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* clutter/clutter-behaviour.c: * clutter/clutter-behaviour.h: * clutter/clutter-behaviours.c: * clutter/clutter-timeline.c: * clutter/clutter-timeline.h: * clutter/clutter.h: Make basic behaviour infrastructure actually work. * examples/Makefile.am: * examples/behave.c: Add a simple behaviour demo/test * clutter/clutter-media.c: (clutter_media_set_volume): Actuall set volume rather than position.. (Fixes #141)
274 lines
6.9 KiB
C
274 lines
6.9 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-behaviour
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* @short_description: Class for providing behaviours to actors
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*
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*/
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#include "config.h"
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#include "clutter-timeline.h"
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#include "clutter-actor.h"
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#include "clutter-behaviour.h"
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#include "clutter-behaviours.h"
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#include "clutter-enum-types.h"
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#include "clutter-main.h"
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G_DEFINE_TYPE (ClutterBehaviourPath, \
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clutter_behaviour_path, \
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CLUTTER_TYPE_BEHAVIOUR);
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struct ClutterBehaviourPathPrivate
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{
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gint x1, y1, x2, y2;
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};
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#define CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_BEHAVIOUR_PATH, \
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ClutterBehaviourPathPrivate))
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static void
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clutter_behaviour_path_dispose (GObject *object)
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{
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ClutterBehaviourPath *self = CLUTTER_BEHAVIOUR_PATH(object);
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if (self->priv)
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{
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/* FIXME: remove all actors */
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}
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G_OBJECT_CLASS (clutter_behaviour_path_parent_class)->dispose (object);
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}
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static void
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clutter_behaviour_path_finalize (GObject *object)
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{
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ClutterBehaviourPath *self = CLUTTER_BEHAVIOUR_PATH(object);
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if (self->priv)
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{
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g_free(self->priv);
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self->priv = NULL;
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}
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G_OBJECT_CLASS (clutter_behaviour_path_parent_class)->finalize (object);
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}
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static void
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clutter_behaviour_path_class_init (ClutterBehaviourPathClass *klass)
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{
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GObjectClass *object_class;
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object_class = (GObjectClass*) klass;
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object_class->finalize = clutter_behaviour_path_finalize;
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object_class->dispose = clutter_behaviour_path_dispose;
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g_type_class_add_private (object_class, sizeof (ClutterBehaviourPathPrivate));
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}
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static void
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clutter_behaviour_path_init (ClutterBehaviourPath *self)
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{
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ClutterBehaviourPathPrivate *priv;
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self->priv = priv = CLUTTER_BEHAVIOUR_PATH_GET_PRIVATE (self);
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}
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/*
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function line(x0, x1, y0, y1)
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boolean steep := abs(y1 - y0) > abs(x1 - x0)
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if steep then
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swap(x0, y0)
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swap(x1, y1)
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if x0 > x1 then
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swap(x0, x1)
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swap(y0, y1)
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int deltax := x1 - x0
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int deltay := abs(y1 - y0)
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int error := 0
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int ystep
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int y := y0
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if y0 < y1 then ystep := 1 else ystep := -1
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for x from x0 to x1
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if steep then plot(y,x) else plot(x,y)
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error := error + deltay
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if 2
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*/
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ClutterBehaviour*
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clutter_behaviour_path_new (ClutterTimeline *timeline,
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gint x1,
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gint y1,
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gint x2,
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gint y2)
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{
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ClutterBehaviourPath *behave;
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behave = g_object_new (CLUTTER_TYPE_BEHAVIOUR_PATH,
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"timeline", timeline,
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NULL);
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return CLUTTER_BEHAVIOUR(behave);
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}
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/* opacity */
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G_DEFINE_TYPE (ClutterBehaviourOpacity, \
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clutter_behaviour_opacity, \
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CLUTTER_TYPE_BEHAVIOUR);
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struct ClutterBehaviourOpacityPrivate
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{
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guint8 opacity_start;
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guint8 opacity_end;
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gulong handler_id; /* FIXME: handle in parent class ? */
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};
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#define CLUTTER_BEHAVIOUR_OPACITY_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_BEHAVIOUR_OPACITY, \
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ClutterBehaviourOpacityPrivate))
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static void
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clutter_behaviour_opacity_dispose (GObject *object)
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{
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ClutterBehaviourOpacity *self = CLUTTER_BEHAVIOUR_OPACITY(object);
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if (self->priv)
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{
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if (self->priv->handler_id)
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g_signal_handler_disconnect
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(clutter_behaviour_get_timelime (CLUTTER_BEHAVIOUR(self)),
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self->priv->handler_id);
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}
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G_OBJECT_CLASS (clutter_behaviour_opacity_parent_class)->dispose (object);
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}
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static void
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clutter_behaviour_opacity_finalize (GObject *object)
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{
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ClutterBehaviourOpacity *self = CLUTTER_BEHAVIOUR_OPACITY(object);
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if (self->priv)
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{
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g_free(self->priv);
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self->priv = NULL;
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}
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G_OBJECT_CLASS (clutter_behaviour_opacity_parent_class)->finalize (object);
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}
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static void
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clutter_behaviour_opacity_class_init (ClutterBehaviourOpacityClass *klass)
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{
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GObjectClass *object_class;
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object_class = (GObjectClass*) klass;
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object_class->finalize = clutter_behaviour_opacity_finalize;
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object_class->dispose = clutter_behaviour_opacity_dispose;
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g_type_class_add_private (object_class, sizeof (ClutterBehaviourOpacityPrivate));
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}
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static void
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clutter_behaviour_opacity_init (ClutterBehaviourOpacity *self)
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{
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ClutterBehaviourOpacityPrivate *priv;
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self->priv = priv = CLUTTER_BEHAVIOUR_OPACITY_GET_PRIVATE (self);
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}
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static void
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clutter_behaviour_opacity_frame_foreach (ClutterActor *actor,
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ClutterBehaviourOpacity *behave)
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{
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gint32 alpha;
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guint8 opacity;
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ClutterBehaviourOpacityPrivate *priv;
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priv = CLUTTER_BEHAVIOUR_OPACITY_GET_PRIVATE (behave);
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alpha = clutter_timeline_get_alpha
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(clutter_behaviour_get_timelime (CLUTTER_BEHAVIOUR(behave)));
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opacity = (alpha * (priv->opacity_end - priv->opacity_start))
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/ CLUTTER_TIMELINE_MAX_ALPHA;
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opacity += priv->opacity_start;
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CLUTTER_DBG("alpha %i opacity %i\n", alpha, opacity);
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clutter_actor_set_opacity (actor, opacity);
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}
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static void
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clutter_behaviour_opacity_frame (ClutterTimeline *timelime,
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gint frame_num,
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gpointer data)
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{
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ClutterBehaviourOpacity *behave;
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behave = CLUTTER_BEHAVIOUR_OPACITY(data);
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clutter_behaviour_actors_foreach
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(CLUTTER_BEHAVIOUR(behave),
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(GFunc)clutter_behaviour_opacity_frame_foreach,
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behave);
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}
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ClutterBehaviour*
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clutter_behaviour_opacity_new (ClutterTimeline *timeline,
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guint8 opacity_start,
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guint8 opacity_end)
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{
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ClutterBehaviourOpacity *behave;
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behave = g_object_new (CLUTTER_TYPE_BEHAVIOUR_OPACITY,
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"timeline", timeline,
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NULL);
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behave->priv->opacity_start = opacity_start;
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behave->priv->opacity_end = opacity_end;
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/* FIXME: Should be part of regular behave functionality */
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behave->priv->handler_id
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= g_signal_connect (timeline,
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"new-frame",
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G_CALLBACK (clutter_behaviour_opacity_frame),
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behave);
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return CLUTTER_BEHAVIOUR(behave);
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}
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