/* * 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 * @short_description: Class for providing behaviours to actors * * #ClutterBehaviour is the base class for implementing behaviours. A * behaviour is a controller object for #ClutterActors; you can * use a behaviour to control one or more properties of an actor (such * as its opacity, or its position). A #ClutterBehaviour is driven by * an "alpha function" stored inside a #ClutterAlpha object; an alpha * function is a function depending solely on time. The alpha function * computes a value which is then applied to the properties of the * actors driven by a behaviour. * * Clutter provides some pre-defined behaviours, like #ClutterBehaviourPath, * which controls the position of a set of actors making them "walk" along * a set of nodes; #ClutterBehaviourOpacity, which controls the opacity * of a set of actors; #ClutterBehaviourScale, which controls the width * and height of a set of actors. * * To visualize the effects of different alpha functions on a * #ClutterBehaviour implementation it is possible to take the * #ClutterBehaviourPath as an example: * *
* Effects of alpha functions on a path * *
* * The actors position between the path's end points directly correlates * to the #ClutterAlpha's current alpha value driving the behaviour. With * the #ClutterAlpha's function set to %CLUTTER_ALPHA_RAMP_INC the actor * will follow the path at a constant velocity, but when changing to * %CLUTTER_ALPHA_SINE_INC the actor initially accelerates before quickly * decelerating. * * In order to implement a new behaviour you should subclass #ClutterBehaviour * and override the "alpha_notify" virtual function; inside the overridden * function you should obtain the alpha value from the #ClutterAlpha * instance bound to the behaviour and apply it to the desiderd property * (or properties) of every actor controlled by the behaviour. * * #ClutterBehaviour is available since Clutter 0.2 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-main.h" #include "clutter-actor.h" #include "clutter-behaviour.h" #include "clutter-debug.h" #include "clutter-private.h" #include "clutter-marshal.h" /** * clutter_knot_copy: * @knot: a #ClutterKnot * * Makes an allocated copy of a knot. * * Return value: the copied knot. * * Since: 0.2 */ ClutterKnot * clutter_knot_copy (const ClutterKnot *knot) { ClutterKnot *copy; copy = g_slice_new0 (ClutterKnot); *copy = *knot; return copy; } /** * clutter_knot_free: * @knot: a #ClutterKnot * * Frees the memory of an allocated knot. * * Since: 0.2 */ void clutter_knot_free (ClutterKnot *knot) { if (G_LIKELY (knot)) { g_slice_free (ClutterKnot, knot); } } /** * clutter_knot_equal: * @knot_a: First knot * @knot_b: Second knot * * Compares to knot and checks if the point to the same location. * * Return value: %TRUE if the knots point to the same location. * * Since: 0.2 */ gboolean clutter_knot_equal (const ClutterKnot *knot_a, const ClutterKnot *knot_b) { g_return_val_if_fail (knot_a != NULL, FALSE); g_return_val_if_fail (knot_b != NULL, FALSE); if (knot_a == knot_b) return TRUE; return knot_a->x == knot_b->x && knot_a->y == knot_b->y; } GType clutter_knot_get_type (void) { static GType our_type = 0; if (G_UNLIKELY (!our_type)) { our_type = g_boxed_type_register_static (I_("ClutterKnot"), (GBoxedCopyFunc) clutter_knot_copy, (GBoxedFreeFunc) clutter_knot_free); } return our_type; } G_DEFINE_ABSTRACT_TYPE (ClutterBehaviour, clutter_behaviour, G_TYPE_OBJECT); struct _ClutterBehaviourPrivate { ClutterAlpha *alpha; guint notify_id; GSList *actors; }; enum { PROP_0, PROP_ALPHA }; enum { APPLIED, REMOVED, LAST_SIGNAL }; static guint behave_signals[LAST_SIGNAL] = { 0 }; #define CLUTTER_BEHAVIOUR_GET_PRIVATE(obj) \ (G_TYPE_INSTANCE_GET_PRIVATE ((obj), \ CLUTTER_TYPE_BEHAVIOUR, \ ClutterBehaviourPrivate)) static void clutter_behaviour_dispose (GObject *gobject) { ClutterBehaviour *self = CLUTTER_BEHAVIOUR (gobject); clutter_behaviour_set_alpha (self, NULL); clutter_behaviour_remove_all (self); G_OBJECT_CLASS (clutter_behaviour_parent_class)->dispose (gobject); } static void clutter_behaviour_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterBehaviour *behaviour = CLUTTER_BEHAVIOUR (object); switch (prop_id) { case PROP_ALPHA: clutter_behaviour_set_alpha (behaviour, g_value_get_object (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_behaviour_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterBehaviour *behaviour = CLUTTER_BEHAVIOUR (object); ClutterBehaviourPrivate *priv = behaviour->priv; switch (prop_id) { case PROP_ALPHA: g_value_set_object (value, priv->alpha); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_behaviour_alpha_notify_unimplemented (ClutterBehaviour *behaviour, gdouble alpha_value) { g_warning ("ClutterBehaviourClass::alpha_notify not implemented for `%s'", g_type_name (G_TYPE_FROM_INSTANCE (behaviour))); } static void clutter_behaviour_class_init (ClutterBehaviourClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); object_class->dispose = clutter_behaviour_dispose; object_class->set_property = clutter_behaviour_set_property; object_class->get_property = clutter_behaviour_get_property; /** * ClutterBehaviour:alpha: * * The #ClutterAlpha object used to drive this behaviour. A #ClutterAlpha * object binds a #ClutterTimeline and a function which computes a value * (the "alpha") depending on the time. Each time the alpha value changes * the alpha-notify virtual function is called. * * Since: 0.2 */ g_object_class_install_property (object_class, PROP_ALPHA, g_param_spec_object ("alpha", "Alpha", "Alpha Object to drive the behaviour", CLUTTER_TYPE_ALPHA, CLUTTER_PARAM_READWRITE)); klass->alpha_notify = clutter_behaviour_alpha_notify_unimplemented; /** * ClutterBehaviour::applied: * @behaviour: the #ClutterBehaviour that received the signal * @actor: the actor the behaviour was applied to. * * The ::apply signal is emitted each time the behaviour is applied * to an actor. * * Since: 0.4 */ behave_signals[APPLIED] = g_signal_new ("applied", G_OBJECT_CLASS_TYPE (object_class), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterBehaviourClass, applied), NULL, NULL, clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); /** * ClutterBehaviour::removed: * @behaviour: the #ClutterBehaviour that received the signal * @actor: the removed actor * * The ::removed signal is emitted each time a behaviour is not applied * to an actor anymore. * */ behave_signals[REMOVED] = g_signal_new ("removed", G_OBJECT_CLASS_TYPE (object_class), G_SIGNAL_RUN_FIRST, G_STRUCT_OFFSET (ClutterBehaviourClass, removed), NULL, NULL, clutter_marshal_VOID__OBJECT, G_TYPE_NONE, 1, CLUTTER_TYPE_ACTOR); g_type_class_add_private (klass, sizeof (ClutterBehaviourPrivate)); } static void clutter_behaviour_init (ClutterBehaviour *self) { ClutterBehaviourPrivate *priv; self->priv = priv = CLUTTER_BEHAVIOUR_GET_PRIVATE (self); } static void remove_actor_on_destroy (ClutterActor *actor, ClutterBehaviour *behaviour) { clutter_behaviour_remove (behaviour, actor); } /** * clutter_behaviour_apply: * @behave: a #ClutterBehaviour * @actor: a #ClutterActor * * Applies @behave to @actor. This function adds a reference on * the actor. * * Since: 0.2 */ void clutter_behaviour_apply (ClutterBehaviour *behave, ClutterActor *actor) { ClutterBehaviourPrivate *priv; g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave)); g_return_if_fail (CLUTTER_IS_ACTOR (actor)); priv = behave->priv; if (g_slist_find (priv->actors, actor)) { g_warning ("The behaviour of type %s already applies " "to the actor of type %s", g_type_name (G_OBJECT_TYPE (behave)), g_type_name (G_OBJECT_TYPE (actor))); return; } priv->actors = g_slist_prepend (priv->actors, g_object_ref (actor)); g_signal_connect (actor, "destroy", G_CALLBACK (remove_actor_on_destroy), behave); g_signal_emit (behave, behave_signals[APPLIED], 0, actor); } /** * clutter_behaviour_is_applied: * @behave: a #ClutterBehaviour * @actor: a #ClutterActor * * Check if @behave applied to @actor. * * Return value: TRUE if actor has behaviour. FALSE otherwise. * * Since: 0.4 */ gboolean clutter_behaviour_is_applied (ClutterBehaviour *behave, ClutterActor *actor) { g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), FALSE); g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), FALSE); return (g_slist_find (behave->priv->actors, actor) != NULL); } /** * clutter_behaviour_remove: * @behave: a #ClutterBehaviour * @actor: a #ClutterActor * * Removes @actor from the list of #ClutterActors to which * @behave applies. This function removes a reference on the actor. * * Since: 0.2 */ void clutter_behaviour_remove (ClutterBehaviour *behave, ClutterActor *actor) { ClutterBehaviourPrivate *priv; g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave)); g_return_if_fail (CLUTTER_IS_ACTOR (actor)); priv = behave->priv; if (!g_slist_find (priv->actors, actor)) { g_warning ("The behaviour of type %s is not applied " "to the actor of type %s", g_type_name (G_OBJECT_TYPE (behave)), g_type_name (G_OBJECT_TYPE (actor))); return; } g_signal_handlers_disconnect_by_func (actor, G_CALLBACK (remove_actor_on_destroy), behave); priv->actors = g_slist_remove (priv->actors, actor); g_signal_emit (behave, behave_signals[REMOVED], 0, actor); g_object_unref (actor); } /** * clutter_behaviour_get_n_actors: * @behave: a #ClutterBehaviour * * Gets the number of actors this behaviour is applied too. * * Return value: The number of applied actors * * Since: 0.2 */ gint clutter_behaviour_get_n_actors (ClutterBehaviour *behave) { g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), 0); return g_slist_length (behave->priv->actors); } /** * clutter_behaviour_get_nth_actor: * @behave: a #ClutterBehaviour * @index_: the index of an actor this behaviour is applied too. * * Gets an actor the behaviour was applied to referenced by index num. * * Return value: A Clutter actor or NULL if @index_ is invalid. * * Since: 0.2 */ ClutterActor* clutter_behaviour_get_nth_actor (ClutterBehaviour *behave, gint index_) { g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), NULL); return g_slist_nth_data (behave->priv->actors, index_); } /** * clutter_behaviour_actors_foreach: * @behave: a #ClutterBehaviour * @func: a function called for each actor * @data: optional data to be passed to the function, or %NULL * * Calls @func for every actor driven by @behave. * * Since: 0.2 */ void clutter_behaviour_actors_foreach (ClutterBehaviour *behave, ClutterBehaviourForeachFunc func, gpointer data) { GSList *l; g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave)); g_return_if_fail (func != NULL); for (l = behave->priv->actors; l != NULL; l = l->next) { ClutterActor *actor = l->data; g_assert (CLUTTER_IS_ACTOR (actor)); func (behave, actor, data); } } /** * clutter_behaviour_get_alpha: * @behave: a #ClutterBehaviour * * Retrieves the #ClutterAlpha object bound to @behave. * * Return value: a #ClutterAlpha object, or %NULL if no alpha * object has been bound to this behaviour. * * Since: 0.2 */ ClutterAlpha * clutter_behaviour_get_alpha (ClutterBehaviour *behave) { g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), NULL); return behave->priv->alpha; } static void notify_cb (GObject *object, GParamSpec *param_spec, ClutterBehaviour *behave) { ClutterBehaviourClass *klass; klass = CLUTTER_BEHAVIOUR_GET_CLASS (behave); CLUTTER_NOTE (BEHAVIOUR, "notify::alpha"); if (klass->alpha_notify) { gdouble alpha_value = clutter_alpha_get_alpha (behave->priv->alpha); CLUTTER_NOTE (BEHAVIOUR, "calling %s::alpha_notify (%p, %.4f)", g_type_name (G_TYPE_FROM_CLASS (klass)), behave, alpha_value); klass->alpha_notify (behave, alpha_value); } } /** * clutter_behaviour_set_alpha: * @behave: a #ClutterBehaviour * @alpha: a #ClutterAlpha or %NULL to unset a previously set alpha * * Binds @alpha to a #ClutterBehaviour. The #ClutterAlpha object * is what makes a behaviour work: for each tick of the timeline * used by #ClutterAlpha a new value of the alpha parameter is * computed by the alpha function; the value should be used by * the #ClutterBehaviour to update one or more properties of the * actors to which the behaviour applies. * * Since: 0.2 */ void clutter_behaviour_set_alpha (ClutterBehaviour *behave, ClutterAlpha *alpha) { ClutterBehaviourPrivate *priv; g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave)); g_return_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha)); priv = behave->priv; if (alpha) g_object_ref_sink (alpha); if (priv->notify_id) { CLUTTER_NOTE (BEHAVIOUR, "removing previous notify-id (%d)", priv->notify_id); g_signal_handler_disconnect (priv->alpha, priv->notify_id); priv->notify_id = 0; } if (priv->alpha) { CLUTTER_NOTE (BEHAVIOUR, "removing previous alpha object"); g_object_unref (priv->alpha); priv->alpha = NULL; } if (alpha) { priv->alpha = alpha; priv->notify_id = g_signal_connect (priv->alpha, "notify::alpha", G_CALLBACK(notify_cb), behave); CLUTTER_NOTE (BEHAVIOUR, "setting new alpha object (%p, notify:%d)", priv->alpha, priv->notify_id); } } /** * clutter_behaviour_get_actors: * @behave: a #ClutterBehaviour * * Retrieves all the actors to which @behave applies. It is not recommended * for derived classes to use this in there alpha notify method but use * #clutter_behaviour_actors_foreach as it avoids alot of needless allocations. * * Return value: a list of actors. You should free the returned list * with g_slist_free() when finished using it. * * Since: 0.2 */ GSList * clutter_behaviour_get_actors (ClutterBehaviour *behave) { ClutterBehaviourPrivate *priv; GSList *retval, *l; g_return_val_if_fail (CLUTTER_BEHAVIOUR (behave), NULL); priv = behave->priv; retval = NULL; for (l = priv->actors; l != NULL; l = l->next) retval = g_slist_prepend (retval, l->data); return retval; } /** * clutter_behaviour_remove_all: * @behave: a #ClutterBehaviour * * Removes every actor from the list that @behave holds. * * Since: 0.4 */ void clutter_behaviour_remove_all (ClutterBehaviour *behave) { ClutterBehaviourPrivate *priv; GSList *l; g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave)); priv = behave->priv; for (l = priv->actors; l != NULL; l = l->next) { ClutterActor *actor = l->data; g_signal_emit (behave, behave_signals[REMOVED], 0, actor); g_signal_handlers_disconnect_by_func (actor, G_CALLBACK (remove_actor_on_destroy), behave); g_object_unref (actor); } g_slist_free (priv->actors); priv->actors = NULL; }