/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2006 OpenedHand * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ /** * SECTION:clutter-behaviour-path * @short_description: A behaviour class interpolating actors along a defined * path. * * #ClutterBehaviourPath interpolates actors along a defined path. * * A path is a set of #ClutterKnots object given when creating a new * #ClutterBehaviourPath instance. Knots can be also added to the path * using clutter_behaviour_path_append_knot(). The whole path can be * cleared using clutter_behaviour_path_clear(). Each time the behaviour * reaches a knot in the path, the "knot-reached" signal is emitted. * * Since: 0.2 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-actor.h" #include "clutter-behaviour.h" #include "clutter-marshal.h" #include "clutter-enum-types.h" #include "clutter-main.h" #include "clutter-behaviour-path.h" #include "clutter-private.h" #include "clutter-debug.h" #include G_DEFINE_TYPE (ClutterBehaviourPath, clutter_behaviour_path, CLUTTER_TYPE_BEHAVIOUR); struct _ClutterBehaviourPathPrivate { GSList *knots; ClutterKnot *last_knot_passed; }; #define CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), \ CLUTTER_TYPE_BEHAVIOUR_PATH, \ ClutterBehaviourPathPrivate)) enum { KNOT_REACHED, LAST_SIGNAL }; static guint path_signals[LAST_SIGNAL] = { 0, }; enum { PROP_0, PROP_KNOT }; static void clutter_behaviour_path_finalize (GObject *object) { ClutterBehaviourPath *self = CLUTTER_BEHAVIOUR_PATH(object); g_slist_foreach (self->priv->knots, (GFunc) clutter_knot_free, NULL); g_slist_free (self->priv->knots); G_OBJECT_CLASS (clutter_behaviour_path_parent_class)->finalize (object); } static inline void interpolate (const ClutterKnot *begin, const ClutterKnot *end, ClutterKnot *out, ClutterFixed t) { out->x = begin->x + CLUTTER_FIXED_TO_INT (t * (end->x - begin->x)); out->y = begin->y + CLUTTER_FIXED_TO_INT (t * (end->y - begin->y)); } static gint node_distance (const ClutterKnot *begin, const ClutterKnot *end) { g_return_val_if_fail (begin != NULL, 0); g_return_val_if_fail (end != NULL, 0); if (clutter_knot_equal (begin, end)) return 0; #if 1 return clutter_sqrti ((end->x - begin->x) * (end->x - begin->x) + (end->y - begin->y) * (end->y - begin->y)); #else return CLUTTER_FLOAT_TO_INT(sqrt((end->x - begin->x) * (end->x - begin->x) + (end->y - begin->y) * (end->y - begin->y))); #endif } static gint path_total_length (ClutterBehaviourPath *behave) { GSList *l; gint len = 0; for (l = behave->priv->knots; l != NULL; l = l->next) if (l->next && l->next->data) len += node_distance (l->data, l->next->data); return len; } static void actor_apply_knot_foreach (ClutterBehaviour *behaviour, ClutterActor *actor, gpointer data) { ClutterKnot *knot = data; CLUTTER_NOTE (BEHAVIOUR, "Setting actor to %ix%i", knot->x, knot->y); clutter_actor_set_position (actor, knot->x, knot->y); } static void path_alpha_to_position (ClutterBehaviourPath *behave, guint32 alpha) { ClutterBehaviourPathPrivate *priv = behave->priv; ClutterBehaviour *behaviour = CLUTTER_BEHAVIOUR (behave); GSList *l; gint total_len, offset, dist = 0; /* FIXME: Optimise. Much of the data used here can be pre-generated * ( total_len, dist between knots ) when knots are added/removed. */ /* Calculation as follows: * o Get total length of path * o Find the offset on path where alpha val corresponds to * o Figure out between which knots this offset lies. * o Interpolate new co-ords via dist between these knots * o Apply to actors. */ total_len = path_total_length (behave); offset = (alpha * total_len) / CLUTTER_ALPHA_MAX_ALPHA; CLUTTER_NOTE (BEHAVIOUR, "alpha %i vs %i, len: %i vs %i", alpha, CLUTTER_ALPHA_MAX_ALPHA, offset, total_len); if (offset == 0) { /* first knot */ clutter_behaviour_actors_foreach (behaviour, actor_apply_knot_foreach, priv->knots->data); priv->last_knot_passed = (ClutterKnot*)priv->knots->data; g_signal_emit (behave, path_signals[KNOT_REACHED], 0, priv->knots->data); return; } if (offset == total_len) { /* Special case for last knot */ ClutterKnot *last_knot = (g_slist_last (priv->knots))->data; clutter_behaviour_actors_foreach (behaviour, actor_apply_knot_foreach, last_knot); priv->last_knot_passed = (ClutterKnot*)priv->knots->data; g_signal_emit (behave, path_signals[KNOT_REACHED], 0, last_knot); return; } for (l = priv->knots; l != NULL; l = l->next) { gint dist_to_next = 0; ClutterKnot *knot = l->data; if (l->next) { ClutterKnot *next = l->next->data; dist_to_next = node_distance (knot, next); if (offset >= dist && offset < (dist + dist_to_next)) { ClutterKnot new; ClutterFixed t; t = CLUTTER_INT_TO_FIXED (offset - dist) / dist_to_next; interpolate (knot, next, &new, t); clutter_behaviour_actors_foreach (behaviour, actor_apply_knot_foreach, &new); if (knot != priv->last_knot_passed) { /* We just passed a new Knot */ priv->last_knot_passed = knot; g_signal_emit (behave, path_signals[KNOT_REACHED], 0, knot); } return; } } dist += dist_to_next; } } static void clutter_behaviour_path_alpha_notify (ClutterBehaviour *behave, guint32 alpha_value) { path_alpha_to_position (CLUTTER_BEHAVIOUR_PATH (behave), alpha_value); } static void clutter_behaviour_path_set_property (GObject *gobject, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterBehaviourPath *pathb = CLUTTER_BEHAVIOUR_PATH (gobject); switch (prop_id) { case PROP_KNOT: clutter_behaviour_path_append_knot (pathb, g_value_get_boxed (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_behaviour_path_class_init (ClutterBehaviourPathClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); ClutterBehaviourClass *behave_class = CLUTTER_BEHAVIOUR_CLASS (klass); gobject_class->set_property = clutter_behaviour_path_set_property; gobject_class->finalize = clutter_behaviour_path_finalize; /** * ClutterBehaviourPath:knot: * * This property can be used to append a new knot to the path. * * Since: 0.2 */ g_object_class_install_property (gobject_class, PROP_KNOT, g_param_spec_boxed ("knot", "Knot", "Can be used to append a knot to the path", CLUTTER_TYPE_KNOT, CLUTTER_PARAM_WRITABLE)); /** * ClutterBehaviourPath::knot-reached: * @pathb: the object which received the signal * @knot: the #ClutterKnot reached * * This signal is emitted each time a node defined inside the path * is reached. * * Since: 0.2 */ path_signals[KNOT_REACHED] = g_signal_new ("knot-reached", G_TYPE_FROM_CLASS (gobject_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterBehaviourPathClass, knot_reached), NULL, NULL, clutter_marshal_VOID__BOXED, G_TYPE_NONE, 1, CLUTTER_TYPE_KNOT); behave_class->alpha_notify = clutter_behaviour_path_alpha_notify; g_type_class_add_private (klass, sizeof (ClutterBehaviourPathPrivate)); } static void clutter_behaviour_path_init (ClutterBehaviourPath *self) { ClutterBehaviourPathPrivate *priv; self->priv = priv = CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE (self); } /** * clutter_behaviour_path_new: * @alpha: a #ClutterAlpha, or %NULL * @knots: a list of #ClutterKnots, or %NULL for an empty path * @n_knots: the number of nodes in the path * * Creates a new path behaviour. You can use this behaviour to drive * actors along the nodes of a path, described by the @knots. * * Return value: a #ClutterBehaviour * * Since: 0.2 */ ClutterBehaviour * clutter_behaviour_path_new (ClutterAlpha *alpha, const ClutterKnot *knots, guint n_knots) { ClutterBehaviourPath *behave; gint i; behave = g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH, "alpha", alpha, NULL); for (i = 0; i < n_knots; i++) { ClutterKnot knot = knots[i]; clutter_behaviour_path_append_knot (behave, &knot); } return CLUTTER_BEHAVIOUR (behave); } /** * clutter_behaviour_path_get_knots: * @pathb: a #ClutterBehvaiourPath * * Returns a copy of the list of knots contained by @pathb * * Return value: a #GSList of the paths knots. * * Since: 0.2 */ GSList * clutter_behaviour_path_get_knots (ClutterBehaviourPath *pathb) { GSList *retval, *l; g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb), NULL); retval = NULL; for (l = pathb->priv->knots; l != NULL; l = l->next) retval = g_slist_prepend (retval, l->data); return g_slist_reverse (retval); } /** * clutter_behaviour_path_append_knot: * @pathb: a #ClutterBehvaiourPath * @knot: a #ClutterKnot to append. * * Appends a #ClutterKnot to the path * * Since: 0.2 */ void clutter_behaviour_path_append_knot (ClutterBehaviourPath *pathb, const ClutterKnot *knot) { ClutterBehaviourPathPrivate *priv; g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb)); g_return_if_fail (knot != NULL); priv = pathb->priv; priv->knots = g_slist_append (priv->knots, clutter_knot_copy (knot)); } /** * clutter_behaviour_path_insert_knot: * @pathb: a #ClutterBehvaiourPath * @offset: position in path to insert knot. * @knot: a #ClutterKnot to append. * * Inserts a #ClutterKnot in the path at specified position. Values greater * than total number of knots will append the knot at the end of path. * * Since: 0.2 */ void clutter_behaviour_path_insert_knot (ClutterBehaviourPath *pathb, guint offset, const ClutterKnot *knot) { ClutterBehaviourPathPrivate *priv; g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb)); g_return_if_fail (knot != NULL); priv = pathb->priv; priv->knots = g_slist_insert (priv->knots, clutter_knot_copy (knot), offset); } /** * clutter_behaviour_path_remove_knot: * @pathb: a #ClutterBehvaiourPath * @offset: position in path to remove knot. * * Removes a #ClutterKnot in the path at specified offset. * * Since: 0.2 */ void clutter_behaviour_path_remove_knot (ClutterBehaviourPath *pathb, guint offset) { ClutterBehaviourPathPrivate *priv; GSList *togo; g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb)); priv = pathb->priv; togo = g_slist_nth (priv->knots, offset); if (togo) { clutter_knot_free ((ClutterKnot*)togo->data); priv->knots = g_slist_delete_link (priv->knots, togo); } } static void clutter_behaviour_path_append_knots_valist (ClutterBehaviourPath *pathb, const ClutterKnot *first_knot, va_list args) { const ClutterKnot * knot; knot = first_knot; while (knot) { clutter_behaviour_path_append_knot (pathb, knot); knot = va_arg (args, ClutterKnot*); } } /** * clutter_behaviour_path_append_knots: * @pathb: a #ClutterBehvaiourPath * @first_knot: the #ClutterKnot knot to add to the path * @Varargs: additional knots to add to the path * * Adds a NULL-terminated list of knots to a path. This function is * equivalent to calling clutter_behaviour_path_append_knot() for each * member of the list. * * Since: 0.2 */ void clutter_behaviour_path_append_knots (ClutterBehaviourPath *pathb, const ClutterKnot *first_knot, ...) { va_list args; g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb)); g_return_if_fail (first_knot != NULL); va_start (args, first_knot); clutter_behaviour_path_append_knots_valist (pathb, first_knot, args); va_end (args); } /** * clutter_behaviour_path_clear: * @pathb: a #ClutterBehvaiourPath * * Removes all knots from a path * * Since: 0.2 */ void clutter_behaviour_path_clear (ClutterBehaviourPath *pathb) { g_return_if_fail (CLUTTER_IS_BEHAVIOUR_PATH (pathb)); g_slist_foreach (pathb->priv->knots, (GFunc) clutter_knot_free, NULL); g_slist_free (pathb->priv->knots); pathb->priv->knots = NULL; }