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* clutter/clutter-backend.h: Remove #if 0's old backend_api (generating uneeded documentation)
213 lines
5.9 KiB
Plaintext
213 lines
5.9 KiB
Plaintext
<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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Clutter has a powerful and flexible framework for animating
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actors. The basis of which is the #ClutterTimeline class which
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reprents a period of time in frames. A #ClutterTimeline takes two
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parameters, a total number of frames and a frame rate (in frames per
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second). Once created, a signal ("new-frame") can be attached and
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then on starting (clutter_timeline_start()) the signal callback wil
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be called every time a new frame is reached. With the callback also
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receiving the current frame number this information can be used to
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modify actor properties and thus produce an animation.
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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_rotate_z (actor, (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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}
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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 (360, 60); /* num frames, fps */
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g_object_set(timeline, "loop", TRUE, NULL); /* have it loop */
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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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<para>
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Timelines will 'drop' frames if it appears the application cannot
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keep up with the requested framerate. The first and last frames are
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guaranteed to be called however. Read the #ClutterTimeline
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documentation for more information on how they can be manipulated.
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</para>
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<para>
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Timelines on there own are useful for simple animations but can be
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come very unweldy for more complex multiple actor animations. Also
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they can lead to much code duplication. The #ClutterAlpha and
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#ClutterBehaviour classes build on timelines to offer further
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animation functionality and avoid these problems.
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</para>
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<para>
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A #ClutterAlpha is a 'function if time' (note, not pixel alpha!). It is
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created by passing both a #ClutterTimelime and a
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#ClutterAlphaFunc. The Alpha then produces a value between 0 and
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CLUTTER_ALPHA_MAX. This value is dependant on both the position of
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the Alpha's supplied timeline and the supplied function used by the
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Alpha.
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</para>
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<para>
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Clutter comes with many predefined #ClutterAlphaFunc's including:
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#CLUTTER_ALPHA_RAMP_INC - A rising alpha value over time,
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#CLUTTER_ALPHA_RAMP_DEC - A decreasing alpha value over time,
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#CLUTTER_ALPHA_SINE, A sinewave etc.
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</para>
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<para>
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A #ClutterBehaviour is then 'driven' by a supplied #ClutterAlpha and
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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 #ClutterAlphaFunc - a
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#CLUTTER_ALPHA_RAMP_INC making it to move at constant speed along the
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path, a #CLUTTER_ALPHA_SINE making it alternate from one end of the
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path to the other with non constant speed.
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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 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 (100, 26); /* num frames, fps */
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g_object_set(timeline, "loop", TRUE, NULL); /* have it loop */
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/* Set an alpha func to power behaviour */
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alpha = clutter_alpha_new_full (timeline,
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CLUTTER_ALPHA_SINE,
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NULL, NULL);
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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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0.0, /* angle begin */
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360.0); /* angle end */
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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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return 0;
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}
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</programlisting>
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</example>
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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.
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</para>
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<para>
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Properties of the behaviour, alpha and timeline can be changed on
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the fly making animations. Experiment!
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</para>
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<para>
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ClutterEffects provide a simpler (but more limited) layer around the above.
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FIXME.
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</para>
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</chapter>
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