/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * 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 . * * Author: * Emmanuele Bassi */ /** * SECTION:clutter-animation * @short_description: Simple implicit animations * @See_Also: #ClutterAnimatable, #ClutterInterval, #ClutterAlpha, * #ClutterTimeline * * #ClutterAnimation is an object providing simple, implicit animations * for #GObjects. * * #ClutterAnimation instances will bind one or more #GObject properties * belonging to a #GObject to a #ClutterInterval, and will then use a * #ClutterAlpha to interpolate the property between the initial and final * values of the interval. * * The duration of the animation is set using clutter_animation_set_duration(). * The easing mode of the animation is set using clutter_animation_set_mode(). * * If you want to control the animation you should retrieve the * #ClutterTimeline using clutter_animation_get_timeline() and then * use #ClutterTimeline functions like clutter_timeline_start(), * clutter_timeline_pause() or clutter_timeline_stop(). * * A #ClutterAnimation will emit the #ClutterAnimation::completed signal * when the #ClutterTimeline used by the animation is completed; unlike * #ClutterTimeline, though, the #ClutterAnimation::completed will not be * emitted if #ClutterAnimation:loop is set to %TRUE - that is, a looping * animation never completes. * * If your animation depends on user control you can force its completion * using clutter_animation_completed(). * * If the #GObject instance bound to a #ClutterAnimation implements the * #ClutterAnimatable interface it is possible for that instance to * control the way the initial and final states are interpolated. * * #ClutterAnimations are distinguished from #ClutterBehaviours * because the former can only control #GObject properties of a single * #GObject instance, while the latter can control multiple properties * using accessor functions inside the #ClutterBehaviour::alpha_notify * virtual function, and can control multiple #ClutterActors as well. * * For convenience, it is possible to use the clutter_actor_animate() * function call which will take care of setting up and tearing down * a #ClutterAnimation instance and animate an actor between its current * state and the specified final state. * * #ClutterAnimation is available since Clutter 1.0 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include #include "clutter-alpha.h" #include "clutter-animatable.h" #include "clutter-animation.h" #include "clutter-debug.h" #include "clutter-enum-types.h" #include "clutter-interval.h" #include "clutter-private.h" enum { PROP_0, PROP_OBJECT, PROP_MODE, PROP_DURATION, PROP_LOOP, PROP_TIMELINE, PROP_ALPHA }; enum { STARTED, COMPLETED, LAST_SIGNAL }; #define CLUTTER_ANIMATION_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ANIMATION, ClutterAnimationPrivate)) struct _ClutterAnimationPrivate { GObject *object; GHashTable *properties; ClutterAlpha *alpha; guint timeline_started_id; guint timeline_completed_id; guint alpha_notify_id; }; static guint animation_signals[LAST_SIGNAL] = { 0, }; static GQuark quark_object_animation = 0; G_DEFINE_TYPE (ClutterAnimation, clutter_animation, G_TYPE_OBJECT); static void on_animation_weak_notify (gpointer data, GObject *animation_pointer); static void clutter_animation_finalize (GObject *gobject) { ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv; CLUTTER_NOTE (ANIMATION, "Destroying properties hash table"); g_hash_table_destroy (priv->properties); G_OBJECT_CLASS (clutter_animation_parent_class)->finalize (gobject); } static void clutter_animation_dispose (GObject *gobject) { ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv; ClutterTimeline *timeline; if (priv->alpha != NULL) timeline = clutter_alpha_get_timeline (priv->alpha); else timeline = NULL; if (timeline != NULL && priv->timeline_started_id != 0) g_signal_handler_disconnect (timeline, priv->timeline_started_id); if (timeline != NULL && priv->timeline_completed_id != 0) g_signal_handler_disconnect (timeline, priv->timeline_completed_id); priv->timeline_started_id = 0; priv->timeline_completed_id = 0; if (priv->alpha != NULL) { if (priv->alpha_notify_id != 0) g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id); g_object_unref (priv->alpha); } priv->alpha_notify_id = 0; priv->alpha = NULL; if (priv->object != NULL) { g_object_weak_unref (G_OBJECT (gobject), on_animation_weak_notify, priv->object); g_object_set_qdata (priv->object, quark_object_animation, NULL); g_object_unref (priv->object); } priv->object = NULL; G_OBJECT_CLASS (clutter_animation_parent_class)->dispose (gobject); } static void clutter_animation_set_property (GObject *gobject, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterAnimation *animation = CLUTTER_ANIMATION (gobject); switch (prop_id) { case PROP_OBJECT: clutter_animation_set_object (animation, g_value_get_object (value)); break; case PROP_MODE: clutter_animation_set_mode (animation, g_value_get_ulong (value)); break; case PROP_DURATION: clutter_animation_set_duration (animation, g_value_get_uint (value)); break; case PROP_LOOP: clutter_animation_set_loop (animation, g_value_get_boolean (value)); break; case PROP_TIMELINE: clutter_animation_set_timeline (animation, g_value_get_object (value)); break; case PROP_ALPHA: clutter_animation_set_alpha (animation, g_value_get_object (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_animation_get_property (GObject *gobject, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterAnimation *animation = CLUTTER_ANIMATION (gobject); ClutterAnimationPrivate *priv = animation->priv; switch (prop_id) { case PROP_OBJECT: g_value_set_object (value, priv->object); break; case PROP_MODE: g_value_set_ulong (value, clutter_animation_get_mode (animation)); break; case PROP_DURATION: g_value_set_uint (value, clutter_animation_get_duration (animation)); break; case PROP_LOOP: g_value_set_boolean (value, clutter_animation_get_loop (animation)); break; case PROP_TIMELINE: g_value_set_object (value, clutter_animation_get_timeline (animation)); break; case PROP_ALPHA: g_value_set_object (value, clutter_animation_get_alpha (animation)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec); break; } } static void clutter_animation_class_init (ClutterAnimationClass *klass) { GObjectClass *gobject_class = G_OBJECT_CLASS (klass); GParamSpec *pspec; quark_object_animation = g_quark_from_static_string ("clutter-actor-animation"); g_type_class_add_private (klass, sizeof (ClutterAnimationPrivate)); gobject_class->set_property = clutter_animation_set_property; gobject_class->get_property = clutter_animation_get_property; gobject_class->dispose = clutter_animation_dispose; gobject_class->finalize = clutter_animation_finalize; /** * ClutterAnimation:objct: * * The #GObject to which the animation applies. * * Since: 1.0 */ pspec = g_param_spec_object ("object", "Object", "Object to which the animation applies", G_TYPE_OBJECT, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_OBJECT, pspec); /** * ClutterAnimation:mode: * * The animation mode, either a value from #ClutterAnimationMode * or a value returned by clutter_alpha_register_func(). The * default value is %CLUTTER_LINEAR. * * Since: 1.0 */ pspec = g_param_spec_ulong ("mode", "Mode", "The mode of the animation", 0, G_MAXULONG, CLUTTER_LINEAR, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_MODE, pspec); /** * ClutterAnimation:duration: * * The duration of the animation, expressed in milliseconds. * * Since: 1.0 */ pspec = g_param_spec_uint ("duration", "Duration", "Duration of the animation, in milliseconds", 0, G_MAXUINT, 0, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_DURATION, pspec); /** * ClutterAnimation:loop: * * Whether the animation should loop. * * Since: 1.0 */ pspec = g_param_spec_boolean ("loop", "Loop", "Whether the animation should loop", FALSE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_LOOP, pspec); /** * ClutterAnimation:timeline: * * The #ClutterTimeline used by the animation. * * Since: 1.0 */ pspec = g_param_spec_object ("timeline", "Timeline", "The timeline used by the animation", CLUTTER_TYPE_TIMELINE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_TIMELINE, pspec); /** * ClutterAnimation:alpha: * * The #ClutterAlpha used by the animation. * * Since: 1.0 */ pspec = g_param_spec_object ("alpha", "Alpha", "The alpha used by the animation", CLUTTER_TYPE_ALPHA, CLUTTER_PARAM_READWRITE); g_object_class_install_property (gobject_class, PROP_ALPHA, pspec); /** * ClutterAnimation::started: * @animation: the animation that emitted the signal * * The ::started signal is emitted once the animation has been * started * * Since: 1.0 */ animation_signals[STARTED] = g_signal_new (I_("started"), G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterAnimationClass, started), NULL, NULL, g_cclosure_marshal_VOID__VOID, G_TYPE_NONE, 0); /** * ClutterAnimation::completed: * @animation: the animation that emitted the signal * * The ::completed signal is emitted once the animation has * been completed. * * The @animation instance is guaranteed to be valid for the entire * duration of the signal emission chain. * * Since: 1.0 */ animation_signals[COMPLETED] = g_signal_new (I_("completed"), G_TYPE_FROM_CLASS (klass), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterAnimationClass, completed), NULL, NULL, g_cclosure_marshal_VOID__VOID, G_TYPE_NONE, 0); } static void clutter_animation_init (ClutterAnimation *self) { self->priv = CLUTTER_ANIMATION_GET_PRIVATE (self); self->priv->properties = g_hash_table_new_full (g_str_hash, g_str_equal, (GDestroyNotify) g_free, (GDestroyNotify) g_object_unref); } static inline void clutter_animation_bind_property_internal (ClutterAnimation *animation, GParamSpec *pspec, ClutterInterval *interval) { ClutterAnimationPrivate *priv = animation->priv; if (!clutter_interval_validate (interval, pspec)) { g_warning ("Cannot bind property '%s': the interval is out " "of bounds", pspec->name); return; } g_hash_table_insert (priv->properties, g_strdup (pspec->name), g_object_ref_sink (interval)); } static inline void clutter_animation_update_property_internal (ClutterAnimation *animation, GParamSpec *pspec, ClutterInterval *interval) { ClutterAnimationPrivate *priv = animation->priv; if (!clutter_interval_validate (interval, pspec)) { g_warning ("Cannot bind property '%s': the interval is out " "of bounds", pspec->name); return; } g_hash_table_replace (priv->properties, g_strdup (pspec->name), g_object_ref_sink (interval)); } static GParamSpec * clutter_animation_validate_bind (ClutterAnimation *animation, const char *property_name, GType argtype) { ClutterAnimationPrivate *priv; GObjectClass *klass; GParamSpec *pspec; priv = animation->priv; if (G_UNLIKELY (!priv->object)) { g_warning ("Cannot bind property '%s': the animation has no " "object set. You need to call clutter_animation_set_object() " "first to be able to bind a property", property_name); return NULL; } if (G_UNLIKELY (clutter_animation_has_property (animation, property_name))) { g_warning ("Cannot bind property '%s': the animation already has " "a bound property with the same name", property_name); return NULL; } klass = G_OBJECT_GET_CLASS (priv->object); pspec = g_object_class_find_property (klass, property_name); if (!pspec) { g_warning ("Cannot bind property '%s': objects of type '%s' have " "no such property", property_name, g_type_name (G_OBJECT_TYPE (priv->object))); return NULL; } if (!(pspec->flags & G_PARAM_WRITABLE)) { g_warning ("Cannot bind property '%s': the property is not writable", property_name); return NULL; } if (!g_value_type_compatible (G_PARAM_SPEC_VALUE_TYPE (pspec), argtype)) { g_warning ("Cannot bind property '%s': the interval value of " "type '%s' is not compatible with the property value " "of type '%s'", property_name, g_type_name (argtype), g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec))); return NULL; } return pspec; } /** * clutter_animation_bind_interval: * @animation: a #ClutterAnimation * @property_name: the property to control * @interval: (transfer full): a #ClutterInterval * * Binds @interval to the @property_name of the #GObject * attached to @animation. The #ClutterAnimation will take * ownership of the passed #ClutterInterval. For more information * about animations, see clutter_actor_animate(). * * If you need to update the interval instance use * clutter_animation_update_property() instead. * * Return value: (transfer none): The animation itself. * Since: 1.0 */ ClutterAnimation * clutter_animation_bind_interval (ClutterAnimation *animation, const gchar *property_name, ClutterInterval *interval) { GParamSpec *pspec; g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL); g_return_val_if_fail (property_name != NULL, NULL); g_return_val_if_fail (CLUTTER_IS_INTERVAL (interval), NULL); pspec = clutter_animation_validate_bind (animation, property_name, clutter_interval_get_value_type (interval)); if (pspec == NULL) return NULL; clutter_animation_bind_property_internal (animation, pspec, interval); return animation; } /** * clutter_animation_bind: * @animation: a #ClutterAnimation * @property_name: the property to control * @final: The final value of the property * * Adds a single property with name @property_name to the * animation @animation. For more information about animations, * see clutter_actor_animate(). * * This method returns the animation primarily to make chained * calls convenient in language bindings. * * Return value: (transfer none): The animation itself. * Since: 1.0 */ ClutterAnimation * clutter_animation_bind (ClutterAnimation *animation, const gchar *property_name, const GValue *final) { ClutterAnimationPrivate *priv; GParamSpec *pspec; ClutterInterval *interval; GType type; GValue initial = { 0, }; g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL); g_return_val_if_fail (property_name != NULL, NULL); priv = animation->priv; type = G_VALUE_TYPE (final); pspec = clutter_animation_validate_bind (animation, property_name, type); if (pspec == NULL) return NULL; g_value_init (&initial, G_PARAM_SPEC_VALUE_TYPE (pspec)); g_object_get_property (priv->object, property_name, &initial); interval = clutter_interval_new_with_values (type, &initial, final); g_value_unset (&initial); clutter_animation_bind_property_internal (animation, pspec, interval); return animation; } /** * clutter_animation_unbind_property: * @animation: a #ClutterAnimation * @property_name: name of the property * * Removes @property_name from the list of animated properties. * * Since: 1.0 */ void clutter_animation_unbind_property (ClutterAnimation *animation, const gchar *property_name) { ClutterAnimationPrivate *priv; g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); g_return_if_fail (property_name != NULL); priv = animation->priv; if (!clutter_animation_has_property (animation, property_name)) { g_warning ("Cannot unbind property '%s': the animation has " "no bound property with that name", property_name); return; } g_hash_table_remove (priv->properties, property_name); } /** * clutter_animation_has_property: * @animation: a #ClutterAnimation * @property_name: name of the property * * Checks whether @animation is controlling @property_name. * * Return value: %TRUE if the property is animated by the * #ClutterAnimation, %FALSE otherwise * * Since: 1.0 */ gboolean clutter_animation_has_property (ClutterAnimation *animation, const gchar *property_name) { ClutterAnimationPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE); g_return_val_if_fail (property_name != NULL, FALSE); priv = animation->priv; return g_hash_table_lookup (priv->properties, property_name) != NULL; } /** * clutter_animation_update_interval: * @animation: a #ClutterAnimation * @property_name: name of the property * @interval: a #ClutterInterval * * Changes the @interval for @property_name. The #ClutterAnimation * will take ownership of the passed #ClutterInterval. * * Since: 1.0 */ void clutter_animation_update_interval (ClutterAnimation *animation, const gchar *property_name, ClutterInterval *interval) { ClutterAnimationPrivate *priv; GObjectClass *klass; GParamSpec *pspec; g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); g_return_if_fail (property_name != NULL); g_return_if_fail (CLUTTER_IS_INTERVAL (interval)); priv = animation->priv; if (!clutter_animation_has_property (animation, property_name)) { g_warning ("Cannot unbind property '%s': the animation has " "no bound property with that name", property_name); return; } klass = G_OBJECT_GET_CLASS (priv->object); pspec = g_object_class_find_property (klass, property_name); if (!pspec) { g_warning ("Cannot bind property '%s': objects of type '%s' have " "no such property", property_name, g_type_name (G_OBJECT_TYPE (priv->object))); return; } if (!g_value_type_compatible (G_PARAM_SPEC_VALUE_TYPE (pspec), clutter_interval_get_value_type (interval))) { g_warning ("Cannot bind property '%s': the interval value of " "type '%s' is not compatible with the property value " "of type '%s'", property_name, g_type_name (clutter_interval_get_value_type (interval)), g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec))); return; } clutter_animation_update_property_internal (animation, pspec, interval); } /** * clutter_animation_get_interval: * @animation: a #ClutterAnimation * @property_name: name of the property * * Retrieves the #ClutterInterval associated to @property_name * inside @animation. * * Return value: (transfer none): a #ClutterInterval or %NULL if no * property with the same name was found. The returned interval is * owned by the #ClutterAnimation and should not be unreferenced * * Since: 1.0 */ ClutterInterval * clutter_animation_get_interval (ClutterAnimation *animation, const gchar *property_name) { ClutterAnimationPrivate *priv; g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL); g_return_val_if_fail (property_name != NULL, NULL); priv = animation->priv; return g_hash_table_lookup (priv->properties, property_name); } static void on_timeline_started (ClutterTimeline *timeline, ClutterAnimation *animation) { g_signal_emit (animation, animation_signals[STARTED], 0); } static void on_timeline_completed (ClutterTimeline *timeline, ClutterAnimation *animation) { CLUTTER_NOTE (ANIMATION, "Timeline [%p] complete", timeline); if (!clutter_animation_get_loop (animation)) g_signal_emit (animation, animation_signals[COMPLETED], 0); } static void on_alpha_notify (GObject *gobject, GParamSpec *pspec, ClutterAnimation *animation) { ClutterAnimationPrivate *priv = animation->priv; GList *properties, *p; gdouble alpha_value; gboolean is_animatable = FALSE; ClutterAnimatable *animatable = NULL; alpha_value = clutter_alpha_get_alpha (CLUTTER_ALPHA (gobject)); if (CLUTTER_IS_ANIMATABLE (priv->object)) { animatable = CLUTTER_ANIMATABLE (priv->object); is_animatable = TRUE; } g_object_freeze_notify (priv->object); properties = g_hash_table_get_keys (priv->properties); for (p = properties; p != NULL; p = p->next) { const gchar *p_name = p->data; ClutterInterval *interval; GValue value = { 0, }; gboolean apply; interval = g_hash_table_lookup (priv->properties, p_name); g_assert (CLUTTER_IS_INTERVAL (interval)); g_value_init (&value, clutter_interval_get_value_type (interval)); if (is_animatable) { const GValue *initial, *final; initial = clutter_interval_peek_initial_value (interval); final = clutter_interval_peek_final_value (interval); apply = clutter_animatable_animate_property (animatable, animation, p_name, initial, final, alpha_value, &value); } else { apply = clutter_interval_compute_value (interval, alpha_value, &value); } if (apply) g_object_set_property (priv->object, p_name, &value); g_value_unset (&value); } g_list_free (properties); g_object_thaw_notify (priv->object); } static ClutterAlpha * clutter_animation_get_alpha_internal (ClutterAnimation *animation) { ClutterAnimationPrivate *priv = animation->priv; if (priv->alpha == NULL) { ClutterAlpha *alpha; alpha = clutter_alpha_new (); clutter_alpha_set_mode (alpha, CLUTTER_LINEAR); priv->alpha_notify_id = g_signal_connect (alpha, "notify::alpha", G_CALLBACK (on_alpha_notify), animation); priv->alpha = g_object_ref_sink (alpha); g_object_notify (G_OBJECT (animation), "alpha"); } return priv->alpha; } static ClutterTimeline * clutter_animation_get_timeline_internal (ClutterAnimation *animation) { ClutterAnimationPrivate *priv = animation->priv; ClutterTimeline *timeline; ClutterAlpha *alpha; alpha = clutter_animation_get_alpha_internal (animation); timeline = clutter_alpha_get_timeline (alpha); if (timeline != NULL) return timeline; timeline = g_object_new (CLUTTER_TYPE_TIMELINE, NULL); priv->timeline_started_id = g_signal_connect (timeline, "started", G_CALLBACK (on_timeline_started), animation); priv->timeline_completed_id = g_signal_connect (timeline, "completed", G_CALLBACK (on_timeline_completed), animation); clutter_alpha_set_timeline (alpha, timeline); /* the alpha owns the timeline now */ g_object_unref (timeline); g_object_notify (G_OBJECT (animation), "timeline"); return timeline; } /* * Removes the animation pointer from the qdata section of the * actor attached to the animation */ static void on_animation_weak_notify (gpointer data, GObject *animation_pointer) { GObject *actor = data; CLUTTER_NOTE (ANIMATION, "Removing Animation from actor %d[%p]", clutter_actor_get_gid (CLUTTER_ACTOR (actor)), actor); g_object_set_qdata (actor, quark_object_animation, NULL); } /** * clutter_animation_new: * * Creates a new #ClutterAnimation instance. You should set the * #GObject to be animated using clutter_animation_set_object(), * set the duration with clutter_animation_set_duration() and the * easing mode using clutter_animation_set_mode(). * * Use clutter_animation_bind() or clutter_animation_bind_interval() * to define the properties to be animated. The interval and the * animated properties can be updated at runtime. * * The clutter_actor_animate() and relative family of functions provide * an easy way to animate a #ClutterActor and automatically manage the * lifetime of a #ClutterAnimation instance, so you should consider using * those functions instead of manually creating an animation. * * Return value: the newly created #ClutterAnimation. Use g_object_unref() * to release the associated resources * * Since: 1.0 */ ClutterAnimation * clutter_animation_new (void) { return g_object_new (CLUTTER_TYPE_ANIMATION, NULL); } /** * clutter_animation_set_object: * @animation: a #ClutterAnimation * @object: a #GObject * * Attaches @animation to @object. The #ClutterAnimation will take a * reference on @object. * * Since: 1.0 */ void clutter_animation_set_object (ClutterAnimation *animation, GObject *object) { ClutterAnimationPrivate *priv; g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); g_return_if_fail (G_IS_OBJECT (object)); priv = animation->priv; if (priv->object) { g_object_weak_unref (G_OBJECT (animation), on_animation_weak_notify, priv->object); g_object_set_qdata (priv->object, quark_object_animation, NULL); g_object_unref (priv->object); } priv->object = g_object_ref (object); g_object_weak_ref (G_OBJECT (animation), on_animation_weak_notify, priv->object); g_object_set_qdata_full (G_OBJECT (priv->object), quark_object_animation, animation, NULL); g_object_notify (G_OBJECT (animation), "object"); } /** * clutter_animation_get_object: * @animation: a #ClutterAnimation * * Retrieves the #GObject attached to @animation. * * Return value: (transfer none): a #GObject * * Since: 1.0 */ GObject * clutter_animation_get_object (ClutterAnimation *animation) { g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL); return animation->priv->object; } /** * clutter_animation_set_mode: * @animation: a #ClutterAnimation * @mode: an animation mode logical id * * Sets the animation @mode of @animation. The animation @mode is * a logical id, either coming from the #ClutterAnimationMode enumeration * or the return value of clutter_alpha_register_func(). * * This function will also set #ClutterAnimation:alpha if needed. * * Since: 1.0 */ void clutter_animation_set_mode (ClutterAnimation *animation, gulong mode) { ClutterTimeline *timeline; ClutterAlpha *alpha; g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); g_object_freeze_notify (G_OBJECT (animation)); alpha = clutter_animation_get_alpha_internal (animation); clutter_alpha_set_mode (alpha, mode); timeline = clutter_animation_get_timeline_internal (animation); clutter_alpha_set_timeline (alpha, timeline); g_object_notify (G_OBJECT (animation), "mode"); g_object_thaw_notify (G_OBJECT (animation)); } /** * clutter_animation_get_mode: * @animation: a #ClutterAnimation * * Retrieves the animation mode of @animation, as set by * clutter_animation_set_mode(). * * Return value: the mode for the animation * * Since: 1.0 */ gulong clutter_animation_get_mode (ClutterAnimation *animation) { ClutterAlpha *alpha; g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), CLUTTER_LINEAR); alpha = clutter_animation_get_alpha_internal (animation); return clutter_alpha_get_mode (alpha); } /** * clutter_animation_set_duration: * @animation: a #ClutterAnimation * @msecs: the duration in milliseconds * * Sets the duration of @animation in milliseconds. * * This function will set #ClutterAnimation:alpha and * #ClutterAnimation:timeline if needed. * * Since: 1.0 */ void clutter_animation_set_duration (ClutterAnimation *animation, gint msecs) { ClutterTimeline *timeline; g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); timeline = clutter_animation_get_timeline_internal (animation); clutter_timeline_set_duration (timeline, msecs); clutter_timeline_rewind (timeline); g_object_notify (G_OBJECT (animation), "duration"); } /** * clutter_animation_set_loop: * @animation: a #ClutterAnimation * @loop: %TRUE if the animation should loop * * Sets whether @animation should loop over itself once finished. * * A looping #ClutterAnimation will not emit the #ClutterAnimation::completed * signal when finished. * * This function will set #ClutterAnimation:alpha and * #ClutterAnimation:timeline if needed. * * Since: 1.0 */ void clutter_animation_set_loop (ClutterAnimation *animation, gboolean loop) { ClutterTimeline *timeline; g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); timeline = clutter_animation_get_timeline_internal (animation); clutter_timeline_set_loop (timeline, loop); g_object_notify (G_OBJECT (animation), "loop"); } /** * clutter_animation_get_loop: * @animation: a #ClutterAnimation * * Retrieves whether @animation is looping. * * Return value: %TRUE if the animation is looping * * Since: 1.0 */ gboolean clutter_animation_get_loop (ClutterAnimation *animation) { ClutterTimeline *timeline; g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE); timeline = clutter_animation_get_timeline_internal (animation); return clutter_timeline_get_loop (timeline); } /** * clutter_animation_get_duration: * @animation: a #ClutterAnimation * * Retrieves the duration of @animation, in milliseconds. * * Return value: the duration of the animation * * Since: 1.0 */ guint clutter_animation_get_duration (ClutterAnimation *animation) { ClutterTimeline *timeline; g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), 0); timeline = clutter_animation_get_timeline_internal (animation); return clutter_timeline_get_duration (timeline); } /** * clutter_animation_set_timeline: * @animation: a #ClutterAnimation * @timeline: a #ClutterTimeline, or %NULL to unset the * current #ClutterTimeline * * Sets the #ClutterTimeline used by @animation. * * Since: 1.0 */ void clutter_animation_set_timeline (ClutterAnimation *animation, ClutterTimeline *timeline) { ClutterAnimationPrivate *priv; ClutterTimeline *cur_timeline; ClutterAlpha *alpha; g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); g_return_if_fail (timeline == NULL || CLUTTER_IS_TIMELINE (timeline)); priv = animation->priv; if (priv->alpha != NULL) cur_timeline = clutter_alpha_get_timeline (priv->alpha); else cur_timeline = NULL; if (cur_timeline == timeline) return; g_object_freeze_notify (G_OBJECT (animation)); if (cur_timeline != NULL && priv->timeline_started_id != 0) g_signal_handler_disconnect (cur_timeline, priv->timeline_started_id); if (cur_timeline != NULL && priv->timeline_completed_id != 0) g_signal_handler_disconnect (cur_timeline, priv->timeline_completed_id); priv->timeline_started_id = 0; priv->timeline_completed_id = 0; alpha = clutter_animation_get_alpha_internal (animation); clutter_alpha_set_timeline (alpha, timeline); g_object_notify (G_OBJECT (animation), "timeline"); g_object_notify (G_OBJECT (animation), "duration"); g_object_notify (G_OBJECT (animation), "loop"); if (timeline) { priv->timeline_started_id = g_signal_connect (timeline, "started", G_CALLBACK (on_timeline_started), animation); priv->timeline_completed_id = g_signal_connect (timeline, "completed", G_CALLBACK (on_timeline_completed), animation); } g_object_thaw_notify (G_OBJECT (animation)); } /** * clutter_animation_get_timeline: * @animation: a #ClutterAnimation * * Retrieves the #ClutterTimeline used by @animation * * Return value: (transfer none): the timeline used by the animation * * Since: 1.0 */ ClutterTimeline * clutter_animation_get_timeline (ClutterAnimation *animation) { g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL); return clutter_animation_get_timeline_internal (animation); } /** * clutter_animation_set_alpha: * @animation: a #ClutterAnimation * @alpha: a #ClutterAlpha, or %NULL to unset the current #ClutterAlpha * * Sets @alpha as the #ClutterAlpha used by @animation. * * If @alpha is not %NULL, the #ClutterAnimation will take ownership * of the #ClutterAlpha instance. * * Since: 1.0 */ void clutter_animation_set_alpha (ClutterAnimation *animation, ClutterAlpha *alpha) { ClutterAnimationPrivate *priv; ClutterTimeline *timeline; g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); g_return_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha)); priv = animation->priv; if (priv->alpha == alpha) return; if (priv->alpha != NULL) timeline = clutter_alpha_get_timeline (priv->alpha); else timeline = NULL; /* disconnect the old timeline first */ if (timeline != NULL && priv->timeline_started_id != 0) { g_signal_handler_disconnect (timeline, priv->timeline_started_id); priv->timeline_started_id = 0; } if (timeline != NULL && priv->timeline_completed_id != 0) { g_signal_handler_disconnect (timeline, priv->timeline_completed_id); priv->timeline_completed_id = 0; } /* then we need to disconnect the signal handler from the old alpha */ if (priv->alpha_notify_id != 0) { g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id); priv->alpha_notify_id = 0; } if (priv->alpha != NULL) { /* this will take care of any reference we hold on the timeline */ g_object_unref (priv->alpha); priv->alpha = NULL; } if (alpha == NULL) return; priv->alpha = g_object_ref_sink (alpha); priv->alpha_notify_id = g_signal_connect (priv->alpha, "notify::value", G_CALLBACK (on_alpha_notify), animation); /* if the alpha has a timeline then we use it, otherwise we create one */ timeline = clutter_alpha_get_timeline (priv->alpha); if (timeline != NULL) { priv->timeline_started_id = g_signal_connect (timeline, "started", G_CALLBACK (on_timeline_started), animation); priv->timeline_completed_id = g_signal_connect (timeline, "completed", G_CALLBACK (on_timeline_completed), animation); } else timeline = clutter_animation_get_timeline_internal (animation); /* emit all relevant notifications */ g_object_notify (G_OBJECT (animation), "mode"); g_object_notify (G_OBJECT (animation), "duration"); g_object_notify (G_OBJECT (animation), "loop"); g_object_notify (G_OBJECT (animation), "alpha"); g_object_notify (G_OBJECT (animation), "timeline"); } /** * clutter_animation_get_alpha: * @animation: a #ClutterAnimation * * Retrieves the #ClutterAlpha used by @animation. * * Return value: (transfer none): the alpha object used by the animation * * Since: 1.0 */ ClutterAlpha * clutter_animation_get_alpha (ClutterAnimation *animation) { g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL); return clutter_animation_get_alpha_internal (animation); } /** * clutter_animation_completed: * @animation: a #ClutterAnimation * * Emits the ::completed signal on @animation * * When using this function with a #ClutterAnimation created * by the clutter_actor_animate() family of functions, @animation * will be unreferenced and it will not be valid anymore, * unless g_object_ref() was called before calling this function * or unless a reference was taken inside a handler for the * #ClutterAnimation::completed signal * * Since: 1.0 */ void clutter_animation_completed (ClutterAnimation *animation) { g_return_if_fail (CLUTTER_IS_ANIMATION (animation)); g_signal_emit (animation, animation_signals[COMPLETED], 0); } static void on_animation_completed (ClutterAnimation *animation) { CLUTTER_NOTE (ANIMATION, "Animation[%p] completed, unreferencing", animation); g_object_unref (animation); } /* * starts the timeline */ static void clutter_animation_start (ClutterAnimation *animation) { ClutterTimeline *timeline; timeline = clutter_animation_get_timeline_internal (animation); if (G_LIKELY (timeline != NULL)) clutter_timeline_start (timeline); else { /* sanity check */ g_warning (G_STRLOC ": no timeline found, unable to start the animation"); } } static void clutter_animation_setup_property (ClutterAnimation *animation, const gchar *property_name, const GValue *value, GParamSpec *pspec) { ClutterAnimationPrivate *priv = animation->priv; gboolean is_fixed = FALSE; GValue real_value = { 0, }; /* fixed properties will not be animated */ if (g_str_has_prefix (property_name, "fixed::")) { is_fixed = TRUE; property_name += 7; /* strlen("fixed::") */ } if (pspec->flags & G_PARAM_CONSTRUCT_ONLY) { g_warning ("Cannot bind property '%s': the property is " "construct-only", property_name); return; } if (!(pspec->flags & G_PARAM_WRITABLE)) { g_warning ("Cannot bind property '%s': the property is " "not writable", property_name); return; } /* initialize the real value that will be used to store the * final state of the animation */ g_value_init (&real_value, G_PARAM_SPEC_VALUE_TYPE (pspec)); /* if it's not the same type of the GParamSpec value, try to * convert it using the GValue transformation API, otherwise * just copy it */ if (!g_type_is_a (G_VALUE_TYPE (value), G_VALUE_TYPE (&real_value))) { if (!g_value_type_compatible (G_VALUE_TYPE (value), G_VALUE_TYPE (&real_value)) && !g_value_type_compatible (G_VALUE_TYPE (&real_value), G_VALUE_TYPE (value))) { g_warning ("%s: Unable to convert from %s to %s for " "the property '%s' of object %s", G_STRLOC, g_type_name (G_VALUE_TYPE (value)), g_type_name (G_VALUE_TYPE (&real_value)), property_name, G_OBJECT_TYPE_NAME (priv->object)); g_value_unset (&real_value); return; } if (!g_value_transform (value, &real_value)) { g_warning ("%s: Unable to transform from %s to %s", G_STRLOC, g_type_name (G_VALUE_TYPE (value)), g_type_name (G_VALUE_TYPE (&real_value))); g_value_unset (&real_value); return; } } else g_value_copy (value, &real_value); /* create an interval and bind it to the property, in case * it's not a fixed property, otherwise just set it */ if (G_LIKELY (!is_fixed)) { ClutterInterval *interval; GValue cur_value = { 0, }; g_value_init (&cur_value, G_PARAM_SPEC_VALUE_TYPE (pspec)); g_object_get_property (priv->object, property_name, &cur_value); interval = clutter_interval_new_with_values (G_PARAM_SPEC_VALUE_TYPE (pspec), &cur_value, &real_value); if (!clutter_animation_has_property (animation, pspec->name)) clutter_animation_bind_property_internal (animation, pspec, interval); else clutter_animation_update_property_internal (animation, pspec, interval); g_value_unset (&cur_value); } else g_object_set_property (priv->object, property_name, &real_value); g_value_unset (&real_value); } static void clutter_animation_setupv (ClutterAnimation *animation, gint n_properties, const gchar * const properties[], const GValue *values) { ClutterAnimationPrivate *priv = animation->priv; GObjectClass *klass; gint i; klass = G_OBJECT_GET_CLASS (priv->object); for (i = 0; i < n_properties; i++) { const gchar *property_name = properties[i]; GParamSpec *pspec; if (g_str_has_prefix (property_name, "fixed::")) property_name += 7; /* strlen("fixed::") */ pspec = g_object_class_find_property (klass, property_name); if (!pspec) { g_warning ("Cannot bind property '%s': objects of type '%s' do " "not have this property", property_name, g_type_name (G_OBJECT_TYPE (priv->object))); break; } clutter_animation_setup_property (animation, property_name, &values[i], pspec); } } static void clutter_animation_setup_valist (ClutterAnimation *animation, const gchar *first_property_name, va_list var_args) { ClutterAnimationPrivate *priv = animation->priv; GObjectClass *klass; const gchar *property_name; klass = G_OBJECT_GET_CLASS (priv->object); property_name = first_property_name; while (property_name != NULL) { GParamSpec *pspec; GValue final = { 0, }; gchar *error = NULL; if (g_str_has_prefix (property_name, "signal::")) { const gchar *signal_name = property_name + 8; GCallback callback = va_arg (var_args, GCallback); gpointer userdata = va_arg (var_args, gpointer); g_signal_connect (animation, signal_name, callback, userdata); } else { if (g_str_has_prefix (property_name, "fixed::")) property_name += 7; /* strlen("fixed::") */ pspec = g_object_class_find_property (klass, property_name); if (!pspec) { g_warning ("Cannot bind property '%s': objects of type '%s' do " "not have this property", property_name, g_type_name (G_OBJECT_TYPE (priv->object))); break; } g_value_init (&final, G_PARAM_SPEC_VALUE_TYPE (pspec)); G_VALUE_COLLECT (&final, var_args, 0, &error); if (error) { g_warning ("%s: %s", G_STRLOC, error); g_free (error); break; } clutter_animation_setup_property (animation, property_name, &final, pspec); } property_name = va_arg (var_args, gchar*); } } /** * clutter_actor_animate_with_alpha: * @actor: a #ClutterActor * @alpha: a #ClutterAlpha * @first_property_name: the name of a property * @VarArgs: a %NULL terminated list of property names and * property values * * Animates the given list of properties of @actor between the current * value for each property and a new final value. The animation has a * definite behaviour given by the passed @alpha. * * See clutter_actor_animate() for further details. * * This function is useful if you want to use an existing #ClutterAlpha * to animate @actor. * * Return value: (transfer none): a #ClutterAnimation object. The object is owned by the * #ClutterActor and should not be unreferenced with g_object_unref() * * Since: 1.0 */ ClutterAnimation * clutter_actor_animate_with_alpha (ClutterActor *actor, ClutterAlpha *alpha, const gchar *first_property_name, ...) { ClutterAnimation *animation; ClutterTimeline *timeline; va_list args; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL); g_return_val_if_fail (first_property_name != NULL, NULL); timeline = clutter_alpha_get_timeline (alpha); if (timeline == NULL) { g_warning ("The passed ClutterAlpha does not have an " "associated ClutterTimeline."); return NULL; } animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation); if (animation == NULL) { animation = clutter_animation_new (); clutter_animation_set_object (animation, G_OBJECT (actor)); g_signal_connect (animation, "completed", G_CALLBACK (on_animation_completed), NULL); CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation); } else CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation); clutter_animation_set_alpha (animation, alpha); va_start (args, first_property_name); clutter_animation_setup_valist (animation, first_property_name, args); va_end (args); clutter_animation_start (animation); return animation; } /** * clutter_actor_animate_with_timeline: * @actor: a #ClutterActor * @mode: an animation mode logical id * @timeline: a #ClutterTimeline * @first_property_name: the name of a property * @VarArgs: a %NULL terminated list of property names and * property values * * Animates the given list of properties of @actor between the current * value for each property and a new final value. The animation has a * definite duration given by @timeline and a speed given by the @mode. * * See clutter_actor_animate() for further details. * * This function is useful if you want to use an existing timeline * to animate @actor. * * Return value: (transfer none): a #ClutterAnimation object. The object is * owned by the #ClutterActor and should not be unreferenced with * g_object_unref() * * Since: 1.0 */ ClutterAnimation * clutter_actor_animate_with_timeline (ClutterActor *actor, gulong mode, ClutterTimeline *timeline, const gchar *first_property_name, ...) { ClutterAnimation *animation; va_list args; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL); g_return_val_if_fail (first_property_name != NULL, NULL); animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation); if (animation == NULL) { animation = clutter_animation_new (); clutter_animation_set_object (animation, G_OBJECT (actor)); g_signal_connect (animation, "completed", G_CALLBACK (on_animation_completed), NULL); CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation); } else CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation); clutter_animation_set_mode (animation, mode); clutter_animation_set_timeline (animation, timeline); va_start (args, first_property_name); clutter_animation_setup_valist (animation, first_property_name, args); va_end (args); clutter_animation_start (animation); return animation; } /** * clutter_actor_animate: * @actor: a #ClutterActor * @mode: an animation mode logical id * @duration: duration of the animation, in milliseconds * @first_property_name: the name of a property * @VarArgs: a %NULL terminated list of property names and * property values * * Animates the given list of properties of @actor between the current * value for each property and a new final value. The animation has a * definite duration and a speed given by the @mode. * * For example, this: * * |[ * clutter_actor_animate (rectangle, CLUTTER_LINEAR, 250, * "width", 100, * "height", 100, * NULL); * ]| * * will make width and height properties of the #ClutterActor "rectangle" * grow linearly between the current value and 100 pixels, in 250 milliseconds. * * The animation @mode is a logical id, either from the #ClutterAnimationMode * enumeration of from clutter_alpha_register_func(). * * All the properties specified will be animated between the current value * and the final value. If a property should be set at the beginning of * the animation but not updated during the animation, it should be prefixed * by the "fixed::" string, for instance: * * |[ * clutter_actor_animate (actor, CLUTTER_EASE_IN, 100, * "rotation-angle-z", 360, * "fixed::rotation-center-z", &center, * NULL); * ]| * * Will animate the "rotation-angle-z" property between the current value * and 360 degrees, and set the "rotation-center-z" property to the fixed * value of the #ClutterVertex "center". * * This function will implicitly create a #ClutterAnimation object which * will be assigned to the @actor and will be returned to the developer * to control the animation or to know when the animation has been * completed. * * If a name argument starts with "signal::" the two following arguments * are used as callback function and userdata for a signal handler installed * on the #ClutterAnimation object for the specified signal name, for * instance: * * |[ * * static void * on_animation_completed (ClutterAnimation *animation, * ClutterActor *actor) * { * clutter_actor_hide (actor); * } * * clutter_actor_animate (actor, CLUTTER_EASE_IN, 100, * "opacity", 0, * "signal::completed", on_animation_completed, actor, * NULL); * ]| * * Calling this function on an actor that is already being animated * will cause the current animation to change with the new final values, * the new easing mode and the new duration - that is, this code: * * |[ * clutter_actor_animate (actor, CLUTTER_LINEAR, 250, * "width", 100, * "height", 100, * NULL); * clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500, * "x", 100, * "y", 100, * "width", 200, * NULL); * ]| * * is the equivalent of: * * |[ * clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500, * "x", 100, * "y", 100, * "width", 200, * "height", 100, * NULL); * ]| * * Unless the animation is looping, it will become invalid as soon * as it is complete. To avoid this, you should keep a reference on the * returned value using g_object_ref(). If you want to keep the animation * alive across multiple cycles, you also have to add a reference each * time the #ClutterAnimation::completed signal is emitted. * * Since the created #ClutterAnimation instance attached to @actor * is guaranteed to be valid throughout the #ClutterAnimation::completed * signal emission chain, you will not be able to create a new animation * using clutter_actor_animate() on the same @actor from within the * #ClutterAnimation::completed signal handler. Instead, you should use * clutter_threads_add_idle() to install an idle handler and call * clutter_actor_animate() in the handler, for instance: * * |[ * static gboolean * queue_animation (gpointer data) * { * ClutterActor *actor = data; * * clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250, * "width", 200, * "height", 200, * NULL); * * return FALSE; * } * * static void * on_animation_completed (ClutterAnimation *animation) * { * clutter_threads_add_idle (queue_animation, * clutter_animation_get_object (animation)); * } * * ... * animation = clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250, * "x", 100, * "y", 100, * NULL); * g_signal_connect (animation, "completed", * G_CALLBACK (on_animation_completed), * NULL); * ... * ]| * * Return value: (transfer none): a #ClutterAnimation object. The object is * owned by the #ClutterActor and should not be unreferenced with * g_object_unref() * * Since: 1.0 */ ClutterAnimation * clutter_actor_animate (ClutterActor *actor, gulong mode, guint duration, const gchar *first_property_name, ...) { ClutterAnimation *animation; va_list args; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL); g_return_val_if_fail (duration > 0, NULL); g_return_val_if_fail (first_property_name != NULL, NULL); animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation); if (animation == NULL) { /* if there is no animation already attached to the actor, * create one and set up the timeline and alpha using the * current values for duration, mode and loop */ animation = clutter_animation_new (); clutter_animation_set_object (animation, G_OBJECT (actor)); g_signal_connect (animation, "completed", G_CALLBACK (on_animation_completed), NULL); CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation); } else CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation); /* force the update of duration and mode using the new * values coming from the parameters of this function */ clutter_animation_set_mode (animation, mode); clutter_animation_set_duration (animation, duration); va_start (args, first_property_name); clutter_animation_setup_valist (animation, first_property_name, args); va_end (args); clutter_animation_start (animation); return animation; } /** * clutter_actor_animatev: * @actor: a #ClutterActor * @mode: an animation mode logical id * @duration: duration of the animation, in milliseconds * @n_properties: number of property names and values * @properties: (array length=n_properties): a vector containing the * property names to set * @values: (array length=n_properies): a vector containing the * property values to set * * Animates the given list of properties of @actor between the current * value for each property and a new final value. The animation has a * definite duration and a speed given by the @mode. * * This is the vector-based variant of clutter_actor_animate(), useful * for language bindings. * * Unlike clutter_actor_animate(), this function will not * allow you to specify "signal::" names and callbacks. * * Return value: (transfer none): a #ClutterAnimation object. The object is * owned by the #ClutterActor and should not be unreferenced with * g_object_unref() * * Since: 1.0 */ ClutterAnimation * clutter_actor_animatev (ClutterActor *actor, gulong mode, guint duration, gint n_properties, const gchar * const properties[], const GValue *values) { ClutterAnimation *animation; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL); g_return_val_if_fail (duration > 0, NULL); g_return_val_if_fail (properties != NULL, NULL); g_return_val_if_fail (values != NULL, NULL); animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation); if (animation == NULL) { /* if there is no animation already attached to the actor, * create one and set up the timeline and alpha using the * current values for duration, mode and loop */ animation = clutter_animation_new (); clutter_animation_set_object (animation, G_OBJECT (actor)); g_signal_connect (animation, "completed", G_CALLBACK (on_animation_completed), NULL); CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation); } else CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation); /* force the update of duration and mode using the new * values coming from the parameters of this function */ clutter_animation_set_mode (animation, mode); clutter_animation_set_duration (animation, duration); clutter_animation_setupv (animation, n_properties, properties, values); clutter_animation_start (animation); return animation; } /** * clutter_actor_animate_with_timelinev: * @actor: a #ClutterActor * @mode: an animation mode logical id * @timeline: a #ClutterTimeline * @n_properties: number of property names and values * @properties: (array length=n_properties): a vector containing the * property names to set * @values: (array length=n_properies): a vector containing the * property values to set * * Animates the given list of properties of @actor between the current * value for each property and a new final value. The animation has a * definite duration given by @timeline and a speed given by the @mode. * * See clutter_actor_animate() for further details. * * This function is useful if you want to use an existing timeline * to animate @actor. * * This is the vector-based variant of clutter_actor_animate_with_timeline(), * useful for language bindings. * * Unlike clutter_actor_animate_with_timeline(), this function * will not allow you to specify "signal::" names and callbacks. * * Return value: (transfer none): a #ClutterAnimation object. The object is * owned by the #ClutterActor and should not be unreferenced with * g_object_unref() * * Since: 1.0 */ ClutterAnimation * clutter_actor_animate_with_timelinev (ClutterActor *actor, gulong mode, ClutterTimeline *timeline, gint n_properties, const gchar * const properties[], const GValue *values) { ClutterAnimation *animation; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL); g_return_val_if_fail (properties != NULL, NULL); g_return_val_if_fail (values != NULL, NULL); animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation); if (animation == NULL) { animation = clutter_animation_new (); clutter_animation_set_object (animation, G_OBJECT (actor)); g_signal_connect (animation, "completed", G_CALLBACK (on_animation_completed), NULL); CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation); } else CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation); clutter_animation_set_mode (animation, mode); clutter_animation_set_timeline (animation, timeline); clutter_animation_setupv (animation, n_properties, properties, values); clutter_animation_start (animation); return animation; } /** * clutter_actor_animate_with_alphav: * @actor: a #ClutterActor * @alpha: a #ClutterAlpha * @n_properties: number of property names and values * @properties: (array length=n_properties): a vector containing the * property names to set * @values: (array length=n_properies): a vector containing the * property values to set * * Animates the given list of properties of @actor between the current * value for each property and a new final value. The animation has a * definite behaviour given by the passed @alpha. * * See clutter_actor_animate() for further details. * * This function is useful if you want to use an existing #ClutterAlpha * to animate @actor. * * This is the vector-based variant of clutter_actor_animate_with_alpha(), * useful for language bindings. * * Unlike clutter_actor_animate_with_alpha(), this function will * not allow you to specify "signal::" names and callbacks. * * Return value: (transfer none): a #ClutterAnimation object. The object is owned by the * #ClutterActor and should not be unreferenced with g_object_unref() * * Since: 1.0 */ ClutterAnimation * clutter_actor_animate_with_alphav (ClutterActor *actor, ClutterAlpha *alpha, gint n_properties, const gchar * const properties[], const GValue *values) { ClutterAnimation *animation; ClutterTimeline *timeline; g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL); g_return_val_if_fail (properties != NULL, NULL); g_return_val_if_fail (values != NULL, NULL); timeline = clutter_alpha_get_timeline (alpha); if (timeline == NULL) { g_warning ("The passed ClutterAlpha does not have an " "associated ClutterTimeline."); return NULL; } animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation); if (animation == NULL) { animation = clutter_animation_new (); clutter_animation_set_object (animation, G_OBJECT (actor)); g_signal_connect (animation, "completed", G_CALLBACK (on_animation_completed), NULL); CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation); } else CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation); clutter_animation_set_alpha (animation, alpha); clutter_animation_setupv (animation, n_properties, properties, values); clutter_animation_start (animation); return animation; } /** * clutter_actor_get_animation: * @actor: a #ClutterActor * * Retrieves the #ClutterAnimation used by @actor, if clutter_actor_animate() * has been called on @actor. * * Return value: (transfer none): a #ClutterAnimation, or %NULL * * Since: 1.0 */ ClutterAnimation * clutter_actor_get_animation (ClutterActor *actor) { g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL); return g_object_get_qdata (G_OBJECT (actor), quark_object_animation); }