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bf378bc7cd
Use a per-class timeout pool into ClutterTimeline so that every timeline instance will use a pooled timeout function to execute the tick. This should make multiple timelines not starve the main loop.
819 lines
20 KiB
C
819 lines
20 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-timeline
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* @short_description: A base class for managing time based events such
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* as animations.
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*
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* #ClutterTimeline is a base class for managing time based events such
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* as animations.
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*/
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#ifndef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "clutter-timeout-pool.h"
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#include "clutter-timeline.h"
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#include "clutter-main.h"
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#include "clutter-marshal.h"
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#include "clutter-private.h"
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#include "clutter-debug.h"
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G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT);
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#define FPS_TO_INTERVAL(f) (1000 / (f))
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static ClutterTimeoutPool *timeline_pool = NULL;
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struct _ClutterTimelinePrivate
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{
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guint timeout_id;
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guint delay_id;
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guint fps;
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guint n_frames;
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guint current_frame_num;
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guint delay;
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gulong last_frame_msecs;
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gulong start_frame_secs;
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guint loop : 1;
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};
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enum
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{
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PROP_0,
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PROP_FPS,
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PROP_NUM_FRAMES,
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PROP_LOOP,
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PROP_DELAY
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};
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enum
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{
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NEW_FRAME,
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STARTED,
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PAUSED,
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COMPLETED,
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LAST_SIGNAL
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};
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static int timeline_signals[LAST_SIGNAL] = { 0 };
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/* Object */
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static void
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clutter_timeline_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterTimeline *timeline;
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ClutterTimelinePrivate *priv;
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timeline = CLUTTER_TIMELINE(object);
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priv = timeline->priv;
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switch (prop_id)
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{
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case PROP_FPS:
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clutter_timeline_set_speed (timeline, g_value_get_uint (value));
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break;
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case PROP_NUM_FRAMES:
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priv->n_frames = g_value_get_uint (value);
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break;
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case PROP_LOOP:
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priv->loop = g_value_get_boolean (value);
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break;
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case PROP_DELAY:
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priv->delay = g_value_get_uint (value);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_timeline_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterTimeline *timeline;
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ClutterTimelinePrivate *priv;
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timeline = CLUTTER_TIMELINE(object);
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priv = timeline->priv;
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switch (prop_id)
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{
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case PROP_FPS:
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g_value_set_uint (value, priv->fps);
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break;
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case PROP_NUM_FRAMES:
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g_value_set_uint (value, priv->n_frames);
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break;
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case PROP_LOOP:
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g_value_set_boolean (value, priv->loop);
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break;
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case PROP_DELAY:
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g_value_set_uint (value, priv->delay);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_timeline_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_timeline_parent_class)->finalize (object);
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}
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static void
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clutter_timeline_dispose (GObject *object)
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{
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ClutterTimeline *self = CLUTTER_TIMELINE(object);
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ClutterTimelinePrivate *priv;
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priv = self->priv;
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if (priv->delay_id)
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{
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clutter_timeout_pool_remove (timeline_pool, priv->delay_id);
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priv->delay_id = 0;
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}
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if (priv->timeout_id)
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{
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clutter_timeout_pool_remove (timeline_pool, priv->timeout_id);
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priv->timeout_id = 0;
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}
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G_OBJECT_CLASS (clutter_timeline_parent_class)->dispose (object);
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}
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static void
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clutter_timeline_class_init (ClutterTimelineClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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timeline_pool = clutter_timeout_pool_new (G_PRIORITY_DEFAULT + 30);
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object_class->set_property = clutter_timeline_set_property;
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object_class->get_property = clutter_timeline_get_property;
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object_class->finalize = clutter_timeline_finalize;
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object_class->dispose = clutter_timeline_dispose;
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g_type_class_add_private (klass, sizeof (ClutterTimelinePrivate));
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/**
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* ClutterTimeline:fps:
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*
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* Timeline frames per second. Because of the nature of the main
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* loop used by Clutter this is to be considered a best approximation.
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*/
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g_object_class_install_property (object_class,
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PROP_FPS,
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g_param_spec_uint ("fps",
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"Frames Per Second",
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"Timeline frames per second",
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0, 1000,
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50,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterTimeline:num-frames:
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*
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* Total number of frames for the timeline.
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*/
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g_object_class_install_property (object_class,
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PROP_NUM_FRAMES,
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g_param_spec_uint ("num-frames",
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"Total number of frames",
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"Timelines total number of frames",
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0, G_MAXUINT,
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0,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterTimeline:loop:
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*
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* Whether the timeline should automatically rewind and restart.
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*/
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g_object_class_install_property (object_class,
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PROP_LOOP,
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g_param_spec_boolean ("loop",
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"Loop",
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"Should the timeline automatically restart",
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FALSE,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterTimeline:delay:
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*
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* A delay, in milliseconds, that should be observed by the
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* timeline before actually starting.
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*
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* Since: 0.4
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*/
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g_object_class_install_property (object_class,
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PROP_DELAY,
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g_param_spec_uint ("delay",
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"Delay",
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"Delay before start",
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0, G_MAXUINT,
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0,
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G_PARAM_CONSTRUCT | CLUTTER_PARAM_READWRITE));
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/**
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* ClutterTimeline::new-frame:
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* @timeline: the timeline which received the signal
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* @frame_num: the number of the new frame
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*
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* The ::new-frame signal is emitted each time a new frame in the
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* timeline is reached.
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*/
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timeline_signals[NEW_FRAME] =
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g_signal_new ("new-frame",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, new_frame),
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NULL, NULL,
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clutter_marshal_VOID__INT,
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G_TYPE_NONE,
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1, G_TYPE_INT);
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timeline_signals[COMPLETED] =
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g_signal_new ("completed",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, completed),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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timeline_signals[STARTED] =
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g_signal_new ("started",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, started),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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timeline_signals[PAUSED] =
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g_signal_new ("paused",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, paused),
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NULL, NULL,
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clutter_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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}
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static void
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clutter_timeline_init (ClutterTimeline *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE (self,
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CLUTTER_TYPE_TIMELINE,
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ClutterTimelinePrivate);
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}
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static gboolean
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timeline_timeout_func (gpointer data)
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{
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ClutterTimeline *timeline = data;
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ClutterTimelinePrivate *priv;
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GTimeVal timeval;
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gint n_frames;
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gulong msecs;
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priv = timeline->priv;
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CLUTTER_TIMESTAMP (SCHEDULER, "Timeline:%p activated\n", timeline);
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/* Figure out potential frame skips */
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g_get_current_time (&timeval);
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/* Fire off signal */
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g_signal_emit (timeline, timeline_signals[NEW_FRAME],
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0, priv->current_frame_num);
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/* Signal frees timeline ? */
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if (timeline == NULL)
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return FALSE;
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/* Signal removes source ? */
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if (!priv->timeout_id)
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{
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clutter_timeline_stop (timeline);
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return FALSE;
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}
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if (priv->last_frame_msecs)
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{
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/* Check time diff from out last call and adjust number
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* of frames to advance accordingly.
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*/
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msecs = ((timeval.tv_sec - priv->start_frame_secs) * 1000)
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+ (timeval.tv_usec / 1000);
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n_frames = (msecs - priv->last_frame_msecs ) / (1000 / priv->fps);
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if (n_frames < 0)
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n_frames = 1;
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if (n_frames > 1)
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{
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CLUTTER_TIMESTAMP (SCHEDULER,
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"Timeline %p, skipping %i frames\n",
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timeline, n_frames);
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}
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}
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else
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{
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/* First frame, set up timings.*/
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priv->start_frame_secs = timeval.tv_sec;
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msecs = timeval.tv_usec / 1000;
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n_frames = 1;
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}
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priv->last_frame_msecs = msecs;
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/* Advance frames */
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priv->current_frame_num += n_frames;;
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/* Handle loop or stop */
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if (priv->current_frame_num > priv->n_frames)
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{
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priv->current_frame_num = priv->n_frames;
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if (n_frames > 1)
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{
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g_signal_emit (timeline, timeline_signals[NEW_FRAME],
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0, priv->current_frame_num);
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}
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if (priv->loop)
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{
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clutter_timeline_rewind (timeline);
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g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
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}
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else
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{
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clutter_timeline_stop (timeline);
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g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
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return FALSE;
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}
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}
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return TRUE;
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}
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static gboolean
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delay_timeout_func (gpointer data)
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{
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ClutterTimeline *timeline = data;
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ClutterTimelinePrivate *priv = timeline->priv;
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priv->delay_id = 0;
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priv->timeout_id = clutter_timeout_pool_add (timeline_pool,
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FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline,
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NULL);
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g_signal_emit (timeline, timeline_signals[STARTED], 0);
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return FALSE;
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}
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/**
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* clutter_timeline_start:
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* @timeline: A #ClutterTimeline
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*
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* Starts the #ClutterTimeline playing.
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**/
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void
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clutter_timeline_start (ClutterTimeline *timeline)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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if (priv->delay_id || priv->timeout_id)
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return;
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if (priv->delay)
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{
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priv->delay_id = clutter_timeout_pool_add (timeline_pool,
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priv->delay,
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delay_timeout_func,
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timeline,
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NULL);
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}
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else
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{
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priv->timeout_id = clutter_timeout_pool_add (timeline_pool,
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FPS_TO_INTERVAL (priv->fps),
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timeline_timeout_func,
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timeline,
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NULL);
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g_signal_emit (timeline, timeline_signals[STARTED], 0);
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}
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}
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/**
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* clutter_timeline_pause:
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* @timeline: A #ClutterTimeline
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*
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* Pauses the #ClutterTimeline on current frame
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**/
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void
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clutter_timeline_pause (ClutterTimeline *timeline)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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if (priv->delay_id)
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{
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clutter_timeout_pool_remove (timeline_pool, priv->delay_id);
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priv->delay_id = 0;
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}
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if (priv->timeout_id)
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{
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clutter_timeout_pool_remove (timeline_pool, priv->timeout_id);
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priv->timeout_id = 0;
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}
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priv->timeout_id = 0;
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priv->last_frame_msecs = 0;
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g_signal_emit (timeline, timeline_signals[PAUSED], 0);
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}
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/**
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* clutter_timeline_stop:
|
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* @timeline: A #ClutterTimeline
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*
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* Stops the #ClutterTimeline and moves to frame 0
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**/
|
|
void
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clutter_timeline_stop (ClutterTimeline *timeline)
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{
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clutter_timeline_pause (timeline);
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clutter_timeline_rewind (timeline);
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}
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/**
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* clutter_timeline_set_loop:
|
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* @timeline: a #ClutterTimeline
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* @loop: %TRUE for enable looping
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*
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* Sets whether @timeline should loop.
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*/
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void
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clutter_timeline_set_loop (ClutterTimeline *timeline,
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gboolean loop)
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{
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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|
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if (timeline->priv->loop != loop)
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{
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timeline->priv->loop = loop;
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g_object_notify (G_OBJECT (timeline), "loop");
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}
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}
|
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|
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/**
|
|
* clutter_timeline_get_loop:
|
|
* @timeline: a #ClutterTimeline
|
|
*
|
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* Gets whether @timeline is looping
|
|
*
|
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* Return value: %TRUE if the timeline is looping
|
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*/
|
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gboolean
|
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clutter_timeline_get_loop (ClutterTimeline *timeline)
|
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{
|
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g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
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return timeline->priv->loop;
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}
|
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|
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/**
|
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* clutter_timeline_rewind:
|
|
* @timeline: A #ClutterTimeline
|
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*
|
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* Rewinds #ClutterTimeline to frame 0.
|
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**/
|
|
void
|
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clutter_timeline_rewind (ClutterTimeline *timeline)
|
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{
|
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
|
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clutter_timeline_advance (timeline, 0);
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}
|
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|
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/**
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|
* clutter_timeline_skip:
|
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* @timeline: A #ClutterTimeline
|
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* @n_frames: Number of frames to skip
|
|
*
|
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* Advance timeline by requested number of frames.
|
|
**/
|
|
void
|
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clutter_timeline_skip (ClutterTimeline *timeline,
|
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guint n_frames)
|
|
{
|
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ClutterTimelinePrivate *priv;
|
|
|
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
|
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|
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priv = timeline->priv;
|
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|
|
priv->current_frame_num += n_frames;
|
|
|
|
if (priv->current_frame_num > priv->n_frames)
|
|
priv->current_frame_num = 1;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_advance:
|
|
* @timeline: A #ClutterTimeline
|
|
* @frame_num: Frame number to advance to
|
|
*
|
|
* Advance timeline to requested frame number
|
|
**/
|
|
void
|
|
clutter_timeline_advance (ClutterTimeline *timeline,
|
|
guint frame_num)
|
|
{
|
|
ClutterTimelinePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
|
|
|
|
priv = timeline->priv;
|
|
|
|
if (frame_num < priv->n_frames)
|
|
priv->current_frame_num = frame_num;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_get_current_frame:
|
|
* @timeline: A #ClutterTimeline
|
|
*
|
|
* Request the current frame number of the timeline.
|
|
*
|
|
* Return Value: current frame number
|
|
**/
|
|
gint
|
|
clutter_timeline_get_current_frame (ClutterTimeline *timeline)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
|
|
|
|
return timeline->priv->current_frame_num;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_get_n_frames:
|
|
* @timeline: A #ClutterTimeline
|
|
*
|
|
* Request the total number of frames for the #ClutterTimeline.
|
|
*
|
|
* Return Value: Number of frames for this #ClutterTimeline.
|
|
**/
|
|
guint
|
|
clutter_timeline_get_n_frames (ClutterTimeline *timeline)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
|
|
|
|
return timeline->priv->n_frames;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_set_n_frames:
|
|
* @timeline: a #ClutterTimeline
|
|
* @n_frames: the number of frames
|
|
*
|
|
* Sets the total number of frames for @timeline
|
|
*/
|
|
void
|
|
clutter_timeline_set_n_frames (ClutterTimeline *timeline,
|
|
guint n_frames)
|
|
{
|
|
ClutterTimelinePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
|
|
|
|
priv = timeline->priv;
|
|
|
|
if (priv->n_frames != n_frames)
|
|
{
|
|
g_object_ref (timeline);
|
|
|
|
priv->n_frames = n_frames;
|
|
|
|
g_object_notify (G_OBJECT (timeline), "num-frames");
|
|
g_object_unref (timeline);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_set_speed:
|
|
* @timeline: A #ClutterTimeline
|
|
* @fps: New speed of timeline as frames per second
|
|
*
|
|
* Set the speed in frames per second of the timeline.
|
|
**/
|
|
void
|
|
clutter_timeline_set_speed (ClutterTimeline *timeline,
|
|
guint fps)
|
|
{
|
|
ClutterTimelinePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
|
|
|
|
priv = timeline->priv;
|
|
|
|
if (priv->fps != fps)
|
|
{
|
|
g_object_ref (timeline);
|
|
|
|
priv->fps = fps;
|
|
|
|
/* if the timeline is playing restart */
|
|
if (priv->timeout_id)
|
|
{
|
|
clutter_timeout_pool_remove (timeline_pool, priv->timeout_id);
|
|
|
|
priv->timeout_id = clutter_timeout_pool_add (timeline_pool,
|
|
FPS_TO_INTERVAL (priv->fps),
|
|
timeline_timeout_func,
|
|
timeline, NULL);
|
|
}
|
|
|
|
g_object_notify (G_OBJECT (timeline), "fps");
|
|
g_object_unref (timeline);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_get_speed:
|
|
* @timeline: a #ClutterTimeline
|
|
*
|
|
* Gets the frames per second played by @timeline
|
|
*
|
|
* Return value: the number of frames per second.
|
|
*/
|
|
guint
|
|
clutter_timeline_get_speed (ClutterTimeline *timeline)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
|
|
|
|
return timeline->priv->fps;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_is_playing:
|
|
* @timeline: A #ClutterTimeline
|
|
*
|
|
* Query state of a #ClutterTimeline instance.
|
|
*
|
|
* Return Value: TRUE if timeline is currently playing, FALSE if not.
|
|
*/
|
|
gboolean
|
|
clutter_timeline_is_playing (ClutterTimeline *timeline)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
|
|
|
|
return (timeline->priv->timeout_id != 0);
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_clone:
|
|
* @timeline: #ClutterTimeline to duplicate.
|
|
*
|
|
* Create a new #ClutterTimeline instance which has property values
|
|
* matching that of supplied timeline. The cloned timeline will not
|
|
* be started and will not be positioned to the current position of
|
|
* @timeline: you will have to start it with clutter_timeline_start().
|
|
*
|
|
* Return Value: a new #ClutterTimeline, cloned from @timeline
|
|
*
|
|
* Since 0.4
|
|
*/
|
|
ClutterTimeline *
|
|
clutter_timeline_clone (ClutterTimeline *timeline)
|
|
{
|
|
ClutterTimeline *copy;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
|
|
|
|
copy = g_object_new (CLUTTER_TYPE_TIMELINE,
|
|
"fps", clutter_timeline_get_speed (timeline),
|
|
"num-frames", clutter_timeline_get_n_frames (timeline),
|
|
"loop", clutter_timeline_get_loop (timeline),
|
|
"delay", clutter_timeline_get_delay (timeline),
|
|
NULL);
|
|
|
|
return copy;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_new:
|
|
* @n_frames: the number of frames
|
|
* @fps: the number of frames per second
|
|
*
|
|
* Create a new #ClutterTimeline instance.
|
|
*
|
|
* Return Value: a new #ClutterTimeline
|
|
*/
|
|
ClutterTimeline*
|
|
clutter_timeline_new (guint n_frames,
|
|
guint fps)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_TIMELINE,
|
|
"fps", fps,
|
|
"num-frames", n_frames,
|
|
NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_get_delay:
|
|
* @timeline: a #ClutterTimeline
|
|
*
|
|
* Retrieves the delay set using clutter_timeline_set_delay().
|
|
*
|
|
* Return value: the delay in milliseconds.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
guint
|
|
clutter_timeline_get_delay (ClutterTimeline *timeline)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
|
|
|
|
return timeline->priv->delay;
|
|
}
|
|
|
|
/**
|
|
* clutter_timeline_set_delay:
|
|
* @timeline: a #ClutterTimeline
|
|
* @msecs: delay in milliseconds
|
|
*
|
|
* Sets the delay, in milliseconds, before @timeline should start.
|
|
*
|
|
* Since: 0.4
|
|
*/
|
|
void
|
|
clutter_timeline_set_delay (ClutterTimeline *timeline,
|
|
guint msecs)
|
|
{
|
|
ClutterTimelinePrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
|
|
g_return_if_fail (msecs > 0);
|
|
|
|
priv = timeline->priv;
|
|
|
|
if (priv->delay != msecs)
|
|
{
|
|
priv->delay = msecs;
|
|
g_object_notify (G_OBJECT (timeline), "delay");
|
|
}
|
|
}
|