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23ac88ac70
* clutter/clutter-behaviour-path.c: Fix bug where last knot position wouldn't get reached. * clutter/clutter-group.c: Add some docs * clutter/clutter-timeline.h: * clutter/clutter-timeline.c: Add clutter_timeline_copy (needed for ClutterEffect) * clutter/clutter-version.h.in: Export windowing system / GL backend etc defines. * clutter/Makefile.am: * clutter/clutter-effect.c: * clutter/clutter-effect.h: * clutter/clutter.h: * clutter/glx/clutter-backend-glx.c: Minor clean ups. * clutter/clutter-alpha.h: Add a fixme. * configure.ac: Add FPU define. * examples/Makefile.am: * examples/slider.c: Add Robs slider game.
675 lines
15 KiB
C
675 lines
15 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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*
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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, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-timeline
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* @short_description: A base class for managing time based events such
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* as animations.
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*
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* #ClutterTimeline is a base class for managing time based events such
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* as animations.
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*/
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#ifndef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-timeline.h"
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#include "clutter-main.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT);
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#define FPS_TO_INTERVAL(f) (1000 / (f))
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struct _ClutterTimelinePrivate
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{
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guint timeout_id;
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guint fps;
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guint n_frames;
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guint current_frame_num;
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gulong last_frame_msecs;
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gulong start_frame_secs;
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guint loop : 1;
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};
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enum
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{
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PROP_0,
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PROP_FPS,
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PROP_NUM_FRAMES,
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PROP_LOOP
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};
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enum
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{
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NEW_FRAME,
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STARTED,
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PAUSED,
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COMPLETED,
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LAST_SIGNAL
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};
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static int timeline_signals[LAST_SIGNAL] = { 0 };
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/* Object */
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static void
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clutter_timeline_set_property (GObject *object,
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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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ClutterTimeline *timeline;
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ClutterTimelinePrivate *priv;
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timeline = CLUTTER_TIMELINE(object);
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priv = timeline->priv;
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switch (prop_id)
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{
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case PROP_FPS:
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clutter_timeline_set_speed (timeline, g_value_get_int (value));
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break;
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case PROP_NUM_FRAMES:
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priv->n_frames = g_value_get_int (value);
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break;
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case PROP_LOOP:
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priv->loop = g_value_get_boolean (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, 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_timeline_get_property (GObject *object,
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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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ClutterTimeline *timeline;
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ClutterTimelinePrivate *priv;
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timeline = CLUTTER_TIMELINE(object);
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priv = timeline->priv;
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switch (prop_id)
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{
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case PROP_FPS:
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g_value_set_int (value, priv->fps);
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break;
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case PROP_NUM_FRAMES:
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g_value_set_int (value, priv->n_frames);
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break;
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case PROP_LOOP:
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g_value_set_boolean (value, priv->loop);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, 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_timeline_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_timeline_parent_class)->finalize (object);
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}
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static void
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clutter_timeline_dispose (GObject *object)
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{
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ClutterTimeline *self = CLUTTER_TIMELINE(object);
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ClutterTimelinePrivate *priv;
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priv = self->priv;
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if (priv != NULL)
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{
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if (priv->timeout_id)
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{
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g_source_remove (priv->timeout_id);
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priv->timeout_id = 0;
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}
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}
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G_OBJECT_CLASS (clutter_timeline_parent_class)->dispose (object);
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}
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static void
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clutter_timeline_class_init (ClutterTimelineClass *klass)
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{
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GObjectClass *object_class;
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object_class = (GObjectClass*) klass;
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object_class->set_property = clutter_timeline_set_property;
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object_class->get_property = clutter_timeline_get_property;
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object_class->finalize = clutter_timeline_finalize;
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object_class->dispose = clutter_timeline_dispose;
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g_type_class_add_private (klass, sizeof (ClutterTimelinePrivate));
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g_object_class_install_property
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(object_class, PROP_FPS,
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g_param_spec_int ("fps",
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"Frames Per Second",
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"Timeline frames per second",
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0,
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1000,
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50,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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(object_class, PROP_NUM_FRAMES,
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g_param_spec_int ("num-frames",
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"Total number of frames",
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"Timelines total number of frames",
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0,
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G_MAXINT,
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0,
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CLUTTER_PARAM_READWRITE));
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g_object_class_install_property
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(object_class, PROP_LOOP,
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g_param_spec_boolean ("loop",
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"Loop",
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"Should the timeline automatically restart",
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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterTimeline::new-frame:
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* @timeline: the timeline which received the signal
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* @frame_num: the number of the new frame
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*
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* The ::new-frame signal is emitted each time a new frame in the
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* timeline is reached.
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*/
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timeline_signals[NEW_FRAME] =
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g_signal_new ("new-frame",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, new_frame),
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NULL, NULL,
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clutter_marshal_VOID__INT,
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G_TYPE_NONE,
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1, G_TYPE_INT);
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timeline_signals[COMPLETED] =
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g_signal_new ("completed",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, completed),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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timeline_signals[STARTED] =
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g_signal_new ("started",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, started),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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timeline_signals[PAUSED] =
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g_signal_new ("paused",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, paused),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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}
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static void
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clutter_timeline_init (ClutterTimeline *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE(self,
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CLUTTER_TYPE_TIMELINE,
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ClutterTimelinePrivate);
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}
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static gboolean
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timeline_timeout_func (gpointer data)
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{
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ClutterTimeline *timeline = CLUTTER_TIMELINE(data);
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ClutterTimelinePrivate *priv;
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GTimeVal timeval;
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gint n_frames;
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gulong msecs;
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priv = timeline->priv;
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/* Figure out potential frame skips */
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g_get_current_time (&timeval);
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/* Fire off signal */
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g_signal_emit (timeline, timeline_signals[NEW_FRAME],
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0, priv->current_frame_num);
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/* Signal frees timeline ? */
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if (timeline == NULL)
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return FALSE;
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/* Signal removes source ? */
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if (!priv->timeout_id)
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{
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clutter_timeline_stop (timeline);
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return FALSE;
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}
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if (priv->last_frame_msecs)
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{
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/* Check time diff from out last call and adjust number
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* of frames to advance accordingly.
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*/
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msecs = ((timeval.tv_sec - priv->start_frame_secs) * 1000)
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+ (timeval.tv_usec / 1000);
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n_frames = (msecs - priv->last_frame_msecs ) / (1000 / priv->fps);
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if (n_frames < 0)
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n_frames = 1;
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if (n_frames > 1)
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CLUTTER_NOTE (MISC, "Skipping %i frames", n_frames);
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}
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else
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{
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/* First frame, set up timings.*/
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priv->start_frame_secs = timeval.tv_sec;
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msecs = timeval.tv_usec / 1000;
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n_frames = 1;
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}
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priv->last_frame_msecs = msecs;
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/* Advance frames */
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priv->current_frame_num += n_frames;;
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/* Handle loop or stop */
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if (priv->current_frame_num > priv->n_frames)
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{
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priv->current_frame_num = priv->n_frames;
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if (n_frames > 1)
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{
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g_signal_emit (timeline, timeline_signals[NEW_FRAME],
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0, priv->current_frame_num);
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}
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if (priv->loop)
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clutter_timeline_rewind (timeline);
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else
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{
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clutter_timeline_stop (timeline);
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g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
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return FALSE;
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}
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}
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return TRUE;
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}
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/**
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* clutter_timeline_start:
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* @timeline: A #ClutterTimeline
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*
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* Starts the #ClutterTimeline playing.
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**/
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void
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clutter_timeline_start (ClutterTimeline *timeline)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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if (!priv->timeout_id)
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priv->timeout_id = g_timeout_add_full (G_PRIORITY_DEFAULT + 20,
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FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline,
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NULL);
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g_signal_emit (timeline, timeline_signals[STARTED], 0);
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}
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/**
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* clutter_timeline_pause:
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* @timeline: A #ClutterTimeline
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*
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* Pauses the #ClutterTimeline on current frame
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**/
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void
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clutter_timeline_pause (ClutterTimeline *timeline)
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{
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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if (timeline->priv->timeout_id)
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g_source_remove (timeline->priv->timeout_id);
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timeline->priv->timeout_id = 0;
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timeline->priv->last_frame_msecs = 0;
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g_signal_emit (timeline, timeline_signals[PAUSED], 0);
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}
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/**
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* clutter_timeline_stop:
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* @timeline: A #ClutterTimeline
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*
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* Stops the #ClutterTimeline and moves to frame 0
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**/
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void
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clutter_timeline_stop (ClutterTimeline *timeline)
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{
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clutter_timeline_pause (timeline);
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clutter_timeline_rewind (timeline);
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}
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/**
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* clutter_timeline_set_loop:
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* @timeline: a #ClutterTimeline
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* @loop: %TRUE for enable looping
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*
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* Sets whether @timeline should loop.
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*/
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void
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clutter_timeline_set_loop (ClutterTimeline *timeline,
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gboolean loop)
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{
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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if (timeline->priv->loop != loop)
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{
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g_object_ref (timeline);
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timeline->priv->loop = loop;
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g_object_notify (G_OBJECT (timeline), "loop");
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g_object_unref (timeline);
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}
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}
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/**
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* clutter_timeline_get_loop:
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* @timeline: a #ClutterTimeline
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*
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* Gets whether @timeline is looping
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*
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* Return value: %TRUE if the timeline is looping
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*/
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gboolean
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clutter_timeline_get_loop (ClutterTimeline *timeline)
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{
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g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
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return timeline->priv->loop;
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}
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/**
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* clutter_timeline_rewind:
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* @timeline: A #ClutterTimeline
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*
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* Rewinds #ClutterTimeline to frame 0.
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**/
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void
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clutter_timeline_rewind (ClutterTimeline *timeline)
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{
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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clutter_timeline_advance (timeline, 0);
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}
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/**
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* clutter_timeline_skip:
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* @timeline: A #ClutterTimeline
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* @n_frames: Number of frames to skip
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*
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* Advance timeline by requested number of frames.
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**/
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void
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clutter_timeline_skip (ClutterTimeline *timeline,
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guint n_frames)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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priv->current_frame_num += n_frames;
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if (priv->current_frame_num > priv->n_frames)
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priv->current_frame_num = 1;
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}
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/**
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* clutter_timeline_advance:
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* @timeline: A #ClutterTimeline
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* @frame_num: Frame number to advance to
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*
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* Advance timeline to requested frame number
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**/
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void
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clutter_timeline_advance (ClutterTimeline *timeline,
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guint frame_num)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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if (frame_num < priv->n_frames)
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priv->current_frame_num = frame_num;
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}
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/**
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* clutter_timeline_get_current_frame:
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* @timeline: A #ClutterTimeline
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*
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* Request the current frame number of the timeline.
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*
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* Return Value: current frame number
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**/
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gint
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clutter_timeline_get_current_frame (ClutterTimeline *timeline)
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{
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g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
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return timeline->priv->current_frame_num;
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}
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/**
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* clutter_timeline_get_n_frames:
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* @timeline: A #ClutterTimeline
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*
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* Request the total number of frames for the #ClutterTimeline.
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*
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* Return Value: Number of frames for this #ClutterTimeline.
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**/
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guint
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clutter_timeline_get_n_frames (ClutterTimeline *timeline)
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{
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g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
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return timeline->priv->n_frames;
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}
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/**
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* clutter_timeline_set_n_frames:
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* @timeline: a #ClutterTimeline
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* @n_frames: the number of frames
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*
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* Sets the total number of frames for @timeline
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*/
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void
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clutter_timeline_set_n_frames (ClutterTimeline *timeline,
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guint n_frames)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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if (priv->n_frames != n_frames)
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{
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g_object_ref (timeline);
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priv->n_frames = n_frames;
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g_object_notify (G_OBJECT (timeline), "num-frames");
|
|
g_object_unref (timeline);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_set_speed:
|
|
* @timeline: A #ClutterTimeline
|
|
* @fps: New speed of timeline as frames per second
|
|
*
|
|
* Set the speed in frames per second of the timeline.
|
|
**/
|
|
void
|
|
clutter_timeline_set_speed (ClutterTimeline *timeline,
|
|
guint fps)
|
|
{
|
|
ClutterTimelinePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
|
|
|
|
priv = timeline->priv;
|
|
|
|
if (priv->fps != fps)
|
|
{
|
|
g_object_ref (timeline);
|
|
|
|
priv->fps = fps;
|
|
|
|
/* if the timeline is playing restart */
|
|
if (priv->timeout_id)
|
|
{
|
|
g_source_remove (priv->timeout_id);
|
|
|
|
priv->timeout_id = g_timeout_add (FPS_TO_INTERVAL (priv->fps),
|
|
timeline_timeout_func,
|
|
timeline);
|
|
}
|
|
|
|
g_object_notify (G_OBJECT (timeline), "fps");
|
|
g_object_unref (timeline);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_get_speed:
|
|
* @timeline: a #ClutterTimeline
|
|
*
|
|
* Gets the frames per second played by @timeline
|
|
*
|
|
* Return value: the number of frames per second.
|
|
*/
|
|
guint
|
|
clutter_timeline_get_speed (ClutterTimeline *timeline)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
|
|
|
|
return timeline->priv->fps;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_is_playing:
|
|
* @timeline: A #ClutterTimeline
|
|
*
|
|
* Query state of a #ClutterTimeline instance.
|
|
*
|
|
* Return Value: TRUE if timeline is currently playing, FALSE if not.
|
|
*/
|
|
gboolean
|
|
clutter_timeline_is_playing (ClutterTimeline *timeline)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
|
|
|
|
return (timeline->priv->timeout_id != 0);
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_copy:
|
|
* @timeline: #ClutterTimeline to duplicate.
|
|
*
|
|
* Create a new #ClutterTimeline instance which has property values
|
|
* matching that of supplied timeline.
|
|
*
|
|
* Return Value: a new #ClutterTimeline
|
|
*
|
|
* Since 0.4
|
|
*/
|
|
ClutterTimeline*
|
|
clutter_timeline_copy (ClutterTimeline *timeline)
|
|
{
|
|
ClutterTimeline *copy;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
|
|
|
|
copy = g_object_new (CLUTTER_TYPE_TIMELINE, NULL);
|
|
|
|
copy->priv->fps = timeline->priv->fps;
|
|
copy->priv->n_frames = timeline->priv->n_frames;
|
|
copy->priv->loop = timeline->priv->loop;
|
|
|
|
return copy;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_new:
|
|
* @n_frames: the number of frames
|
|
* @fps: the number of frames per second
|
|
*
|
|
* Create a new #ClutterTimeline instance.
|
|
*
|
|
* Return Value: a new #ClutterTimeline
|
|
*/
|
|
ClutterTimeline*
|
|
clutter_timeline_new (guint n_frames,
|
|
guint fps)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_TIMELINE,
|
|
"fps", fps,
|
|
"num-frames", n_frames,
|
|
NULL);
|
|
}
|