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Uses ClutterAnimator to implement a reasonably complex animation of a single actor (movement along a path with simultaneous scaling). Provides a metaphor for thinking about ClutterAnimator animations (stage directions) and explains keys and key frames in some depth. Also compares ClutterAnimator with other possible approaches to this type of animation (implicit animations, ClutterState).
1442 lines
54 KiB
XML
1442 lines
54 KiB
XML
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="animations" xmlns:xi="http://www.w3.org/2003/XInclude">
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<title>Animations</title>
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<epigraph>
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<attribution>Walt Disney</attribution>
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<para>Animation can explain whatever the mind of man can conceive.</para>
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</epigraph>
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<section id="animations-introduction">
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<title>Introduction</title>
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<para>Clutter actors have a variety of <emphasis>properties</emphasis>
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(position, size, rotation in 3D space, scale, opacity) which govern
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their visual appearance in the UI. They may also have
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<emphasis>constraints</emphasis> on how they are aligned
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and/or positioned relative to each other.</para>
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<para>The Clutter animation API provides a means of changing
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properties and constraints as a function of time: moving, scaling,
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rotating, changing opacity and colour, modifying postional
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constraints, etc.</para>
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<note><para>Clutter also makes it possible to animate non-visual
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properties if desired.</para></note>
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<section>
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<title>High level overview</title>
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<para>Here are the main concepts behind animation in Clutter:</para>
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<itemizedlist>
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<listitem>
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<para>An <emphasis>animation</emphasis> changes one or more
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properties of one or more actors over time: their rotation in
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a particular dimension (<varname>x</varname>, <varname>y</varname>,
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<varname>z</varname>), scale, size, opacity etc.</para>
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</listitem>
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<listitem>
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<para>An animation has an associated <emphasis>timeline</emphasis>.
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Think of this as analogous to the "thing" you're controlling when
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you watch a video on the internet: it's what you control with
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the play/pause button and what is measured by the bar
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showing how far through the video you are. As with the
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controls on a video player, you can play/pause/skip a Clutter
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timeline; you can also rewind it, loop it, and play it
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backwards.</para>
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<note>
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<para>If a timeline is reversed, the progress along the
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timeline is still measured the same way as it is in the forward
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direction: so if you start from the end of the timeline and run
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it backwards for 75% of its length, the progress is reported
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as 0.25 (i.e. 25% of the way from the start of the
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timeline).</para>
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</note>
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</listitem>
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<listitem>
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<para>The <emphasis>duration</emphasis> of a timeline
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(e.g. 500 milliseconds, 1 second, 10 seconds) specifies how
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long its animation will last. The timeline can be inspected
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to find out how much of it has elapsed, either as a value in
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milliseconds or as a fraction (between 0 and 1) of the total
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length of the timeline.</para>
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</listitem>
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<listitem>
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<para>An animation is divided into <emphasis>frames</emphasis>.
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The number of frames which make up the animation isn't
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constant: it depends on various factors, like how powerful
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your machine is, the state of the drivers for your hardware,
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and the load on he system. So you won't always get the same
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number of frames in an animation of a particular duration.</para>
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</listitem>
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<listitem>
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<para>The change to a property in an animation occurs over
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the course of the timeline: the start value of the property
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heads toward some target value. When it reaches the end of
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the timeline, the property should have reached the target
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value.</para>
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</listitem>
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<listitem>
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<para>Exactly how the property changes over the course of the
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timeline is governed by an <emphasis>alpha</emphasis>. This
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is the trickiest idea to explain, so it has its own section
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below.</para>
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</listitem>
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</itemizedlist>
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</section>
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<section id="animations-introduction-alphas">
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<title>Alphas</title>
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<para>An alpha is generated for each frame of the animation.
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The alpha varies between -1.0 and 2.0, and changes during the
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course of the animation's timeline; ideally, the value should
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start at 0.0 and reach 1.0 by the end of the timeline.</para>
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<para>The alpha for any given frame of the animation is determined
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by an <emphasis>alpha function</emphasis>. Usually, the alpha
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function will return a value based on progress along the timeline.
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However, the alpha function doesn't have to respect or pay
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attention to the timeline: it can be entirely random if desired.</para>
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<para>To work out the value of a property at a given frame
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somewhere along the timeline for a given alpha:</para>
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<orderedlist>
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<listitem>
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<para>Determine the difference between the start value and
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the target end value for the property.</para>
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</listitem>
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<listitem>
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<para>Multiply the difference by the alpha for the current
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frame.</para>
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</listitem>
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<listitem>
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<para>Add the result to the start value.</para>
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</listitem>
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</orderedlist>
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<para>The shape of the plot of the alpha function over time is
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called its <emphasis>easing mode</emphasis>. Clutter provides
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various modes ranging from <constant>CLUTTER_LINEAR</constant>
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(the alpha value is equal to progress along the timeline),
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to modes based on various polynomial and exponential functions,
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to modes providing elastic and bounce shapes. See the
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ClutterAlpha documentation for examples of the shapes produced
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by these functions. There is also a good interactive demo
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of the modes on
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<ulink url="http://www.robertpenner.com/easing/easing_demo.html">Robert Penner's site</ulink>.
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</para>
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<para>Most of the time, you can use the built-in Clutter easing
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modes to get the kind of animation effect you want. However,
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in some cases you may want to provide your own alpha function.
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Here's an example (based on the quintic ease in mode from
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<filename>clutter-alpha.c</filename>):</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static gdouble
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_alpha_ease_in_sextic (ClutterAlpha *alpha,
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gpointer dummy G_GNUC_UNUSED)
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{
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ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
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gdouble p = clutter_timeline_get_progress (timeline);
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return p * p * p * p * p * p;
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}
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]]>
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</programlisting>
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</informalexample>
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<para>An alpha function just has to have a specified method
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signature and return a <type>gdouble</type> value when called.
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As stated above, you'd typically base the return value on the
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timeline progress; the function above shows how you get the
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timeline associated with the alpha, so you can apply the alpha
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function to it.</para>
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</section>
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<section id="animations-introduction-api">
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<title>Clutter's animation API</title>
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<para>All of the animation approaches in Clutter use the same
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basic underpinnings (as explained above), but the API provides
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varying levels of abstraction and/or ease of use on top of those
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underpinnings.</para>
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<itemizedlist>
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<listitem>
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<para><emphasis>Implicit animations</emphasis> (created using
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<function>clutter_actor_animate()</function> and related
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functions) are useful where you want to apply
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a simple or one-off animation to an actor. They enable you
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to animate one or more properties using a single easing mode;
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however, you only specify the target values for the properties
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you're animating, not the start values.</para>
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</listitem>
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<listitem>
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<para><emphasis>ClutterAnimator</emphasis> provides support
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for declarative animations (defined using <type>ClutterScript</type>).
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You can animate multiple actors with this approach, and
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have more control over the easing modes used during an
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animation: while implicit animations only allow a single
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easing mode for all properties, <type>ClutterAnimator</type>
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supports <emphasis>multiple</emphasis> easing modes for
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<emphasis>each</emphasis> property; <emphasis>key frames</emphasis>
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are used to indicate where in the animation each easing mode
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should be applied.</para>
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</listitem>
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<listitem>
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<para><emphasis>ClutterState</emphasis> enables you to describe
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<emphasis>states</emphasis>: property values across one or
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more actors, plus the easing modes used to transition to
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those values. It can also be combined with <type>ClutterAnimator</type>
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for finer grained definition of transitions if desired.</para>
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<para>States are particularly useful if you need actors to
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animate between a known set of positions/sizes/opacities etc.
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during their lifecycles (e.g. animating a list of items in
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a menu, or for animations in a picture viewer where you
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click on thumbnails to display a full view of a photograph).</para>
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</listitem>
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</itemizedlist>
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<para>The recipes in this section show when and where it is
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appropriate to use each of these approaches.</para>
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</section>
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</section>
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<section id="animations-inversion">
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<title>Inverting Animations</title>
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<section>
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<title>Problem</title>
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<para>You want to have an animation exactly mirroring another one
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that you just played.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Reverse the direction of the <type>ClutterTimeline</type>
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associated with the animation.</para>
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<para>For example, here's how to invert an implicit
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animation which moves an actor along the <varname>x</varname>
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axis. The direction of the animation is inverted when the
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movement along the <varname>x</varname> axis is completed; it is
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also inverted if the mouse button is pressed on the actor.</para>
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<para>First, set up the animation:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterAnimation *animation;
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/*
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* animate actor to x = 300.0;
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* the implicit animation functions return a ClutterAnimation
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* which we can use to invert the timeline
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*/
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animation = clutter_actor_animate (actor,
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CLUTTER_EASE_IN_OUT_CUBIC,
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2000,
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"x", 300.0,
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NULL);
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/* callback for when the animation completes */
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g_signal_connect (animation,
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"completed",
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G_CALLBACK (_animation_done_cb),
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NULL);
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/*
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* callback for when the mouse button is pressed on the actor;
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* note the animation is passed as user data, so we can
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* get at the timeline
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*/
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g_signal_connect (actor,
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"button-press-event",
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G_CALLBACK (_on_click_cb),
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animation);
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]]>
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</programlisting>
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</informalexample>
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<para>Next, add a function for inverting the timeline:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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_invert_timeline (ClutterTimeline *timeline)
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{
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ClutterTimelineDirection direction = clutter_timeline_get_direction (timeline);
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if (direction == CLUTTER_TIMELINE_FORWARD)
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direction = CLUTTER_TIMELINE_BACKWARD;
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else
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direction = CLUTTER_TIMELINE_FORWARD;
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clutter_timeline_set_direction (timeline, direction);
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Then add a function which calls <function>_invert_timeline</function>
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when the animation completes. More importantly, the callback should
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stop emission of the "completed" signal by the animation. This
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prevents the <type>ClutterAnimation</type> underlying the implicit
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animation from being unreferenced; which in turn allows it to be
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inverted:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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_animation_done_cb (ClutterAnimation *animation,
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gpointer user_data)
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{
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/* stop the completed signal before the ClutterAnimation is unreferenced */
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g_signal_stop_emission_by_name (animation, "completed");
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/* invert the timeline associated with the animation */
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ClutterTimeline *timeline = clutter_animation_get_timeline (animation);
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_invert_timeline (timeline);
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Finally, the click callback function uses the same
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<function>_invert_timeline</function> function if the animation
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is playing; but if the animation is stopped, it will
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start it instead:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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_on_click_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterAnimation *animation = (ClutterAnimation *)user_data;
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ClutterTimeline *timeline = clutter_animation_get_timeline (animation);
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if (clutter_timeline_is_playing (timeline))
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{
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_invert_timeline (timeline);
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}
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else
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{
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clutter_timeline_start (timeline);
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}
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}
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]]>
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>If you are using <type>ClutterAnimator</type> rather than
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implicit animations, <function>clutter_animator_get_timeline()</function>
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enables you to get the underlying timeline; you could then use
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the techniques shown above to invert it.</para>
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<para><type>ClutterState</type> enables a different approach
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to "inverting" an animation: rather than having a single animation
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which you invert, you would define two or more
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<emphasis>keys</emphasis> for an actor (or set of actors) and
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transition between them.</para>
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<para>For the example above, you would define two keys:
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one for the actor's initial position; and a second for the actor
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at <code>x = 300.0</code>. You would also define the
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transition between them: 2000 milliseconds with a
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<constant>CLUTTER_EASE_IN_OUT_CUBIC</constant> easing mode.</para>
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<para>With the states defined, you would then use
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<function>clutter_state_set_state()</function> inside callbacks to
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animate the actor between the two <varname>x</varname> positions.
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Behind the scenes, <type>ClutterState</type> would handle the
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animations and timelines for you.</para>
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</section>
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</section>
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<section id="animations-fading">
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<title>Fading an actor out of or into view</title>
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<section>
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<title>Problem</title>
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<para>You want to animate an actor so that it fades out of or into
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view.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Animate the actor's opacity property.</para>
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<para>You can do this using any of the approaches provided
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by the animation API. Here's how to fade out an actor (until it's
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completely transparent) using implicit animations:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* fade out actor over 4000 milliseconds */
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clutter_actor_animate (actor,
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CLUTTER_EASE_OUT_CUBIC,
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4000,
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"opacity", 0,
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NULL);
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]]>
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</programlisting>
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</informalexample>
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<para>Here's an example of a rectangle fading out using this
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animation:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-fading-out.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor fading out using implicit
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animations</para>
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</alt>
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</inlinemediaobject>
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<para><constant>CLUTTER_EASE_OUT_CUBIC</constant> is one of the
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Clutter easing modes; see
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<link linkend="animations-introduction-alphas">the introduction</link>
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for more details about what these are and how to choose one.</para>
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<para>Here's an example of the transitions you could use to
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fade an actor in and out using <type>ClutterState</type>:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterState *transitions = clutter_state_new ();
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/* all transitions last for 2000 milliseconds */
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clutter_state_set_duration (transitions, NULL, NULL, 2000);
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/* transition from any state to "fade-out" state */
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clutter_state_set (transitions,
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NULL, /* from state (NULL means "any") */
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"fade-out", /* to state */
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actor, "opacity", CLUTTER_EASE_OUT_QUAD, 0,
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NULL);
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/* transition from any state to "fade-in" state */
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clutter_state_set (transitions, NULL, "fade-in",
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actor, "opacity", CLUTTER_EASE_OUT_QUAD, 255,
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NULL);
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/* put the actor into the "fade-out" state with no animation */
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clutter_state_warp_to_state (transitions, "fade-out");
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]]>
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</programlisting>
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</informalexample>
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<para>You would then trigger an animated state change as events
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occur in the application (e.g. mouse button clicks):</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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clutter_state_set_state (transitions, "fade-in");
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]]>
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</programlisting>
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</informalexample>
|
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|
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<para>Here's an example of this animation fading in then out again:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/animations-fading-in-then-out.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing an actor fading in then out using
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<type>ClutterState</type></para>
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</alt>
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</inlinemediaobject>
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<note>
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<para><type>ClutterState</type> is most useful where you
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need to animate an actor backwards and forwards between multiple
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states (e.g. fade an actor in and out of view). Where you just
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want to fade an actor in or out once,
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<function>clutter_actor_animate()</function> is adequate.</para>
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</note>
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</section>
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<section>
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<title>Discussion</title>
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<para>Reducing an actor's transparency to zero does not make it
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inactive: the actor will still be reactive even if it's not
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visible (responding to key events, mouse clicks etc.).
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To make it really "disappear", you could use
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<function>clutter_actor_hide()</function> once you'd made the actor
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fully transparent.</para>
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</section>
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</section>
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<section id="animations-rotating">
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<title>Rotating an actor</title>
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|
<section>
|
|
<title>Problem</title>
|
|
|
|
<para>You want to animate rotation of an actor. Some example cases
|
|
where you might want to do this:</para>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>To rotate an image so it's the right way up for
|
|
viewing.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>To make actors more or less prominent, rotating them
|
|
towards or away from the view point.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>To turn an actor "around" and display different UI
|
|
elements "behind" it.</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
</section>
|
|
|
|
<section>
|
|
<title>Solution</title>
|
|
|
|
<para>Animate one of the <varname>rotation-angle-(x|y|z)</varname>
|
|
properties of the actor.</para>
|
|
|
|
<para>The most "obvious" (and probably most commonly used) rotation is
|
|
in the <emphasis>z axis</emphasis> (parallel
|
|
to the 2D surface of the UI). The other rotation axes
|
|
(<emphasis>x</emphasis> and <emphasis>y</emphasis>)
|
|
are less obvious, as they rotate the actor in the depth dimension,
|
|
"away from" or "towards" the view point.</para>
|
|
|
|
<para>Examples of each type of rotation are given below. While the
|
|
examples use <link linkend="animations-introduction-api">implicit
|
|
animations</link>, it is also possible to use
|
|
<type>ClutterAnimator</type> and <type>ClutterState</type> to animate
|
|
rotations: see <link linkend="animations-rotating-example">the
|
|
full example at the end of this recipe</link> for some
|
|
<type>ClutterState</type> code.</para>
|
|
|
|
<note>
|
|
<para>I've added an inaccurate (but hopefully useful) metaphor to
|
|
each rotation axis ("wheel", "letter box", "door"), to make it
|
|
easier to remember the effect you get from animating in that axis
|
|
(and when the rotation center is inside the actor).</para>
|
|
</note>
|
|
|
|
<para><emphasis>Rotating on the z axis</emphasis> ("wheel")</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
clutter_actor_animate (actor,
|
|
CLUTTER_LINEAR, /* easing mode */
|
|
1000, /* duration in milliseconds */
|
|
"rotation-angle-z", 90.0, /* target rotation angle in degrees */
|
|
NULL);
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>The above code animating a texture:</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-z-90.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing an actor rotating to 90 degrees on the
|
|
z axis</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
<para>By default, the center of the rotation is derived from
|
|
the anchor point of the actor; unless you've changed the anchor
|
|
point, the default is the top-left corner of the actor. See the
|
|
Discussion section below for more about setting the rotation center.</para>
|
|
|
|
<note>
|
|
<para>An animated rotation moves an actor <emphasis>to</emphasis>
|
|
the specified rotation angle; it <emphasis>does not</emphasis>
|
|
increment or decrement the actor's current rotation angle by
|
|
the amount specified.</para>
|
|
</note>
|
|
|
|
<para><emphasis>Rotating on the <code>x</code> axis</emphasis>
|
|
("letter box")</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
clutter_actor_animate (actor,
|
|
CLUTTER_LINEAR,
|
|
1000,
|
|
"rotation-angle-x", -45.0,
|
|
NULL);
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>The above code animating a texture:</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-x-minus-45.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing an actor rotating to -45 degrees on the
|
|
x axis</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
<para>Notice how the texture rotates away from the view point,
|
|
and also how perspective effects are applied (as the actor is rotating
|
|
"into" the depth dimension).</para>
|
|
|
|
<para><emphasis>Rotating on the <code>y</code> axis</emphasis>
|
|
("door")</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
clutter_actor_animate (actor,
|
|
CLUTTER_LINEAR,
|
|
1000,
|
|
"rotation-angle-y", 45.0,
|
|
NULL);
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>The above code animating a texture:</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-y-45.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing an actor rotating to 45 degrees on the
|
|
y axis</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
<para>Again, the rotation is into the depth dimension, so
|
|
you get perspective effects.</para>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Discussion</title>
|
|
|
|
<para>It can sometimes be difficult to predict exactly
|
|
how a particular rotation animation will appear when applied.
|
|
Often the only way to find out is to experiment. However,
|
|
the sections below outline some of the most common factors which
|
|
affect animated rotations, with the aim of minimising the
|
|
experimentation you need to do.</para>
|
|
|
|
<section>
|
|
<title>Setting the rotation center for an animation</title>
|
|
|
|
<para>The examples in the previous section used the default
|
|
center of rotation for each axis. However, it is possible to
|
|
change the rotation center for an axis, in turn changing
|
|
the appearance of the animation.</para>
|
|
|
|
<note>
|
|
<para>Rotation center coordinates are relative to the
|
|
actor's coordinates, not to the coordinates of the actor's
|
|
container or the stage.</para>
|
|
</note>
|
|
|
|
<section>
|
|
<title>Setting a rotation center inside an actor</title>
|
|
|
|
<para>You can set the center for rotation on the x or y axes
|
|
like this:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
/*
|
|
* only required for y axis rotation;
|
|
* here set to the mid point of the actor's y axis
|
|
*/
|
|
gfloat x_center = clutter_actor_get_height (actor) * 0.5;
|
|
|
|
/*
|
|
* only required for x axis rotation;
|
|
* here set to the mid point of the actor's x axis
|
|
*/
|
|
gfloat y_center = clutter_actor_get_width (actor) * 0.5;
|
|
|
|
/*
|
|
* depth for the rotation center: positive numbers
|
|
* are closer to the view point, negative ones
|
|
* are further away
|
|
*/
|
|
gfloat z_center = 0.0;
|
|
|
|
/* set rotation center */
|
|
clutter_actor_set_rotation (actor,
|
|
CLUTTER_X_AXIS, /* or CLUTTER_Y_AXIS */
|
|
0.0, /* set the rotation to this angle */
|
|
x_center,
|
|
y_center,
|
|
z_center);
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>Because z axis rotations are more common, Clutter
|
|
provides some convenience functions to set the rotation
|
|
center for this axis:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
<![CDATA[
|
|
clutter_actor_set_z_rotation_from_gravity (actor,
|
|
0.0,
|
|
CLUTTER_GRAVITY_CENTER);
|
|
]]>
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para><constant>CLUTTER_GRAVITY_CENTER</constant> makes the
|
|
center of the actor the rotation center for
|
|
the z axis. See the <type>ClutterGravity</type> enumeration for
|
|
acceptable values for this parameter.</para>
|
|
|
|
<note>
|
|
<para>Setting the rotation center for the z axis using gravity
|
|
is recommended, as Clutter will automatically recompute the
|
|
rotation center if the actor's size changes. For the x and y
|
|
axes, you have to do this computation yourself if you
|
|
want an actor's center of rotation to stay in the same place
|
|
if it is resized.</para>
|
|
</note>
|
|
|
|
<para>Rotation on the x axis around an actor's center:</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-x-centered.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing an actor rotating around its center
|
|
on the x axis</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
<para>Rotation on the y axis around an actor's center:</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-y-centered.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing an actor rotating around its center
|
|
on the y axis</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
<para>Rotation on the z axis around an actor's center:</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-z-centered.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing an actor rotating around its center
|
|
on the z axis</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Setting the rotation center outside an actor</title>
|
|
|
|
<para>Rather than rotating the actor around a point inside
|
|
itself, the rotation center can be moved to a position
|
|
outside the actor. (In the case of the z axis,
|
|
any rotation center setting is outside the actor as its depth
|
|
is 0.) When animated, the actor will describe an arc around the
|
|
rotation center, as if it's swinging from an invisible thread.</para>
|
|
|
|
<para>The same code as shown above can be used to set the
|
|
rotation center: just set the rotation center coordinates to
|
|
negative numbers (outside the actor). However, you can't use the
|
|
gravity functions if the rotation center falls outside an actor.</para>
|
|
|
|
<para>For example, here's a rotation to -180 degrees in the x
|
|
axis, with the y rotation center set to -96 (the same as the height
|
|
of the actor):</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-x-minus-180-with-y-minus-96.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing an actor rotating to -180 degrees on
|
|
the x axis with y rotation center set to -96</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
<para>Similarly, moving the z rotation center (for a rotation
|
|
in the x or y axis) will cause the actor to swing "into" or "out
|
|
of" the UI. Its final apparent size may be different, as it could
|
|
reach a different depth in the UI by the end of the
|
|
animation.</para>
|
|
|
|
<para>For example, here's a rotation to -180 in the x axis,
|
|
with the z rotation center set to -96 (the same as the height
|
|
of the actor):</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-x-minus-180-with-z-minus-96.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing an actor rotating to -180 degrees on
|
|
the x axis with z rotation center set to -96</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
<para>The apparent final size of the actor is reduced, as it
|
|
has rotated away from the view point.</para>
|
|
|
|
</section>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Direction of rotation</title>
|
|
|
|
<para>The apparent direction of an animated rotation depends on
|
|
two things:</para>
|
|
|
|
<orderedlist>
|
|
<listitem>
|
|
<para>Whether the angle of rotation is positive or negative.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>The rotation of the container(s) the actor is inside.</para>
|
|
</listitem>
|
|
</orderedlist>
|
|
|
|
<para>In the case of the sign of the rotation, here's what
|
|
happens for each axis and rotation angle sign (positive or
|
|
negative).</para>
|
|
|
|
<informaltable>
|
|
<thead>
|
|
<tr>
|
|
<th>Axis</th>
|
|
<th>Sign of rotation angle</th>
|
|
<th>Effect on actor</th>
|
|
</tr>
|
|
</thead>
|
|
<tbody>
|
|
<tr>
|
|
<td>z</td>
|
|
<td>+</td>
|
|
<td>
|
|
Clockwise spin about the <code>x,y</code> center of
|
|
rotation.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>z</td>
|
|
<td>-</td>
|
|
<td>
|
|
Anti-clockwise spin about the <code>x,y</code>
|
|
center of rotation.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>x</td>
|
|
<td>+</td>
|
|
<td>
|
|
The top swings away from the view point and the
|
|
bottom swings towards it. If y rotation center == 0,
|
|
the top is fixed; if y rotation center == the actor's
|
|
height, the bottom is fixed.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>x</td>
|
|
<td>-</td>
|
|
<td>
|
|
The bottom swings away from the view point and the
|
|
top swings towards it. If y rotation center == 0,
|
|
the top is fixed; if y rotation center == the actor's
|
|
height, the bottom is fixed.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>y</td>
|
|
<td>+</td>
|
|
<td>
|
|
The right-hand side swings away from the view point and
|
|
the left-hand side swings towards it. When x rotation
|
|
center == 0, the left-hand side if fixed; when x
|
|
rotation center == the actor's width, the right-hand
|
|
side is fixed.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td>y</td>
|
|
<td>-</td>
|
|
<td>
|
|
The right-hand side swings towards the view point and
|
|
the left-hand side swings away from it. When x rotation
|
|
center == 0, the left-hand side if fixed; when x
|
|
rotation center == the actor's width, the right-hand
|
|
side is fixed.
|
|
</td>
|
|
</tr>
|
|
</tbody>
|
|
</informaltable>
|
|
|
|
<para>If an actor's container is rotated, this may affect the
|
|
appearance of rotation animations applied to the actor. In
|
|
particular, if an actor's container has been rotated
|
|
by 180 degrees in one axis, the direction of that actor's
|
|
rotation may appear reversed.</para>
|
|
|
|
<para>For example, the video below shows an actor being animated
|
|
to 90 degrees on the z axis, then back to 0 degrees;
|
|
the actor's container is then rotated by 180 degrees in the y
|
|
axis; then the same rotation 90 degree rotation is applied
|
|
to the actor again. Note that the first time the animation
|
|
is applied, the rotation is clockwise; but the second time (as
|
|
the actor is effectively "reversed"), it is anti-clockwise.</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-rotating-container-reverses-direction.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing how an actor's apparent rotation is
|
|
affected by the rotation of its parent</para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Apparent vs. actual rotation</title>
|
|
|
|
<para>There is a difference between an actor's <emphasis>apparent</emphasis>
|
|
rotation (how much an actor appears to be rotating, from the
|
|
perspective of someone looking at the UI) and its
|
|
<emphasis>actual</emphasis> rotation (how much that actor is
|
|
really rotating).</para>
|
|
|
|
<para>For example, if you rotate an actor and its container
|
|
simultaneously, each by 90 degrees in the same direction, the
|
|
actor will appear to have rotated by 180 degrees by the end
|
|
of the animation. However, calling the
|
|
<function>clutter_actor_get_rotation()</function> function
|
|
for that axis on the actor still returns a rotation of 90
|
|
degrees.</para>
|
|
</section>
|
|
|
|
<section>
|
|
<title>Orientation of rotation axes</title>
|
|
|
|
<para>The rotation axes remain fixed in the same place on
|
|
the actor regardless of its rotation, even though from the viewer's
|
|
perspective they may appear to move.</para>
|
|
|
|
<para>For example, when rotation in the z axis is 0 degrees,
|
|
the actor's x axis is horizontal (across the UI) from both the
|
|
actor's and the viewer's perspective. However, if you rotate the
|
|
actor by 90 degrees in the z axis, the x axis is now vertical from
|
|
<emphasis>the viewer's</emphasis> perspective, but still horizontal
|
|
across the actor from <emphasis>the actor's</emphasis>
|
|
perspective.</para>
|
|
</section>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Full example</title>
|
|
|
|
<example id="animations-rotating-example">
|
|
<title>Rotating an actor around x, y, and z axes using
|
|
<type>ClutterState</type></title>
|
|
<programlisting>
|
|
<xi:include href="examples/animations-rotating.c" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
</section>
|
|
|
|
</section>
|
|
|
|
<section id="animations-complex">
|
|
<title>Creating complex animations with
|
|
<type>ClutterAnimator</type></title>
|
|
|
|
<section>
|
|
<title>Problem</title>
|
|
|
|
<para>You want to create a complex animation involving one or more
|
|
actors. The animation will consist of a sequence of transitions
|
|
over multiple properties on each actor.</para>
|
|
|
|
<para>An example might be moving several actors between points,
|
|
with different types of movement for each part of the path, while
|
|
transforming each actor (e.g. scaling or rotating it).</para>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Solution</title>
|
|
|
|
<para>Use a <type>ClutterAnimator</type> to define the animation.</para>
|
|
|
|
<para>Because there are many complex animations you
|
|
<emphasis>could</emphasis> implement, the example below does
|
|
this:</para>
|
|
|
|
<inlinemediaobject>
|
|
<videoobject>
|
|
<videodata fileref="videos/animations-complex.ogv"/>
|
|
</videoobject>
|
|
<alt>
|
|
<para>Video showing a complex animation of an actor
|
|
using <type>ClutterAnimator</type></para>
|
|
</alt>
|
|
</inlinemediaobject>
|
|
|
|
<para>Although this uses a single actor, the animation is complex
|
|
enough to make it difficult to implement with implicit animations
|
|
or <type>ClutterState</type> (see
|
|
<link linkend="animations-complex-why-clutteranimator">the Discussion
|
|
section</link> for reasons why).</para>
|
|
|
|
<para>Here is a JSON definition of the stage, actors, and
|
|
the <type>ClutterAnimator</type> for this
|
|
animation:</para>
|
|
|
|
<example id="animations-complex-example-1">
|
|
<title>JSON definition of a complex animation using
|
|
<type>ClutterAnimator</type></title>
|
|
<programlisting>
|
|
<xi:include href="examples/animations-complex.json" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
|
|
<note>
|
|
<para>The core to understanding this example is understanding
|
|
how to define keys for a <type>CutterAnimator</type>. As
|
|
this is an involved topic, further explanation
|
|
is given in <link linkend="animations-complex-discussion-keys">the
|
|
Discussion section</link>.</para>
|
|
</note>
|
|
|
|
<para>The program for loading this JSON definition from a file
|
|
is as follows:</para>
|
|
|
|
<example id="animations-complex-example-2">
|
|
<title>Simple program for loading a JSON script;
|
|
any key press starts the animation</title>
|
|
<programlisting>
|
|
<xi:include href="examples/animations-complex.c" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
|
|
<note>
|
|
<para>It is also possible to use the <type>ClutterAnimator</type>
|
|
C API to define keys for an animation, but this will
|
|
typically be much more verbose than the JSON equivalent.</para>
|
|
|
|
<para>One other advantage of JSON is that it is much simpler
|
|
to tweak and test an animation, as you don't have to recompile
|
|
the application each time you edit it (you just load
|
|
the new JSON file).</para>
|
|
</note>
|
|
|
|
</section>
|
|
|
|
<section id="animations-complex-discussion">
|
|
<title>Discussion</title>
|
|
|
|
<para>You can think of <type>ClutterAnimator</type>
|
|
as a way to give directions to actors. For example,
|
|
you could give a real (human) actor a direction like "move
|
|
downstage; when you get there, stop and
|
|
rotate 90 degrees to your right". In code,
|
|
this might equate to a transition in the <varname>x</varname>
|
|
and <varname>y</varname> properties of the actor, followed by a
|
|
rotation in one axis.</para>
|
|
|
|
<note>
|
|
<para><type>ClutterAnimator</type> can give
|
|
"directions" to any type of GObject, but we concentrate
|
|
on animating <type>ClutterActors</type> in this section.</para>
|
|
</note>
|
|
|
|
<para>Each direction like this has an implicit
|
|
timeline, spanning the length of time the direction should
|
|
take to fulfil (you set the length of the timeline through
|
|
the <varname>duration</varname> property of the
|
|
<type>ClutterAnimator</type>). But within that timeline, you may
|
|
change the proportion of time spent on each action: "move
|
|
downstage quickly, then slowly rotate 90 degrees
|
|
to your right". The direction is the same, but we've
|
|
specified how much of the timeline should be devoted to each
|
|
action.</para>
|
|
|
|
<para>In <type>ClutterAnimator</type>, this concept is
|
|
captured by <emphasis>key frames</emphasis>. A
|
|
key frame represents a point somewhere along the timeline,
|
|
with one or more target property values for one or more actors.
|
|
A <type>ClutterAnimator</type> manages the transitions
|
|
between property values for each object, ensuring that
|
|
the target values are reached when the associated key frame
|
|
is reached.</para>
|
|
|
|
<para>To change the amount of time a transition
|
|
should take, you change the percentage of the timeline
|
|
between key frames. Using our real stage directions as an
|
|
example, you might define the key frames like this:</para>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para><emphasis>0.2 (after 20% of the timeline):</emphasis>
|
|
arrive downstage</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para><emphasis>1.0 (by the end of the timeline):</emphasis>
|
|
achieve a 90 degree rotation to the right</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
<para>See
|
|
<link linkend="animations-complex-discussion-keys">this
|
|
section</link> for more details about keys and key frames.</para>
|
|
|
|
<para>Finally, a direction might be further refined with
|
|
a description of the kind of movement to use:
|
|
rather than saying "move downstage quickly, then
|
|
slowly rotate 90 degrees to your right" a director could say:
|
|
"start off slowly, but build up to a run;
|
|
run downstage quickly; then stop and start rotating
|
|
slowly to your right, gradually speeding up, turn a little more, then slow
|
|
down gradually; you should end up rotated 90 degrees to your right"
|
|
(this granularity of description is closer to what you might
|
|
see in dance notation like
|
|
<ulink href="http://en.wikipedia.org/wiki/Labanotation">Laban</ulink>;
|
|
though of course you can't animate human opacity, scale, dimensions
|
|
etc...).</para>
|
|
|
|
<para><type>ClutterAnimator</type> gives you this level of
|
|
granularity. Each transition to a property value between
|
|
key frames can have a separate <emphasis>easing mode</emphasis>:
|
|
for example, starting off slowly and building to a constant
|
|
speed equates to an "ease in" mode; starting slowly, speeding
|
|
up, maintaining a constant speed, then gradually slowing down
|
|
equates to "ease in and ease out".</para>
|
|
|
|
<para>To summarise: creating a complex animation means deciding:</para>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>Which properties need to change on which actors?</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>What target value should each property transition to?</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>How quickly (by which key frame) should the property
|
|
reach the target value?</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>What "shape" (easing mode) should the change to
|
|
the target value follow?</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
<section id="animations-complex-discussion-keys">
|
|
<title>Understanding keys and key frames</title>
|
|
|
|
<para>A <type>ClutterAnimator</type> maintains a list of
|
|
<varname>properties</varname> objects, each being a unique pair
|
|
of <varname>object</varname> (an object to be animated) +
|
|
<varname>name</varname> (name of the property
|
|
to be animated on that object).</para>
|
|
|
|
<para>Each <varname>properties</varname> object in turn has a
|
|
list of keys, with each key having three elements:</para>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para>The <emphasis>key frame</emphasis>, expressed as a fraction
|
|
(between 0.0 and 1.0) of the duration of the animation. At this
|
|
point, the named property should reach a target value.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>The <emphasis>easing mode</emphasis> to use to transition
|
|
the property to that value.</para>
|
|
</listitem>
|
|
<listitem>
|
|
<para>The <emphasis>target value</emphasis> the property
|
|
should transition to.</para>
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
<para>For example:</para>
|
|
|
|
<informalexample>
|
|
<programlisting>
|
|
{
|
|
"object" : "rectangle",
|
|
"name" : "x",
|
|
"ease-in" : true,
|
|
"keys" : [
|
|
[ 0.0, "linear", 0.0 ],
|
|
[ 0.1, "easeInCubic", 150.0 ],
|
|
[ 0.8, "linear", 150.0 ],
|
|
[ 1.0, "easeInCubic", 0.0 ]
|
|
]
|
|
}
|
|
</programlisting>
|
|
</informalexample>
|
|
|
|
<para>defines a sequence of transitions for the <varname>x</varname>
|
|
property (position on the x axis) of the <code>rectangle</code>
|
|
object, as follows:</para>
|
|
|
|
<orderedlist>
|
|
<listitem>
|
|
<para><emphasis>[ 0.0, "linear", 0.0 ]</emphasis>:
|
|
At the start of the animation, <code>x</code> should be
|
|
0.0; <code>linear</code> is used as the easing mode, as there
|
|
is no transition here.</para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para><emphasis>[ 0.1, "easeInCubic", 150.0 ]</emphasis>:
|
|
By 10% of the way through the animation,
|
|
<code>x</code> should reach a value of <code>150.0</code>.
|
|
This moves the rectangle horizontally across the stage.</para>
|
|
|
|
<para>The <code>easeInCubic</code> easing mode means that
|
|
the transition to the new value starts slow and speeds up.
|
|
This makes the movement look more "natural".</para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para><emphasis>[ 0.8, "linear", 150.0 ]</emphasis>:
|
|
From 10% of the way through the animation to 80%
|
|
of the way through, the <code>x</code> value remains at
|
|
<code>150.0</code>. This makes the rectangle stay still
|
|
on the x axis throughout this period.</para>
|
|
|
|
<para>It's important to specify interim key frames if
|
|
in a later key frame you intend to change the value again
|
|
(as is done for the <code>x</code> value here). Otherwise
|
|
you can get premature transitions to a value over longer
|
|
periods than you intended. By specifying the interim
|
|
key frames where the value remains constant, you ensure
|
|
that it doesn't change before you want it to.</para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para><emphasis>[ 1.0, "easeInCubic", 0.0 ]</emphasis>:
|
|
From 80% of the way through the animation to the end,
|
|
the <code>x</code> value should transition back to
|
|
<code>0.0</code>. This moves the actor back to its
|
|
starting position on the x axis. Again, an <code>easeInCubic</code>
|
|
easing mode is used to make the transition appear more natural.</para>
|
|
</listitem>
|
|
</orderedlist>
|
|
|
|
<para>There are two more properties you can set for each
|
|
object/property pair:</para>
|
|
|
|
<orderedlist>
|
|
<listitem>
|
|
<para>Set <varname>ease-in</varname> to <code>true</code> to
|
|
animate to the target value at the first key frame. If
|
|
<varname>ease-in</varname> is false, the animation will
|
|
"jump" to the target value instead (if the target value is
|
|
different from the current value).</para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para>Set <varname>interpolation</varname> to either
|
|
<code>"linear"</code> (the default) or <code>"cubic"</code>.
|
|
This sets how <type>ClutterAnimator</type> transitions between
|
|
key frames; in effect, it further modulates any easing modes
|
|
set on individual keys: if set to <code>"cubic"</code>, you
|
|
get a slightly more natural and gentle transition between
|
|
key frames than you do if set to <code>"linear"</code>.</para>
|
|
</listitem>
|
|
</orderedlist>
|
|
|
|
</section>
|
|
|
|
<section id="animations-complex-why-clutteranimator">
|
|
<title>Why <type>ClutterAnimator</type>?</title>
|
|
|
|
<para>Why use <type>ClutterAnimator</type> and not the other
|
|
<link linkend="animations-introduction-api">Clutter animation
|
|
approaches</link> for complex animations?</para>
|
|
|
|
<itemizedlist>
|
|
<listitem>
|
|
<para><emphasis>Implicit animations</emphasis> can animate
|
|
properties on a single actor; however, you can only specify a
|
|
single transition for each property. Also, it's not possible
|
|
to describe complex movement along a path in a single implicit
|
|
animation: you would have to chain several animations together
|
|
to do that.</para>
|
|
|
|
<para>To animate multiple actors, you'd also need multiple
|
|
implicit animations, one for each actor. These animations would
|
|
also need to be synchronized (for example, by sharing a
|
|
single timeline).</para>
|
|
|
|
<para>So it would be possible, but more difficult than
|
|
an implementation using <type>ClutterAnimator</type>.</para>
|
|
</listitem>
|
|
|
|
<listitem>
|
|
<para><emphasis><type>ClutterState</type></emphasis> can
|
|
be used for complex animations: each state can describe
|
|
transitions for multiple actors and multiple properties.
|
|
However, to make continuous movement (as in the example),
|
|
you would need to write a state for each movement between a
|
|
pair of points; then add a callback so that when each state
|
|
is reached, the animation moves onto the next state. This
|
|
adds some code (a handler for the <code>completed</code>
|
|
signal emitted by the <type>ClutterState</type> to set
|
|
the next state). This could work OK for a few states,
|
|
but doesn't scale as well as <type>ClutterAnimator</type>
|
|
if you have many transitions.</para>
|
|
|
|
<note>
|
|
<para><type>ClutterState</type> and
|
|
<type>ClutterAnimator</type> are not mutually exclusive. If
|
|
you generally need to transition between several known states
|
|
(e.g. hiding/revealing menus which stay in the same place,
|
|
moving between two UI layouts), but want to create a
|
|
complex animation between states, you can use
|
|
<type>ClutterAnimators</type> to define the transitions: see
|
|
the documentation for
|
|
<function>clutter_state_set_animator()</function> for
|
|
details.</para>
|
|
</note>
|
|
|
|
</listitem>
|
|
</itemizedlist>
|
|
|
|
<para><type>ClutterAnimator</type> is a good fit for complex
|
|
animations, and probably the best fit for the most complex:
|
|
it is the simplest way to encode a sequence of transitions
|
|
for a list of object/property pairs which can be treated
|
|
as a single animation. This is largely because
|
|
<type>ClutterAnimator</type> is effectively managing the
|
|
chaining together of the individual transitions into a whole.</para>
|
|
|
|
<para>One other feature of <type>ClutterAnimator</type> which
|
|
isn't demonstrated here is how it enables transitions to overlap.
|
|
For example, let's say you wanted an actor
|
|
to move along a complex path (e.g. described by five pairs of
|
|
x,y coordinates); but during that movement, you
|
|
wanted the actor to continuously transition to a scale of
|
|
4.0 on both the x and y axes.</para>
|
|
|
|
<para>To achieve this with <type>ClutterState</type>, you would
|
|
need to set up five transitions (one to move to each pair of
|
|
x,y coordinates); plus a callback to chain the state transitions
|
|
together; and within each transition, you'd have to figure out a
|
|
percentage of the scaling to apply, so that the actor
|
|
was at a scale of 4.0 on reaching the final state.</para>
|
|
|
|
<para>With <type>ClutterAnimator</type>, you can treat the
|
|
movement between the coordinates and the scaling separately
|
|
within the same animation, but overlap their key frames. This
|
|
makes coding overlapping animations of different properties
|
|
much more straightforward. See
|
|
<link linkend="animations-complex-example-3">this JSON
|
|
definition</link> for an example of how to do this.</para>
|
|
|
|
</section>
|
|
|
|
</section>
|
|
|
|
<section>
|
|
<title>Full example</title>
|
|
|
|
<example id="animations-complex-example-3">
|
|
<title>Running multiple transition sequences with
|
|
different key frames in parallel using
|
|
<type>ClutterAnimator</type></title>
|
|
|
|
<note>
|
|
<para>This JSON file can be loaded with the same code
|
|
as used for <link linkend="animations-complex-example-2">this
|
|
example</link>, by passing the JSON file name on the command line:</para>
|
|
|
|
<screen>
|
|
<prompt>$</prompt> <command>./animations-complex animations-complex-overlapping.json</command>
|
|
</screen>
|
|
</note>
|
|
|
|
<programlisting>
|
|
<xi:include href="examples/animations-complex-overlapping.json" parse="text">
|
|
<xi:fallback>a code sample should be here... but isn't</xi:fallback>
|
|
</xi:include>
|
|
</programlisting>
|
|
</example>
|
|
</section>
|
|
|
|
</section>
|
|
|
|
</chapter>
|