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0530405899
The Alpha API and usage has been changed by the recent overhaul of the ClutterAlpha class; hence, we need to update the relative documentation in the animation tutorial.
559 lines
17 KiB
XML
559 lines
17 KiB
XML
<chapter id="clutter-animations">
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<chapterinfo>
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<author>
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<firstname>Matthew</firstname>
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<surname>Allum</surname>
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<affiliation>
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<address>
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<email>mallum@openedhand.com</email>
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</address>
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</affiliation>
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</author>
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</chapterinfo>
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<title>Creating Animations with Clutter</title>
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<para>
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With Clutter using hardware accelration for graphics rendering,
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complex and fast animations are possible. This chapter describes basic
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techniques and the utilities Clutter provides in aiding animation
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creation.
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</para>
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<section id="clutter-animation-basic">
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<title>Basic Animations</title>
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<para>
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The most basic way to create animations with Clutter is via the use of
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g_timeout_add(). This enables a callback function to be called at a
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defined interval. The callback function can then modify actors visual
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properties as to produce an animation.
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</para>
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<example id="clutter-timeout-example">
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<para>
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Simple Rotation...
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</para>
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<programlisting>
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struct RotationClosure {
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ClutterActor *actor;
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ClutterFixed final_angle;
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ClutterFixed current_angle;
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};
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static gboolean
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rotate_actor (gpointer data)
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{
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RotationClosure *clos = data;
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clutter_actor_set_rotationx (clos->actor, clos->current_angle, 0, 0, 0);
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/* add one degree */
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clos->current_angle += COGL_FIXED_ONE;
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if (clos->current_angle == clos->final_angle)
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return FALSE;
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return TRUE;
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}
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static void
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rotate_actor_cleanup (gpointer data)
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{
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RotationClosure *clos = data;
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g_object_unref (clos->actor);
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g_free (clos);
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}
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...
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RotationClosure *clos = NULL;
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clos = g_new (RotationClosure, 1);
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clos->actor = g_object_ref (an_actor);
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clos->final_angle = CLUTTER_FLOAT_TO_FIXED (360.0);
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clos->current_angle = 0;
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g_timeout_add_full (1000 / 360, /* fps to interval in milliseconds */
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rotate_actor,
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clos,
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rotate_actor_cleanup);
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</programlisting>
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</example>
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<note><title>Priorities</title>
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<para>
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%G_PRIORITY_DEFAULT should always be used as the timeouts priority
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(in case of g_timeout_add_full()) as not to intefere with Clutter's
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scheduling of repaints and input event handling.
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</para>
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</note>
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</section>
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<section id="clutter-animation-timelines">
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<title>Timelines</title>
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<para>
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#ClutterTimeline<!-- -->s abstract a set period of time with a set frame
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rate at which to call a provided callback.
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</para>
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<para>
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#ClutterTimeline<!-- -->s also extend the timeout sources functionality
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further by:
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</para>
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<orderedlist>
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<listitem><para>Having a set duration (in milliseconds) and a set
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'frame rate' - that is, the rate at which the callback is
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called</para></listitem>
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<listitem><para>Passing current progress information to the
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callback</para></listitem>
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<listitem><para>Handling 'dropped frames' and guarenteeing the set
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duration by skipping over frames if the callback cannot keep up with
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the set frame rate</para></listitem>
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<listitem><para>Querying the number of milliseconds elapsed between
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the current and previous callback.</para></listitem>
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<listitem><para>Allowing the timeline to be modified on the fly as
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well as being stopped, started, looped, rewound and
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reversed</para></listitem>
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<listitem><para>Using a #ClutterTimeoutPool to more efficiently
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schedule multiple timeout sources without incurring in potential
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starvation of the main loop slices</para></listitem>
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</orderedlist>
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<para>
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A Timeline is created with;
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</para>
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<programlisting>
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clutter_timeline_new (n_frames, frames_per_seconds);
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</programlisting>
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<para>
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Taking a number of frames and a frames per second, or by;
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</para>
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<programlisting>
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clutter_timeline_new_for_duration (msecs);
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</programlisting>
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<para>
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Which takes the duration of the timeline in milliseconds with a
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default frame rate (See clutter_get_default_frame_rate()).
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</para>
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<para>
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The speed, duration and number of frames of the timeline then be
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modifed via the objects properties and API calls. The timeline can
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be made to loop by setting its "loop" property to %TRUE.
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</para>
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<para>
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The timelines is started via clutter_timeline_start() and its
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playback further manipulated by the clutter_timeline_pause(),
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clutter_timeline_stop(), clutter_timeline_rewind() and
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clutter_timeline_skip() calls.
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</para>
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<para>
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By attaching a handler to the timeline's #ClutterTimeline::new-frame
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signal a timeline can then be used to drive an animation by altering
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an actor's visual properties in this callback. The callback looks like:
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</para>
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<programlisting>
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void
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on_new_frame (ClutterTimeline *timeline,
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gint frame_num,
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gpointer user_data)
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{
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}
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</programlisting>
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<para>
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The <literal>frame_num</literal> parameter is set to the timeline's
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current frame number (which is between 1 and the "num-frames" property).
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This value can be used to compute the state of a particular animation
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that is dependant on the frame numer. The clutter_timeline_get_progress()
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function can also be used to get a normalised value of the timeline's
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current position between 0 and 1.
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</para>
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<para>
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Timelines can also be played in reverse by setting the direction using
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clutter_timeline_set_direction(), and can also have a one-time delay set
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before they begin playing by using clutter_timeline_set_delay().
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</para>
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<para>
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Timelines can also control a pyshical simulation; the
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clutter_timeline_get_delta() function allows retrieving the number of
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frames and milliseconds elapsed since the previous callback to ensure
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the physics engine to be able to take the actual time elapsed between
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iterations into account.
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</para>
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<example id="clutter-timeline-example">
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<para>
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The following example demonstrates rotating an actor with a timeline.
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</para>
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<programlisting>
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#include <clutter/clutter.h>
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void
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on_new_frame (ClutterTimeline *timeline,
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gint frame_num,
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gpointer data)
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{
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ClutterActor *actor = CLUTTER_ACTOR(data);
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clutter_actor_set_rotation (actor, CLUTTER_Z_AXIS,
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(gdouble) frame_num,
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clutter_actor_get_width (actor) / 2,
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clutter_actor_get_height (actor) / 2,
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0);
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}
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int
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main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterActor *stage, *actor;
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GdkPixbuf *pixbuf;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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pixbuf = gdk_pixbuf_new_from_file ("an-image.png", NULL);
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actor = clutter_texture_new_from_pixbuf (pixbuf);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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clutter_actor_set_position (actor, 100, 100);
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timeline = clutter_timeline_new_for (360, 60); /* one degree per frame */
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clutter_timeline_set_loop (timeline, TRUE);
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g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame), actor);
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clutter_actor_show_all (stage);
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clutter_timeline_start (timeline);
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clutter_main();
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return 0;
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}
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</programlisting>
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</example>
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<note><para>
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Multiple timelines can be sequenced in order by means of the
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#ClutterScore. See the #ClutterScore documentation for more details on
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using this.
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</para></note>
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</section>
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<section id="clutter-animation-behaviours">
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<title>Behaviours</title>
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<para>
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With a large application containing many animations, the use of just
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timelines can become unwieldy and difficult to manage with much code
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duplication in the new-frame handlers that can require over complex
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code changes for minor animation modifications. To ease these
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problems the #ClutterAlpha and #ClutterBehaviour classes were created.
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</para>
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<para>
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#ClutterAlpha and #ClutterBehaviour attempt to generalise the
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new-frame function by defining common actions or behaviours that can
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be quickly modified, applied to multiple actors or mixed on a single
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actor.
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</para>
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<para>
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A ClutterAlpha is simply a 'function of time' (not a pixel alpha channel!).
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It is created by referencing a source timeline and an "easing mode" which
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produces a value between -1 and 2 depending on the progress of the
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timeline. Clutter provides various easing modes, as described by
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the #ClutterAnimationMode enumeration. It is also possible to register
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a new animation mode using clutter_alpha_register_func() or to provide
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a custom #ClutterAlphaFunc for a specific #ClutterAlpha instance.
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</para>
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<para>
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A Behaviour is created with a #ClutterAlpha and a set of limits for
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whatever the behaviour modifies in an actor. The current #ClutterAlpha
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value is then mapped to a value between these limits and this value
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set on any applied actors. With the #ClutterAlpha's underlying
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timeline playing the produced value will change and the behaviour
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will animate the actor.
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</para>
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<para>
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A #ClutterBehaviour is effectively 'driven' by a supplied #ClutterAlpha
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and when then applied to an actor it will modify a visual property or
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feature of the actor dependant on the Alpha's value. For example a
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path based behaviour applied to an actor will alter its position
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along the path dependant on the current alpha value over time. The
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actual motion will depend on the chosen "easing mode".
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</para>
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<para>
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Multiple behaviours can of course be applied to an actor as well as
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a single behaviour being applied to multiple actors. The separation
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of timelines, alphas and behaviours allows for a single timeline to
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drive many behaviours each potentially using different alpha
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functions. Behaviour parameters can also be changed on the fly.
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</para>
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<para>
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<figure id="behaviour-path-alpha">
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<title>Effects of alpha functions on a path</title>
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<graphic fileref="path-alpha-func.png" format="PNG"/>
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<blockquote>
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The actors position between the path's end points directly correlates
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to the #ClutterAlpha's current alpha value driving the behaviour. With
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the #ClutterAlpha's animation mode set to %CLUTTER_LINEAR the actor
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will follow the path at a constant velocity, but when changing to
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%CLUTTER_EASE_SINE_IN_OUT the actor initially accelerates before quickly
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decelerating.
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</blockquote>
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</figure>
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</para>
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<para>
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The behaviours included in Clutter are
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</para>
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<para>
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<variablelist>
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<varlistentry>
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<term>#ClutterBehaviourDepth</term>
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<listitem><simpara>Changes the depth of actors</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourEllipse</term>
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<listitem><simpara>Moves actors along an ellipsis</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourOpacity</term>
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<listitem><simpara>Changes the opacity of actors</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourPath</term>
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<listitem><simpara>Moves actors along a path</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourRotate</term>
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<listitem><simpara>Rotates actors along an axis</simpara></listitem>
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</varlistentry>
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<varlistentry>
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<term>#ClutterBehaviourScale</term>
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<listitem><simpara>Changes the scaling factors of
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actors</simpara></listitem>
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</varlistentry>
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</variablelist>
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</para>
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<example id="clutter-behaviour-example">
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<para>
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The following example demonstrates an ellipse behaviour in action.
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</para>
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<programlisting>
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#include <clutter/clutter.h>
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int
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main (int argc, char *argv[])
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{
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ClutterTimeline *timeline;
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ClutterBehaviour *behave;
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ClutterAlpha *alpha;
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ClutterActor *stage, *actor;
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GdkPixbuf *pixbuf;
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clutter_init (&argc, &argv);
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stage = clutter_stage_get_default ();
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pixbuf = gdk_pixbuf_new_from_file ("ohpowers.png", NULL);
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actor = clutter_texture_new_from_pixbuf (pixbuf);
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
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timeline = clutter_timeline_new_for_duration (4000); /* milliseconds */
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clutter_timeline_set_loop (timeline, TRUE);
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/* Set an alpha func to power the behaviour */
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alpha = clutter_alpha_new_full (timeline, CLUTTER_EASE_SINE_IN_OUT);
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behave = clutter_behaviour_ellipse_new (alpha,
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200, /* center x */
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200, /* center y */
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400, /* width */
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300, /* height */
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CLUTTER_ROTATE_CW, /* direction */
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0.0, /* initial angle */
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360.0); /* final angle */
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clutter_behaviour_apply (behave, actor);
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clutter_actor_show_all (stage);
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clutter_timeline_start (timeline);
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clutter_main();
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/* clean up */
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g_object_unref (behave);
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g_object_unref (timeline);
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return 0;
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}
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</programlisting>
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</example>
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<note>Behaviour parameters can be changed whilst a animation is running</note>
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<para>
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There can be many #ClutterAlpha's attached to a single timeline. There
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can be many behaviours for a #ClutterAlpha. There can be many behaviours
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applied to an actor. A #ClutterScore can be used to chain many behaviour
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together.
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</para>
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<warning><para>Combining behaviours that effect the same actor properties
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(i.e two separate paths) will cause unexpected results. The values
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will not be merged in any way with only the last applied behaviour taking
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precedence.</para></warning>
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<para>
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Tips for implementing a new behaviour can be found <link
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linkend="creating-your-own-behaviours">here</link>.
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</para>
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</section>
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<section id="clutter-animation-implicit">
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<title>Implicit Animations</title>
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<para>Using behaviours for simple animations of a single actor may
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be too complicated, in terms of memory management and bookkeeping
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of the object instances. For this reason, Clutter also provides a
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simple animation API for implicit animations using properties of
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an actor: clutter_actor_animate().</para>
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<para>The clutter_actor_animate() family of functions will create
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and use an implicit #ClutterAnimation instance, which will then
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handle the animation of one or more #ClutterActor properties between
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a range of values.</para>
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<example id="clutter-actor-animate-example">
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<para>
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The following example demonstrates how to use the
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clutter_actor_animate() method to tween an actor
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between the current position and a new set of coordinates.
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The animation takes 200 milliseconds to complete and
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uses a linear speed.
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</para>
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<programlisting>
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clutter_actor_animate (actor, CLUTTER_LINEAR, 200
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"x", 200,
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"y", 200,
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NULL);
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</programlisting>
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</example>
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<para>The clutter_actor_animate() method returns a #ClutterAnimation
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instance that can be used to start, stop and modify the animation
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while it's running. The #ClutterAnimation::completed signal will
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be emitted when the animation has been completed.</para>
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<warning><para>When the animation is complete it will be automatically
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unreferenced, and disposed if nothing else is holding a reference
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on it.</para></warning>
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<para>Calling clutter_actor_animate() multiple times on an
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actor which is being animated will cause the animation to be updated
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with the new values.</para>
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<example id="clutter-actor-animate-multi-example">
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<para>
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The following example demonstrates how to animate an actor
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inside the signal handler for a button press event. If the
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user presses the button on a new position while the animation
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is running, the animation will be restarted with the new
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final values updated.
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</para>
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<programlisting>
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static gboolean
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on_button_press (ClutterActor *actor,
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ClutterButtonEvent *event,
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gpointer user_data)
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{
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clutter_actor_animate (actor, CLUTTER_EASE_SINE_OUT, 500,
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"x", event->x,
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"y", event->y,
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NULL);
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return TRUE;
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}
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</programlisting>
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</example>
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</section>
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<section id="clutter-animation-conclusion">
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<title>Conclusion</title>
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<para>
|
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|
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Clutter provides a number of utility classes to aid animations and
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complex animations can be produced by combining the various features
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provided.
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</para>
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<para>
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Of course animations can becreated outside of the Clutter animation
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framework, as the framework is not expected to cover every kind of
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possible animation scenario.
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</para>
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<para>
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The animation functionality in Clutter is primarily suited to
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building animations with a set or finite running time - i.e transitions
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and the like. For animations involving variable input (such as touchscreen
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handling) physical simulations may be more suited.
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</para>
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</section>
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</chapter>
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