/* * 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 time-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 starving 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. * * One way to visualise a timeline is as a path with marks along its length. * When creating a timeline of N frames via clutter_timeline_new(), then the * number of frames can be seen as the paths length, and each unit of * length (each frame) is delimited by a mark. * * For a non looping timeline there will be (N frames + 1) marks along its * length. For a looping timeline, the two ends are joined with one mark. * Technically this mark represents two discrete frame numbers, but for a * looping timeline the start and end frame numbers are considered equivalent. * * When you create a timeline it will be initialized so that the current * frame, as returned by clutter_timeline_get_current_frame(), will be 0. * * After starting a timeline, the first timeout is for frame number * one (notably it isn't zero since there is a delay before the first * #ClutterTimeline::new-frame signal, so re-asserting the frame number * zero wouldn't make sense). * * This implies that actors you intend to be affected by the timeline's * progress should be manually primed or positioned for frame zero which * will be displayed before the first timeout (if you are not careful about * this point you will likely see flashes of incorrect actor state in your * program). * * For a non looping timeline the last timeout would be for the number * of frames in the timeline, as returned by clutter_timeline_get_n_frames(). * * For a looping timeline the timeout for the last frame would be followed * by a timeout for frame number 1. * * There may be times when a system is not able to meet the frame rate * requested for a timeline, and in this case the frame number will be * interpolated at the next timeout event. The interpolation is calculated from * the time that the timeline was started, not from the time of the last * timeout, so a given timeline should basically elapse in the same - real * world - time on any given system. An invariable here though is that * the last frame will always be signaled, but notably frame number 1 can * be interpolated past and thus never signaled. */ #ifdef HAVE_CONFIG_H #include "config.h" #endif #include "clutter-debug.h" #include "clutter-enum-types.h" #include "clutter-main.h" #include "clutter-marshal.h" #include "clutter-master-clock.h" #include "clutter-private.h" #include "clutter-timeline.h" G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT); struct _ClutterTimelinePrivate { ClutterTimelineDirection direction; guint delay_id; gint current_frame_num; guint fps; guint n_frames; guint delay; gint skipped_frames; guint msecs_delta; guint frame_interval; GHashTable *markers_by_frame; GHashTable *markers_by_name; guint loop : 1; guint is_playing : 1; }; typedef struct { gchar *name; guint frame_num; GQuark quark; } TimelineMarker; enum { PROP_0, PROP_FPS, PROP_NUM_FRAMES, PROP_LOOP, PROP_DELAY, PROP_DURATION, PROP_DIRECTION }; enum { NEW_FRAME, STARTED, PAUSED, COMPLETED, MARKER_REACHED, LAST_SIGNAL }; static guint timeline_signals[LAST_SIGNAL] = { 0, }; static TimelineMarker * timeline_marker_new (const gchar *name, guint frame_num) { TimelineMarker *marker = g_slice_new0 (TimelineMarker); marker->name = g_strdup (name); marker->quark = g_quark_from_string (marker->name); marker->frame_num = frame_num; return marker; } static void timeline_marker_free (gpointer data) { if (G_LIKELY (data)) { TimelineMarker *marker = data; g_free (marker->name); g_slice_free (TimelineMarker, marker); } } /* 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: clutter_timeline_set_n_frames (timeline, 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, clutter_timeline_get_duration (timeline)); 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) { ClutterTimeline *self = CLUTTER_TIMELINE (object); ClutterTimelinePrivate *priv = self->priv; ClutterMasterClock *master_clock; if (priv->markers_by_frame) g_hash_table_destroy (priv->markers_by_frame); if (priv->markers_by_name) g_hash_table_destroy (priv->markers_by_name); master_clock = _clutter_master_clock_get_default (); _clutter_master_clock_remove_timeline (master_clock, self); 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) { g_source_remove (priv->delay_id); priv->delay_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); GParamSpec *pspec; 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: * * Number of frames per second. Because of the nature of the main * loop used by Clutter, we can only accept a granularity of one * frame per millisecond. * * This value is to be considered a best approximation. */ pspec = g_param_spec_uint ("fps", "Frames Per Second", "Frames per second", 1, 1000, 60, CLUTTER_PARAM_READWRITE); g_object_class_install_property (object_class, PROP_FPS, pspec); /** * ClutterTimeline:num-frames: * * Total number of frames for the timeline. */ pspec = g_param_spec_uint ("num-frames", "Total number of frames", "Total number of frames", 1, G_MAXUINT, 1, CLUTTER_PARAM_READWRITE); g_object_class_install_property (object_class, PROP_NUM_FRAMES, pspec); /** * ClutterTimeline:loop: * * Whether the timeline should automatically rewind and restart. */ pspec = g_param_spec_boolean ("loop", "Loop", "Should the timeline automatically restart", FALSE, CLUTTER_PARAM_READWRITE); g_object_class_install_property (object_class, PROP_LOOP, pspec); /** * ClutterTimeline:delay: * * A delay, in milliseconds, that should be observed by the * timeline before actually starting. * * Since: 0.4 */ pspec = g_param_spec_uint ("delay", "Delay", "Delay before start", 0, G_MAXUINT, 0, CLUTTER_PARAM_READWRITE); g_object_class_install_property (object_class, PROP_DELAY, pspec); /** * ClutterTimeline:duration: * * Duration of the timeline in milliseconds, depending on the * ClutterTimeline:fps value. * * Since: 0.6 */ pspec = g_param_spec_uint ("duration", "Duration", "Duration of the timeline in milliseconds", 0, G_MAXUINT, 1000, CLUTTER_PARAM_READWRITE); g_object_class_install_property (object_class, PROP_DURATION, pspec); /** * ClutterTimeline:direction: * * The direction of the timeline, either %CLUTTER_TIMELINE_FORWARD or * %CLUTTER_TIMELINE_BACKWARD. * * Since: 0.6 */ pspec = g_param_spec_enum ("direction", "Direction", "Direction of the timeline", CLUTTER_TYPE_TIMELINE_DIRECTION, CLUTTER_TIMELINE_FORWARD, CLUTTER_PARAM_READWRITE); g_object_class_install_property (object_class, PROP_DIRECTION, pspec); /** * ClutterTimeline::new-frame: * @timeline: the timeline which received the signal * @frame_num: the number of the new frame between 0 and * ClutterTimeline:num-frames * * The ::new-frame signal is emitted each time a new frame in the * timeline is reached. */ timeline_signals[NEW_FRAME] = g_signal_new (I_("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 (I_("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 (I_("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 (I_("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); /** * ClutterTimeline::marker-reached: * @timeline: the #ClutterTimeline which received the signal * @marker_name: the name of the marker reached * @frame_num: the frame number * * The ::marker-reached signal is emitted each time a timeline * reaches a marker set with clutter_timeline_add_marker_at_frame() * or clutter_timeline_add_marker_at_time(). This signal is * detailed with the name of the marker as well, so it is * possible to connect a callback to the ::marker-reached signal * for a specific marker with: * * * clutter_timeline_add_marker_at_frame (timeline, "foo", 24); * clutter_timeline_add_marker_at_frame (timeline, "bar", 48); * * g_signal_connect (timeline, "marker-reached", * G_CALLBACK (each_marker_reached), NULL); * g_signal_connect (timeline, "marker-reached::foo", * G_CALLBACK (foo_marker_reached), NULL); * g_signal_connect (timeline, "marker-reached::bar", * G_CALLBACK (bar_marker_reached), NULL); * * * In the example, the first callback will be invoked for both * the "foo" and "bar" marker, while the second and third callbacks * will be invoked for the "foo" or "bar" markers, respectively. * * Since: 0.8 */ timeline_signals[MARKER_REACHED] = g_signal_new (I_("marker-reached"), G_TYPE_FROM_CLASS (object_class), G_SIGNAL_RUN_LAST | G_SIGNAL_NO_RECURSE | G_SIGNAL_DETAILED | G_SIGNAL_NO_HOOKS, G_STRUCT_OFFSET (ClutterTimelineClass, marker_reached), NULL, NULL, clutter_marshal_VOID__STRING_INT, G_TYPE_NONE, 2, G_TYPE_STRING, G_TYPE_INT); } static void clutter_timeline_init (ClutterTimeline *self) { ClutterTimelinePrivate *priv; ClutterMasterClock *master_clock; self->priv = priv = G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_TIMELINE, ClutterTimelinePrivate); priv->fps = clutter_get_default_frame_rate (); priv->frame_interval = 1000 / priv->fps; priv->n_frames = 0; priv->msecs_delta = 0; master_clock = _clutter_master_clock_get_default (); _clutter_master_clock_add_timeline (master_clock, self); } static void emit_frame_signal (ClutterTimeline *timeline) { ClutterTimelinePrivate *priv = timeline->priv; gint i; g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0, priv->current_frame_num); /* shortcircuit here if we don't have any marker installed */ if (priv->markers_by_name == NULL || priv->markers_by_frame == NULL) return; for (i = priv->skipped_frames; i >= 0; i--) { gint frame_num; GSList *markers, *l; frame_num = priv->current_frame_num + (priv->direction == CLUTTER_TIMELINE_FORWARD ? -i : i); markers = g_hash_table_lookup (priv->markers_by_frame, GUINT_TO_POINTER (frame_num)); for (l = markers; l; l = l->next) { TimelineMarker *marker = l->data; CLUTTER_NOTE (SCHEDULER, "Marker '%s' reached", marker->name); g_signal_emit (timeline, timeline_signals[MARKER_REACHED], marker->quark, marker->name, marker->frame_num); } } } static gboolean is_complete (ClutterTimeline *timeline) { ClutterTimelinePrivate *priv = timeline->priv; return ((priv->direction == CLUTTER_TIMELINE_FORWARD) && (priv->current_frame_num >= priv->n_frames)) || ((priv->direction == CLUTTER_TIMELINE_BACKWARD) && (priv->current_frame_num <= 0)); } static gboolean clutter_timeline_advance_internal (ClutterTimeline *timeline) { ClutterTimelinePrivate *priv; guint n_frames, speed; priv = timeline->priv; g_object_ref (timeline); CLUTTER_TIMESTAMP (SCHEDULER, "Timeline [%p] activated (cur: %d)\n", timeline, priv->current_frame_num); /* we need to avoid fps > 1000 */ speed = MAX (1000 / priv->fps, 1); n_frames = priv->msecs_delta / speed; if (n_frames == 0) n_frames = 1; priv->skipped_frames = n_frames - 1; if (priv->skipped_frames) CLUTTER_TIMESTAMP (SCHEDULER, "Timeline [%p], skipping %d frames\n", timeline, priv->skipped_frames); /* Advance frames */ if (priv->direction == CLUTTER_TIMELINE_FORWARD) priv->current_frame_num += n_frames; else priv->current_frame_num -= n_frames; /* If we have not reached the end of the timeline: */ if (!is_complete (timeline)) { /* Emit the signal */ emit_frame_signal (timeline); /* Signal pauses timeline ? */ if (!priv->is_playing) { g_object_unref (timeline); return FALSE; } g_object_unref (timeline); return TRUE; } else { /* Handle loop or stop */ ClutterTimelineDirection saved_direction = priv->direction; guint overflow_frame_num = priv->current_frame_num; gint end_frame; /* Update the current frame number in case the signal handlers want to take a peek. Don't count skipped frames that run past the end of the timeline */ if (priv->direction == CLUTTER_TIMELINE_FORWARD) { priv->skipped_frames -= priv->current_frame_num - priv->n_frames; priv->current_frame_num = priv->n_frames; } else if (priv->direction == CLUTTER_TIMELINE_BACKWARD) { priv->skipped_frames += priv->current_frame_num; priv->current_frame_num = 0; } end_frame = priv->current_frame_num; /* Emit the signal */ emit_frame_signal (timeline); /* Did the signal handler modify the current_frame_num */ if (priv->current_frame_num != end_frame) { g_object_unref (timeline); return TRUE; } /* Note: If the new-frame signal handler paused the timeline * on the last frame we will still go ahead and send the * completed signal */ CLUTTER_NOTE (SCHEDULER, "Timeline [%p] completed (cur: %d, tot: %d, drop: %d)", timeline, priv->current_frame_num, priv->n_frames, n_frames - 1); if (!priv->loop && priv->is_playing) { /* We remove the timeout now, so that the completed signal handler * may choose to re-start the timeline * * XXX Perhaps we should remove this earlier, and regardless * of priv->loop. Are we limiting the things that could be done in * the above new-frame signal handler */ priv->is_playing = FALSE; } g_signal_emit (timeline, timeline_signals[COMPLETED], 0); /* Again check to see if the user has manually played with * current_frame_num, before we finally stop or loop the timeline */ if (priv->current_frame_num != end_frame && !(/* Except allow moving from frame 0 -> n_frame (or vice-versa) since these are considered equivalent */ (priv->current_frame_num == 0 && end_frame == priv->n_frames) || (priv->current_frame_num == priv->n_frames && end_frame == 0) )) { g_object_unref (timeline); return TRUE; } if (priv->loop) { /* We try and interpolate smoothly around a loop */ if (saved_direction == CLUTTER_TIMELINE_FORWARD) priv->current_frame_num = overflow_frame_num - priv->n_frames; else priv->current_frame_num = priv->n_frames + overflow_frame_num; /* Or if the direction changed, we try and bounce */ if (priv->direction != saved_direction) { priv->current_frame_num = priv->n_frames - priv->current_frame_num; } g_object_unref (timeline); return TRUE; } else { clutter_timeline_rewind (timeline); g_object_unref (timeline); return FALSE; } } } static gboolean delay_timeout_func (gpointer data) { ClutterTimeline *timeline = data; ClutterTimelinePrivate *priv = timeline->priv; priv->delay_id = 0; priv->msecs_delta = 0; priv->is_playing = TRUE; 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->is_playing) return; if (priv->n_frames == 0) return; if (priv->delay) priv->delay_id = clutter_threads_add_timeout (priv->delay, delay_timeout_func, timeline); else { priv->msecs_delta = 0; priv->is_playing = TRUE; 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 == 0 || !priv->is_playing) return; if (priv->delay_id) { g_source_remove (priv->delay_id); priv->delay_id = 0; } priv->msecs_delta = 0; priv->is_playing = FALSE; 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 the first frame if its direction is * %CLUTTER_TIMELINE_FORWARD and the last frame if it is * %CLUTTER_TIMELINE_BACKWARD. */ 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 the 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; } priv->msecs_delta = 0; } /** * clutter_timeline_advance: * @timeline: A #ClutterTimeline * @frame_num: Frame number to advance to * * Advance timeline to the requested frame number. * * The @timeline will not emit the #ClutterTimeline::new-frame * signal for @frame_num. The first ::new-frame signal after the call to * clutter_timeline_advance() will be emitted for a frame following * @frame_num. */ 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: the number of frames */ 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) { g_object_freeze_notify (G_OBJECT (timeline)); priv->n_frames = n_frames; g_object_notify (G_OBJECT (timeline), "num-frames"); g_object_notify (G_OBJECT (timeline), "duration"); g_object_thaw_notify (G_OBJECT (timeline)); } } /** * clutter_timeline_set_speed: * @timeline: A #ClutterTimeline * @fps: New speed of timeline as frames per second, * between 1 and 1000 * * Sets the speed of @timeline in frames per second. */ 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 && fps <= 1000); priv = timeline->priv; if (priv->fps != fps) { g_object_freeze_notify (G_OBJECT (timeline)); priv->fps = fps; priv->frame_interval = 1000 / priv->fps; /* if the timeline is playing restart */ if (priv->is_playing) clutter_timeline_rewind (timeline); g_object_notify (G_OBJECT (timeline), "duration"); g_object_notify (G_OBJECT (timeline), "fps"); g_object_thaw_notify (G_OBJECT (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 * * Queries state of a #ClutterTimeline. * * Return value: %TRUE if timeline is currently playing */ gboolean clutter_timeline_is_playing (ClutterTimeline *timeline) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE); return timeline->priv->is_playing; } /** * 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 && fps <= 1000, 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)); 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) { ClutterTimelinePrivate *priv; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0); priv = timeline->priv; return priv->n_frames * 1000 / priv->fps; } /** * 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; guint n_frames; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; n_frames = msecs * priv->fps / 1000; if (n_frames < 1) n_frames = 1; /* this will notify :duration as well */ clutter_timeline_set_n_frames (timeline, n_frames); } /** * 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) { ClutterTimelinePrivate *priv; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0.0); priv = timeline->priv; return (gdouble) priv->current_frame_num / (gdouble) priv->n_frames; } /** * 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 */ CoglFixed clutter_timeline_get_progressx (ClutterTimeline *timeline) { return COGL_FIXED_FROM_DOUBLE (clutter_timeline_get_progress (timeline)); } /** * 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; } /* * clutter_timeline_advance_delta: * @timeline: a #ClutterTimeline * @msecs: advance in milliseconds * * Advances @timeline by @msecs. This function is called by the master * clock and it is used to advance a timeline by the amount of milliseconds * elapsed since the last redraw operation. The @timeline will use this * interval to emit the #ClutterTimeline::new-frame signal and eventually * skip frames. */ void clutter_timeline_advance_delta (ClutterTimeline *timeline, guint msecs) { ClutterTimelinePrivate *priv; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); priv = timeline->priv; priv->msecs_delta += msecs; if (priv->msecs_delta < priv->frame_interval) return; else { clutter_timeline_advance_internal (timeline); /* Keep the remainder of the frame time so that it will be counted towards the next time if the delta is short */ priv->msecs_delta %= priv->frame_interval; } } static inline void clutter_timeline_add_marker_internal (ClutterTimeline *timeline, const gchar *marker_name, guint frame_num) { ClutterTimelinePrivate *priv = timeline->priv; TimelineMarker *marker; GSList *markers; /* create the hash tables that will hold the markers */ if (G_UNLIKELY (priv->markers_by_name == NULL || priv->markers_by_frame == NULL)) { priv->markers_by_name = g_hash_table_new_full (g_str_hash, g_str_equal, NULL, timeline_marker_free); priv->markers_by_frame = g_hash_table_new (NULL, NULL); } marker = g_hash_table_lookup (priv->markers_by_name, marker_name); if (G_UNLIKELY (marker)) { g_warning ("A marker named '%s' already exists on frame %d", marker->name, marker->frame_num); return; } marker = timeline_marker_new (marker_name, frame_num); g_hash_table_insert (priv->markers_by_name, marker->name, marker); markers = g_hash_table_lookup (priv->markers_by_frame, GUINT_TO_POINTER (frame_num)); if (!markers) { markers = g_slist_prepend (NULL, marker); g_hash_table_insert (priv->markers_by_frame, GUINT_TO_POINTER (frame_num), markers); } else { markers = g_slist_prepend (markers, marker); g_hash_table_replace (priv->markers_by_frame, GUINT_TO_POINTER (frame_num), markers); } } /** * clutter_timeline_add_marker_at_frame: * @timeline: a #ClutterTimeline * @marker_name: the unique name for this marker * @frame_num: the marker's frame * * Adds a named marker at @frame_num. Markers are unique string identifiers * for a specific frame. Once @timeline reaches @frame_num, it will emit * a ::marker-reached signal for each marker attached to that frame. * * A marker can be removed with clutter_timeline_remove_marker(). The * timeline can be advanced to a marker using * clutter_timeline_advance_to_marker(). * * Since: 0.8 */ void clutter_timeline_add_marker_at_frame (ClutterTimeline *timeline, const gchar *marker_name, guint frame_num) { g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); g_return_if_fail (marker_name != NULL); g_return_if_fail (frame_num <= clutter_timeline_get_n_frames (timeline)); clutter_timeline_add_marker_internal (timeline, marker_name, frame_num); } /** * clutter_timeline_add_marker_at_time: * @timeline: a #ClutterTimeline * @marker_name: the unique name for this marker * @msecs: position of the marker in milliseconds * * Time-based variant of clutter_timeline_add_marker_at_frame(). * * Adds a named marker at @msecs. * * Since: 0.8 */ void clutter_timeline_add_marker_at_time (ClutterTimeline *timeline, const gchar *marker_name, guint msecs) { guint frame_num; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); g_return_if_fail (marker_name != NULL); g_return_if_fail (msecs <= clutter_timeline_get_duration (timeline)); frame_num = msecs * timeline->priv->fps / 1000; clutter_timeline_add_marker_internal (timeline, marker_name, frame_num); } /** * clutter_timeline_list_markers: * @timeline: a #ClutterTimeline * @frame_num: the frame number to check, or -1 * @n_markers: the number of markers returned * * Retrieves the list of markers at @frame_num. If @frame_num is a * negative integer, all the markers attached to @timeline will be * returned. * * Return value: (array zero-terminated=1 length=n_markers): a newly * allocated, %NULL terminated string array containing the names of * the markers. Use g_strfreev() when done. * * Since: 0.8 */ gchar ** clutter_timeline_list_markers (ClutterTimeline *timeline, gint frame_num, gsize *n_markers) { ClutterTimelinePrivate *priv; gchar **retval = NULL; gsize i; g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL); priv = timeline->priv; if (G_UNLIKELY (priv->markers_by_name == NULL || priv->markers_by_frame == NULL)) { if (n_markers) *n_markers = 0; return NULL; } if (frame_num < 0) { GList *markers, *l; markers = g_hash_table_get_keys (priv->markers_by_name); retval = g_new0 (gchar*, g_list_length (markers) + 1); for (i = 0, l = markers; l != NULL; i++, l = l->next) retval[i] = g_strdup (l->data); g_list_free (markers); } else { GSList *markers, *l; markers = g_hash_table_lookup (priv->markers_by_frame, GUINT_TO_POINTER (frame_num)); retval = g_new0 (gchar*, g_slist_length (markers) + 1); for (i = 0, l = markers; l != NULL; i++, l = l->next) retval[i] = g_strdup (((TimelineMarker *) l->data)->name); } if (n_markers) *n_markers = i; return retval; } /** * clutter_timeline_advance_to_marker: * @timeline: a #ClutterTimeline * @marker_name: the name of the marker * * Advances @timeline to the frame of the given @marker_name. * * Like clutter_timeline_advance(), this function will not * emit the #ClutterTimeline::new-frame for the frame where @marker_name * is set, nor it will emit #ClutterTimeline::marker-reached for * @marker_name. * * Since: 0.8 */ void clutter_timeline_advance_to_marker (ClutterTimeline *timeline, const gchar *marker_name) { ClutterTimelinePrivate *priv; TimelineMarker *marker; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); g_return_if_fail (marker_name != NULL); priv = timeline->priv; if (G_UNLIKELY (priv->markers_by_name == NULL || priv->markers_by_frame == NULL)) { g_warning ("No marker named '%s' found.", marker_name); return; } marker = g_hash_table_lookup (priv->markers_by_name, marker_name); if (!marker) { g_warning ("No marker named '%s' found.", marker_name); return; } clutter_timeline_advance (timeline, marker->frame_num); } /** * clutter_timeline_remove_marker: * @timeline: a #ClutterTimeline * @marker_name: the name of the marker to remove * * Removes @marker_name, if found, from @timeline. * * Since: 0.8 */ void clutter_timeline_remove_marker (ClutterTimeline *timeline, const gchar *marker_name) { ClutterTimelinePrivate *priv; TimelineMarker *marker; GSList *markers; g_return_if_fail (CLUTTER_IS_TIMELINE (timeline)); g_return_if_fail (marker_name != NULL); priv = timeline->priv; if (G_UNLIKELY (priv->markers_by_name == NULL || priv->markers_by_frame == NULL)) { g_warning ("No marker named '%s' found.", marker_name); return; } marker = g_hash_table_lookup (priv->markers_by_name, marker_name); if (!marker) { g_warning ("No marker named '%s' found.", marker_name); return; } /* remove from the list of markers at the same frame */ markers = g_hash_table_lookup (priv->markers_by_frame, GUINT_TO_POINTER (marker->frame_num)); if (G_LIKELY (markers)) { markers = g_slist_remove (markers, marker); if (!markers) { /* no markers left, remove the slot */ g_hash_table_remove (priv->markers_by_frame, GUINT_TO_POINTER (marker->frame_num)); } else g_hash_table_replace (priv->markers_by_frame, GUINT_TO_POINTER (marker->frame_num), markers); } else { /* uh-oh, dangling marker; this should never happen */ g_warning ("Dangling marker %s at frame %d", marker->name, marker->frame_num); } /* this will take care of freeing the marker as well */ g_hash_table_remove (priv->markers_by_name, marker_name); } /** * clutter_timeline_has_marker: * @timeline: a #ClutterTimeline * @marker_name: the name of the marker * * Checks whether @timeline has a marker set with the given name. * * Return value: %TRUE if the marker was found * * Since: 0.8 */ gboolean clutter_timeline_has_marker (ClutterTimeline *timeline, const gchar *marker_name) { g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE); g_return_val_if_fail (marker_name != NULL, FALSE); if (G_UNLIKELY (timeline->priv->markers_by_name == NULL || timeline->priv->markers_by_frame == NULL)) return FALSE; return NULL != g_hash_table_lookup (timeline->priv->markers_by_name, marker_name); }