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bca93c1a75
It's time. Now that we have clutter_actor_allocate() respecting the easing state of an actor, and that the LayoutManager animation virtual functions have been deprecated, we can put ClutterAlpha on the chopping block, and be done with it, once and for all. So long, ClutterAlpha; and thanks for all the fish.
309 lines
9.2 KiB
C
309 lines
9.2 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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* Jorn Baayen <jorn@openedhand.com>
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* Emmanuele Bassi <ebassi@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#define CLUTTER_DISABLE_DEPRECATION_WARNINGS
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#include "clutter-alpha.h"
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#include "clutter-behaviour.h"
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#include "clutter-behaviour-depth.h"
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#include "clutter-enum-types.h"
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#include "clutter-main.h"
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#include "clutter-debug.h"
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#include "clutter-private.h"
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/**
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* SECTION:clutter-behaviour-depth
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* @Title: ClutterBehaviourDepth
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* @short_description: A behaviour controlling the Z position
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* @Deprecated: 1.6: Use clutter_actor_animate() instead
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*
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* #ClutterBehaviourDepth is a simple #ClutterBehaviour controlling the
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* depth of a set of actors between a start and end depth.
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*
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* #ClutterBehaviourDepth is available since Clutter 0.4.
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*
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* Deprecated: 1.6: Use the #ClutterActor:depth property and
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* clutter_actor_animate(), or #ClutterAnimator, or #ClutterState
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* instead.
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*/
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G_DEFINE_TYPE (ClutterBehaviourDepth,
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clutter_behaviour_depth,
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CLUTTER_TYPE_BEHAVIOUR);
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struct _ClutterBehaviourDepthPrivate
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{
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gint depth_start;
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gint depth_end;
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};
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enum
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{
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PROP_0,
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PROP_DEPTH_START,
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PROP_DEPTH_END
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};
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static void
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alpha_notify_foreach (ClutterBehaviour *behaviour,
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ClutterActor *actor,
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gpointer user_data)
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{
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clutter_actor_set_depth (actor, GPOINTER_TO_INT (user_data));
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}
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static void
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clutter_behaviour_depth_alpha_notify (ClutterBehaviour *behaviour,
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gdouble alpha_value)
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{
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ClutterBehaviourDepthPrivate *priv;
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gint depth;
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priv = CLUTTER_BEHAVIOUR_DEPTH (behaviour)->priv;
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/* Need to create factor as to avoid borking signedness */
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depth = (alpha_value * (priv->depth_end - priv->depth_start))
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+ priv->depth_start;
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CLUTTER_NOTE (ANIMATION, "alpha: %.4f, depth: %d", alpha_value, depth);
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clutter_behaviour_actors_foreach (behaviour,
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alpha_notify_foreach,
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GINT_TO_POINTER (depth));
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}
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static void
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clutter_behaviour_depth_applied (ClutterBehaviour *behaviour,
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ClutterActor *actor)
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{
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ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (behaviour);
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clutter_actor_set_depth (actor, depth->priv->depth_start);
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}
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static void
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clutter_behaviour_depth_set_property (GObject *gobject,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (gobject);
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switch (prop_id)
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{
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case PROP_DEPTH_START:
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depth->priv->depth_start = g_value_get_int (value);
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break;
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case PROP_DEPTH_END:
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depth->priv->depth_end = g_value_get_int (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_depth_get_property (GObject *gobject,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviourDepth *depth = CLUTTER_BEHAVIOUR_DEPTH (gobject);
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switch (prop_id)
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{
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case PROP_DEPTH_START:
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g_value_set_int (value, depth->priv->depth_start);
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break;
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case PROP_DEPTH_END:
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g_value_set_int (value, depth->priv->depth_end);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_depth_class_init (ClutterBehaviourDepthClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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ClutterBehaviourClass *behaviour_class = CLUTTER_BEHAVIOUR_CLASS (klass);
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g_type_class_add_private (klass, sizeof (ClutterBehaviourDepthPrivate));
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gobject_class->set_property = clutter_behaviour_depth_set_property;
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gobject_class->get_property = clutter_behaviour_depth_get_property;
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behaviour_class->alpha_notify = clutter_behaviour_depth_alpha_notify;
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behaviour_class->applied = clutter_behaviour_depth_applied;
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/**
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* ClutterBehaviourDepth:depth-start:
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*
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* Start depth level to apply to the actors.
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*
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* Since: 0.4
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*
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* Deprecated: 1.6
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*/
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g_object_class_install_property (gobject_class,
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PROP_DEPTH_START,
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g_param_spec_int ("depth-start",
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P_("Start Depth"),
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P_("Initial depth to apply"),
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G_MININT, G_MAXINT, 0,
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CLUTTER_PARAM_READWRITE));
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/**
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* ClutterBehaviourDepth:depth-end:
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*
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* End depth level to apply to the actors.
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*
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* Since: 0.4
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*
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* Deprecated: 1.6
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*/
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g_object_class_install_property (gobject_class,
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PROP_DEPTH_END,
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g_param_spec_int ("depth-end",
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P_("End Depth"),
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P_("Final depth to apply"),
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G_MININT, G_MAXINT, 0,
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CLUTTER_PARAM_READWRITE));
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}
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static void
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clutter_behaviour_depth_init (ClutterBehaviourDepth *depth)
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{
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depth->priv = G_TYPE_INSTANCE_GET_PRIVATE (depth,
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CLUTTER_TYPE_BEHAVIOUR_DEPTH,
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ClutterBehaviourDepthPrivate);
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}
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/**
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* clutter_behaviour_depth_new:
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* @alpha: (allow-none): a #ClutterAlpha instance, or %NULL
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* @depth_start: initial value of the depth
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* @depth_end: final value of the depth
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*
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* Creates a new #ClutterBehaviourDepth which can be used to control
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* the ClutterActor:depth property of a set of #ClutterActor<!-- -->s.
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*
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* If @alpha is not %NULL, the #ClutterBehaviour will take ownership
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* of the #ClutterAlpha instance. In the case when @alpha is %NULL,
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* it can be set later with clutter_behaviour_set_alpha().
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*
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* Return value: (transfer full): the newly created behaviour
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*
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* Since: 0.4
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*
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* Deprecated: 1.6
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*/
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ClutterBehaviour *
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clutter_behaviour_depth_new (ClutterAlpha *alpha,
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gint depth_start,
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gint depth_end)
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{
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g_return_val_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha), NULL);
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return g_object_new (CLUTTER_TYPE_BEHAVIOUR_DEPTH,
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"alpha", alpha,
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"depth-start", depth_start,
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"depth-end", depth_end,
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NULL);
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}
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/**
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* clutter_behaviour_depth_set_bounds:
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* @behaviour: a #ClutterBehaviourDepth
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* @depth_start: initial value of the depth
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* @depth_end: final value of the depth
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*
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* Sets the boundaries of the @behaviour.
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*
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* Since: 0.6
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*
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* Deprecated: 1.6
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*/
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void
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clutter_behaviour_depth_set_bounds (ClutterBehaviourDepth *behaviour,
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gint depth_start,
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gint depth_end)
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{
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ClutterBehaviourDepthPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR_DEPTH (behaviour));
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priv = behaviour->priv;
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g_object_freeze_notify (G_OBJECT (behaviour));
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if (priv->depth_start != depth_start)
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{
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priv->depth_start = depth_start;
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g_object_notify (G_OBJECT (behaviour), "depth-start");
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}
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if (priv->depth_end != depth_end)
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{
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priv->depth_end = depth_end;
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g_object_notify (G_OBJECT (behaviour), "depth-end");
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}
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g_object_thaw_notify (G_OBJECT (behaviour));
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}
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/**
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* clutter_behaviour_depth_get_bounds:
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* @behaviour: a #ClutterBehaviourDepth
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* @depth_start: (out): return location for the initial depth value, or %NULL
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* @depth_end: (out): return location for the final depth value, or %NULL
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*
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* Gets the boundaries of the @behaviour
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*
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* Since: 0.6
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*
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* Deprecated: 1.6
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*/
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void
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clutter_behaviour_depth_get_bounds (ClutterBehaviourDepth *behaviour,
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gint *depth_start,
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gint *depth_end)
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{
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR_DEPTH (behaviour));
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if (depth_start)
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*depth_start = behaviour->priv->depth_start;
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if (depth_end)
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*depth_end = behaviour->priv->depth_end;
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}
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