mutter/clutter/clutter-behaviours.c
Matthew Allum 2c41d38fed 2006-08-15 Matthew Allum <mallum@openedhand.com>
* 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)
2006-08-15 20:28:41 +00:00

274 lines
6.9 KiB
C

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