/* * Clutter. * * An OpenGL based 'interactive canvas' library. * * Authored By Matthew Allum * Jorn Baayen * Emmanuele Bassi * * 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-effect * @short_description: Utility Class for basic visual effects * * The #ClutterEffectTemplate class provides a simple API for applying * pre-defined effects to a single actor. It works as a wrapper around * the #ClutterBehaviour objects * * Since: 0.4 */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include #include "clutter-alpha.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-private.h" #include "clutter-debug.h" #include "clutter-behaviour-bspline.h" #include "clutter-behaviour-depth.h" #include "clutter-behaviour-ellipse.h" #include "clutter-behaviour-opacity.h" #include "clutter-behaviour-path.h" #include "clutter-behaviour-rotate.h" #include "clutter-behaviour-scale.h" #include "clutter-effect.h" typedef struct ClutterEffectClosure { ClutterActor *actor; ClutterTimeline *timeline; ClutterAlpha *alpha; ClutterBehaviour *behave; gulong signal_id; ClutterEffectCompleteFunc completed_func; gpointer completed_data; ClutterEffectTemplate *template; } ClutterEffectClosure; G_DEFINE_TYPE (ClutterEffectTemplate, clutter_effect_template, G_TYPE_OBJECT); #define EFFECT_TEMPLATE_PRIVATE(o) \ (G_TYPE_INSTANCE_GET_PRIVATE ((o), \ CLUTTER_TYPE_EFFECT_TEMPLATE, \ ClutterEffectTemplatePrivate)) struct _ClutterEffectTemplatePrivate { ClutterTimeline *timeline; gboolean do_clone; ClutterAlphaFunc alpha_func; gpointer alpha_data; GDestroyNotify alpha_notify; }; enum { PROP_0, PROP_ALPHA_FUNC, PROP_TIMELINE, PROP_DO_CLONE }; static void clutter_effect_template_finalize (GObject *gobject) { ClutterEffectTemplate *template = CLUTTER_EFFECT_TEMPLATE (gobject); ClutterEffectTemplatePrivate *priv = template->priv; if (priv->alpha_notify) { priv->alpha_notify (priv->alpha_data); priv->alpha_notify = NULL; } priv->alpha_data = NULL; priv->alpha_func = NULL; G_OBJECT_CLASS (clutter_effect_template_parent_class)->finalize (gobject); } static void clutter_effect_template_dispose (GObject *object) { ClutterEffectTemplate *template; ClutterEffectTemplatePrivate *priv; template = CLUTTER_EFFECT_TEMPLATE (object); priv = template->priv; if (priv->timeline) { g_object_unref (priv->timeline); priv->timeline = NULL; } G_OBJECT_CLASS (clutter_effect_template_parent_class)->dispose (object); } static void clutter_effect_template_set_property (GObject *object, guint prop_id, const GValue *value, GParamSpec *pspec) { ClutterEffectTemplate *template; ClutterEffectTemplatePrivate *priv; template = CLUTTER_EFFECT_TEMPLATE (object); priv = template->priv; switch (prop_id) { case PROP_ALPHA_FUNC: priv->alpha_func = g_value_get_pointer (value); break; case PROP_TIMELINE: priv->timeline = g_value_get_object (value); g_object_ref(priv->timeline); break; case PROP_DO_CLONE: clutter_effect_template_set_timeline_clone (template, g_value_get_boolean (value)); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_effect_template_get_property (GObject *object, guint prop_id, GValue *value, GParamSpec *pspec) { ClutterEffectTemplate *template; ClutterEffectTemplatePrivate *priv; template = CLUTTER_EFFECT_TEMPLATE (object); priv = template->priv; switch (prop_id) { case PROP_ALPHA_FUNC: g_value_set_pointer (value, priv->alpha_func); break; case PROP_TIMELINE: g_value_set_object (value, priv->timeline); break; case PROP_DO_CLONE: g_value_set_boolean (value, priv->do_clone); break; default: G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec); break; } } static void clutter_effect_template_class_init (ClutterEffectTemplateClass *klass) { GObjectClass *object_class = G_OBJECT_CLASS (klass); g_type_class_add_private (klass, sizeof (ClutterEffectTemplatePrivate)); object_class->finalize = clutter_effect_template_finalize; object_class->dispose = clutter_effect_template_dispose; object_class->set_property = clutter_effect_template_set_property; object_class->get_property = clutter_effect_template_get_property; /** * ClutterEffectTemplate:alpha-func: * * #ClutterAlphaFunc to be used by the template * * Since: 0.4 */ g_object_class_install_property (object_class, PROP_ALPHA_FUNC, g_param_spec_pointer ("alpha-func", "Alpha-Function", "Alpha reference Function", G_PARAM_CONSTRUCT_ONLY | CLUTTER_PARAM_READWRITE)); /** * ClutterEffectTemplate:timeline: * * #ClutterTimeline to be used by the template * * Since: 0.4 */ g_object_class_install_property (object_class, PROP_TIMELINE, g_param_spec_object ("timeline", "Timeline", "Timeline to use as a reference for the Template", CLUTTER_TYPE_TIMELINE, G_PARAM_CONSTRUCT_ONLY | CLUTTER_PARAM_READWRITE)); /** * ClutterEffectTemplate:clone: * * Controls if effects should clone or reference the templated timeline * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_DO_CLONE, g_param_spec_boolean ("clone", "Clone", "controls if effects should clone or reference the templated timeline", TRUE, G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE)); } static void clutter_effect_template_init (ClutterEffectTemplate *self) { self->priv = EFFECT_TEMPLATE_PRIVATE (self); self->priv->do_clone = TRUE; } static void clutter_effect_template_set_alpha_func (ClutterEffectTemplate *self, ClutterAlphaFunc alpha_func, gpointer alpha_data, GDestroyNotify alpha_notify) { ClutterEffectTemplatePrivate *priv; priv = self->priv; if (priv->alpha_notify) { priv->alpha_notify (priv->alpha_data); priv->alpha_notify = NULL; } priv->alpha_data = alpha_data; priv->alpha_notify = alpha_notify; priv->alpha_func = alpha_func; } /** * clutter_effect_template_set_timeline_clone: * @template_: A #ClutterEffectTemplate * @setting: A boolean indicating if effects should clone the timeline. * * Sets if effects using this template should make a copy of the * templates timeline (default) or reference the effects timeline. * * Since: 0.6 */ void clutter_effect_template_set_timeline_clone (ClutterEffectTemplate *template_, gboolean setting) { g_return_if_fail (CLUTTER_IS_EFFECT_TEMPLATE (template_)); if (template_->priv->do_clone != setting) { template_->priv->do_clone = setting; g_object_notify (G_OBJECT (template_), "clone"); } } /** * clutter_effect_template_get_timeline_clone: * @template_: A #ClutterEffectTemplate * * Gets whether timelines should be cloned when creating a new * effect or just referenced. * * Return value: %TRUE if the templates timeline is to be cloned. * * Since: 0.6 */ gboolean clutter_effect_template_get_timeline_clone (ClutterEffectTemplate *template_) { g_return_val_if_fail (CLUTTER_IS_EFFECT_TEMPLATE (template_), FALSE); return template_->priv->do_clone; } /** * clutter_effect_template_new: * @timeline: A #ClutterTimeline for the template (will be cloned) * @alpha_func: An alpha func to use for the template. * * Creates a new #ClutterEffectTemplate, to be used with the effects API. * * A #ClutterEffectTemplate binds a timeline and an alpha function and can * be used as a template for multiple calls of clutter_effect_fade(), * clutter_effect_move() and clutter_effect_scale(). * * This API is intended for simple animations involving a single actor; * for more complex animations, you should see #ClutterBehaviour and the * derived classes. * * Return value: a #ClutterEffectTemplate * * Since: 0.4 */ ClutterEffectTemplate* clutter_effect_template_new (ClutterTimeline *timeline, ClutterAlphaFunc alpha_func) { ClutterEffectTemplate *retval; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL); g_return_val_if_fail (alpha_func != NULL, NULL); retval = g_object_new (CLUTTER_TYPE_EFFECT_TEMPLATE, "timeline", timeline, NULL); clutter_effect_template_set_alpha_func (retval, alpha_func, NULL, NULL); return retval; } /** * clutter_effect_template_new_full: * @timeline: a #ClutterTimeline * @alpha_func: an alpha function to use for the template * @user_data: data to be passed to the alpha function, or %NULL * @notify: function to be called when disposing the alpha function's use * data, or %NULL * * Creates a new #ClutterEffectTemplate, to be used with the effects API. * * A #ClutterEffectTemplate binds a timeline and an alpha function and can * be used as a template for multiple calls of clutter_effect_fade(), * clutter_effect_move() and clutter_effect_scale(). * * This API is intended for simple animations involving a single actor; * for more complex animations, you should see #ClutterBehaviour and the * derived classes. * * This function is intended for language bindings only: if @notify is * not %NULL it will be called to dispose of @user_data. * * Return value: the newly created #ClutterEffectTemplate object * * Since: 0.4 */ ClutterEffectTemplate * clutter_effect_template_new_full (ClutterTimeline *timeline, ClutterAlphaFunc alpha_func, gpointer user_data, GDestroyNotify notify) { ClutterEffectTemplate *retval; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL); g_return_val_if_fail (alpha_func != NULL, NULL); retval = g_object_new (CLUTTER_TYPE_EFFECT_TEMPLATE, "timeline", timeline, NULL); clutter_effect_template_set_alpha_func (retval, alpha_func, user_data, notify); return retval; } static void clutter_effect_closure_destroy (ClutterEffectClosure *c) { g_signal_handler_disconnect (c->timeline, c->signal_id); clutter_behaviour_remove (c->behave, c->actor); g_object_unref (c->actor); g_object_unref (c->template); g_object_unref (c->behave); g_object_unref (c->timeline); g_slice_free (ClutterEffectClosure, c); } static ClutterEffectClosure * clutter_effect_closure_new (ClutterEffectTemplate *template, ClutterActor *actor, GCallback complete) { ClutterEffectClosure *c; ClutterEffectTemplatePrivate *priv = EFFECT_TEMPLATE_PRIVATE(template); c = g_slice_new0(ClutterEffectClosure); g_object_ref (actor); g_object_ref (template); c->template = template; c->actor = actor; if (clutter_effect_template_get_timeline_clone (template)) c->timeline = clutter_timeline_clone (priv->timeline); else { c->timeline = priv->timeline; g_object_ref (priv->timeline); } c->alpha = clutter_alpha_new_full (c->timeline, priv->alpha_func, priv->alpha_data, NULL); c->signal_id = g_signal_connect (c->timeline, "completed", G_CALLBACK (complete), c); return c; } static void on_effect_complete (ClutterTimeline *timeline, gpointer user_data) { ClutterEffectClosure *c = (ClutterEffectClosure*)user_data; if (c->completed_func) c->completed_func (c->actor, c->completed_data); clutter_effect_closure_destroy (c); } /** * clutter_effect_fade: * @template_: A #ClutterEffectTemplate * @actor: A #ClutterActor to apply the effect to. * @opacity_start: Initial opacity value to apply to actor * @opacity_end: Final opacity value to apply to actor * @completed_func: A #ClutterEffectCompleteFunc to call on effect * completion or %NULL * @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc * or %NULL * * Simple effect for fading a single #ClutterActor. * * Return value: a #ClutterTimeline for the effect. Will be unrefed by * the effect when completed. * * Since: 0.4 */ ClutterTimeline * clutter_effect_fade (ClutterEffectTemplate *template_, ClutterActor *actor, guint8 opacity_start, guint8 opacity_end, ClutterEffectCompleteFunc completed_func, gpointer completed_data) { ClutterEffectClosure *c; c = clutter_effect_closure_new (template_, actor, G_CALLBACK (on_effect_complete)); c->completed_func = completed_func; c->completed_data = completed_data; clutter_actor_set_opacity (actor, opacity_start); c->behave = clutter_behaviour_opacity_new (c->alpha, opacity_start, opacity_end); clutter_behaviour_apply (c->behave, actor); clutter_timeline_start (c->timeline); return c->timeline; } /** * clutter_effect_depth: * @template_: A #ClutterEffectTemplate * @actor: A #ClutterActor to apply the effect to. * @depth_start: Initial depth value to apply to actor * @depth_end: Final depth value to apply to actor * @completed_func: A #ClutterEffectCompleteFunc to call on effect * completion or %NULL * @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc * or %NULL * * Simple effect for changing the depth of a single #ClutterActor. * * Return value: a #ClutterTimeline for the effect. Will be unrefed by * the effect when completed. * * Since: 0.4 */ ClutterTimeline * clutter_effect_depth (ClutterEffectTemplate *template_, ClutterActor *actor, gint depth_start, gint depth_end, ClutterEffectCompleteFunc completed_func, gpointer completed_data) { ClutterEffectClosure *c; c = clutter_effect_closure_new (template_, actor, G_CALLBACK (on_effect_complete)); c->completed_func = completed_func; c->completed_data = completed_data; c->behave = clutter_behaviour_depth_new (c->alpha, depth_start, depth_end); clutter_behaviour_apply (c->behave, actor); clutter_timeline_start (c->timeline); return c->timeline; } /** * clutter_effect_move: * @template_: A #ClutterEffectTemplate * @actor: A #ClutterActor to apply the effect to. * @knots: An array of #ClutterKnots representing path for the actor * @n_knots: Number of #ClutterKnots in passed array. * @completed_func: A #ClutterEffectCompleteFunc to call on effect * completion or %NULL * @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc * or %NULL * * Simple effect for moving a single #ClutterActor along a path. * * Return value: a #ClutterTimeline for the effect. Will be unreferenced by * the effect when completed. * * Since: 0.4 */ ClutterTimeline * clutter_effect_move (ClutterEffectTemplate *template_, ClutterActor *actor, const ClutterKnot *knots, guint n_knots, ClutterEffectCompleteFunc completed_func, gpointer completed_data) { ClutterEffectClosure *c; c = clutter_effect_closure_new (template_, actor, G_CALLBACK (on_effect_complete)); c->completed_func = completed_func; c->completed_data = completed_data; if (n_knots) clutter_actor_set_position (actor, knots[0].x, knots[0].y); c->behave = clutter_behaviour_path_new (c->alpha, knots, n_knots); clutter_behaviour_apply (c->behave, actor); clutter_timeline_start (c->timeline); return c->timeline; } /** * clutter_effect_scale: * @template_: A #ClutterEffectTemplate * @actor: A #ClutterActor to apply the effect to. * @scale_start: Initial scale factor to apply to actor * @scale_end: Final scale factor to apply to actor * @gravity: A #ClutterGravity for the scale. * @completed_func: A #ClutterEffectCompleteFunc to call on effect * completion or NULL * @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc * or NULL * * Simple effect for scaling a single #ClutterActor. * * Return value: a #ClutterTimeline for the effect. Will be unreferenced by * the effect when completed. * * Since: 0.4 */ ClutterTimeline * clutter_effect_scale (ClutterEffectTemplate *template_, ClutterActor *actor, gdouble scale_start, gdouble scale_end, ClutterGravity gravity, ClutterEffectCompleteFunc completed_func, gpointer completed_data) { ClutterEffectClosure *c; c = clutter_effect_closure_new (template_, actor, G_CALLBACK (on_effect_complete)); c->completed_func = completed_func; c->completed_data = completed_data; clutter_actor_set_scale_with_gravity (actor, scale_start, scale_start, gravity); c->behave = clutter_behaviour_scale_new (c->alpha, scale_start, scale_end, gravity); clutter_behaviour_apply (c->behave, actor); clutter_timeline_start (c->timeline); return c->timeline; } /** * clutter_effect_rotate_x: * @template_: A #ClutterEffectTemplate * @actor: A #ClutterActor to apply the effect to. * @angle_start: Initial angle to apply to actor * @angle_end: Final angle to apply to actor * @center_y: Position on Y axis to rotate about. * @center_z: Position on Z axis to rotate about. * @direction: A #ClutterRotateDirection for the rotation. * @completed_func: A #ClutterEffectCompleteFunc to call on effect * completion or NULL * @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc * or NULL * * Simple effect for rotating a single #ClutterActor about x axis. * * Return value: a #ClutterTimeline for the effect. Will be unreferenced by * the effect when completed. * * Since: 0.4 */ ClutterTimeline * clutter_effect_rotate_x (ClutterEffectTemplate *template_, ClutterActor *actor, gdouble angle_start, gdouble angle_end, gint center_y, gint center_z, ClutterRotateDirection direction, ClutterEffectCompleteFunc completed_func, gpointer completed_data) { ClutterEffectClosure *c; c = clutter_effect_closure_new (template_, actor, G_CALLBACK (on_effect_complete)); c->completed_func = completed_func; c->completed_data = completed_data; clutter_actor_rotate_x (actor, angle_start, center_y, center_y); c->behave = clutter_behaviour_rotate_new (c->alpha, CLUTTER_X_AXIS, direction, angle_start, angle_end); g_object_set (c->behave, "center-y", center_y, "center-z", center_z, NULL); clutter_behaviour_apply (c->behave, actor); clutter_timeline_start (c->timeline); return c->timeline; } /** * clutter_effect_rotate_y: * @template_: A #ClutterEffectTemplate * @actor: A #ClutterActor to apply the effect to. * @angle_start: Initial angle to apply to actor * @angle_end: Final angle to apply to actor * @center_x: Position on X axis to rotate about. * @center_z: Position on Z axis to rotate about. * @direction: A #ClutterRotateDirection for the rotation. * @completed_func: A #ClutterEffectCompleteFunc to call on effect * completion or NULL * @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc * or NULL * * Simple effect for rotating a single #ClutterActor about y axis. * * Return value: a #ClutterTimeline for the effect. Will be unreferenced by * the effect when completed. * * Since: 0.4 */ ClutterTimeline * clutter_effect_rotate_y (ClutterEffectTemplate *template_, ClutterActor *actor, gdouble angle_start, gdouble angle_end, gint center_x, gint center_z, ClutterRotateDirection direction, ClutterEffectCompleteFunc completed_func, gpointer completed_data) { ClutterEffectClosure *c; c = clutter_effect_closure_new (template_, actor, G_CALLBACK (on_effect_complete)); c->completed_func = completed_func; c->completed_data = completed_data; clutter_actor_rotate_y (actor, angle_start, center_x, center_z); c->behave = clutter_behaviour_rotate_new (c->alpha, CLUTTER_Y_AXIS, direction, angle_start, angle_end); g_object_set (c->behave, "center-x", center_x, "center-z", center_z, NULL); clutter_behaviour_apply (c->behave, actor); clutter_timeline_start (c->timeline); return c->timeline; } /** * clutter_effect_rotate_z: * @template_: A #ClutterEffectTemplate * @actor: A #ClutterActor to apply the effect to. * @angle_start: Initial angle to apply to actor * @angle_end: Final angle to apply to actor * @center_x: Position on X axis to rotate about. * @center_y: Position on Y axis to rotate about. * @direction: A #ClutterRotateDirection for the rotation. * @completed_func: A #ClutterEffectCompleteFunc to call on effect * completion or NULL * @completed_data: Data to pass to supplied #ClutterEffectCompleteFunc * or NULL * * Simple effect for rotating a single #ClutterActor about z axis. * * Return value: a #ClutterTimeline for the effect. Will be unreferenced by * the effect when completed. * * Since: 0.4 */ ClutterTimeline * clutter_effect_rotate_z (ClutterEffectTemplate *template_, ClutterActor *actor, gdouble angle_start, gdouble angle_end, gint center_x, gint center_y, ClutterRotateDirection direction, ClutterEffectCompleteFunc completed_func, gpointer completed_data) { ClutterEffectClosure *c; c = clutter_effect_closure_new (template_, actor, G_CALLBACK (on_effect_complete)); c->completed_func = completed_func; c->completed_data = completed_data; clutter_actor_rotate_z (actor, angle_start, center_x, center_y); c->behave = clutter_behaviour_rotate_new (c->alpha, CLUTTER_Z_AXIS, direction, angle_start, angle_end); g_object_set (c->behave, "center-x", center_x, "center-y", center_y, NULL); clutter_behaviour_apply (c->behave, actor); clutter_timeline_start (c->timeline); return c->timeline; }