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ab1dcb8033
ClutterAnimation currently inherits the initial floating reference semantics from GInitiallyUnowned. An Animation is, though, meant to be used as a top-level object, like a Timeline or a Behaviour, and not "owned" by another object. For this reason, the initial floating reference does not make any sense.
2086 lines
62 KiB
C
2086 lines
62 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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* Copyright (C) 2008 Intel Corporation.
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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, see <http://www.gnu.org/licenses/>.
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*
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* Author:
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* Emmanuele Bassi <ebassi@linux.intel.com>
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*/
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/**
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* SECTION:clutter-animation
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* @short_description: Simple implicit animations
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*
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* #ClutterAnimation is an object providing simple, implicit animations
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* for #GObject<!-- -->s.
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*
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* #ClutterAnimation instances will bind a #GObject property belonging
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* to a #GObject to a #ClutterInterval, and will then use a #ClutterTimeline
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* to interpolate the property between the initial and final values of the
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* interval.
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*
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* For convenience, it is possible to use the clutter_actor_animate()
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* function call which will take care of setting up and tearing down
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* a #ClutterAnimation instance and animate an actor between its current
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* state and the specified final state.
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*
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* #ClutterAnimation is available since Clutter 1.0
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*/
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include <glib-object.h>
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#include <gobject/gvaluecollector.h>
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#include "clutter-alpha.h"
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#include "clutter-animatable.h"
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#include "clutter-animation.h"
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#include "clutter-debug.h"
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#include "clutter-enum-types.h"
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#include "clutter-interval.h"
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#include "clutter-private.h"
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enum
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{
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PROP_0,
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PROP_OBJECT,
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PROP_MODE,
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PROP_DURATION,
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PROP_LOOP,
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PROP_TIMELINE,
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PROP_ALPHA
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};
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enum
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{
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STARTED,
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COMPLETED,
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LAST_SIGNAL
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};
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#define CLUTTER_ANIMATION_GET_PRIVATE(obj) (G_TYPE_INSTANCE_GET_PRIVATE ((obj), CLUTTER_TYPE_ANIMATION, ClutterAnimationPrivate))
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struct _ClutterAnimationPrivate
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{
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GObject *object;
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GHashTable *properties;
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gulong mode;
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guint loop : 1;
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guint duration;
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ClutterTimeline *timeline;
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guint timeline_started_id;
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guint timeline_completed_id;
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ClutterAlpha *alpha;
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guint alpha_notify_id;
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};
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static guint animation_signals[LAST_SIGNAL] = { 0, };
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static GQuark quark_object_animation = 0;
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G_DEFINE_TYPE (ClutterAnimation, clutter_animation, G_TYPE_OBJECT);
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static void on_animation_weak_notify (gpointer data,
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GObject *animation_pointer);
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static void
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clutter_animation_finalize (GObject *gobject)
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{
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ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
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CLUTTER_NOTE (ANIMATION, "Destroying properties hash table");
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g_hash_table_destroy (priv->properties);
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G_OBJECT_CLASS (clutter_animation_parent_class)->finalize (gobject);
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}
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static void
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clutter_animation_dispose (GObject *gobject)
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{
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ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
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if (priv->object)
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{
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g_object_weak_unref (G_OBJECT (gobject),
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on_animation_weak_notify,
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priv->object);
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g_object_set_qdata (priv->object, quark_object_animation, NULL);
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g_object_unref (priv->object);
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priv->object = NULL;
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}
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if (priv->timeline)
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{
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if (priv->timeline_started_id)
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{
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g_signal_handler_disconnect (priv->timeline,
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priv->timeline_started_id);
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priv->timeline_started_id = 0;
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}
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if (priv->timeline_completed_id)
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{
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g_signal_handler_disconnect (priv->timeline,
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priv->timeline_completed_id);
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priv->timeline_completed_id = 0;
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}
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g_object_unref (priv->timeline);
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priv->timeline = NULL;
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}
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if (priv->alpha)
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{
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if (priv->alpha_notify_id)
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{
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g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id);
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priv->alpha_notify_id = 0;
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}
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g_object_unref (priv->alpha);
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priv->alpha = NULL;
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}
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G_OBJECT_CLASS (clutter_animation_parent_class)->dispose (gobject);
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}
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static void
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clutter_animation_set_property (GObject *gobject,
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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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ClutterAnimation *animation = CLUTTER_ANIMATION (gobject);
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switch (prop_id)
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{
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case PROP_OBJECT:
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clutter_animation_set_object (animation, g_value_get_object (value));
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break;
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case PROP_MODE:
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clutter_animation_set_mode (animation, g_value_get_ulong (value));
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break;
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case PROP_DURATION:
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clutter_animation_set_duration (animation, g_value_get_uint (value));
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break;
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case PROP_LOOP:
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clutter_animation_set_loop (animation, g_value_get_boolean (value));
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break;
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case PROP_TIMELINE:
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clutter_animation_set_timeline (animation, g_value_get_object (value));
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break;
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case PROP_ALPHA:
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clutter_animation_set_alpha (animation, g_value_get_object (value));
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, 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_animation_get_property (GObject *gobject,
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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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ClutterAnimationPrivate *priv = CLUTTER_ANIMATION (gobject)->priv;
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switch (prop_id)
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{
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case PROP_OBJECT:
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g_value_set_object (value, priv->object);
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break;
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case PROP_MODE:
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g_value_set_ulong (value, priv->mode);
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break;
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case PROP_DURATION:
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g_value_set_uint (value, priv->duration);
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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_TIMELINE:
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g_value_set_object (value, priv->timeline);
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break;
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case PROP_ALPHA:
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g_value_set_object (value, priv->alpha);
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break;
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default:
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G_OBJECT_WARN_INVALID_PROPERTY_ID (gobject, 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_animation_class_init (ClutterAnimationClass *klass)
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{
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GObjectClass *gobject_class = G_OBJECT_CLASS (klass);
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GParamSpec *pspec;
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quark_object_animation =
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g_quark_from_static_string ("clutter-actor-animation");
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g_type_class_add_private (klass, sizeof (ClutterAnimationPrivate));
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gobject_class->set_property = clutter_animation_set_property;
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gobject_class->get_property = clutter_animation_get_property;
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gobject_class->dispose = clutter_animation_dispose;
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gobject_class->finalize = clutter_animation_finalize;
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/**
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* ClutterAnimation:objct:
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*
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* The #GObject to which the animation applies.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_object ("object",
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"Object",
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"Object to which the animation applies",
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G_TYPE_OBJECT,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_OBJECT, pspec);
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/**
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* ClutterAnimation:mode:
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*
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* The animation mode, either a value from #ClutterAnimationMode
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* or a value returned by clutter_alpha_register_func(). The
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* default value is %CLUTTER_LINEAR.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_ulong ("mode",
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"Mode",
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"The mode of the animation",
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0, G_MAXULONG,
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CLUTTER_LINEAR,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_MODE, pspec);
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/**
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* ClutterAnimation:duration:
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*
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* The duration of the animation, expressed in milliseconds.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_uint ("duration",
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"Duration",
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"Duration of the animation, in milliseconds",
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0, G_MAXUINT, 0,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_DURATION, pspec);
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/**
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* ClutterAnimation:loop:
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*
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* Whether the animation should loop.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_boolean ("loop",
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"Loop",
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"Whether the animation should loop",
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FALSE,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_LOOP, pspec);
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/**
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* ClutterAnimation:timeline:
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*
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* The #ClutterTimeline used by the animation.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_object ("timeline",
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"Timeline",
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"The timeline used by the animation",
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CLUTTER_TYPE_TIMELINE,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_TIMELINE, pspec);
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/**
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* ClutterAnimation:alpha:
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*
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* The #ClutterAlpha used by the animation.
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*
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* Since: 1.0
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*/
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pspec = g_param_spec_object ("alpha",
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"Alpha",
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"The alpha used by the animation",
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CLUTTER_TYPE_ALPHA,
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CLUTTER_PARAM_READWRITE);
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g_object_class_install_property (gobject_class, PROP_ALPHA, pspec);
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/**
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* ClutterAnimation::started:
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* @animation: the animation that emitted the signal
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*
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* The ::started signal is emitted once the animation has been
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* started
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*
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* Since: 1.0
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*/
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animation_signals[STARTED] =
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g_signal_new (I_("started"),
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G_TYPE_FROM_CLASS (klass),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterAnimationClass, started),
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NULL, NULL,
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g_cclosure_marshal_VOID__VOID,
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G_TYPE_NONE, 0);
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/**
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* ClutterAniamtion::completed:
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* @animation: the animation that emitted the signal
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*
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* The ::completed signal is emitted once the animation has
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* been completed.
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*
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* The @animation instance is guaranteed to be valid for the entire
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* duration of the signal emission chain.
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*
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* Since: 1.0
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*/
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animation_signals[COMPLETED] =
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g_signal_new (I_("completed"),
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G_TYPE_FROM_CLASS (klass),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterAnimationClass, completed),
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NULL, NULL,
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g_cclosure_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_animation_init (ClutterAnimation *self)
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{
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self->priv = CLUTTER_ANIMATION_GET_PRIVATE (self);
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self->priv->mode = CLUTTER_LINEAR;
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self->priv->properties =
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g_hash_table_new_full (g_str_hash, g_str_equal,
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(GDestroyNotify) g_free,
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(GDestroyNotify) g_object_unref);
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}
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static inline void
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clutter_animation_bind_property_internal (ClutterAnimation *animation,
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GParamSpec *pspec,
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ClutterInterval *interval)
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{
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ClutterAnimationPrivate *priv = animation->priv;
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if (!clutter_interval_validate (interval, pspec))
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{
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g_warning ("Cannot bind property '%s': the interval is out "
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"of bounds",
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pspec->name);
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return;
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}
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g_hash_table_insert (priv->properties,
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g_strdup (pspec->name),
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g_object_ref_sink (interval));
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}
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static inline void
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clutter_animation_update_property_internal (ClutterAnimation *animation,
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GParamSpec *pspec,
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ClutterInterval *interval)
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{
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ClutterAnimationPrivate *priv = animation->priv;
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if (!clutter_interval_validate (interval, pspec))
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{
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g_warning ("Cannot bind property '%s': the interval is out "
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"of bounds",
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pspec->name);
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return;
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}
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g_hash_table_replace (priv->properties,
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g_strdup (pspec->name),
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g_object_ref_sink (interval));
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}
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static GParamSpec *
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clutter_animation_validate_bind (ClutterAnimation *animation,
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const char *property_name,
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GType argtype)
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{
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ClutterAnimationPrivate *priv;
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GObjectClass *klass;
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GParamSpec *pspec;
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priv = animation->priv;
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if (G_UNLIKELY (!priv->object))
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{
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g_warning ("Cannot bind property '%s': the animation has no "
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"object set. You need to call clutter_animation_set_object() "
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"first to be able to bind a property",
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property_name);
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return NULL;
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}
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if (G_UNLIKELY (clutter_animation_has_property (animation, property_name)))
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{
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g_warning ("Cannot bind property '%s': the animation already has "
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"a bound property with the same name",
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property_name);
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return NULL;
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}
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klass = G_OBJECT_GET_CLASS (priv->object);
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pspec = g_object_class_find_property (klass, property_name);
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if (!pspec)
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{
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g_warning ("Cannot bind property '%s': objects of type '%s' have "
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"no such property",
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property_name,
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g_type_name (G_OBJECT_TYPE (priv->object)));
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return NULL;
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}
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if (!(pspec->flags & G_PARAM_WRITABLE))
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{
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g_warning ("Cannot bind property '%s': the property is not writable",
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property_name);
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return NULL;
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}
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if (!g_value_type_compatible (G_PARAM_SPEC_VALUE_TYPE (pspec),
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argtype))
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{
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g_warning ("Cannot bind property '%s': the interval value of "
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"type '%s' is not compatible with the property value "
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"of type '%s'",
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property_name,
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g_type_name (argtype),
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g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec)));
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return NULL;
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}
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return pspec;
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}
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/**
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* clutter_animation_bind_interval:
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* @animation: a #ClutterAnimation
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* @property_name: the property to control
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* @interval: (transfer full): a #ClutterInterval
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*
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* Binds @interval to the @property_name of the #GObject
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* attached to @animation. The #ClutterAnimation will take
|
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* ownership of the passed #ClutterInterval. For more information
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* about animations, see clutter_actor_animate().
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*
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* If you need to update the interval instance use
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* clutter_animation_update_property() instead.
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*
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* Return value: (transfer none): The animation itself.
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* Since: 1.0
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*/
|
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ClutterAnimation *
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clutter_animation_bind_interval (ClutterAnimation *animation,
|
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const gchar *property_name,
|
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ClutterInterval *interval)
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{
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GParamSpec *pspec;
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g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
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g_return_val_if_fail (property_name != NULL, NULL);
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g_return_val_if_fail (CLUTTER_IS_INTERVAL (interval), NULL);
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pspec = clutter_animation_validate_bind (animation, property_name,
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clutter_interval_get_value_type (interval));
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if (pspec == NULL)
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return NULL;
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clutter_animation_bind_property_internal (animation, pspec, interval);
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return animation;
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}
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|
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/**
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* clutter_animation_bind:
|
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* @animation: a #ClutterAnimation
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* @property_name: the property to control
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* @final: The final value of the property
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*
|
|
* Adds a single property with name @property_name to the
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* animation @animation. For more information about animations,
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* see clutter_actor_animate().
|
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*
|
|
* This method returns the animation primarily to make chained
|
|
* calls convenient in language bindings.
|
|
*
|
|
* Return value: (transfer none): The animation itself.
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_animation_bind (ClutterAnimation *animation,
|
|
const gchar *property_name,
|
|
const GValue *final)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
GParamSpec *pspec;
|
|
ClutterInterval *interval;
|
|
GType type;
|
|
GValue initial = { 0, };
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
g_return_val_if_fail (property_name != NULL, NULL);
|
|
|
|
priv = animation->priv;
|
|
|
|
type = G_VALUE_TYPE (final);
|
|
pspec = clutter_animation_validate_bind (animation, property_name,
|
|
type);
|
|
if (pspec == NULL)
|
|
return NULL;
|
|
|
|
g_value_init (&initial, G_PARAM_SPEC_VALUE_TYPE (pspec));
|
|
g_object_get_property (priv->object, property_name, &initial);
|
|
|
|
interval = clutter_interval_new_with_values (type, &initial, final);
|
|
g_value_unset (&initial);
|
|
|
|
clutter_animation_bind_property_internal (animation, pspec, interval);
|
|
|
|
return animation;
|
|
}
|
|
|
|
|
|
/**
|
|
* clutter_animation_unbind_property:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
*
|
|
* Removes @property_name from the list of animated properties.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_unbind_property (ClutterAnimation *animation,
|
|
const gchar *property_name)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (property_name != NULL);
|
|
|
|
priv = animation->priv;
|
|
|
|
if (!clutter_animation_has_property (animation, property_name))
|
|
{
|
|
g_warning ("Cannot unbind property '%s': the animation has "
|
|
"no bound property with that name",
|
|
property_name);
|
|
return;
|
|
}
|
|
|
|
g_hash_table_remove (priv->properties, property_name);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_has_property:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
*
|
|
* Checks whether @animation is controlling @property_name.
|
|
*
|
|
* Return value: %TRUE if the property is animated by the
|
|
* #ClutterAnimation, %FALSE otherwise
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
clutter_animation_has_property (ClutterAnimation *animation,
|
|
const gchar *property_name)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE);
|
|
g_return_val_if_fail (property_name != NULL, FALSE);
|
|
|
|
priv = animation->priv;
|
|
|
|
return g_hash_table_lookup (priv->properties, property_name) != NULL;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_update_interval:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
* @interval: a #ClutterInterval
|
|
*
|
|
* Changes the @interval for @property_name. The #ClutterAnimation
|
|
* will take ownership of the passed #ClutterInterval.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_update_interval (ClutterAnimation *animation,
|
|
const gchar *property_name,
|
|
ClutterInterval *interval)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
GObjectClass *klass;
|
|
GParamSpec *pspec;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (property_name != NULL);
|
|
g_return_if_fail (CLUTTER_IS_INTERVAL (interval));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (!clutter_animation_has_property (animation, property_name))
|
|
{
|
|
g_warning ("Cannot unbind property '%s': the animation has "
|
|
"no bound property with that name",
|
|
property_name);
|
|
return;
|
|
}
|
|
|
|
klass = G_OBJECT_GET_CLASS (priv->object);
|
|
pspec = g_object_class_find_property (klass, property_name);
|
|
if (!pspec)
|
|
{
|
|
g_warning ("Cannot bind property '%s': objects of type '%s' have "
|
|
"no such property",
|
|
property_name,
|
|
g_type_name (G_OBJECT_TYPE (priv->object)));
|
|
return;
|
|
}
|
|
|
|
if (!g_value_type_compatible (G_PARAM_SPEC_VALUE_TYPE (pspec),
|
|
clutter_interval_get_value_type (interval)))
|
|
{
|
|
g_warning ("Cannot bind property '%s': the interval value of "
|
|
"type '%s' is not compatible with the property value "
|
|
"of type '%s'",
|
|
property_name,
|
|
g_type_name (clutter_interval_get_value_type (interval)),
|
|
g_type_name (G_PARAM_SPEC_VALUE_TYPE (pspec)));
|
|
return;
|
|
}
|
|
|
|
clutter_animation_update_property_internal (animation, pspec, interval);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_interval:
|
|
* @animation: a #ClutterAnimation
|
|
* @property_name: name of the property
|
|
*
|
|
* Retrieves the #ClutterInterval associated to @property_name
|
|
* inside @animation.
|
|
*
|
|
* Return value: (transfer none): a #ClutterInterval or %NULL if no
|
|
* property with the same name was found. The returned interval is
|
|
* owned by the #ClutterAnimation and should not be unreferenced
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterInterval *
|
|
clutter_animation_get_interval (ClutterAnimation *animation,
|
|
const gchar *property_name)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
g_return_val_if_fail (property_name != NULL, NULL);
|
|
|
|
priv = animation->priv;
|
|
|
|
return g_hash_table_lookup (priv->properties, property_name);
|
|
}
|
|
|
|
static void
|
|
on_timeline_started (ClutterTimeline *timeline,
|
|
ClutterAnimation *animation)
|
|
{
|
|
g_signal_emit (animation, animation_signals[STARTED], 0);
|
|
}
|
|
|
|
static void
|
|
on_timeline_completed (ClutterTimeline *timeline,
|
|
ClutterAnimation *animation)
|
|
{
|
|
CLUTTER_NOTE (ANIMATION, "Timeline [%p] complete", timeline);
|
|
|
|
if (!animation->priv->loop)
|
|
g_signal_emit (animation, animation_signals[COMPLETED], 0);
|
|
}
|
|
|
|
static void
|
|
on_alpha_notify (GObject *gobject,
|
|
GParamSpec *pspec,
|
|
ClutterAnimation *animation)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
GList *properties, *p;
|
|
gdouble alpha_value;
|
|
gboolean is_animatable = FALSE;
|
|
ClutterAnimatable *animatable = NULL;
|
|
|
|
alpha_value = clutter_alpha_get_alpha (CLUTTER_ALPHA (gobject));
|
|
|
|
if (CLUTTER_IS_ANIMATABLE (priv->object))
|
|
{
|
|
animatable = CLUTTER_ANIMATABLE (priv->object);
|
|
is_animatable = TRUE;
|
|
}
|
|
|
|
g_object_freeze_notify (priv->object);
|
|
|
|
properties = g_hash_table_get_keys (priv->properties);
|
|
for (p = properties; p != NULL; p = p->next)
|
|
{
|
|
const gchar *p_name = p->data;
|
|
ClutterInterval *interval;
|
|
GValue value = { 0, };
|
|
|
|
interval = g_hash_table_lookup (priv->properties, p_name);
|
|
g_assert (CLUTTER_IS_INTERVAL (interval));
|
|
|
|
g_value_init (&value, clutter_interval_get_value_type (interval));
|
|
|
|
if (is_animatable)
|
|
{
|
|
const GValue *initial, *final;
|
|
|
|
initial = clutter_interval_peek_initial_value (interval);
|
|
final = clutter_interval_peek_final_value (interval);
|
|
|
|
CLUTTER_NOTE (ANIMATION, "Animatable property '%s'", p_name);
|
|
clutter_animatable_animate_property (animatable, animation,
|
|
p_name,
|
|
initial, final,
|
|
alpha_value,
|
|
&value);
|
|
|
|
g_object_set_property (priv->object, p_name, &value);
|
|
}
|
|
else
|
|
{
|
|
CLUTTER_NOTE (ANIMATION, "Standard property '%s'", p_name);
|
|
|
|
if (clutter_interval_compute_value (interval, alpha_value, &value))
|
|
g_object_set_property (priv->object, p_name, &value);
|
|
}
|
|
|
|
g_value_unset (&value);
|
|
}
|
|
|
|
g_list_free (properties);
|
|
|
|
g_object_thaw_notify (priv->object);
|
|
}
|
|
|
|
/*
|
|
* Removes the animation pointer from the qdata section of the
|
|
* actor attached to the animation
|
|
*/
|
|
static void
|
|
on_animation_weak_notify (gpointer data,
|
|
GObject *animation_pointer)
|
|
{
|
|
GObject *actor = data;
|
|
|
|
CLUTTER_NOTE (ANIMATION, "Removing Animation from actor %d[%p]",
|
|
clutter_actor_get_gid (CLUTTER_ACTOR (actor)),
|
|
actor);
|
|
|
|
g_object_set_qdata (actor, quark_object_animation, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_new:
|
|
*
|
|
* Creates a new #ClutterAnimation instance. You should set the
|
|
* #GObject to be animated using clutter_animation_set_object(),
|
|
* set the duration with clutter_animation_set_duration() and the
|
|
* easing mode using clutter_animation_set_mode().
|
|
*
|
|
* Use clutter_animation_bind() or clutter_animation_bind_interval()
|
|
* to define the properties to be animated. The interval and the
|
|
* animated properties can be updated at runtime.
|
|
*
|
|
* The clutter_actor_animate() and relative family of functions provide
|
|
* an easy way to animate a #ClutterActor and automatically manage the
|
|
* lifetime of a #ClutterAnimation instance, so you should consider using
|
|
* those functions instead of manually creating an animation.
|
|
*
|
|
* Return value: the newly created #ClutterAnimation. Use g_object_unref()
|
|
* to release the associated resources
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_animation_new (void)
|
|
{
|
|
return g_object_new (CLUTTER_TYPE_ANIMATION, NULL);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_object:
|
|
* @animation: a #ClutterAnimation
|
|
* @object: a #GObject
|
|
*
|
|
* Attaches @animation to @object. The #ClutterAnimation will take a
|
|
* reference on @object.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_object (ClutterAnimation *animation,
|
|
GObject *object)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (G_IS_OBJECT (object));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (priv->object)
|
|
{
|
|
g_object_weak_unref (G_OBJECT (animation),
|
|
on_animation_weak_notify,
|
|
priv->object);
|
|
g_object_set_qdata (priv->object, quark_object_animation, NULL);
|
|
g_object_unref (priv->object);
|
|
}
|
|
|
|
priv->object = g_object_ref (object);
|
|
g_object_weak_ref (G_OBJECT (animation),
|
|
on_animation_weak_notify,
|
|
priv->object);
|
|
g_object_set_qdata_full (G_OBJECT (priv->object),
|
|
quark_object_animation,
|
|
animation,
|
|
NULL);
|
|
|
|
g_object_notify (G_OBJECT (animation), "object");
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_object:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the #GObject attached to @animation.
|
|
*
|
|
* Return value: (transfer none): a #GObject
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
GObject *
|
|
clutter_animation_get_object (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
|
|
return animation->priv->object;
|
|
}
|
|
|
|
static inline void
|
|
clutter_animation_set_mode_internal (ClutterAnimation *animation,
|
|
ClutterAlpha *alpha)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
|
|
if (alpha)
|
|
clutter_alpha_set_mode (alpha, priv->mode);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_mode:
|
|
* @animation: a #ClutterAnimation
|
|
* @mode: an animation mode logical id
|
|
*
|
|
* Sets the animation @mode of @animation. The animation @mode is
|
|
* a logical id, either coming from the #ClutterAnimationMode enumeration
|
|
* or the return value of clutter_alpha_register_func().
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_mode (ClutterAnimation *animation,
|
|
gulong mode)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
|
|
priv = animation->priv;
|
|
|
|
priv->mode = mode;
|
|
clutter_animation_set_mode_internal (animation, priv->alpha);
|
|
|
|
g_object_notify (G_OBJECT (animation), "mode");
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_mode:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the animation mode of @animation, as set by
|
|
* clutter_animation_set_mode().
|
|
*
|
|
* Return value: the mode for the animation
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gulong
|
|
clutter_animation_get_mode (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), CLUTTER_LINEAR);
|
|
|
|
return animation->priv->mode;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_duration:
|
|
* @animation: a #ClutterAnimation
|
|
* @msecs: the duration in milliseconds
|
|
*
|
|
* Sets the duration of @animation in milliseconds.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_duration (ClutterAnimation *animation,
|
|
gint msecs)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
|
|
priv = animation->priv;
|
|
|
|
priv->duration = msecs;
|
|
|
|
if (priv->timeline)
|
|
{
|
|
gboolean was_playing;
|
|
|
|
was_playing = clutter_timeline_is_playing (priv->timeline);
|
|
if (was_playing)
|
|
clutter_timeline_stop (priv->timeline);
|
|
|
|
clutter_timeline_set_duration (priv->timeline, msecs);
|
|
|
|
if (was_playing)
|
|
clutter_timeline_start (priv->timeline);
|
|
}
|
|
|
|
g_object_notify (G_OBJECT (animation), "duration");
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_loop:
|
|
* @animation: a #ClutterAnimation
|
|
* @loop: %TRUE if the animation should loop
|
|
*
|
|
* Sets whether @animation should loop over itself once finished.
|
|
*
|
|
* A looping #ClutterAnimation will not emit the #ClutterAnimation::completed
|
|
* signal when finished.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_loop (ClutterAnimation *animation,
|
|
gboolean loop)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (priv->loop != loop)
|
|
{
|
|
priv->loop = loop;
|
|
|
|
if (priv->timeline)
|
|
clutter_timeline_set_loop (priv->timeline, priv->loop);
|
|
|
|
g_object_notify (G_OBJECT (animation), "loop");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_loop:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves whether @animation is looping.
|
|
*
|
|
* Return value: %TRUE if the animation is looping
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
gboolean
|
|
clutter_animation_get_loop (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), FALSE);
|
|
|
|
return animation->priv->loop;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_duration:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the duration of @animation, in milliseconds.
|
|
*
|
|
* Return value: the duration of the animation
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
guint
|
|
clutter_animation_get_duration (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), 0);
|
|
|
|
return animation->priv->duration;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_timeline:
|
|
* @animation: a #ClutterAnimation
|
|
* @timeline: a #ClutterTimeline or %NULL
|
|
*
|
|
* Sets the #ClutterTimeline used by @animation.
|
|
*
|
|
* The #ClutterAnimation:duration and #ClutterAnimation:loop properties
|
|
* will be set using the corresponding #ClutterTimeline properties as a
|
|
* side effect.
|
|
*
|
|
* If @timeline is %NULL a new #ClutterTimeline will be constructed
|
|
* using the current values of the #ClutterAnimation:duration and
|
|
* #ClutterAnimation:loop properties.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_timeline (ClutterAnimation *animation,
|
|
ClutterTimeline *timeline)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (timeline == NULL || CLUTTER_IS_TIMELINE (timeline));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (timeline && priv->timeline == timeline)
|
|
return;
|
|
|
|
g_object_freeze_notify (G_OBJECT (animation));
|
|
|
|
if (priv->timeline)
|
|
{
|
|
if (priv->timeline_started_id)
|
|
g_signal_handler_disconnect (priv->timeline,
|
|
priv->timeline_started_id);
|
|
|
|
if (priv->timeline_completed_id)
|
|
g_signal_handler_disconnect (priv->timeline,
|
|
priv->timeline_completed_id);
|
|
|
|
g_object_unref (priv->timeline);
|
|
priv->timeline_started_id = 0;
|
|
priv->timeline_completed_id = 0;
|
|
priv->timeline = 0;
|
|
}
|
|
|
|
if (!timeline)
|
|
timeline = g_object_new (CLUTTER_TYPE_TIMELINE,
|
|
"duration", priv->duration,
|
|
"loop", priv->loop,
|
|
NULL);
|
|
else
|
|
{
|
|
priv->duration = clutter_timeline_get_duration (timeline);
|
|
g_object_notify (G_OBJECT (animation), "duration");
|
|
|
|
priv->loop = clutter_timeline_get_loop (timeline);
|
|
g_object_notify (G_OBJECT (animation), "loop");
|
|
}
|
|
|
|
priv->timeline = g_object_ref (timeline);
|
|
g_object_notify (G_OBJECT (animation), "timeline");
|
|
|
|
priv->timeline_started_id =
|
|
g_signal_connect (timeline, "started",
|
|
G_CALLBACK (on_timeline_started),
|
|
animation);
|
|
priv->timeline_completed_id =
|
|
g_signal_connect (timeline, "completed",
|
|
G_CALLBACK (on_timeline_completed),
|
|
animation);
|
|
|
|
g_object_thaw_notify (G_OBJECT (animation));
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_timeline:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the #ClutterTimeline used by @animation
|
|
*
|
|
* Return value: (transfer none): the timeline used by the animation
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterTimeline *
|
|
clutter_animation_get_timeline (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
|
|
return animation->priv->timeline;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_set_alpha:
|
|
* @animation: a #ClutterAnimation
|
|
* @alpha: a #ClutterAlpha, or %NULL
|
|
*
|
|
* Sets @alpha as the #ClutterAlpha used by @animation.
|
|
*
|
|
* If @alpha is %NULL, a new #ClutterAlpha will be constructed from
|
|
* the current values of the #ClutterAnimation:mode and
|
|
* #ClutterAnimation:timeline properties.
|
|
*
|
|
* If @alpha is not %NULL, the #ClutterAnimation will take ownership
|
|
* of the #ClutterAlpha instance.
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_set_alpha (ClutterAnimation *animation,
|
|
ClutterAlpha *alpha)
|
|
{
|
|
ClutterAnimationPrivate *priv;
|
|
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
g_return_if_fail (alpha == NULL || CLUTTER_IS_ALPHA (alpha));
|
|
|
|
priv = animation->priv;
|
|
|
|
if (!alpha)
|
|
{
|
|
ClutterTimeline *timeline;
|
|
|
|
timeline = clutter_animation_get_timeline (animation);
|
|
|
|
alpha = clutter_alpha_new ();
|
|
clutter_alpha_set_timeline (alpha, timeline);
|
|
clutter_animation_set_mode_internal (animation, alpha);
|
|
}
|
|
|
|
g_object_ref_sink (alpha);
|
|
|
|
if (priv->alpha)
|
|
{
|
|
if (priv->alpha_notify_id)
|
|
g_signal_handler_disconnect (priv->alpha, priv->alpha_notify_id);
|
|
|
|
g_object_unref (priv->alpha);
|
|
priv->alpha_notify_id = 0;
|
|
priv->alpha = NULL;
|
|
}
|
|
|
|
priv->alpha = alpha;
|
|
|
|
priv->alpha_notify_id =
|
|
g_signal_connect (alpha, "notify::alpha",
|
|
G_CALLBACK (on_alpha_notify),
|
|
animation);
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_get_alpha:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Retrieves the #ClutterAlpha used by @animation.
|
|
*
|
|
* Return value: (transfer none): the alpha object used by the animation
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAlpha *
|
|
clutter_animation_get_alpha (ClutterAnimation *animation)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ANIMATION (animation), NULL);
|
|
|
|
return animation->priv->alpha;
|
|
}
|
|
|
|
/**
|
|
* clutter_animation_completed:
|
|
* @animation: a #ClutterAnimation
|
|
*
|
|
* Emits the ::completed signal on @animation
|
|
*
|
|
* When using this function with a #ClutterAnimation created
|
|
* by the clutter_actor_animate() family of functions, @animation
|
|
* will be unreferenced and it will not be valid anymore,
|
|
* unless g_object_ref() was called before calling this function
|
|
* or unless a reference was taken inside a handler for the
|
|
* #ClutterAnimation::completed signal
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
void
|
|
clutter_animation_completed (ClutterAnimation *animation)
|
|
{
|
|
g_return_if_fail (CLUTTER_IS_ANIMATION (animation));
|
|
|
|
g_signal_emit (animation, animation_signals[COMPLETED], 0);
|
|
}
|
|
|
|
static void
|
|
on_animation_completed (ClutterAnimation *animation)
|
|
{
|
|
CLUTTER_NOTE (ANIMATION, "Animation[%p] completed, unreferencing",
|
|
animation);
|
|
|
|
g_object_unref (animation);
|
|
}
|
|
|
|
/*
|
|
* starts the timeline
|
|
*/
|
|
static void
|
|
clutter_animation_start (ClutterAnimation *animation)
|
|
{
|
|
if (G_LIKELY (animation->priv->timeline))
|
|
clutter_timeline_start (animation->priv->timeline);
|
|
else
|
|
{
|
|
/* sanity check */
|
|
g_warning (G_STRLOC ": no timeline found, unable to start the animation");
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_animation_setup_property (ClutterAnimation *animation,
|
|
const gchar *property_name,
|
|
const GValue *value,
|
|
GParamSpec *pspec)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
gboolean is_fixed = FALSE;
|
|
GValue real_value = { 0, };
|
|
|
|
/* fixed properties will not be animated */
|
|
if (g_str_has_prefix (property_name, "fixed::"))
|
|
{
|
|
is_fixed = TRUE;
|
|
property_name += 7; /* strlen("fixed::") */
|
|
}
|
|
|
|
if (pspec->flags & G_PARAM_CONSTRUCT_ONLY)
|
|
{
|
|
g_warning ("Cannot bind property '%s': the property is "
|
|
"construct-only",
|
|
property_name);
|
|
return;
|
|
}
|
|
|
|
if (!(pspec->flags & G_PARAM_WRITABLE))
|
|
{
|
|
g_warning ("Cannot bind property '%s': the property is "
|
|
"not writable",
|
|
property_name);
|
|
return;
|
|
}
|
|
|
|
/* initialize the real value that will be used to store the
|
|
* final state of the animation
|
|
*/
|
|
g_value_init (&real_value, G_PARAM_SPEC_VALUE_TYPE (pspec));
|
|
|
|
/* if it's not the same type of the GParamSpec value, try to
|
|
* convert it using the GValue transformation API, otherwise
|
|
* just copy it
|
|
*/
|
|
if (!g_type_is_a (G_VALUE_TYPE (value), G_VALUE_TYPE (&real_value)))
|
|
{
|
|
if (!g_value_type_compatible (G_VALUE_TYPE (value),
|
|
G_VALUE_TYPE (&real_value)) &&
|
|
!g_value_type_compatible (G_VALUE_TYPE (&real_value),
|
|
G_VALUE_TYPE (value)))
|
|
{
|
|
g_warning ("%s: Unable to convert from %s to %s for "
|
|
"the property '%s' of object %s",
|
|
G_STRLOC,
|
|
g_type_name (G_VALUE_TYPE (value)),
|
|
g_type_name (G_VALUE_TYPE (&real_value)),
|
|
property_name,
|
|
G_OBJECT_TYPE_NAME (priv->object));
|
|
g_value_unset (&real_value);
|
|
return;
|
|
}
|
|
|
|
if (!g_value_transform (value, &real_value))
|
|
{
|
|
g_warning ("%s: Unable to transform from %s to %s",
|
|
G_STRLOC,
|
|
g_type_name (G_VALUE_TYPE (value)),
|
|
g_type_name (G_VALUE_TYPE (&real_value)));
|
|
g_value_unset (&real_value);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
g_value_copy (value, &real_value);
|
|
|
|
/* create an interval and bind it to the property, in case
|
|
* it's not a fixed property, otherwise just set it
|
|
*/
|
|
if (G_LIKELY (!is_fixed))
|
|
{
|
|
ClutterInterval *interval;
|
|
GValue cur_value = { 0, };
|
|
|
|
g_value_init (&cur_value, G_PARAM_SPEC_VALUE_TYPE (pspec));
|
|
g_object_get_property (priv->object, property_name, &cur_value);
|
|
|
|
interval =
|
|
clutter_interval_new_with_values (G_PARAM_SPEC_VALUE_TYPE (pspec),
|
|
&cur_value,
|
|
&real_value);
|
|
|
|
if (!clutter_animation_has_property (animation, pspec->name))
|
|
clutter_animation_bind_property_internal (animation,
|
|
pspec,
|
|
interval);
|
|
else
|
|
clutter_animation_update_property_internal (animation,
|
|
pspec,
|
|
interval);
|
|
|
|
g_value_unset (&cur_value);
|
|
}
|
|
else
|
|
g_object_set_property (priv->object, property_name, &real_value);
|
|
|
|
g_value_unset (&real_value);
|
|
}
|
|
|
|
static void
|
|
clutter_animation_setupv (ClutterAnimation *animation,
|
|
gint n_properties,
|
|
const gchar * const properties[],
|
|
const GValue *values)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
GObjectClass *klass;
|
|
gint i;
|
|
|
|
klass = G_OBJECT_GET_CLASS (priv->object);
|
|
|
|
for (i = 0; i < n_properties; i++)
|
|
{
|
|
const gchar *property_name = properties[i];
|
|
GParamSpec *pspec;
|
|
|
|
if (g_str_has_prefix (property_name, "fixed::"))
|
|
property_name += 7; /* strlen("fixed::") */
|
|
|
|
pspec = g_object_class_find_property (klass, property_name);
|
|
if (!pspec)
|
|
{
|
|
g_warning ("Cannot bind property '%s': objects of type '%s' do "
|
|
"not have this property",
|
|
property_name,
|
|
g_type_name (G_OBJECT_TYPE (priv->object)));
|
|
break;
|
|
}
|
|
|
|
clutter_animation_setup_property (animation, property_name,
|
|
&values[i],
|
|
pspec);
|
|
}
|
|
}
|
|
|
|
static void
|
|
clutter_animation_setup_valist (ClutterAnimation *animation,
|
|
const gchar *first_property_name,
|
|
va_list var_args)
|
|
{
|
|
ClutterAnimationPrivate *priv = animation->priv;
|
|
GObjectClass *klass;
|
|
const gchar *property_name;
|
|
|
|
klass = G_OBJECT_GET_CLASS (priv->object);
|
|
|
|
property_name = first_property_name;
|
|
while (property_name != NULL)
|
|
{
|
|
GParamSpec *pspec;
|
|
GValue final = { 0, };
|
|
gchar *error = NULL;
|
|
|
|
if (g_str_has_prefix (property_name, "signal::"))
|
|
{
|
|
const gchar *signal_name = property_name + 8;
|
|
GCallback callback = va_arg (var_args, GCallback);
|
|
gpointer userdata = va_arg (var_args, gpointer);
|
|
|
|
g_signal_connect (animation, signal_name, callback, userdata);
|
|
}
|
|
else
|
|
{
|
|
if (g_str_has_prefix (property_name, "fixed::"))
|
|
property_name += 7; /* strlen("fixed::") */
|
|
|
|
pspec = g_object_class_find_property (klass, property_name);
|
|
if (!pspec)
|
|
{
|
|
g_warning ("Cannot bind property '%s': objects of type '%s' do "
|
|
"not have this property",
|
|
property_name,
|
|
g_type_name (G_OBJECT_TYPE (priv->object)));
|
|
break;
|
|
}
|
|
|
|
g_value_init (&final, G_PARAM_SPEC_VALUE_TYPE (pspec));
|
|
G_VALUE_COLLECT (&final, var_args, 0, &error);
|
|
if (error)
|
|
{
|
|
g_warning ("%s: %s", G_STRLOC, error);
|
|
g_free (error);
|
|
break;
|
|
}
|
|
|
|
clutter_animation_setup_property (animation, property_name,
|
|
&final,
|
|
pspec);
|
|
}
|
|
|
|
property_name = va_arg (var_args, gchar*);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate_with_alpha:
|
|
* @actor: a #ClutterActor
|
|
* @alpha: a #ClutterAlpha
|
|
* @first_property_name: the name of a property
|
|
* @VarArgs: a %NULL terminated list of property names and
|
|
* property values
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite behaviour given by the passed @alpha.
|
|
*
|
|
* See clutter_actor_animate() for further details.
|
|
*
|
|
* This function is useful if you want to use an existing #ClutterAlpha
|
|
* to animate @actor.
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is owned by the
|
|
* #ClutterActor and should not be unreferenced with g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate_with_alpha (ClutterActor *actor,
|
|
ClutterAlpha *alpha,
|
|
const gchar *first_property_name,
|
|
...)
|
|
{
|
|
ClutterAnimation *animation;
|
|
ClutterTimeline *timeline;
|
|
va_list args;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL);
|
|
g_return_val_if_fail (first_property_name != NULL, NULL);
|
|
|
|
timeline = clutter_alpha_get_timeline (alpha);
|
|
if (G_UNLIKELY (!timeline))
|
|
{
|
|
g_warning ("The passed ClutterAlpha does not have an "
|
|
"associated ClutterTimeline.");
|
|
return NULL;
|
|
}
|
|
|
|
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
|
|
if (G_LIKELY (!animation))
|
|
{
|
|
animation = clutter_animation_new ();
|
|
|
|
g_signal_connect (animation, "completed",
|
|
G_CALLBACK (on_animation_completed),
|
|
NULL);
|
|
|
|
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
|
|
}
|
|
else
|
|
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
|
|
|
|
clutter_animation_set_timeline (animation, timeline);
|
|
clutter_animation_set_alpha (animation, alpha);
|
|
clutter_animation_set_object (animation, G_OBJECT (actor));
|
|
|
|
va_start (args, first_property_name);
|
|
clutter_animation_setup_valist (animation, first_property_name, args);
|
|
va_end (args);
|
|
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate_with_timeline:
|
|
* @actor: a #ClutterActor
|
|
* @mode: an animation mode logical id
|
|
* @timeline: a #ClutterTimeline
|
|
* @first_property_name: the name of a property
|
|
* @VarArgs: a %NULL terminated list of property names and
|
|
* property values
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite duration given by @timeline and a speed given by the @mode.
|
|
*
|
|
* See clutter_actor_animate() for further details.
|
|
*
|
|
* This function is useful if you want to use an existing timeline
|
|
* to animate @actor.
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is
|
|
* owned by the #ClutterActor and should not be unreferenced with
|
|
* g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate_with_timeline (ClutterActor *actor,
|
|
gulong mode,
|
|
ClutterTimeline *timeline,
|
|
const gchar *first_property_name,
|
|
...)
|
|
{
|
|
ClutterAnimation *animation;
|
|
va_list args;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
|
|
g_return_val_if_fail (first_property_name != NULL, NULL);
|
|
|
|
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
|
|
if (G_LIKELY (!animation))
|
|
{
|
|
animation = clutter_animation_new ();
|
|
|
|
g_signal_connect (animation, "completed",
|
|
G_CALLBACK (on_animation_completed),
|
|
NULL);
|
|
|
|
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
|
|
}
|
|
else
|
|
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
|
|
|
|
clutter_animation_set_timeline (animation, timeline);
|
|
clutter_animation_set_alpha (animation, NULL);
|
|
clutter_animation_set_mode (animation, mode);
|
|
clutter_animation_set_object (animation, G_OBJECT (actor));
|
|
|
|
va_start (args, first_property_name);
|
|
clutter_animation_setup_valist (animation, first_property_name, args);
|
|
va_end (args);
|
|
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate:
|
|
* @actor: a #ClutterActor
|
|
* @mode: an animation mode logical id
|
|
* @duration: duration of the animation, in milliseconds
|
|
* @first_property_name: the name of a property
|
|
* @VarArgs: a %NULL terminated list of property names and
|
|
* property values
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite duration and a speed given by the @mode.
|
|
*
|
|
* For example, this:
|
|
*
|
|
* |[
|
|
* clutter_actor_animate (rectangle, CLUTTER_LINEAR, 250,
|
|
* "width", 100,
|
|
* "height", 100,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* will make width and height properties of the #ClutterActor "rectangle"
|
|
* grow linearly between the current value and 100 pixels, in 250 milliseconds.
|
|
*
|
|
* The animation @mode is a logical id, either from the #ClutterAnimationMode
|
|
* enumeration of from clutter_alpha_register_func().
|
|
*
|
|
* All the properties specified will be animated between the current value
|
|
* and the final value. If a property should be set at the beginning of
|
|
* the animation but not updated during the animation, it should be prefixed
|
|
* by the "fixed::" string, for instance:
|
|
*
|
|
* |[
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN, 100,
|
|
* "rotation-angle-z", 360,
|
|
* "fixed::rotation-center-z", &center,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* Will animate the "rotation-angle-z" property between the current value
|
|
* and 360 degrees, and set the "rotation-center-z" property to the fixed
|
|
* value of the #ClutterVertex "center".
|
|
*
|
|
* This function will implicitly create a #ClutterAnimation object which
|
|
* will be assigned to the @actor and will be returned to the developer
|
|
* to control the animation or to know when the animation has been
|
|
* completed.
|
|
*
|
|
* If a name argument starts with "signal::" the two following arguments
|
|
* are used as callback function and userdata for a signal handler installed
|
|
* on the #ClutterAnimation object for the specified signal name, for
|
|
* instance:
|
|
*
|
|
* |[
|
|
*
|
|
* static void
|
|
* on_animation_completed (ClutterAnimation *animation,
|
|
* ClutterActor *actor)
|
|
* {
|
|
* clutter_actor_hide (actor);
|
|
* }
|
|
*
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN, 100,
|
|
* "opacity", 0,
|
|
* "signal::completed", on_animation_completed, actor,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* Calling this function on an actor that is already being animated
|
|
* will cause the current animation to change with the new final values,
|
|
* the new easing mode and the new duration - that is, this code:
|
|
*
|
|
* |[
|
|
* clutter_actor_animate (actor, CLUTTER_LINEAR, 250,
|
|
* "width", 100,
|
|
* "height", 100,
|
|
* NULL);
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500,
|
|
* "x", 100,
|
|
* "y", 100,
|
|
* "width", 200,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* is the equivalent of:
|
|
*
|
|
* |[
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 500,
|
|
* "x", 100,
|
|
* "y", 100,
|
|
* "width", 200,
|
|
* "height", 100,
|
|
* NULL);
|
|
* ]|
|
|
*
|
|
* <note>Unless the animation is looping, it will become invalid as soon
|
|
* as it is complete. To avoid this, you should keep a reference on the
|
|
* returned value using g_object_ref(). If you want to keep the animation
|
|
* alive across multiple cycles, you also have to add a reference each
|
|
* time the #ClutterAnimation::completed signal is emitted.</note>
|
|
*
|
|
* Since the created #ClutterAnimation instance attached to @actor
|
|
* is guaranteed to be valid throughout the #ClutterAnimation::completed
|
|
* signal emission chain, you will not be able to create a new animation
|
|
* using clutter_actor_animate() on the same @actor from within the
|
|
* #ClutterAnimation::completed signal handler. Instead, you should use
|
|
* clutter_threads_add_idle() to install an idle handler and call
|
|
* clutter_actor_animate() in the handler, for instance:
|
|
*
|
|
* |[
|
|
* static gboolean
|
|
* queue_animation (gpointer data)
|
|
* {
|
|
* ClutterActor *actor = data;
|
|
*
|
|
* clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250,
|
|
* "width", 200,
|
|
* "height", 200,
|
|
* NULL);
|
|
*
|
|
* return FALSE;
|
|
* }
|
|
*
|
|
* static void
|
|
* on_animation_completed (ClutterAnimation *animation)
|
|
* {
|
|
* clutter_threads_add_idle (queue_animation,
|
|
* clutter_animation_get_object (animation));
|
|
* }
|
|
*
|
|
* ...
|
|
* animation = clutter_actor_animate (actor, CLUTTER_EASE_IN_CUBIC, 250,
|
|
* "x", 100,
|
|
* "y", 100,
|
|
* NULL);
|
|
* g_signal_connect (animation, "completed",
|
|
* G_CALLBACK (on_animation_completed),
|
|
* NULL);
|
|
* ...
|
|
* ]|
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is
|
|
* owned by the #ClutterActor and should not be unreferenced with
|
|
* g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate (ClutterActor *actor,
|
|
gulong mode,
|
|
guint duration,
|
|
const gchar *first_property_name,
|
|
...)
|
|
{
|
|
ClutterAnimation *animation;
|
|
va_list args;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL);
|
|
g_return_val_if_fail (duration > 0, NULL);
|
|
g_return_val_if_fail (first_property_name != NULL, NULL);
|
|
|
|
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
|
|
if (G_LIKELY (!animation))
|
|
{
|
|
/* if there is no animation already attached to the actor,
|
|
* create one and set up the timeline and alpha using the
|
|
* current values for duration, mode and loop
|
|
*/
|
|
animation = clutter_animation_new ();
|
|
clutter_animation_set_timeline (animation, NULL);
|
|
clutter_animation_set_alpha (animation, NULL);
|
|
clutter_animation_set_object (animation, G_OBJECT (actor));
|
|
|
|
g_signal_connect (animation, "completed",
|
|
G_CALLBACK (on_animation_completed),
|
|
NULL);
|
|
|
|
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
|
|
}
|
|
else
|
|
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
|
|
|
|
/* force the update of duration and mode using the new
|
|
* values coming from the parameters of this function
|
|
*/
|
|
clutter_animation_set_duration (animation, duration);
|
|
clutter_animation_set_mode (animation, mode);
|
|
|
|
va_start (args, first_property_name);
|
|
clutter_animation_setup_valist (animation, first_property_name, args);
|
|
va_end (args);
|
|
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animatev:
|
|
* @actor: a #ClutterActor
|
|
* @mode: an animation mode logical id
|
|
* @duration: duration of the animation, in milliseconds
|
|
* @n_properties: number of property names and values
|
|
* @properties: (array length=n_properties): a vector containing the
|
|
* property names to set
|
|
* @values: (array length=n_properies): a vector containing the
|
|
* property values to set
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite duration and a speed given by the @mode.
|
|
*
|
|
* This is the vector-based variant of clutter_actor_animate(), useful
|
|
* for language bindings.
|
|
*
|
|
* <warning>Unlike clutter_actor_animate(), this function will not
|
|
* allow you to specify "signal::" names and callbacks.</warning>
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is
|
|
* owned by the #ClutterActor and should not be unreferenced with
|
|
* g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animatev (ClutterActor *actor,
|
|
gulong mode,
|
|
guint duration,
|
|
gint n_properties,
|
|
const gchar * const properties[],
|
|
const GValue *values)
|
|
{
|
|
ClutterAnimation *animation;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (mode != CLUTTER_CUSTOM_MODE, NULL);
|
|
g_return_val_if_fail (duration > 0, NULL);
|
|
g_return_val_if_fail (properties != NULL, NULL);
|
|
g_return_val_if_fail (values != NULL, NULL);
|
|
|
|
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
|
|
if (G_LIKELY (!animation))
|
|
{
|
|
/* if there is no animation already attached to the actor,
|
|
* create one and set up the timeline and alpha using the
|
|
* current values for duration, mode and loop
|
|
*/
|
|
animation = clutter_animation_new ();
|
|
clutter_animation_set_timeline (animation, NULL);
|
|
clutter_animation_set_alpha (animation, NULL);
|
|
clutter_animation_set_object (animation, G_OBJECT (actor));
|
|
|
|
g_signal_connect (animation, "completed",
|
|
G_CALLBACK (on_animation_completed),
|
|
NULL);
|
|
|
|
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
|
|
}
|
|
else
|
|
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
|
|
|
|
/* force the update of duration and mode using the new
|
|
* values coming from the parameters of this function
|
|
*/
|
|
clutter_animation_set_duration (animation, duration);
|
|
clutter_animation_set_mode (animation, mode);
|
|
clutter_animation_setupv (animation, n_properties, properties, values);
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate_with_timelinev:
|
|
* @actor: a #ClutterActor
|
|
* @mode: an animation mode logical id
|
|
* @timeline: a #ClutterTimeline
|
|
* @n_properties: number of property names and values
|
|
* @properties: (array length=n_properties): a vector containing the
|
|
* property names to set
|
|
* @values: (array length=n_properies): a vector containing the
|
|
* property values to set
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite duration given by @timeline and a speed given by the @mode.
|
|
*
|
|
* See clutter_actor_animate() for further details.
|
|
*
|
|
* This function is useful if you want to use an existing timeline
|
|
* to animate @actor.
|
|
*
|
|
* This is the vector-based variant of clutter_actor_animate_with_timeline(),
|
|
* useful for language bindings.
|
|
*
|
|
* <warning>Unlike clutter_actor_animate_with_timeline(), this function
|
|
* will not allow you to specify "signal::" names and callbacks.</warning>
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is
|
|
* owned by the #ClutterActor and should not be unreferenced with
|
|
* g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate_with_timelinev (ClutterActor *actor,
|
|
gulong mode,
|
|
ClutterTimeline *timeline,
|
|
gint n_properties,
|
|
const gchar * const properties[],
|
|
const GValue *values)
|
|
{
|
|
ClutterAnimation *animation;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
|
|
g_return_val_if_fail (properties != NULL, NULL);
|
|
g_return_val_if_fail (values != NULL, NULL);
|
|
|
|
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
|
|
if (G_LIKELY (!animation))
|
|
{
|
|
animation = clutter_animation_new ();
|
|
|
|
g_signal_connect (animation, "completed",
|
|
G_CALLBACK (on_animation_completed),
|
|
NULL);
|
|
|
|
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
|
|
}
|
|
else
|
|
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
|
|
|
|
clutter_animation_set_timeline (animation, timeline);
|
|
clutter_animation_set_alpha (animation, NULL);
|
|
clutter_animation_set_mode (animation, mode);
|
|
clutter_animation_set_object (animation, G_OBJECT (actor));
|
|
clutter_animation_setupv (animation, n_properties, properties, values);
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_animate_with_alphav:
|
|
* @actor: a #ClutterActor
|
|
* @alpha: a #ClutterAlpha
|
|
* @n_properties: number of property names and values
|
|
* @properties: (array length=n_properties): a vector containing the
|
|
* property names to set
|
|
* @values: (array length=n_properies): a vector containing the
|
|
* property values to set
|
|
*
|
|
* Animates the given list of properties of @actor between the current
|
|
* value for each property and a new final value. The animation has a
|
|
* definite behaviour given by the passed @alpha.
|
|
*
|
|
* See clutter_actor_animate() for further details.
|
|
*
|
|
* This function is useful if you want to use an existing #ClutterAlpha
|
|
* to animate @actor.
|
|
*
|
|
* This is the vector-based variant of clutter_actor_animate_with_alpha(),
|
|
* useful for language bindings.
|
|
*
|
|
* <warning>Unlike clutter_actor_animate_with_alpha(), this function will
|
|
* not allow you to specify "signal::" names and callbacks.</warning>
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation object. The object is owned by the
|
|
* #ClutterActor and should not be unreferenced with g_object_unref()
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_animate_with_alphav (ClutterActor *actor,
|
|
ClutterAlpha *alpha,
|
|
gint n_properties,
|
|
const gchar * const properties[],
|
|
const GValue *values)
|
|
{
|
|
ClutterAnimation *animation;
|
|
ClutterTimeline *timeline;
|
|
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
g_return_val_if_fail (CLUTTER_IS_ALPHA (alpha), NULL);
|
|
g_return_val_if_fail (properties != NULL, NULL);
|
|
g_return_val_if_fail (values != NULL, NULL);
|
|
|
|
timeline = clutter_alpha_get_timeline (alpha);
|
|
if (G_UNLIKELY (!timeline))
|
|
{
|
|
g_warning ("The passed ClutterAlpha does not have an "
|
|
"associated ClutterTimeline.");
|
|
return NULL;
|
|
}
|
|
|
|
animation = g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
|
|
if (G_LIKELY (!animation))
|
|
{
|
|
animation = clutter_animation_new ();
|
|
|
|
g_signal_connect (animation, "completed",
|
|
G_CALLBACK (on_animation_completed),
|
|
NULL);
|
|
|
|
CLUTTER_NOTE (ANIMATION, "Created new Animation [%p]", animation);
|
|
}
|
|
else
|
|
CLUTTER_NOTE (ANIMATION, "Reusing Animation [%p]", animation);
|
|
|
|
clutter_animation_set_timeline (animation, timeline);
|
|
clutter_animation_set_alpha (animation, alpha);
|
|
clutter_animation_set_object (animation, G_OBJECT (actor));
|
|
clutter_animation_setupv (animation, n_properties, properties, values);
|
|
clutter_animation_start (animation);
|
|
|
|
return animation;
|
|
}
|
|
|
|
/**
|
|
* clutter_actor_get_animation:
|
|
* @actor: a #ClutterActor
|
|
*
|
|
* Retrieves the #ClutterAnimation used by @actor, if clutter_actor_animate()
|
|
* has been called on @actor.
|
|
*
|
|
* Return value: (transfer none): a #ClutterAnimation, or %NULL
|
|
*
|
|
* Since: 1.0
|
|
*/
|
|
ClutterAnimation *
|
|
clutter_actor_get_animation (ClutterActor *actor)
|
|
{
|
|
g_return_val_if_fail (CLUTTER_IS_ACTOR (actor), NULL);
|
|
|
|
return g_object_get_qdata (G_OBJECT (actor), quark_object_animation);
|
|
}
|