/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * * Copyright (C) 2008 Intel Corporation * * 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, see . */ /** * SECTION:clutter-path * @short_description: An object describing a path with straight lines * and bezier curves. * * A #ClutterPath contains a description of a path consisting of * straight lines and bezier curves. This can be used in a * #ClutterBehaviourPath to animate an actor moving along the path. * * The path consists of a series of nodes. Each node is one of the * following four types: * * * %CLUTTER_PATH_MOVE_TO * * Changes the position of the path to the given pair of * coordinates. This is usually used as the first node of a path to * mark the start position. If it is used in the middle of a path then * the path will be disjoint and the actor will appear to jump to the * new position when animated. * * %CLUTTER_PATH_LINE_TO * * Creates a straight line from the previous point to the given point. * * %CLUTTER_PATH_CURVE_TO * * Creates a bezier curve. The end of the last node is used as the * first control point and the three subsequent coordinates given in * the node as used as the other three. * * %CLUTTER_PATH_CLOSE * * Creates a straight line from the last node to the last * %CLUTTER_PATH_MOVE_TO node. This can be used to close a path so * that it will appear as a loop when animated. * * * * The first three types have the corresponding relative versions * %CLUTTER_PATH_REL_MOVE_TO, %CLUTTER_PATH_REL_LINE_TO and * %CLUTTER_PATH_REL_CURVE_TO. These are exactly the same except the * coordinates are given relative to the previous node instead of as * direct screen positions. * * You can build a path using the node adding functions such as * clutter_path_add_line_to(). Alternatively the path can be described * in a string using a subset of the SVG path syntax. See * clutter_path_add_string() for details. * * #ClutterPath is available since Clutter 1.0 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include #include "clutter-path.h" #include "clutter-types.h" #include "clutter-bezier.h" #include "clutter-private.h" G_DEFINE_TYPE (ClutterPath, clutter_path, G_TYPE_INITIALLY_UNOWNED); #define CLUTTER_PATH_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_PATH, \ ClutterPathPrivate)) #define CLUTTER_PATH_NODE_TYPE_IS_VALID(t) \ ((((t) & ~CLUTTER_PATH_RELATIVE) >= CLUTTER_PATH_MOVE_TO \ && ((t) & ~CLUTTER_PATH_RELATIVE) <= CLUTTER_PATH_CURVE_TO) \ || (t) == CLUTTER_PATH_CLOSE) enum { PROP_0, PROP_DESCRIPTION, PROP_LENGTH }; typedef struct _ClutterPathNodeFull ClutterPathNodeFull; struct _ClutterPathNodeFull { ClutterPathNode k; ClutterBezier *bezier; guint length; }; struct _ClutterPathPrivate { GSList *nodes, *nodes_tail; gboolean nodes_dirty; guint total_length; }; /* Character tests that don't pay attention to the locale */ #define clutter_path_isspace(ch) memchr (" \f\n\r\t\v", (ch), 6) #define clutter_path_isdigit(ch) ((ch) >= '0' && (ch) <= '9') static ClutterPathNodeFull *clutter_path_node_full_new (void); static void clutter_path_node_full_free (ClutterPathNodeFull *node); static void clutter_path_finalize (GObject *object); static void clutter_path_get_property (GObject *gobject, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterPath *path = CLUTTER_PATH (gobject); switch (prop_id) { case PROP_DESCRIPTION: g_value_take_string (value, clutter_path_get_description (path)); break; case PROP_LENGTH: g_value_set_uint (value, clutter_path_get_length (path)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_path_set_property (GObject *gobject, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterPath *path = CLUTTER_PATH (gobject); switch (prop_id) { case PROP_DESCRIPTION: if (!clutter_path_set_description (path, g_value_get_string (value))) g_warning ("Invalid path description"); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_path_class_init (ClutterPathClass *klass) { GObjectClass *gobject_class = (GObjectClass *) klass; GParamSpec *pspec; gobject_class->get_property = clutter_path_get_property; gobject_class->set_property = clutter_path_set_property; gobject_class->finalize = clutter_path_finalize; pspec = g_param_spec_string ("description", "Description", "SVG-style description of the path", "", CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_DESCRIPTION, pspec); pspec = g_param_spec_uint ("length", "Length", "An approximation of the total length " "of the path.", 0, G_MAXUINT, 0, CLUTTER_PARAM_READABLE); g_object_class_install_property (gobject_class, PROP_LENGTH, pspec); g_type_class_add_private (klass, sizeof (ClutterPathPrivate)); } static void clutter_path_init (ClutterPath *self) { self->priv = CLUTTER_PATH_GET_PRIVATE (self); } static void clutter_path_finalize (GObject *object) { ClutterPath *self = (ClutterPath *) object; clutter_path_clear (self); G_OBJECT_CLASS (clutter_path_parent_class)->finalize (object); } /** * clutter_path_new: * * Creates a new #ClutterPath instance with no nodes. * * The object has a floating reference so if you add it to a * #ClutterBehaviourPath then you do not need to unref it. * * Return value: the newly created #ClutterPath * * Since: 1.0 */ ClutterPath * clutter_path_new (void) { ClutterPath *self = g_object_new (CLUTTER_TYPE_PATH, NULL); return self; } /** * clutter_path_new_with_description: * @desc: a string describing the path * * Creates a new #ClutterPath instance with the nodes described in * @desc. See clutter_path_add_string() for details of the format of * the string. * * The object has a floating reference so if you add it to a * #ClutterBehaviourPath then you do not need to unref it. * * Return value: the newly created #ClutterPath * * Since: 1.0 */ ClutterPath * clutter_path_new_with_description (const gchar *desc) { return g_object_new (CLUTTER_TYPE_PATH, "description", desc, NULL); } /** * clutter_path_clear: * @path: a #ClutterPath * * Removes all nodes from the path. * * Since: 1.0 */ void clutter_path_clear (ClutterPath *path) { ClutterPathPrivate *priv = path->priv; g_slist_foreach (priv->nodes, (GFunc) clutter_path_node_full_free, NULL); g_slist_free (priv->nodes); priv->nodes = priv->nodes_tail = NULL; priv->nodes_dirty = TRUE; } /* Takes ownership of the node */ static void clutter_path_add_node_full (ClutterPath *path, ClutterPathNodeFull *node) { ClutterPathPrivate *priv = path->priv; GSList *new_node; new_node = g_slist_prepend (NULL, node); if (priv->nodes_tail == NULL) priv->nodes = new_node; else priv->nodes_tail->next = new_node; priv->nodes_tail = new_node; priv->nodes_dirty = TRUE; } /* Helper function to make the rest of teh add_* functions shorter */ static void clutter_path_add_node_helper (ClutterPath *path, ClutterPathNodeType type, int num_coords, ...) { ClutterPathNodeFull *node; int i; va_list ap; g_return_if_fail (CLUTTER_IS_PATH (path)); node = clutter_path_node_full_new (); node->k.type = type; va_start (ap, num_coords); for (i = 0; i < num_coords; i++) { node->k.points[i].x = va_arg (ap, gint); node->k.points[i].y = va_arg (ap, gint); } va_end (ap); clutter_path_add_node_full (path, node); } /** * clutter_path_add_move_to: * @path: a #ClutterPath * @x: the x coordinate * @y: the y coordinate * * Adds a #CLUTTER_PATH_MOVE_TO type node to the path. This is usually * used as the first node in a path. It can also be used in the middle * of the path to cause the actor to jump to the new coordinate. * * Since: 1.0 */ void clutter_path_add_move_to (ClutterPath *path, gint x, gint y) { clutter_path_add_node_helper (path, CLUTTER_PATH_MOVE_TO, 1, x, y); } /** * clutter_path_add_rel_move_to: * @path: a #ClutterPath * @x: the x coordinate * @y: the y coordinate * * Same as clutter_path_add_move_to() except the coordinates are * relative to the previous node. * * Since: 1.0 */ void clutter_path_add_rel_move_to (ClutterPath *path, gint x, gint y) { clutter_path_add_node_helper (path, CLUTTER_PATH_REL_MOVE_TO, 1, x, y); } /** * clutter_path_add_line_to: * @path: a #ClutterPath * @x: the x coordinate * @y: the y coordinate * * Adds a #CLUTTER_PATH_LINE_TO type node to the path. This causes the * actor to move to the new coordinates in a straight line. * * Since: 1.0 */ void clutter_path_add_line_to (ClutterPath *path, gint x, gint y) { clutter_path_add_node_helper (path, CLUTTER_PATH_LINE_TO, 1, x, y); } /** * clutter_path_add_rel_line_to: * @path: a #ClutterPath * @x: the x coordinate * @y: the y coordinate * * Same as clutter_path_add_line_to() except the coordinates are * relative to the previous node. * * Since: 1.0 */ void clutter_path_add_rel_line_to (ClutterPath *path, gint x, gint y) { clutter_path_add_node_helper (path, CLUTTER_PATH_REL_LINE_TO, 1, x, y); } /** * clutter_path_add_curve_to: * @path: a #ClutterPath * @x1: the x coordinate of the first control point * @y1: the y coordinate of the first control point * @x2: the x coordinate of the second control point * @y2: the y coordinate of the second control point * @x3: the x coordinate of the third control point * @y3: the y coordinate of the third control point * * Adds a #CLUTTER_PATH_CURVE_TO type node to the path. This causes * the actor to follow a bezier from the last node to (x3,y3) using * (x1,y1) and (x2,y2) as control points. * * Since: 1.0 */ void clutter_path_add_curve_to (ClutterPath *path, gint x1, gint y1, gint x2, gint y2, gint x3, gint y3) { clutter_path_add_node_helper (path, CLUTTER_PATH_CURVE_TO, 3, x1, y1, x2, y2, x3, y3); } /** * clutter_path_add_rel_curve_to: * @path: a #ClutterPath * @x1: the x coordinate of the first control point * @y1: the y coordinate of the first control point * @x2: the x coordinate of the second control point * @y2: the y coordinate of the second control point * @x3: the x coordinate of the third control point * @y3: the y coordinate of the third control point * * Same as clutter_path_add_curve_to() except the coordinates are * relative to the previous node. * * Since: 1.0 */ void clutter_path_add_rel_curve_to (ClutterPath *path, gint x1, gint y1, gint x2, gint y2, gint x3, gint y3) { clutter_path_add_node_helper (path, CLUTTER_PATH_REL_CURVE_TO, 3, x1, y1, x2, y2, x3, y3); } /** * clutter_path_add_close: * @path: a #ClutterPath * * Adds a #CLUTTER_PATH_CLOSE type node to the path. This creates a * straight line from the last node to the last #CLUTTER_PATH_MOVE_TO * type node. * * Since: 1.0 */ void clutter_path_add_close (ClutterPath *path) { clutter_path_add_node_helper (path, CLUTTER_PATH_CLOSE, 0); } static gboolean clutter_path_parse_number (const gchar **pin, gboolean allow_comma, gint *ret) { gint val = 0; gboolean negative = FALSE; gint digit_count = 0; const gchar *p = *pin; /* Skip leading spaces */ while (clutter_path_isspace (*p)) p++; /* Optional comma */ if (allow_comma && *p == ',') { p++; while (clutter_path_isspace (*p)) p++; } /* Optional sign */ if (*p == '+') p++; else if (*p == '-') { negative = TRUE; p++; } /* Some digits */ while (clutter_path_isdigit (*p)) { val = val * 10 + *p - '0'; digit_count++; p++; } /* We need at least one digit */ if (digit_count < 1) return FALSE; /* Optional fractional part which we ignore */ if (*p == '.') { p++; digit_count = 0; while (clutter_path_isdigit (*p)) { digit_count++; p++; } /* If there is a fractional part then it also needs at least one digit */ if (digit_count < 1) return FALSE; } *pin = p; *ret = negative ? -val : val; return TRUE; } static gboolean clutter_path_parse_description (const gchar *p, GSList **ret) { GSList *nodes = NULL; ClutterPathNodeFull *node; while (TRUE) { /* Skip leading whitespace */ while (clutter_path_isspace (*p)) p++; /* It is not an error to end now */ if (*p == '\0') break; switch (*p) { case 'M': case 'm': case 'L': case 'l': node = clutter_path_node_full_new (); nodes = g_slist_prepend (nodes, node); node->k.type = (*p == 'M' ? CLUTTER_PATH_MOVE_TO : *p == 'm' ? CLUTTER_PATH_REL_MOVE_TO : *p == 'L' ? CLUTTER_PATH_LINE_TO : CLUTTER_PATH_REL_LINE_TO); p++; if (!clutter_path_parse_number (&p, FALSE, &node->k.points[0].x) || !clutter_path_parse_number (&p, TRUE, &node->k.points[0].y)) goto fail; break; case 'C': case 'c': node = clutter_path_node_full_new (); nodes = g_slist_prepend (nodes, node); node->k.type = (*p == 'C' ? CLUTTER_PATH_CURVE_TO : CLUTTER_PATH_REL_CURVE_TO); p++; if (!clutter_path_parse_number (&p, FALSE, &node->k.points[0].x) || !clutter_path_parse_number (&p, TRUE, &node->k.points[0].y) || !clutter_path_parse_number (&p, TRUE, &node->k.points[1].x) || !clutter_path_parse_number (&p, TRUE, &node->k.points[1].y) || !clutter_path_parse_number (&p, TRUE, &node->k.points[2].x) || !clutter_path_parse_number (&p, TRUE, &node->k.points[2].y)) goto fail; break; case 'Z': case 'z': node = clutter_path_node_full_new (); nodes = g_slist_prepend (nodes, node); p++; node->k.type = CLUTTER_PATH_CLOSE; break; default: goto fail; } } *ret = g_slist_reverse (nodes); return TRUE; fail: g_slist_foreach (nodes, (GFunc) clutter_path_node_full_free, NULL); g_slist_free (nodes); return FALSE; } /* Takes ownership of the node list */ static void clutter_path_add_nodes (ClutterPath *path, GSList *nodes) { ClutterPathPrivate *priv = path->priv; if (priv->nodes_tail == NULL) priv->nodes = nodes; else priv->nodes_tail->next = nodes; while (nodes) { priv->nodes_tail = nodes; nodes = nodes->next; } priv->nodes_dirty = TRUE; } /** * clutter_path_add_string: * @path: a #ClutterPath * @str: a string describing the new nodes * * Adds new nodes to the end of the path as described in @str. The * format is a subset of the SVG path format. Each node is represented * by a letter and is followed by zero, one or three pairs of * coordinates. The coordinates can be separated by spaces or a * comma. The types are: * * * M * * Adds a %CLUTTER_PATH_MOVE_TO node. Takes one pair of coordinates. * * L * * Adds a %CLUTTER_PATH_LINE_TO node. Takes one pair of coordinates. * * C * * Adds a %CLUTTER_PATH_CURVE_TO node. Takes three pairs of coordinates. * * z * * Adds a %CLUTTER_PATH_CLOSE node. No coordinates are needed. * * * * The M, L and C commands can also be specified in lower case which * means the coordinates are relative to the previous node. * * For example, to move an actor in a 100 by 100 pixel square centered * on the point 300,300 you could use the following path: * * * * M 250,350 l 0 -100 L 350,250 l 0 100 z * * * * If the path description isn't valid %FALSE will be returned and no * nodes will be added. * * Return value: %TRUE is the path description was valid or %FALSE * otherwise. * * Since: 1.0 */ gboolean clutter_path_add_string (ClutterPath *path, const gchar *str) { GSList *nodes; g_return_val_if_fail (CLUTTER_IS_PATH (path), FALSE); if (clutter_path_parse_description (str, &nodes)) { clutter_path_add_nodes (path, nodes); return TRUE; } else return FALSE; } /** * clutter_path_add_node: * @path: a #ClutterPath * @node: a #ClutterPathNode * * Adds @node to the end of the path. * * Since: 1.0 */ void clutter_path_add_node (ClutterPath *path, const ClutterPathNode *node) { ClutterPathNodeFull *node_full; g_return_if_fail (CLUTTER_IS_PATH (path)); g_return_if_fail (node != NULL); g_return_if_fail (CLUTTER_PATH_NODE_TYPE_IS_VALID (node->type)); node_full = clutter_path_node_full_new (); node_full->k = *node; clutter_path_add_node_full (path, node_full); } /** * clutter_path_get_n_nodes: * @path: a #ClutterPath * * Retrieves the number of nodes in the path. * * Return value: the number of nodes. * * Since: 1.0 */ guint clutter_path_get_n_nodes (ClutterPath *path) { ClutterPathPrivate *priv; g_return_val_if_fail (CLUTTER_IS_PATH (path), 0); priv = path->priv; return g_slist_length (priv->nodes); } /** * clutter_path_get_node: * @path: a #ClutterPath * @index: the node number to retrieve * @node: a location to store a copy of the node * * Retrieves the node of the path indexed by @index. * * Since: 1.0 */ void clutter_path_get_node (ClutterPath *path, guint index, ClutterPathNode *node) { ClutterPathNodeFull *node_full; ClutterPathPrivate *priv; g_return_if_fail (CLUTTER_IS_PATH (path)); priv = path->priv; node_full = g_slist_nth_data (priv->nodes, index); g_return_if_fail (node_full != NULL); *node = node_full->k; } /** * clutter_path_get_nodes: * @path: a #ClutterPath * * Returns a #GSList of #ClutterPathNodes. The list should be * freed with g_slist_free(). The nodes are owned by the path and * should not be freed. Altering the path may cause the nodes in the * list to become invalid so you should copy them if you want to keep * the list. * * Return value: a list of nodes in the path. * * Since: 1.0 */ GSList * clutter_path_get_nodes (ClutterPath *path) { ClutterPathPrivate *priv; g_return_val_if_fail (CLUTTER_IS_PATH (path), NULL); priv = path->priv; return g_slist_copy (priv->nodes); } /** * clutter_path_foreach: * @path: a #ClutterPath * @callback: the function to call with each node * @user_data: user data to pass to the function * * Calls a function for each node of the path. * * Since: 1.0 */ void clutter_path_foreach (ClutterPath *path, ClutterPathCallback callback, gpointer user_data) { ClutterPathPrivate *priv; g_return_if_fail (CLUTTER_IS_PATH (path)); priv = path->priv; g_slist_foreach (priv->nodes, (GFunc) callback, user_data); } /** * clutter_path_insert_node: * @path: a #ClutterPath * @index: offset of where to insert the node * @node: the node to insert * * Inserts @node into the path before the node at the given offset. If * @index is negative it will append the node to the end of the path. * * Since: 1.0 */ void clutter_path_insert_node (ClutterPath *path, gint index, const ClutterPathNode *node) { ClutterPathPrivate *priv; ClutterPathNodeFull *node_full; g_return_if_fail (CLUTTER_IS_PATH (path)); g_return_if_fail (node != NULL); g_return_if_fail (CLUTTER_PATH_NODE_TYPE_IS_VALID (node->type)); priv = path->priv; node_full = clutter_path_node_full_new (); node_full->k = *node; priv->nodes = g_slist_insert (priv->nodes, node_full, index); if (priv->nodes_tail == NULL) priv->nodes_tail = priv->nodes; else if (priv->nodes_tail->next) priv->nodes_tail = priv->nodes_tail->next; priv->nodes_dirty = TRUE; } /** * clutter_path_remove_node: * @path: a #ClutterPath * @index: index of the node to remove * * Removes the node at the given offset from the path. * * Since: 1.0 */ void clutter_path_remove_node (ClutterPath *path, guint index) { ClutterPathPrivate *priv; GSList *node, *prev = NULL; g_return_if_fail (CLUTTER_IS_PATH (path)); priv = path->priv; for (node = priv->nodes; node && index--; node = node->next) prev = node; if (node) { clutter_path_node_full_free (node->data); if (prev) prev->next = node->next; else priv->nodes = node->next; if (node == priv->nodes_tail) priv->nodes_tail = prev; g_slist_free_1 (node); priv->nodes_dirty = TRUE; } } /** * clutter_path_replace_node: * @path: a #ClutterPath * @index: index to the existing node * @node: the replacement node * * Replaces the node at offset @index with @node. * * Since: 1.0 */ void clutter_path_replace_node (ClutterPath *path, guint index, const ClutterPathNode *node) { ClutterPathPrivate *priv; ClutterPathNodeFull *node_full; g_return_if_fail (CLUTTER_IS_PATH (path)); g_return_if_fail (node != NULL); g_return_if_fail (CLUTTER_PATH_NODE_TYPE_IS_VALID (node->type)); priv = path->priv; if ((node_full = g_slist_nth_data (priv->nodes, index))) { node_full->k = *node; priv->nodes_dirty = TRUE; } } /** * clutter_path_set_description: * @path: a #ClutterPath * @str: a string describing the path * * Replaces all of the nodes in the path with nodes described by * @str. See clutter_path_add_string() for details of the format. * * If the string is invalid then %FALSE is returned and the path is * unaltered. * * Return value: %TRUE is the path was valid, %FALSE otherwise. * * Since: 1.0 */ gboolean clutter_path_set_description (ClutterPath *path, const gchar *str) { GSList *nodes; g_return_val_if_fail (CLUTTER_IS_PATH (path), FALSE); if (clutter_path_parse_description (str, &nodes)) { clutter_path_clear (path); clutter_path_add_nodes (path, nodes); return TRUE; } else return FALSE; } /** * clutter_path_get_description: * @path: a #ClutterPath * * Returns a newly allocated string describing the path in the same * format as used by clutter_path_add_string(). * * Return value: a string description of the path. Free with g_free(). * * Since: 1.0 */ gchar * clutter_path_get_description (ClutterPath *path) { ClutterPathPrivate *priv; GString *str; GSList *l; g_return_val_if_fail (CLUTTER_IS_PATH (path), FALSE); priv = path->priv; str = g_string_new (""); for (l = priv->nodes; l; l = l->next) { ClutterPathNodeFull *node = l->data; gchar letter = '?'; gint params = 0; gint i; switch (node->k.type) { case CLUTTER_PATH_MOVE_TO: letter = 'M'; params = 1; break; case CLUTTER_PATH_REL_MOVE_TO: letter = 'm'; params = 1; break; case CLUTTER_PATH_LINE_TO: letter = 'L'; params = 1; break; case CLUTTER_PATH_REL_LINE_TO: letter = 'l'; params = 1; break; case CLUTTER_PATH_CURVE_TO: letter = 'C'; params = 3; break; case CLUTTER_PATH_REL_CURVE_TO: letter = 'c'; params = 3; break; case CLUTTER_PATH_CLOSE: letter = 'z'; params = 0; break; } if (str->len > 0) g_string_append_c (str, ' '); g_string_append_c (str, letter); for (i = 0; i < params; i++) g_string_append_printf (str, " %i %i", node->k.points[i].x, node->k.points[i].y); } return g_string_free (str, FALSE); } static gint clutter_path_node_distance (const ClutterKnot *start, const ClutterKnot *end) { gint t; g_return_val_if_fail (start != NULL, 0); g_return_val_if_fail (end != NULL, 0); if (clutter_knot_equal (start, end)) return 0; t = (end->x - start->x) * (end->x - start->x) + (end->y - start->y) * (end->y - start->y); /* * If we are using limited precision sqrti implementation, fallback on * clib sqrt if the precission would be less than 10% */ #if INT_MAX > CLUTTER_SQRTI_ARG_10_PERCENT if (t <= COGL_SQRTI_ARG_10_PERCENT) return cogl_sqrti (t); else return COGL_FLOAT_TO_INT (sqrt(t)); #else return cogl_sqrti (t); #endif } static void clutter_path_ensure_node_data (ClutterPath *path) { ClutterPathPrivate *priv = path->priv; /* Recalculate the nodes data if has changed */ if (priv->nodes_dirty) { GSList *l; ClutterKnot last_position = { 0, 0 }; ClutterKnot loop_start = { 0, 0 }; ClutterKnot points[3]; priv->total_length = 0; for (l = priv->nodes; l; l = l->next) { ClutterPathNodeFull *node = l->data; gboolean relative = (node->k.type & CLUTTER_PATH_RELATIVE) != 0; switch (node->k.type & ~CLUTTER_PATH_RELATIVE) { case CLUTTER_PATH_MOVE_TO: node->length = 0; /* Store the actual position in point[1] */ if (relative) { node->k.points[1].x = last_position.x + node->k.points[0].x; node->k.points[1].y = last_position.y + node->k.points[0].y; } else node->k.points[1] = node->k.points[0]; last_position = node->k.points[1]; loop_start = node->k.points[1]; break; case CLUTTER_PATH_LINE_TO: /* Use point[1] as the start point and point[2] as the end point */ node->k.points[1] = last_position; if (relative) { node->k.points[2].x = (node->k.points[1].x + node->k.points[0].x); node->k.points[2].y = (node->k.points[1].y + node->k.points[0].y); } else node->k.points[2] = node->k.points[0]; last_position = node->k.points[2]; node->length = clutter_path_node_distance (node->k.points + 1, node->k.points + 2); break; case CLUTTER_PATH_CURVE_TO: /* Convert to a bezier curve */ if (node->bezier == NULL) node->bezier = _clutter_bezier_new (); if (relative) { int i; for (i = 0; i < 3; i++) { points[i].x = last_position.x + node->k.points[i].x; points[i].y = last_position.y + node->k.points[i].y; } } else memcpy (points, node->k.points, sizeof (ClutterKnot) * 3); _clutter_bezier_init (node->bezier, last_position.x, last_position.y, points[0].x, points[0].y, points[1].x, points[1].y, points[2].x, points[2].y); last_position = points[2]; node->length = _clutter_bezier_get_length (node->bezier); break; case CLUTTER_PATH_CLOSE: /* Convert to a line to from last_point to loop_start */ node->k.points[1] = last_position; node->k.points[2] = loop_start; last_position = node->k.points[2]; node->length = clutter_path_node_distance (node->k.points + 1, node->k.points + 2); break; } priv->total_length += node->length; } priv->nodes_dirty = FALSE; } } /** * clutter_path_get_position: * @path: a #ClutterPath * @progress: a position along the path as a fraction of its length * @position: location to store the position * * The value in @progress represents a position along the path where * 0.0 is the beginning and 1.0 is the end of the path. An * interpolated position is then stored in @position. * * Return value: index of the node used to calculate the position. * * Since: 1.0 */ guint clutter_path_get_position (ClutterPath *path, gdouble progress, ClutterKnot *position) { ClutterPathPrivate *priv; GSList *l; guint point_distance, length = 0, node_num = 0; ClutterPathNodeFull *node; g_return_val_if_fail (CLUTTER_IS_PATH (path), 0); g_return_val_if_fail (progress >= 0.0 && progress <= 1.0, 0); priv = path->priv; clutter_path_ensure_node_data (path); /* Special case if the path is empty, just return 0,0 for want of something better */ if (priv->nodes == NULL) { memset (position, 0, sizeof (ClutterKnot)); return 0; } /* Convert the progress to a length along the path */ point_distance = progress * priv->total_length; /* Find the node that covers this point */ for (l = priv->nodes; l->next && point_distance >= (((ClutterPathNodeFull *) l->data)->length + length); l = l->next) { length += ((ClutterPathNodeFull *) l->data)->length; node_num++; } node = l->data; /* Convert the point distance to a distance along the node */ point_distance -= length; if (point_distance > node->length) point_distance = node->length; switch (node->k.type & ~CLUTTER_PATH_RELATIVE) { case CLUTTER_PATH_MOVE_TO: *position = node->k.points[1]; break; case CLUTTER_PATH_LINE_TO: case CLUTTER_PATH_CLOSE: if (node->length == 0) *position = node->k.points[1]; else { position->x = (node->k.points[1].x + ((node->k.points[2].x - node->k.points[1].x) * (gint) point_distance / (gint) node->length)); position->y = (node->k.points[1].y + ((node->k.points[2].y - node->k.points[1].y) * (gint) point_distance / (gint) node->length)); } break; case CLUTTER_PATH_CURVE_TO: _clutter_bezier_advance (node->bezier, point_distance * CLUTTER_BEZIER_MAX_LENGTH / node->length, position); break; } return node_num; } /** * clutter_path_get_length: * @path: a #ClutterPath * * Retrieves an approximation of the total length of the path. * * Return value: the length of the path. * * Since: 1.0 */ guint clutter_path_get_length (ClutterPath *path) { g_return_val_if_fail (CLUTTER_IS_PATH (path), 0); clutter_path_ensure_node_data (path); return path->priv->total_length; } static ClutterPathNodeFull * clutter_path_node_full_new (void) { return g_slice_new0 (ClutterPathNodeFull); } static void clutter_path_node_full_free (ClutterPathNodeFull *node) { if (node->bezier) _clutter_bezier_free (node->bezier); g_slice_free (ClutterPathNodeFull, node); } /** * clutter_path_node_copy: * @node: a #ClutterPathNode * * Makes an allocated copy of a node. * * Return value: the copied node. * * Since: 1.0 */ ClutterPathNode * clutter_path_node_copy (const ClutterPathNode *node) { return g_slice_dup (ClutterPathNode, node); } /** * clutter_path_node_free: * @node: a #ClutterPathNode * * Frees the memory of an allocated node. * * Since: 1.0 */ void clutter_path_node_free (ClutterPathNode *node) { if (G_LIKELY (node)) g_slice_free (ClutterPathNode, node); } /** * clutter_path_node_equal: * @node_a: First node * @node_b: Second node * * Compares two nodes and checks if they are the same type with the * same coordinates. * * Return value: %TRUE if the nodes are the same. * * Since: 1.0 */ gboolean clutter_path_node_equal (const ClutterPathNode *node_a, const ClutterPathNode *node_b) { guint n_points, i; g_return_val_if_fail (node_a != NULL, FALSE); g_return_val_if_fail (node_b != NULL, FALSE); if (node_a->type != node_b->type) return FALSE; switch (node_a->type & ~CLUTTER_PATH_RELATIVE) { case CLUTTER_PATH_MOVE_TO: n_points = 1; break; case CLUTTER_PATH_LINE_TO: n_points = 1; break; case CLUTTER_PATH_CURVE_TO: n_points = 3; break; case CLUTTER_PATH_CLOSE: n_points = 0; break; default: return FALSE; } for (i = 0; i < n_points; i++) if (node_a->points[i].x != node_b->points[i].x || node_a->points[i].y != node_b->points[i].y) return FALSE; return TRUE; } GType clutter_path_node_get_type (void) { static GType our_type = 0; if (G_UNLIKELY (!our_type)) { our_type = g_boxed_type_register_static (I_("ClutterPathNode"), (GBoxedCopyFunc) clutter_path_node_copy, (GBoxedFreeFunc) clutter_path_node_free); } return our_type; }