script_from_file (script, ANIMATION_FILE);
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clutter_script_get_objects (script,
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"rig", &rig,
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"animator", &animator,
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NULL);
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/* remove the button press handler from the rectangle */
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g_signal_handlers_disconnect_matched (actor,
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G_SIGNAL_MATCH_FUNC,
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0,
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0,
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NULL,
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foo_button_pressed_cb,
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NULL);
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/* add a callback to clean up the script when the rig is destroyed */
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g_object_set_data_full (G_OBJECT (rig), "script", script, g_object_unref);
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/* add the rig to the stage */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), rig);
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/* place the rig at the same coordinates on the stage as the rectangle */
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clutter_actor_set_position (rig,
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clutter_actor_get_x (actor),
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clutter_actor_get_y (actor));
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/* put the rectangle into the top-left corner of the rig */
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clutter_actor_reparent (actor, rig);
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clutter_actor_set_position (actor, 0, 0);
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/* animate the rig */
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clutter_animator_start (animator);
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return TRUE;
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}
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]]>
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</programlisting>
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</informalexample>
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<para>The code creates a new rig and associated animation
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at the point when the rectangle is clicked. It then positions the
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rig at the same coordinates as the rectangle, reparents
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the rectangle to the rig, and starts the rig's animation.</para>
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<note>
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<para>The signal handler has to be declared non-static and
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you must use <code>-export-dynamic</code> as an option to the
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compiler, otherwise the function isn't visible to
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<type>ClutterScript</type> (as outlined
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<link linkend="script-signals">in this recipe</link>).</para>
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</note>
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<para>This is what the animation looks like:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-reuse.ogv"/>
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</videoobject>
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<alt>
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<para>Video of a simple reusable animation</para>
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</alt>
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</inlinemediaobject>
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</section>
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<section id="animations-reuse-discussion">
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<title>Discussion</title>
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<para>The above solution reparents an actor to be animated
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into a rig (an empty placeholder). The rig is a container
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which acts as a temporary parent for the actor we
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<emphasis>really</emphasis> want to animate. By animating the rig,
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it appears as though the actor inside it is being animated (but
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<link linkend="animations-reuse-discussion-rig-not-actor">see
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these caveats</link>). This means the same animation can be
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easily applied to different actors: create an
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instance of the rig, reparent an actor to it, then
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run the rig's animation. This is simpler than creating
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a separate animation for each actor individually, or
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reusing a single <type>ClutterAnimator</type> on different
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actors (see
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<link linkend="animations-reuse-discussion-one-or-many">this
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section</link>).</para>
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<para>Using JSON enhances the animation's reusability (it's even
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potentially reusable in another application), makes the code
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simpler (an animation can be loaded directly from the script),
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and makes refactoring easier (the animation can be modified
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without recompiling the application code). However, it also puts
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some minor limitations on the animation's reusability; namely, you
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can only set absolute property values in a JSON animation
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definition. This makes JSON less useful in cases where
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you need to animate properties relative to their starting
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values: for example, "move 50 pixels along the x axis" or
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"rotate by 10 degrees more on the z axis". (This type of animation
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is probably less portable anyway.) In such cases, the programmable
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API may be a better option: see the <type>ClutterAnimator</type>
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documentation for examples.</para>
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<section id="animations-reuse-discussion-one-or-many">
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<title>One animation vs. many</title>
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<para>In the sample code, a new instance of the rig and its
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animation are created for each actor. One side effect of this
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is that all of the actors can animate simultaneously with the
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"same" animation. If you don't want this behaviour, but still
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want to use a rig approach, you could create a single instance
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of the rig and its animation. Then, you could reparent each actor
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to it in turn.</para>
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<para>To ensure that the rig only animates one actor (or group
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of actors) at a time, you could track whether the rig is
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currently animating (e.g. by examining the animation's
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timeline with <function>clutter_animator_get_timeline()</function>).
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Then, if the animation is running, prevent any other actor
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from being reparented to the rig.</para>
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<para>Note that you would also need to "reset" the rig each time the
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animation completed (move it back to the right start values for
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its properties), ready to animate the next actor.</para>
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</section>
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<section id="animations-reuse-discussion-rig-not-actor">
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<title>Caveats about animating a rig instead of an actor</title>
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<para>There are a few issues to be aware of in cases
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where you animate a rig with contained actors, rather than
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animating the actor directly:</para>
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<itemizedlist>
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<listitem>
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<para>Animating a rig doesn't <emphasis>always</emphasis>
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produce the same visual effect as animating an actor directly.
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For example, compare the following cases:</para>
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<itemizedlist>
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<listitem>
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<para>You rotate an actor by 180 degrees in the
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<code>y</code> axis, then by 90 degrees in the
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<code>z</code> axis. The actor appears to rotate in
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a <emphasis>clockwise</emphasis> direction.</para>
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</listitem>
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<listitem>
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<para>You rotate the parent container of an actor
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by 180 degrees in the <code>y</code> axis; then rotate
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the actor by 90 degrees in the <code>z</code> axis.
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The actor appears to rotate in an
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<emphasis>anti-clockwise</emphasis> direction. By
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rotating the container, the "back" of the
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actor faces the view point, so the actor's movement
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appears reversed. See
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<link linkend="animations-rotating-discussion-direction">this
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recipe</link> for more details.</para>
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</listitem>
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</itemizedlist>
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<para>There may be other situations where you get similar
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discrepancies.</para>
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</listitem>
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<listitem>
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<para>Animating a rig doesn't change an actor's properties,
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but animating the actor does.</para>
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<para>When you animate a container rather than the actor
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directly, the reported properties of the actor may not
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reflect its visual appearance. For example, if you apply
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a scale animation to a container, the final scale of
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actors inside it (as returned by
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<function>clutter_actor_get_scale()</function>) will not
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reflect the scaling applied to their container; whereas
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directly animating the actors would cause their scale
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properties to change.</para>
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</listitem>
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<listitem>
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<para>Reparenting an actor to a rig can cause the actor
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to "jump" to the rig's position, unless you align the
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actor to the rig first.</para>
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<para>Note that in the sample code, the position of the actor
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(<code>x</code>, <code>y</code> coordinates) is copied to
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the rig before the reparenting happens. The actor is then
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reparented to the rig, and positioned in the rig's
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top-left corner. So the actor appears to be in the same
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position, but is now actually inside a rig at the actor's old
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position.</para>
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<para>Why bother to do this? Because the rig has a default
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position of <code>0,0</code> (top-left of <emphasis>its</emphasis>
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container, the stage). If you reparent the actor to the rig,
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without first copying the actor's position to the rig, the
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actor appears to "jump" to the rig's position.</para>
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</listitem>
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</itemizedlist>
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</section>
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</section>
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<section id="animations-reuse-examples">
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<title>Full example</title>
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<note>
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<para>The three separate code examples in this section
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constitute a single application which implements the above
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solution.</para>
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</note>
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<example id="animations-reuse-example-1">
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<title><type>ClutterScript</type> JSON defining several
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rectangles with signal handlers</title>
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<programlisting>
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<xi:include href="examples/animations-reuse-ui.json" 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-reuse-example-2">
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<title><type>ClutterScript</type> JSON describing a "rig"
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and a <type>ClutterAnimator</type> animation</title>
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<programlisting>
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<xi:include href="examples/animations-reuse-animation.json" 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-reuse-example-3">
|
||||||
|
<title>Loading <type>ClutterScript</type> from JSON files
|
||||||
|
in response to events in a user interface</title>
|
||||||
|
<programlisting>
|
||||||
|
<xi:include href="examples/animations-reuse.c" parse="text">
|
||||||
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
||||||
|
</xi:include>
|
||||||
|
</programlisting>
|
||||||
|
</example>
|
||||||
|
|
||||||
|
</section>
|
||||||
|
|
||||||
|
</section>
|
||||||
|
|
||||||
</chapter>
|
</chapter>
|
||||||
|
BIN
doc/cookbook/videos/animations-reuse.ogv
Normal file
BIN
doc/cookbook/videos/animations-reuse.ogv
Normal file
Binary file not shown.
Loading…
Reference in New Issue
Block a user