/* * 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-timeline * @short_description: A base class for managing time based events such * as animations. * * #ClutterTimeline is a base class for managing time based events such * as animations. */ #ifndef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-timeline.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-private.h" #include "clutter-debug.h" G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT); #define FPS_TO_INTERVAL(f) (1000 / (f)) struct _ClutterTimelinePrivate { guint timeout_id; guint fps; guint n_frames; guint current_frame_num; gulong last_frame_msecs; gulong start_frame_secs; guint loop : 1; }; enum { PROP_0, PROP_FPS, PROP_NUM_FRAMES, PROP_LOOP }; enum { NEW_FRAME, STARTED, PAUSED, COMPLETED, LAST_SIGNAL }; static int timeline_signals[LAST_SIGNAL] = { 0 }; /* Object */ static void clutter_timeline_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterTimeline *timeline; ClutterTimelinePrivate *priv; timeline = CLUTTER_TIMELINE(object); priv = timeline->priv; switch (prop_id) { case PROP_FPS: clutter_timeline_set_speed (timeline, g_value_get_int (value)); break; case PROP_NUM_FRAMES: priv->n_frames = g_value_get_int (value); break; case PROP_LOOP: priv->loop = g_value_get_boolean (value); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_timeline_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterTimeline *timeline; ClutterTimelinePrivate *priv; timeline = CLUTTER_TIMELINE(object); priv = timeline->priv; switch (prop_id) { case PROP_FPS: g_value_set_int (value, priv->fps); break; case PROP_NUM_FRAMES: g_value_set_int (value, priv->n_frames); break; case PROP_LOOP: g_value_set_boolean (value, priv->loop); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_timeline_finalize (GObject *object) { G_OBJECT_CLASS (clutter_timeline_parent_class)->finalize (object); } static void clutter_timeline_dispose (GObject *object) { ClutterTimeline *self = CLUTTER_TIMELINE(object); ClutterTimelinePrivate *priv; priv = self->priv; if (priv != NULL) { if (priv->timeout_id) { g_source_remove (priv->timeout_id); priv->timeout_id = 0; } } G_OBJECT_CLASS (clutter_timeline_parent_class)->dispose (object); } static void clutter_timeline_class_init (ClutterTimelineClass *klass) { GObjectClass *object_class; object_class = (GObjectClass*) klass; object_class->set_property = clutter_timeline_set_property; object_class->get_property = clutter_timeline_get_property; object_class->finalize = clutter_timeline_finalize; object_class->dispose = clutter_timeline_dispose; g_type_class_add_private (klass, sizeof (ClutterTimelinePrivate)); g_object_class_install_property (object_class, PROP_FPS, g_param_spec_int ("fps", "Frames Per Second", "Timeline frames per second", 0, 1000, 50, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); g_object_class_install_property (object_class, PROP_NUM_FRAMES, g_param_spec_int ("num-frames", "Total number of frames", "Timelines total number of frames", 0, G_MAXINT, 0, CLUTTER_PARAM_READWRITE)); g_object_class_install_property (object_class, PROP_LOOP, g_param_spec_boolean ("loop", "Loop", "Should the timeline automatically restart", FALSE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); /** * ClutterTimeline::new-frame: * @timeline: the timeline which received the signal * @frame_num: the number of the new frame * * The ::new-frame signal is emitted each time a new frame in the * timeline is reached. */ timeline_signals[NEW_FRAME] = g_signal_new ("new-frame", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterTimelineClass, new_frame), NULL, NULL, clutter_marshal_VOID__INT, G_TYPE_NONE, 1, G_TYPE_INT); timeline_signals[COMPLETED] = g_signal_new ("completed", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterTimelineClass, completed), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); timeline_signals[STARTED] = g_signal_new ("started", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterTimelineClass, started), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); timeline_signals[PAUSED] = g_signal_new ("paused", G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST, G_STRUCT_OFFSET (ClutterTimelineClass, paused), NULL, NULL, clutter_marshal_VOID__VOID, G_TYPE_NONE, 0); } static void clutter_timeline_init (ClutterTimeline *self) { self->priv = G_TYPE_INSTANCE_GET_PRIVATE(self, CLUTTER_TYPE_TIMELINE, ClutterTimelinePrivate); } static gboolean timeline_timeout_func (gpointer data) { ClutterTimeline *timeline = CLUTTER_TIMELINE(data); ClutterTimelinePrivate *priv; GTimeVal timeval; gint n_frames; gulong msecs; priv = timeline->priv; /* Figure out potential frame skips */ g_get_current_time (&timeval); /* Fire off signal */ g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0, priv->current_frame_num); /* Signal frees timeline ? */ if (timeline == NULL) return FALSE; /* Signal removes source ? */ if (!priv->timeout_id) { clutter_timeline_stop (timeline); return FALSE; } if (priv->last_frame_msecs) { /* Check time diff from out last call and adjust number * of frames to advance accordingly. */ msecs = ((timeval.tv_sec - priv->start_frame_secs) * 1000) + (timeval.tv_usec / 1000); n_frames = (msecs - priv->last_frame_msecs ) / (1000 / priv->fps); if (n_frames < 0) n_frames = 1; if (n_frames > 1) CLUTTER_NOTE (MISC, "Skipping %i frames", n_frames); } else { /* First frame, set up timings.*/ priv->start_frame_secs = timeval.tv_sec; msecs = timeval.tv_usec / 1000; n_frames = 1; } priv->last_frame_msecs = msecs; /* Advance frames */ priv->current_frame_num += n_frames;; /* Handle loop or stop */ if (priv->current_frame_num > priv->n_frames) { priv->current_frame_num = priv->n_frames; if (n_frames > 1) { g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0, priv->current_frame_num); } if (priv->loop) clutter_timeline_rewind (timeline); else { clutter_timeline_stop (timeline); g_signal_emit (timeline, timeline_signals[COMPLETED], 0); return FALSE; } } return TRUE; } /** * clutter_timeline_start: * @timeline: A #ClutterTimeline * * Starts the #ClutterTimeline playing. **/ void clutter_timeline_start (ClutterTimeline *timeline) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; if (!priv->timeout_id) priv->timeout_id = g_timeout_add_full (G_PRIORITY_DEFAULT + 20, FPS_TO_INTERVAL (priv->fps), timeline_timeout_func, timeline, NULL); g_signal_emit (timeline, timeline_signals[STARTED], 0); } /** * clutter_timeline_pause: * @timeline: A #ClutterTimeline * * Pauses the #ClutterTimeline on current frame **/ void clutter_timeline_pause (ClutterTimeline *timeline) { g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); if (timeline->priv->timeout_id) g_source_remove (timeline->priv->timeout_id); timeline->priv->timeout_id = 0; timeline->priv->last_frame_msecs = 0; g_signal_emit (timeline, timeline_signals[PAUSED], 0); } /** * clutter_timeline_stop: * @timeline: A #ClutterTimeline * * Stops the #ClutterTimeline and moves to frame 0 **/ void clutter_timeline_stop (ClutterTimeline *timeline) { clutter_timeline_pause (timeline); clutter_timeline_rewind (timeline); } /** * clutter_timeline_set_loop: * @timeline: a #ClutterTimeline * @loop: %TRUE for enable looping * * Sets whether @timeline should loop. */ void clutter_timeline_set_loop (ClutterTimeline *timeline, gboolean loop) { g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); if (timeline->priv->loop != loop) { g_object_ref (timeline); timeline->priv->loop = loop; g_object_notify (G_OBJECT (timeline), "loop"); g_object_unref (timeline); } } /** * clutter_timeline_get_loop: * @timeline: a #ClutterTimeline * * Gets whether @timeline is looping * * Return value: %TRUE if the timeline is looping */ gboolean clutter_timeline_get_loop (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE); return timeline->priv->loop; } /** * clutter_timeline_rewind: * @timeline: A #ClutterTimeline * * Rewinds #ClutterTimeline to frame 0. **/ void clutter_timeline_rewind (ClutterTimeline *timeline) { g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); clutter_timeline_advance (timeline, 0); } /** * clutter_timeline_skip: * @timeline: A #ClutterTimeline * @n_frames: Number of frames to skip * * Advance timeline by requested number of frames. **/ void clutter_timeline_skip (ClutterTimeline *timeline, guint n_frames) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; priv->current_frame_num += n_frames; if (priv->current_frame_num > priv->n_frames) priv->current_frame_num = 1; } /** * clutter_timeline_advance: * @timeline: A #ClutterTimeline * @frame_num: Frame number to advance to * * Advance timeline to requested frame number **/ void clutter_timeline_advance (ClutterTimeline *timeline, guint frame_num) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; if (frame_num < priv->n_frames) priv->current_frame_num = frame_num; } /** * clutter_timeline_get_current_frame: * @timeline: A #ClutterTimeline * * Request the current frame number of the timeline. * * Return Value: current frame number **/ gint clutter_timeline_get_current_frame (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0); return timeline->priv->current_frame_num; } /** * clutter_timeline_get_n_frames: * @timeline: A #ClutterTimeline * * Request the total number of frames for the #ClutterTimeline. * * Return Value: Number of frames for this #ClutterTimeline. **/ guint clutter_timeline_get_n_frames (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0); return timeline->priv->n_frames; } /** * clutter_timeline_set_n_frames: * @timeline: a #ClutterTimeline * @n_frames: the number of frames * * Sets the total number of frames for @timeline */ void clutter_timeline_set_n_frames (ClutterTimeline *timeline, guint n_frames) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; if (priv->n_frames != n_frames) { g_object_ref (timeline); priv->n_frames = n_frames; g_object_notify (G_OBJECT (timeline), "num-frames"); g_object_unref (timeline); } } /** * clutter_timeline_set_speed: * @timeline: A #ClutterTimeline * @fps: New speed of timeline as frames per second * * Set the speed in frames per second of the timeline. **/ void clutter_timeline_set_speed (ClutterTimeline *timeline, guint fps) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; if (priv->fps != fps) { g_object_ref (timeline); priv->fps = fps; /* if the timeline is playing restart */ if (priv->timeout_id) { g_source_remove (priv->timeout_id); priv->timeout_id = g_timeout_add (FPS_TO_INTERVAL (priv->fps), timeline_timeout_func, timeline); } g_object_notify (G_OBJECT (timeline), "fps"); g_object_unref (timeline); } } /** * clutter_timeline_get_speed: * @timeline: a #ClutterTimeline * * Gets the frames per second played by @timeline * * Return value: the number of frames per second. */ guint clutter_timeline_get_speed (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0); return timeline->priv->fps; } /** * clutter_timeline_is_playing: * @timeline: A #ClutterTimeline * * Query state of a #ClutterTimeline instance. * * Return Value: TRUE if timeline is currently playing, FALSE if not. */ gboolean clutter_timeline_is_playing (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE); return (timeline->priv->timeout_id != 0); } /** * clutter_timeline_copy: * @timeline: #ClutterTimeline to duplicate. * * Create a new #ClutterTimeline instance which has property values * matching that of supplied timeline. * * Return Value: a new #ClutterTimeline * * Since 0.4 */ ClutterTimeline* clutter_timeline_copy (ClutterTimeline *timeline) { ClutterTimeline *copy; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL); copy = g_object_new (CLUTTER_TYPE_TIMELINE, NULL); copy->priv->fps = timeline->priv->fps; copy->priv->n_frames = timeline->priv->n_frames; copy->priv->loop = timeline->priv->loop; return copy; } /** * clutter_timeline_new: * @n_frames: the number of frames * @fps: the number of frames per second * * Create a new #ClutterTimeline instance. * * Return Value: a new #ClutterTimeline */ ClutterTimeline* clutter_timeline_new (guint n_frames, guint fps) { return g_object_new (CLUTTER_TYPE_TIMELINE, "fps", fps, "num-frames", n_frames, NULL); }