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* elliot/cookbook-animation-inversion: cookbook: Fixed invalid XML tag cookbook: Added "inverting an animation" recipe docs: Enabled animation section
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383 lines
14 KiB
XML
<!DOCTYPE chapter PUBLIC "-//OASIS//DTD DocBook XML V4.2//EN"
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"http://www.oasis-open.org/docbook/xml/4.2/docbookx.dtd">
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<chapter id="animations">
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<title>Animations</title>
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<epigraph>
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<attribution>Walt Disney</attribution>
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<para>Animation can explain whatever the mind of man can conceive.</para>
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</epigraph>
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<section id="animations-introduction">
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<title>Introduction</title>
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<para>Clutter actors have a variety of <emphasis>properties</emphasis>
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(position, size, rotation in 3D space, scale, opacity) which govern
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their visual appearance in the UI. They may also have
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<emphasis>constraints</emphasis> on how they are aligned
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and/or positioned relative to each other.</para>
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<para>The Clutter animation API provides a means of changing
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properties and constraints as a function of time: moving, scaling,
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rotating, changing opacity and colour, modifying postional
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constraints, etc.</para>
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<note><para>Clutter also makes it possible to animate non-visual
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properties if desired.</para></note>
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<section>
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<title>High level overview</title>
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<para>Here are the main concepts behind animation in Clutter:</para>
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<itemizedlist>
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<listitem>
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<para>An <emphasis>animation</emphasis> changes one or more
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properties of one or more actors over time: their rotation in
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a particular dimension (<varname>x</varname>, <varname>y</varname>,
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<varname>z</varname>), scale, size, opacity etc.</para>
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</listitem>
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<listitem>
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<para>An animation has an associated <emphasis>timeline</emphasis>.
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Think of this as analogous to the "thing" you're controlling when
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you watch a video on the internet: it's what you control with
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the play/pause button and what is measured by the bar
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showing how far through the video you are. As with the
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controls on a video player, you can play/pause/skip a Clutter
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timeline; you can also rewind it, loop it, and play it
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backwards.</para>
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<note>
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<para>If a timeline is reversed, the progress along the
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timeline is still measured the same way as it is in the forward
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direction: so if you start from the end of the timeline and run
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it backwards for 75% of its length, the progress is reported
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as 0.25 (i.e. 25% of the way from the start of the
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timeline).</para>
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</note>
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</listitem>
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<listitem>
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<para>The <emphasis>duration</emphasis> of a timeline
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(e.g. 500 milliseconds, 1 second, 10 seconds) specifies how
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long its animation will last. The timeline can be inspected
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to find out how much of it has elapsed, either as a value in
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milliseconds or as a fraction (between 0 and 1) of the total
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length of the timeline.</para>
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</listitem>
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<listitem>
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<para>An animation is divided into <emphasis>frames</emphasis>.
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The number of frames which make up the animation isn't
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constant: it depends on various factors, like how powerful
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your machine is, the state of the drivers for your hardware,
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and the load on he system. So you won't always get the same
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number of frames in an animation of a particular duration.</para>
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</listitem>
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<listitem>
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<para>The change to a property in an animation occurs over
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the course of the timeline: the start value of the property
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heads toward some target value. When it reaches the end of
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the timeline, the property should have reached the target
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value.</para>
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</listitem>
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<listitem>
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<para>Exactly how the property changes over the course of the
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timeline is governed by an <emphasis>alpha</emphasis>. This
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is the trickiest idea to explain, so it has its own section
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below.</para>
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</listitem>
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</itemizedlist>
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</section>
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<section>
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<title>Alphas</title>
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<para>An alpha is generated for each frame of the animation.
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The alpha varies between -1.0 and 2.0, and changes during the
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course of the animation's timeline; ideally, the value should
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start at 0.0 and reach 1.0 by the end of the timeline.</para>
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<para>The alpha for any given frame of the animation is determined
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by an <emphasis>alpha function</emphasis>. Usually, the alpha
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function will return a value based on progress along the timeline.
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However, the alpha function doesn't have to respect or pay
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attention to the timeline: it can be entirely random if desired.</para>
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<para>To work out the value of a property at a given frame
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somewhere along the timeline for a given alpha:</para>
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<orderedlist>
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<listitem>
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<para>Determine the difference between the start value and
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the target end value for the property.</para>
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</listitem>
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<listitem>
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<para>Multiply the difference by the alpha for the current
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frame.</para>
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</listitem>
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<listitem>
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<para>Add the result to the start value.</para>
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</listitem>
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</orderedlist>
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<para>The shape of the plot of the alpha function over time is
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called its <emphasis>easing mode</emphasis>. Clutter provides
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various modes ranging from <constant>CLUTTER_LINEAR</constant>
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(the alpha value is equal to progress along the timeline),
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to modes based on various polynomial and exponential functions,
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to modes providing elastic and bounce shapes. See the
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ClutterAlpha documentation for examples of the shapes produced
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by these functions. There is also a good interactive demo
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of the modes on
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<ulink url="http://www.robertpenner.com/easing/easing_demo.html">Robert Penner's site</ulink>.
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</para>
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<para>Most of the time, you can use the built-in Clutter easing
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modes to get the kind of animation effect you want. However,
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in some cases you may want to provide your own alpha function.
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Here's an example (based on the quintic ease in mode from
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<filename>clutter-alpha.c</filename>):</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static gdouble
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_alpha_ease_in_sextic (ClutterAlpha *alpha,
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gpointer dummy G_GNUC_UNUSED)
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{
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ClutterTimeline *timeline = clutter_alpha_get_timeline (alpha);
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gdouble p = clutter_timeline_get_progress (timeline);
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return p * p * p * p * p * p;
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}
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]]>
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</programlisting>
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</informalexample>
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<para>An alpha function just has to have a specified method
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signature and return a <type>gdouble</type> value when called.
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As stated above, you'd typically base the return value on the
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timeline progress; the function above shows how you get the
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timeline associated with the alpha, so you can apply the alpha
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function to it.</para>
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</section>
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<section>
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<title>Clutter's animation API</title>
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<para>All of the animation approaches in Clutter use the same
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basic underpinnings (as explained above), but the API provides
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varying levels of abstraction and/or ease of use on top of those
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underpinnings.</para>
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<itemizedlist>
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<listitem>
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<para><emphasis>Implicit animations</emphasis> (created using
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<function>clutter_actor_animate()</function> and related
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functions) are useful where you want to apply
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a simple or one-off animation to an actor. They enable you
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to animate one or more properties using a single easing mode;
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however, you only specify the target values for the properties
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you're animating, not the start values.</para>
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</listitem>
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<listitem>
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<para><emphasis>ClutterAnimator</emphasis> provides support
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for declarative animations (defined using <type>ClutterScript</type>).
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You can animate multiple actors with this approach, and
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have more control over the easing modes used during an
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animation: while implicit animations only allow a single
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easing mode for all properties, <type>ClutterAnimator</type>
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supports <emphasis>multiple</emphasis> easing modes for
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<emphasis>each</emphasis> property; <emphasis>key frames</emphasis>
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are used to indicate where in the animation each easing mode
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should be applied.</para>
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</listitem>
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<listitem>
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<para><emphasis>ClutterState</emphasis> enables you to describe
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<emphasis>states</emphasis>: property values across one or
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more actors, plus the easing modes used to transition to
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those values. It can also be combined with <type>ClutterAnimator</type>
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for finer grained definition of transitions if desired.</para>
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<para>States are particularly useful if you need actors to
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animate between a known set of positions/sizes/opacities etc.
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during their lifecycles (e.g. animating a list of items in
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a menu, or for animations in a picture viewer where you
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click on thumbnails to display a full view of a photograph).</para>
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</listitem>
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</itemizedlist>
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<para>The recipes in this section show when and where it is
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appropriate to use each of these approaches.</para>
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</section>
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</section>
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<section id="animations-inversion">
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<title>Inverting Animations</title>
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<section>
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<title>Problem</title>
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<para>You want to have an animation exactly mirroring another one
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that you just played.</para>
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</section>
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<section>
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<title>Solution</title>
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<para>Reverse the direction of the <type>ClutterTimeline</type>
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associated with the animation.</para>
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<para>For example, here's how to invert an implicit
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animation which moves an actor along the <varname>x</varname>
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axis. The direction of the animation is inverted when the
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movement along the <varname>x</varname> axis is completed; it is
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also inverted if the mouse button is pressed on the actor.</para>
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<para>First, set up the animation:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterAnimation *animation;
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/*
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* animate actor to x = 300.0;
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* the implicit animation functions return a ClutterAnimation
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* which we can use to invert the timeline
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*/
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animation = clutter_actor_animate (actor,
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CLUTTER_EASE_IN_OUT_CUBIC,
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2000,
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"x", 300.0,
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NULL);
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/* callback for when the animation completes */
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g_signal_connect (animation,
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"completed",
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G_CALLBACK (_animation_done_cb),
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NULL);
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/*
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* callback for when the mouse button is pressed on the actor;
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* note the animation is passed as user data, so we can
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* get at the timeline
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*/
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g_signal_connect (actor,
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"button-press-event",
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G_CALLBACK (_on_click_cb),
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animation);
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]]>
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</programlisting>
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</informalexample>
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<para>Next, add a function for inverting the timeline:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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_invert_timeline (ClutterTimeline *timeline)
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{
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ClutterTimelineDirection direction = clutter_timeline_get_direction (timeline);
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if (direction == CLUTTER_TIMELINE_FORWARD)
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direction = CLUTTER_TIMELINE_BACKWARD;
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else
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direction = CLUTTER_TIMELINE_FORWARD;
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clutter_timeline_set_direction (timeline, direction);
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Then add a function which calls <function>_invert_timeline</function>
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when the animation completes. More importantly, the callback should
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stop emission of the "completed" signal by the animation. This
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prevents the <type>ClutterAnimation</type> underlying the implicit
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animation from being unreferenced; which in turn allows it to be
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inverted:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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_animation_done_cb (ClutterAnimation *animation,
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gpointer user_data)
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{
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/* stop the completed signal before the ClutterAnimation is unreferenced */
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g_signal_stop_emission_by_name (animation, "completed");
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/* invert the timeline associated with the animation */
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ClutterTimeline *timeline = clutter_animation_get_timeline (animation);
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_invert_timeline (timeline);
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}
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]]>
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</programlisting>
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</informalexample>
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<para>Finally, the click callback function uses the same
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<function>_invert_timeline</function> function if the animation
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is playing; but if the animation is stopped, it will
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start it instead:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static void
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_on_click_cb (ClutterActor *actor,
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ClutterEvent *event,
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gpointer user_data)
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{
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ClutterAnimation *animation = (ClutterAnimation *)user_data;
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ClutterTimeline *timeline = clutter_animation_get_timeline (animation);
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if (clutter_timeline_is_playing (timeline))
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{
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_invert_timeline (timeline);
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}
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else
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{
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clutter_timeline_start (timeline);
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}
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}
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]]>
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</programlisting>
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</informalexample>
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</section>
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<section>
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<title>Discussion</title>
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<para>If you are using <type>ClutterAnimator</type> rather than
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implicit animations, <function>clutter_animator_get_timeline()</function>
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enables you to get the underlying timeline; you could then use
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the techniques shown above to invert it.</para>
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<para><type>ClutterState</type> enables a different approach
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to "inverting" an animation: rather than having a single animation
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which you invert, you would define two or more
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<emphasis>keys</emphasis> for an actor (or set of actors) and
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transition between them.</para>
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<para>For the example above, you would define two keys:
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one for the actor's initial position; and a second for the actor
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at <code>x = 300.0</code>. You would also define the
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transition between them: 2000 milliseconds with a
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<constant>CLUTTER_EASE_IN_OUT_CUBIC</constant> easing mode.</para>
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<para>With the states defined, you would then use
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<function>clutter_state_set_state()</function> inside callbacks to
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animate the actor between the two <varname>x</varname> positions.
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Behind the scenes, <type>ClutterState</type> would handle the
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animations and timelines for you.</para>
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</section>
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</section>
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</chapter>
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