/* * 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 class for based events * * #ClutterTimeline is a base class for managing time based events such * as animations. * * Every timeline shares the same #ClutterTimeoutPool to decrease the * possibility of starvating the main loop when using many timelines * at the same time; this might cause problems if you are also using * a library making heavy use of threads with no GLib main loop integration. * In that case you might disable the common timeline pool by setting * the %CLUTTER_TIMELINE=no-pool environment variable prior to launching * your application. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-timeout-pool.h" #include "clutter-timeline.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-private.h" #include "clutter-debug.h" #include "clutter-enum-types.h" G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT); #define FPS_TO_INTERVAL(f) (1000 / (f)) #define CLUTTER_TIMELINE_PRIORITY (G_PRIORITY_DEFAULT + 30) struct _ClutterTimelinePrivate { ClutterTimelineDirection direction; guint timeout_id; guint delay_id; gint current_frame_num; guint fps; guint n_frames; guint delay; guint duration; gint skipped_frames; gulong last_frame_msecs; gulong start_frame_secs; guint msecs_delta; guint loop : 1; }; enum { PROP_0, PROP_FPS, PROP_NUM_FRAMES, PROP_LOOP, PROP_DELAY, PROP_DURATION, PROP_DIRECTION }; enum { NEW_FRAME, STARTED, PAUSED, COMPLETED, LAST_SIGNAL }; static guint timeline_signals[LAST_SIGNAL] = { 0 }; static gint timeline_use_pool = -1; static ClutterTimeoutPool *timeline_pool = NULL; static inline void timeline_pool_init (void) { if (timeline_use_pool == -1) { const gchar *timeline_env; timeline_env = g_getenv ("CLUTTER_TIMELINE"); if (timeline_env && timeline_env[0] != '\0' && strcmp (timeline_env, "no-pool") == 0) { timeline_use_pool = FALSE; } else { timeline_pool = clutter_timeout_pool_new (CLUTTER_TIMELINE_PRIORITY); timeline_use_pool = TRUE; } } } static guint timeout_add (guint interval, GSourceFunc func, gpointer data, GDestroyNotify notify) { guint res; if (G_LIKELY (timeline_use_pool)) { g_assert (timeline_pool != NULL); res = clutter_timeout_pool_add (timeline_pool, interval, func, data, notify); } else { res = clutter_threads_add_timeout_full (CLUTTER_TIMELINE_PRIORITY, interval, func, data, notify); } return res; } static void timeout_remove (guint tag) { if (G_LIKELY (timeline_use_pool)) { g_assert (timeline_pool != NULL); clutter_timeout_pool_remove (timeline_pool, tag); } else g_source_remove (tag); } /* 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_uint (value)); break; case PROP_NUM_FRAMES: priv->n_frames = g_value_get_uint (value); break; case PROP_LOOP: priv->loop = g_value_get_boolean (value); break; case PROP_DELAY: priv->delay = g_value_get_uint (value); break; case PROP_DURATION: clutter_timeline_set_duration (timeline, g_value_get_uint (value)); break; case PROP_DIRECTION: clutter_timeline_set_direction (timeline, g_value_get_enum (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_uint (value, priv->fps); break; case PROP_NUM_FRAMES: g_value_set_uint (value, priv->n_frames); break; case PROP_LOOP: g_value_set_boolean (value, priv->loop); break; case PROP_DELAY: g_value_set_uint (value, priv->delay); break; case PROP_DURATION: g_value_set_uint (value, priv->duration); break; case PROP_DIRECTION: g_value_set_enum (value, priv->direction); 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->delay_id) { timeout_remove (priv->delay_id); priv->delay_id = 0; } if (priv->timeout_id) { timeout_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 = G_OBJECT_CLASS (klass); timeline_pool_init (); 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)); /** * ClutterTimeline:fps: * * Timeline frames per second. Because of the nature of the main * loop used by Clutter this is to be considered a best approximation. */ g_object_class_install_property (object_class, PROP_FPS, g_param_spec_uint ("fps", "Frames Per Second", "Timeline frames per second", 1, 1000, 60, CLUTTER_PARAM_READWRITE)); /** * ClutterTimeline:num-frames: * * Total number of frames for the timeline. */ g_object_class_install_property (object_class, PROP_NUM_FRAMES, g_param_spec_uint ("num-frames", "Total number of frames", "Timelines total number of frames", 1, G_MAXUINT, 1, CLUTTER_PARAM_READWRITE)); /** * ClutterTimeline:loop: * * Whether the timeline should automatically rewind and restart. */ g_object_class_install_property (object_class, PROP_LOOP, g_param_spec_boolean ("loop", "Loop", "Should the timeline automatically restart", FALSE, CLUTTER_PARAM_READWRITE)); /** * ClutterTimeline:delay: * * A delay, in milliseconds, that should be observed by the * timeline before actually starting. * * Since: 0.4 */ g_object_class_install_property (object_class, PROP_DELAY, g_param_spec_uint ("delay", "Delay", "Delay before start", 0, G_MAXUINT, 0, CLUTTER_PARAM_READWRITE)); /** * ClutterTimeline:duration: * * Duration of the timeline in milliseconds, depending on the * ClutterTimeline:fps value. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_DURATION, g_param_spec_uint ("duration", "Duration", "Duration of the timeline in milliseconds", 0, G_MAXUINT, 1000, CLUTTER_PARAM_READWRITE)); /** * ClutterTimeline:direction: * * The direction of the timeline, either %CLUTTER_TIMELINE_FORWARD or * %CLUTTER_TIMELINE_BACKWARD. * * Since: 0.6 */ g_object_class_install_property (object_class, PROP_DIRECTION, g_param_spec_enum ("direction", "Direction", "Direction of the timeline", CLUTTER_TYPE_TIMELINE_DIRECTION, CLUTTER_TIMELINE_FORWARD, 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); /** * ClutterTimeline::completed: * @timeline: the #ClutterTimeline which received the signal * * The ::completed signal is emitted when the timeline reaches the * number of frames specified by the ClutterTimeline:num-frames property. */ 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); /** * ClutterTimeline::started: * @timeline: the #ClutterTimeline which received the signal * * The ::started signal is emitted when the timeline starts its run. * This might be as soon as clutter_timeline_start() is invoked or * after the delay set in the ClutterTimeline:delay property has * expired. */ 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); /** * ClutterTimeline::paused: * @timeline: the #ClutterTimeline which received the signal * * The ::paused signal is emitted when clutter_timeline_pause() is invoked. */ 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); self->priv->fps = clutter_get_default_frame_rate (); self->priv->n_frames = 0; self->priv->msecs_delta = 0; } static gboolean timeline_timeout_func (gpointer data) { ClutterTimeline *timeline = data; ClutterTimelinePrivate *priv; GTimeVal timeval; gint n_frames; gulong msecs; gboolean retval = TRUE; priv = timeline->priv; if (!timeline) { CLUTTER_NOTE (SCHEDULER, "The timeline [%p] has been disposed", timeline); return FALSE; } if (!priv->timeout_id) { CLUTTER_NOTE (SCHEDULER, "The timeline [%p] has been removed", timeline); return FALSE; } g_object_ref (timeline); /* Figure out potential frame skips */ g_get_current_time (&timeval); CLUTTER_TIMESTAMP (SCHEDULER, "Timeline [%p] activated (cur: %d)\n", timeline, priv->current_frame_num); /* Fire off signal */ g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0, priv->current_frame_num); /* Signal removes source ? */ if (!priv->timeout_id) { g_object_unref (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); priv->msecs_delta = msecs - priv->last_frame_msecs; if (n_frames <= 0) { n_frames = 1; priv->skipped_frames = 0; } else if (n_frames > 1) { CLUTTER_TIMESTAMP (SCHEDULER, "Timeline [%p], skipping %d frames\n", timeline, n_frames); priv->skipped_frames = n_frames - 1; } else priv->skipped_frames = 0; } else { /* First frame, set up timings.*/ priv->start_frame_secs = timeval.tv_sec; priv->skipped_frames = 0; priv->msecs_delta = 0; msecs = timeval.tv_usec / 1000; n_frames = 1; } priv->last_frame_msecs = msecs; /* Advance frames */ if (priv->direction == CLUTTER_TIMELINE_FORWARD) priv->current_frame_num += n_frames; else priv->current_frame_num -= n_frames; /* Handle loop or stop */ if (((priv->direction == CLUTTER_TIMELINE_FORWARD) && (priv->current_frame_num > priv->n_frames)) || ((priv->direction == CLUTTER_TIMELINE_BACKWARD) && (priv->current_frame_num < 0))) { if (priv->direction == CLUTTER_TIMELINE_FORWARD) { priv->current_frame_num = priv->n_frames; } else if (priv->direction == CLUTTER_TIMELINE_BACKWARD) { priv->current_frame_num = 0; } CLUTTER_NOTE (SCHEDULER, "Timeline [%p] completed (cur: %d, tot: %d, drop: %d)", timeline, priv->current_frame_num, priv->n_frames, n_frames - 1); /* if we skipped some frame to get here let's see whether we still need * to emit the last new-frame signal with the last frame */ if (n_frames > 1) g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0, priv->current_frame_num); if (priv->loop) { g_signal_emit (timeline, timeline_signals[COMPLETED], 0); clutter_timeline_rewind (timeline); retval = TRUE; } else { if (priv->timeout_id) { timeout_remove (priv->timeout_id); priv->timeout_id = 0; } priv->last_frame_msecs = 0; g_signal_emit (timeline, timeline_signals[COMPLETED], 0); clutter_timeline_rewind (timeline); retval = FALSE; } } g_object_unref (timeline); return retval; } static gboolean delay_timeout_func (gpointer data) { ClutterTimeline *timeline = data; ClutterTimelinePrivate *priv = timeline->priv; priv->delay_id = 0; priv->timeout_id = timeout_add (FPS_TO_INTERVAL (priv->fps), timeline_timeout_func, timeline, NULL); g_signal_emit (timeline, timeline_signals[STARTED], 0); return FALSE; } /** * 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->delay_id || priv->timeout_id) return; if (priv->n_frames == 0) return; if (priv->delay) { priv->delay_id = timeout_add (priv->delay, delay_timeout_func, timeline, NULL); } else { priv->timeout_id = timeout_add (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) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; if (priv->delay_id) { timeout_remove (priv->delay_id); priv->delay_id = 0; } if (priv->timeout_id) { timeout_remove (priv->timeout_id); priv->timeout_id = 0; } 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) { timeline->priv->loop = loop; g_object_notify (G_OBJECT (timeline), "loop"); } } /** * 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) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; if (priv->direction == CLUTTER_TIMELINE_FORWARD) clutter_timeline_advance (timeline, 0); else if (priv->direction == CLUTTER_TIMELINE_BACKWARD) clutter_timeline_advance (timeline, priv->n_frames); } /** * 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; if (priv->direction == CLUTTER_TIMELINE_FORWARD) { priv->current_frame_num += n_frames; if (priv->current_frame_num > priv->n_frames) priv->current_frame_num = 1; } else if (priv->direction == CLUTTER_TIMELINE_BACKWARD) { priv->current_frame_num -= n_frames; if (priv->current_frame_num < 1) priv->current_frame_num = priv->n_frames - 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; priv->current_frame_num = CLAMP (frame_num, 0, priv->n_frames); } /** * 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)); g_return_if_fail (n_frames > 0); priv = timeline->priv; if (priv->n_frames != n_frames) { priv->n_frames = n_frames; g_object_notify (G_OBJECT (timeline), "num-frames"); } } /** * 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)); g_return_if_fail (fps > 0); priv = timeline->priv; if (priv->fps != fps) { g_object_ref (timeline); priv->fps = fps; /* if the timeline is playing restart */ if (priv->timeout_id) { timeout_remove (priv->timeout_id); priv->timeout_id = timeout_add (FPS_TO_INTERVAL (priv->fps), timeline_timeout_func, timeline, NULL); } 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_clone: * @timeline: #ClutterTimeline to duplicate. * * Create a new #ClutterTimeline instance which has property values * matching that of supplied timeline. The cloned timeline will not * be started and will not be positioned to the current position of * @timeline: you will have to start it with clutter_timeline_start(). * * Return Value: a new #ClutterTimeline, cloned from @timeline * * Since 0.4 */ ClutterTimeline * clutter_timeline_clone (ClutterTimeline *timeline) { ClutterTimeline *copy; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL); copy = g_object_new (CLUTTER_TYPE_TIMELINE, "fps", clutter_timeline_get_speed (timeline), "num-frames", clutter_timeline_get_n_frames (timeline), "loop", clutter_timeline_get_loop (timeline), "delay", clutter_timeline_get_delay (timeline), "direction", clutter_timeline_get_direction (timeline), NULL); return copy; } /** * clutter_timeline_new_for_duration: * @msecs: Duration of the timeline in milliseconds * * Creates a new #ClutterTimeline with a duration of @msecs using * the value of the ClutterTimeline:fps property to compute the * equivalent number of frames. * * Return value: the newly created #ClutterTimeline * * Since: 0.6 */ ClutterTimeline * clutter_timeline_new_for_duration (guint msecs) { return g_object_new (CLUTTER_TYPE_TIMELINE, "duration", msecs, NULL); } /** * 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) { g_return_val_if_fail (n_frames > 0, NULL); g_return_val_if_fail (fps > 0, NULL); return g_object_new (CLUTTER_TYPE_TIMELINE, "fps", fps, "num-frames", n_frames, NULL); } /** * clutter_timeline_get_delay: * @timeline: a #ClutterTimeline * * Retrieves the delay set using clutter_timeline_set_delay(). * * Return value: the delay in milliseconds. * * Since: 0.4 */ guint clutter_timeline_get_delay (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0); return timeline->priv->delay; } /** * clutter_timeline_set_delay: * @timeline: a #ClutterTimeline * @msecs: delay in milliseconds * * Sets the delay, in milliseconds, before @timeline should start. * * Since: 0.4 */ void clutter_timeline_set_delay (ClutterTimeline *timeline, guint msecs) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); g_return_if_fail (msecs > 0); priv = timeline->priv; if (priv->delay != msecs) { priv->delay = msecs; g_object_notify (G_OBJECT (timeline), "delay"); } } /** * clutter_timeline_get_duration: * @timeline: a #ClutterTimeline * * Retrieves the duration of a #ClutterTimeline in milliseconds. * See clutter_timeline_set_duration(). * * Return value: the duration of the timeline, in milliseconds. * * Since: 0.6 */ guint clutter_timeline_get_duration (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0); return timeline->priv->duration; } /** * clutter_timeline_set_duration: * @timeline: a #ClutterTimeline * @msecs: duration of the timeline in milliseconds * * Sets the duration of the timeline, in milliseconds. The speed * of the timeline depends on the ClutterTimeline:fps setting. * * Since: 0.6 */ void clutter_timeline_set_duration (ClutterTimeline *timeline, guint msecs) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; if (priv->duration != msecs) { g_object_ref (timeline); g_object_freeze_notify (G_OBJECT (timeline)); priv->duration = msecs; priv->n_frames = priv->duration * priv->fps / 1000; g_object_notify (G_OBJECT (timeline), "num-frames"); g_object_notify (G_OBJECT (timeline), "duration"); g_object_thaw_notify (G_OBJECT (timeline)); g_object_unref (timeline); } } /** * clutter_timeline_get_progress: * @timeline: a #ClutterTimeline * * The position of the timeline in a [0, 1] interval. * * Return value: the position of the timeline. * * Since: 0.6 */ gdouble clutter_timeline_get_progress (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0.); return CLUTTER_FIXED_TO_DOUBLE (clutter_timeline_get_progressx (timeline)); } /** * clutter_timeline_get_progressx: * @timeline: a #ClutterTimeline * * Fixed point version of clutter_timeline_get_progress(). * * Return value: the position of the timeline as a fixed point value * * Since: 0.6 */ ClutterFixed clutter_timeline_get_progressx (ClutterTimeline *timeline) { ClutterTimelinePrivate *priv; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0); priv = timeline->priv; if (priv->direction == CLUTTER_TIMELINE_FORWARD) return CLUTTER_FIXED_DIV (CLUTTER_INT_TO_FIXED (priv->current_frame_num), CLUTTER_INT_TO_FIXED (priv->n_frames)); else return CLUTTER_FIXED_DIV (CLUTTER_INT_TO_FIXED (priv->n_frames), CLUTTER_INT_TO_FIXED (priv->current_frame_num)); } /** * clutter_timeline_get_direction: * @timeline: a #ClutterTimeline * * Retrieves the direction of the timeline set with * clutter_timeline_set_direction(). * * Return value: the direction of the timeline * * Since: 0.6 */ ClutterTimelineDirection clutter_timeline_get_direction (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), CLUTTER_TIMELINE_FORWARD); return timeline->priv->direction; } /** * clutter_timeline_set_direction: * @timeline: a #ClutterTimeline * @direction: the direction of the timeline * * Sets the direction of @timeline, either %CLUTTER_TIMELINE_FORWARD or * %CLUTTER_TIMELINE_BACKWARD. * * Since: 0.6 */ void clutter_timeline_set_direction (ClutterTimeline *timeline, ClutterTimelineDirection direction) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; if (priv->direction != direction) { priv->direction = direction; if (priv->current_frame_num == 0) priv->current_frame_num = priv->n_frames; g_object_notify (G_OBJECT (timeline), "direction"); } } /** * clutter_timeline_get_delta: * @timeline: a #ClutterTimeline * @msecs: return location for the milliseconds elapsed since the last * frame, or %NULL * * Retrieves the number of frames and the amount of time elapsed since * the last ClutterTimeline::new-frame signal. * * This function is only useful inside handlers for the ::new-frame * signal, and its behaviour is undefined if the timeline is not * playing. * * Return value: the amount of frames elapsed since the last one * * Since: 0.6 */ guint clutter_timeline_get_delta (ClutterTimeline *timeline, guint *msecs) { ClutterTimelinePrivate *priv; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0); if (!clutter_timeline_is_playing (timeline)) { if (msecs) *msecs = 0; return 0; } priv = timeline->priv; if (msecs) *msecs = timeline->priv->msecs_delta; return priv->skipped_frames + 1; }