mutter/clutter/clutter-timeline.c
Owen W. Taylor 276952d6f9 Fix stopping a timeline
Correctly apply De Morgan's laws to the short-circuit test in
clutter_timeline_pause(); it was short-circuiting always and
never actually pausing.

http://bugzilla.openedhand.com/show_bug.cgi?id=1629

Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com>
2009-06-06 13:01:17 +01:00

1433 lines
38 KiB
C

/*
* Clutter.
*
* An OpenGL based 'interactive canvas' library.
*
* Authored By Matthew Allum <mallum@openedhand.com>
*
* Copyright (C) 2006 OpenedHand
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/**
* SECTION:clutter-timeline
* @short_description: A class for time-based events
*
* #ClutterTimeline is a base class for managing time based events such
* as animations.
*
* Every timeline shares the same #ClutterTimeoutPool to decrease the
* possibility of starving the main loop when using many timelines
* at the same time; this might cause problems if you are also using
* a library making heavy use of threads with no GLib main loop integration.
*
* In that case you might disable the common timeline pool by setting
* the %CLUTTER_TIMELINE=no-pool environment variable prior to launching
* your application.
*
* One way to visualise a timeline is as a path with marks along its length.
* When creating a timeline of N frames via clutter_timeline_new(), then the
* number of frames can be seen as the paths length, and each unit of
* length (each frame) is delimited by a mark.
*
* For a non looping timeline there will be (N frames + 1) marks along its
* length. For a looping timeline, the two ends are joined with one mark.
* Technically this mark represents two discrete frame numbers, but for a
* looping timeline the start and end frame numbers are considered equivalent.
*
* When you create a timeline it will be initialized so that the current
* frame, as returned by clutter_timeline_get_current_frame(), will be 0.
*
* After starting a timeline, the first timeout is for frame number
* one (notably it isn't zero since there is a delay before the first
* #ClutterTimeline::new-frame signal, so re-asserting the frame number
* zero wouldn't make sense).
*
* This implies that actors you intend to be affected by the timeline's
* progress should be manually primed or positioned for frame zero which
* will be displayed before the first timeout (if you are not careful about
* this point you will likely see flashes of incorrect actor state in your
* program).
*
* For a non looping timeline the last timeout would be for the number
* of frames in the timeline, as returned by clutter_timeline_get_n_frames().
*
* For a looping timeline the timeout for the last frame would be followed
* by a timeout for frame number 1.
*
* There may be times when a system is not able to meet the frame rate
* requested for a timeline, and in this case the frame number will be
* interpolated at the next timeout event. The interpolation is calculated from
* the time that the timeline was started, not from the time of the last
* timeout, so a given timeline should basically elapse in the same - real
* world - time on any given system. An invariable here though is that
* the last frame will always be signaled, but notably frame number 1 can
* be interpolated past and thus never signaled.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-debug.h"
#include "clutter-enum-types.h"
#include "clutter-main.h"
#include "clutter-marshal.h"
#include "clutter-master-clock.h"
#include "clutter-private.h"
#include "clutter-timeline.h"
G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT);
struct _ClutterTimelinePrivate
{
ClutterTimelineDirection direction;
guint delay_id;
/* The total length in milliseconds of this timeline */
guint duration;
guint delay;
/* The current amount of elapsed time */
gint elapsed_time;
/* The elapsed time since the last frame was fired */
gint msecs_delta;
GHashTable *markers_by_name;
guint loop : 1;
guint is_playing : 1;
};
typedef struct {
gchar *name;
guint msecs;
GQuark quark;
} TimelineMarker;
enum
{
PROP_0,
PROP_LOOP,
PROP_DELAY,
PROP_DURATION,
PROP_DIRECTION
};
enum
{
NEW_FRAME,
STARTED,
PAUSED,
COMPLETED,
MARKER_REACHED,
LAST_SIGNAL
};
static guint timeline_signals[LAST_SIGNAL] = { 0, };
static TimelineMarker *
timeline_marker_new (const gchar *name,
guint msecs)
{
TimelineMarker *marker = g_slice_new0 (TimelineMarker);
marker->name = g_strdup (name);
marker->quark = g_quark_from_string (marker->name);
marker->msecs = msecs;
return marker;
}
static void
timeline_marker_free (gpointer data)
{
if (G_LIKELY (data))
{
TimelineMarker *marker = data;
g_free (marker->name);
g_slice_free (TimelineMarker, marker);
}
}
/* Object */
static void
clutter_timeline_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterTimeline *timeline;
ClutterTimelinePrivate *priv;
timeline = CLUTTER_TIMELINE(object);
priv = timeline->priv;
switch (prop_id)
{
case PROP_LOOP:
priv->loop = g_value_get_boolean (value);
break;
case PROP_DELAY:
priv->delay = g_value_get_uint (value);
break;
case PROP_DURATION:
clutter_timeline_set_duration (timeline, g_value_get_uint (value));
break;
case PROP_DIRECTION:
clutter_timeline_set_direction (timeline, g_value_get_enum (value));
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_timeline_get_property (GObject *object,
guint prop_id,
GValue *value,
GParamSpec *pspec)
{
ClutterTimeline *timeline;
ClutterTimelinePrivate *priv;
timeline = CLUTTER_TIMELINE(object);
priv = timeline->priv;
switch (prop_id)
{
case PROP_LOOP:
g_value_set_boolean (value, priv->loop);
break;
case PROP_DELAY:
g_value_set_uint (value, priv->delay);
break;
case PROP_DURATION:
g_value_set_uint (value, clutter_timeline_get_duration (timeline));
break;
case PROP_DIRECTION:
g_value_set_enum (value, priv->direction);
break;
default:
G_OBJECT_WARN_INVALID_PROPERTY_ID (object, prop_id, pspec);
break;
}
}
static void
clutter_timeline_finalize (GObject *object)
{
ClutterTimeline *self = CLUTTER_TIMELINE (object);
ClutterTimelinePrivate *priv = self->priv;
ClutterMasterClock *master_clock;
if (priv->markers_by_name)
g_hash_table_destroy (priv->markers_by_name);
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_remove_timeline (master_clock, self);
G_OBJECT_CLASS (clutter_timeline_parent_class)->finalize (object);
}
static void
clutter_timeline_dispose (GObject *object)
{
ClutterTimeline *self = CLUTTER_TIMELINE(object);
ClutterTimelinePrivate *priv;
priv = self->priv;
if (priv->delay_id)
{
g_source_remove (priv->delay_id);
priv->delay_id = 0;
}
G_OBJECT_CLASS (clutter_timeline_parent_class)->dispose (object);
}
static void
clutter_timeline_class_init (ClutterTimelineClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
GParamSpec *pspec;
object_class->set_property = clutter_timeline_set_property;
object_class->get_property = clutter_timeline_get_property;
object_class->finalize = clutter_timeline_finalize;
object_class->dispose = clutter_timeline_dispose;
g_type_class_add_private (klass, sizeof (ClutterTimelinePrivate));
/**
* ClutterTimeline:loop:
*
* Whether the timeline should automatically rewind and restart.
*/
pspec = g_param_spec_boolean ("loop",
"Loop",
"Should the timeline automatically restart",
FALSE,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_LOOP, pspec);
/**
* ClutterTimeline:delay:
*
* A delay, in milliseconds, that should be observed by the
* timeline before actually starting.
*
* Since: 0.4
*/
pspec = g_param_spec_uint ("delay",
"Delay",
"Delay before start",
0, G_MAXUINT,
0,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_DELAY, pspec);
/**
* ClutterTimeline:duration:
*
* Duration of the timeline in milliseconds, depending on the
* ClutterTimeline:fps value.
*
* Since: 0.6
*/
pspec = g_param_spec_uint ("duration",
"Duration",
"Duration of the timeline in milliseconds",
0, G_MAXUINT,
1000,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_DURATION, pspec);
/**
* ClutterTimeline:direction:
*
* The direction of the timeline, either %CLUTTER_TIMELINE_FORWARD or
* %CLUTTER_TIMELINE_BACKWARD.
*
* Since: 0.6
*/
pspec = g_param_spec_enum ("direction",
"Direction",
"Direction of the timeline",
CLUTTER_TYPE_TIMELINE_DIRECTION,
CLUTTER_TIMELINE_FORWARD,
CLUTTER_PARAM_READWRITE);
g_object_class_install_property (object_class, PROP_DIRECTION, pspec);
/**
* ClutterTimeline::new-frame:
* @timeline: the timeline which received the signal
* @msecs: the elapsed time between 0 and duration
*
* The ::new-frame signal is emitted for each timeline running
* timeline before a new frame is drawn to give animations a chance
* to update the scene.
*/
timeline_signals[NEW_FRAME] =
g_signal_new (I_("new-frame"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTimelineClass, new_frame),
NULL, NULL,
clutter_marshal_VOID__INT,
G_TYPE_NONE,
1, G_TYPE_INT);
/**
* ClutterTimeline::completed:
* @timeline: the #ClutterTimeline which received the signal
*
* The ::completed signal is emitted when the timeline reaches the
* number of frames specified by the ClutterTimeline:num-frames property.
*/
timeline_signals[COMPLETED] =
g_signal_new (I_("completed"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTimelineClass, completed),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterTimeline::started:
* @timeline: the #ClutterTimeline which received the signal
*
* The ::started signal is emitted when the timeline starts its run.
* This might be as soon as clutter_timeline_start() is invoked or
* after the delay set in the ClutterTimeline:delay property has
* expired.
*/
timeline_signals[STARTED] =
g_signal_new (I_("started"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTimelineClass, started),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterTimeline::paused:
* @timeline: the #ClutterTimeline which received the signal
*
* The ::paused signal is emitted when clutter_timeline_pause() is invoked.
*/
timeline_signals[PAUSED] =
g_signal_new (I_("paused"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST,
G_STRUCT_OFFSET (ClutterTimelineClass, paused),
NULL, NULL,
clutter_marshal_VOID__VOID,
G_TYPE_NONE, 0);
/**
* ClutterTimeline::marker-reached:
* @timeline: the #ClutterTimeline which received the signal
* @marker_name: the name of the marker reached
* @msecs: the elapsed time
*
* The ::marker-reached signal is emitted each time a timeline
* reaches a marker set with
* clutter_timeline_add_marker_at_time(). This signal is detailed
* with the name of the marker as well, so it is possible to connect
* a callback to the ::marker-reached signal for a specific marker
* with:
*
* <informalexample><programlisting>
* clutter_timeline_add_marker_at_time (timeline, "foo", 500);
* clutter_timeline_add_marker_at_time (timeline, "bar", 750);
*
* g_signal_connect (timeline, "marker-reached",
* G_CALLBACK (each_marker_reached), NULL);
* g_signal_connect (timeline, "marker-reached::foo",
* G_CALLBACK (foo_marker_reached), NULL);
* g_signal_connect (timeline, "marker-reached::bar",
* G_CALLBACK (bar_marker_reached), NULL);
* </programlisting></informalexample>
*
* In the example, the first callback will be invoked for both
* the "foo" and "bar" marker, while the second and third callbacks
* will be invoked for the "foo" or "bar" markers, respectively.
*
* Since: 0.8
*/
timeline_signals[MARKER_REACHED] =
g_signal_new (I_("marker-reached"),
G_TYPE_FROM_CLASS (object_class),
G_SIGNAL_RUN_LAST | G_SIGNAL_NO_RECURSE |
G_SIGNAL_DETAILED | G_SIGNAL_NO_HOOKS,
G_STRUCT_OFFSET (ClutterTimelineClass, marker_reached),
NULL, NULL,
clutter_marshal_VOID__STRING_INT,
G_TYPE_NONE, 2,
G_TYPE_STRING,
G_TYPE_INT);
}
static void
clutter_timeline_init (ClutterTimeline *self)
{
ClutterTimelinePrivate *priv;
ClutterMasterClock *master_clock;
self->priv = priv =
G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_TIMELINE,
ClutterTimelinePrivate);
priv->duration = 0;
priv->delay = 0;
priv->elapsed_time = 0;
master_clock = _clutter_master_clock_get_default ();
_clutter_master_clock_add_timeline (master_clock, self);
}
static void
check_if_marker_hit (const gchar *name,
TimelineMarker *marker,
ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv = timeline->priv;
if (priv->direction == CLUTTER_TIMELINE_FORWARD
? (marker->msecs > priv->elapsed_time - priv->msecs_delta
&& marker->msecs <= priv->elapsed_time)
: (marker->msecs >= priv->elapsed_time
&& marker->msecs < priv->elapsed_time + priv->msecs_delta))
{
CLUTTER_NOTE (SCHEDULER, "Marker '%s' reached", name);
g_signal_emit (timeline, timeline_signals[MARKER_REACHED],
marker->quark,
name,
marker->msecs);
}
}
static void
emit_frame_signal (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv = timeline->priv;
g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0,
priv->elapsed_time);
/* shortcircuit here if we don't have any marker installed */
if (priv->markers_by_name == NULL)
return;
g_hash_table_foreach (priv->markers_by_name,
(GHFunc) check_if_marker_hit,
timeline);
}
static gboolean
is_complete (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv = timeline->priv;
return (priv->direction == CLUTTER_TIMELINE_FORWARD
? priv->elapsed_time >= priv->duration
: priv->elapsed_time <= 0);
}
static gboolean
clutter_timeline_advance_internal (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
priv = timeline->priv;
g_object_ref (timeline);
CLUTTER_TIMESTAMP (SCHEDULER, "Timeline [%p] activated (cur: %d)\n",
timeline,
priv->elapsed_time);
/* Advance time */
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
priv->elapsed_time += priv->msecs_delta;
else
priv->elapsed_time -= priv->msecs_delta;
/* If we have not reached the end of the timeline: */
if (!is_complete (timeline))
{
/* Emit the signal */
emit_frame_signal (timeline);
/* Signal pauses timeline ? */
if (!priv->is_playing)
{
g_object_unref (timeline);
return FALSE;
}
g_object_unref (timeline);
return TRUE;
}
else
{
/* Handle loop or stop */
ClutterTimelineDirection saved_direction = priv->direction;
guint overflow_msecs = priv->elapsed_time;
gint end_msecs;
/* Update the current elapsed time in case the signal handlers
want to take a peek. */
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
priv->elapsed_time = priv->duration;
else if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
priv->elapsed_time = 0;
end_msecs = priv->elapsed_time;
/* Emit the signal */
emit_frame_signal (timeline);
/* Did the signal handler modify the elapsed time? */
if (priv->elapsed_time != end_msecs)
{
g_object_unref (timeline);
return TRUE;
}
/* Note: If the new-frame signal handler paused the timeline
* on the last frame we will still go ahead and send the
* completed signal */
CLUTTER_NOTE (SCHEDULER,
"Timeline [%p] completed (cur: %d, tot: %d)",
timeline,
priv->elapsed_time,
priv->msecs_delta);
if (!priv->loop && priv->is_playing)
{
/* We remove the timeout now, so that the completed signal handler
* may choose to re-start the timeline
*
* XXX Perhaps we should remove this earlier, and regardless
* of priv->loop. Are we limiting the things that could be done in
* the above new-frame signal handler */
priv->is_playing = FALSE;
}
g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
/* Again check to see if the user has manually played with
* the elapsed time, before we finally stop or loop the timeline */
if (priv->elapsed_time != end_msecs &&
!(/* Except allow changing time from 0 -> duration (or vice-versa)
since these are considered equivalent */
(priv->elapsed_time == 0 && end_msecs == priv->duration) ||
(priv->elapsed_time == priv->duration && end_msecs == 0)
))
{
g_object_unref (timeline);
return TRUE;
}
if (priv->loop)
{
/* We try and interpolate smoothly around a loop */
if (saved_direction == CLUTTER_TIMELINE_FORWARD)
priv->elapsed_time = overflow_msecs - priv->duration;
else
priv->elapsed_time = priv->duration + overflow_msecs;
/* Or if the direction changed, we try and bounce */
if (priv->direction != saved_direction)
priv->elapsed_time = priv->duration - priv->elapsed_time;
g_object_unref (timeline);
return TRUE;
}
else
{
clutter_timeline_rewind (timeline);
g_object_unref (timeline);
return FALSE;
}
}
}
static gboolean
delay_timeout_func (gpointer data)
{
ClutterTimeline *timeline = data;
ClutterTimelinePrivate *priv = timeline->priv;
priv->delay_id = 0;
priv->msecs_delta = 0;
priv->is_playing = TRUE;
g_signal_emit (timeline, timeline_signals[STARTED], 0);
return FALSE;
}
/**
* clutter_timeline_start:
* @timeline: A #ClutterTimeline
*
* Starts the #ClutterTimeline playing.
**/
void
clutter_timeline_start (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->delay_id || priv->is_playing)
return;
if (priv->duration == 0)
return;
if (priv->delay)
priv->delay_id = clutter_threads_add_timeout (priv->delay,
delay_timeout_func,
timeline);
else
{
priv->msecs_delta = 0;
priv->is_playing = TRUE;
g_signal_emit (timeline, timeline_signals[STARTED], 0);
}
}
/**
* clutter_timeline_pause:
* @timeline: A #ClutterTimeline
*
* Pauses the #ClutterTimeline on current frame
**/
void
clutter_timeline_pause (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->delay_id == 0 && !priv->is_playing)
return;
if (priv->delay_id)
{
g_source_remove (priv->delay_id);
priv->delay_id = 0;
}
priv->msecs_delta = 0;
priv->is_playing = FALSE;
g_signal_emit (timeline, timeline_signals[PAUSED], 0);
}
/**
* clutter_timeline_stop:
* @timeline: A #ClutterTimeline
*
* Stops the #ClutterTimeline and moves to frame 0
**/
void
clutter_timeline_stop (ClutterTimeline *timeline)
{
clutter_timeline_pause (timeline);
clutter_timeline_rewind (timeline);
}
/**
* clutter_timeline_set_loop:
* @timeline: a #ClutterTimeline
* @loop: %TRUE for enable looping
*
* Sets whether @timeline should loop.
*/
void
clutter_timeline_set_loop (ClutterTimeline *timeline,
gboolean loop)
{
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
if (timeline->priv->loop != loop)
{
timeline->priv->loop = loop;
g_object_notify (G_OBJECT (timeline), "loop");
}
}
/**
* clutter_timeline_get_loop:
* @timeline: a #ClutterTimeline
*
* Gets whether @timeline is looping
*
* Return value: %TRUE if the timeline is looping
*/
gboolean
clutter_timeline_get_loop (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
return timeline->priv->loop;
}
/**
* clutter_timeline_rewind:
* @timeline: A #ClutterTimeline
*
* Rewinds #ClutterTimeline to the first frame if its direction is
* %CLUTTER_TIMELINE_FORWARD and the last frame if it is
* %CLUTTER_TIMELINE_BACKWARD.
*/
void
clutter_timeline_rewind (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
clutter_timeline_advance (timeline, 0);
else if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
clutter_timeline_advance (timeline, priv->duration);
}
/**
* clutter_timeline_skip:
* @timeline: A #ClutterTimeline
* @msecs: Amount of time to skip
*
* Advance timeline by the requested time in milliseconds
*/
void
clutter_timeline_skip (ClutterTimeline *timeline,
guint msecs)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
{
priv->elapsed_time += msecs;
if (priv->elapsed_time > priv->duration)
priv->elapsed_time = 1;
}
else if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
{
priv->elapsed_time -= msecs;
if (priv->elapsed_time < 1)
priv->elapsed_time = priv->duration - 1;
}
priv->msecs_delta = 0;
}
/**
* clutter_timeline_advance:
* @timeline: A #ClutterTimeline
* @msecs: Time to advance to
*
* Advance timeline to the requested point. The point is given as a
* time in milliseconds since the timeline started.
*
* <note><para>The @timeline will not emit the #ClutterTimeline::new-frame
* signal for the given time. The first ::new-frame signal after the call to
* clutter_timeline_advance() will be emit the skipped markers.
* </para></note>
*/
void
clutter_timeline_advance (ClutterTimeline *timeline,
guint msecs)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
priv->elapsed_time = CLAMP (msecs, 0, priv->duration);
}
/**
* clutter_timeline_get_elapsed_time:
* @timeline: A #ClutterTimeline
*
* Request the current time position of the timeline.
*
* Return value: current elapsed time in milliseconds.
*/
guint
clutter_timeline_get_elapsed_time (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
return timeline->priv->elapsed_time;
}
/**
* clutter_timeline_is_playing:
* @timeline: A #ClutterTimeline
*
* Queries state of a #ClutterTimeline.
*
* Return value: %TRUE if timeline is currently playing
*/
gboolean
clutter_timeline_is_playing (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
return timeline->priv->is_playing;
}
/**
* clutter_timeline_clone:
* @timeline: #ClutterTimeline to duplicate.
*
* Create a new #ClutterTimeline instance which has property values
* matching that of supplied timeline. The cloned timeline will not
* be started and will not be positioned to the current position of
* @timeline: you will have to start it with clutter_timeline_start().
*
* Return Value: a new #ClutterTimeline, cloned from @timeline
*
* Since: 0.4
*/
ClutterTimeline *
clutter_timeline_clone (ClutterTimeline *timeline)
{
ClutterTimeline *copy;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
copy = g_object_new (CLUTTER_TYPE_TIMELINE,
"duration", clutter_timeline_get_duration (timeline),
"loop", clutter_timeline_get_loop (timeline),
"delay", clutter_timeline_get_delay (timeline),
"direction", clutter_timeline_get_direction (timeline),
NULL);
return copy;
}
/**
* clutter_timeline_new_for_duration:
* @msecs: Duration of the timeline in milliseconds
*
* Creates a new #ClutterTimeline with a duration of @msecs.
*
* Return value: the newly created #ClutterTimeline instance. Use
* g_object_unref() when done using it
*
* Since: 0.6
*/
ClutterTimeline *
clutter_timeline_new (guint msecs)
{
return g_object_new (CLUTTER_TYPE_TIMELINE,
"duration", msecs,
NULL);
}
/**
* clutter_timeline_get_delay:
* @timeline: a #ClutterTimeline
*
* Retrieves the delay set using clutter_timeline_set_delay().
*
* Return value: the delay in milliseconds.
*
* Since: 0.4
*/
guint
clutter_timeline_get_delay (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
return timeline->priv->delay;
}
/**
* clutter_timeline_set_delay:
* @timeline: a #ClutterTimeline
* @msecs: delay in milliseconds
*
* Sets the delay, in milliseconds, before @timeline should start.
*
* Since: 0.4
*/
void
clutter_timeline_set_delay (ClutterTimeline *timeline,
guint msecs)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->delay != msecs)
{
priv->delay = msecs;
g_object_notify (G_OBJECT (timeline), "delay");
}
}
/**
* clutter_timeline_get_duration:
* @timeline: a #ClutterTimeline
*
* Retrieves the duration of a #ClutterTimeline in milliseconds.
* See clutter_timeline_set_duration().
*
* Return value: the duration of the timeline, in milliseconds.
*
* Since: 0.6
*/
guint
clutter_timeline_get_duration (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
priv = timeline->priv;
return priv->duration;
}
/**
* clutter_timeline_set_duration:
* @timeline: a #ClutterTimeline
* @msecs: duration of the timeline in milliseconds
*
* Sets the duration of the timeline, in milliseconds. The speed
* of the timeline depends on the ClutterTimeline:fps setting.
*
* Since: 0.6
*/
void
clutter_timeline_set_duration (ClutterTimeline *timeline,
guint msecs)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (msecs > 0);
priv = timeline->priv;
if (priv->duration != msecs)
{
priv->duration = msecs;
g_object_notify (G_OBJECT (timeline), "duration");
}
}
/**
* clutter_timeline_get_progress:
* @timeline: a #ClutterTimeline
*
* The position of the timeline in a [0, 1] interval.
*
* Return value: the position of the timeline.
*
* Since: 0.6
*/
gdouble
clutter_timeline_get_progress (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0.0);
priv = timeline->priv;
return (gdouble) priv->elapsed_time / (gdouble) priv->duration;
}
/**
* clutter_timeline_get_progressx:
* @timeline: a #ClutterTimeline
*
* Fixed point version of clutter_timeline_get_progress().
*
* Return value: the position of the timeline as a fixed point value
*
* Since: 0.6
*/
CoglFixed
clutter_timeline_get_progressx (ClutterTimeline *timeline)
{
return COGL_FIXED_FROM_DOUBLE (clutter_timeline_get_progress (timeline));
}
/**
* clutter_timeline_get_direction:
* @timeline: a #ClutterTimeline
*
* Retrieves the direction of the timeline set with
* clutter_timeline_set_direction().
*
* Return value: the direction of the timeline
*
* Since: 0.6
*/
ClutterTimelineDirection
clutter_timeline_get_direction (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline),
CLUTTER_TIMELINE_FORWARD);
return timeline->priv->direction;
}
/**
* clutter_timeline_set_direction:
* @timeline: a #ClutterTimeline
* @direction: the direction of the timeline
*
* Sets the direction of @timeline, either %CLUTTER_TIMELINE_FORWARD or
* %CLUTTER_TIMELINE_BACKWARD.
*
* Since: 0.6
*/
void
clutter_timeline_set_direction (ClutterTimeline *timeline,
ClutterTimelineDirection direction)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->direction != direction)
{
priv->direction = direction;
if (priv->elapsed_time == 0)
priv->elapsed_time = priv->duration;
g_object_notify (G_OBJECT (timeline), "direction");
}
}
/**
* clutter_timeline_get_delta:
* @timeline: a #ClutterTimeline
*
* Retrieves the amount of time elapsed since the last
* ClutterTimeline::new-frame signal.
*
* This function is only useful inside handlers for the ::new-frame
* signal, and its behaviour is undefined if the timeline is not
* playing.
*
* Return value: the amount of time in milliseconds elapsed since the
* last frame
*
* Since: 0.6
*/
guint
clutter_timeline_get_delta (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
if (!clutter_timeline_is_playing (timeline))
return 0;
priv = timeline->priv;
return timeline->priv->msecs_delta;
}
/*
* clutter_timeline_advance_delta:
* @timeline: a #ClutterTimeline
* @msecs: advance in milliseconds
*
* Advances @timeline by @msecs. This function is called by the master
* clock and it is used to advance a timeline by the amount of milliseconds
* elapsed since the last redraw operation. The @timeline will use this
* interval to emit the #ClutterTimeline::new-frame signal and eventually
* skip frames.
*/
void
clutter_timeline_advance_delta (ClutterTimeline *timeline,
guint msecs)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
priv->msecs_delta = msecs;
clutter_timeline_advance_internal (timeline);
}
static inline void
clutter_timeline_add_marker_internal (ClutterTimeline *timeline,
const gchar *marker_name,
guint msecs)
{
ClutterTimelinePrivate *priv = timeline->priv;
TimelineMarker *marker;
/* create the hash table that will hold the markers */
if (G_UNLIKELY (priv->markers_by_name == NULL))
priv->markers_by_name = g_hash_table_new_full (g_str_hash, g_str_equal,
NULL,
timeline_marker_free);
marker = g_hash_table_lookup (priv->markers_by_name, marker_name);
if (G_UNLIKELY (marker))
{
g_warning ("A marker named '%s' already exists at time %d",
marker->name,
marker->msecs);
return;
}
marker = timeline_marker_new (marker_name, msecs);
g_hash_table_insert (priv->markers_by_name, marker->name, marker);
}
/**
* clutter_timeline_add_marker_at_time:
* @timeline: a #ClutterTimeline
* @marker_name: the unique name for this marker
* @msecs: position of the marker in milliseconds
*
* Adds a named marker that will be hit when the timeline has been
* running for @msecs milliseconds. Markers are unique string
* identifiers for a given time. Once @timeline reaches
* @msecs, it will emit a ::marker-reached signal for each marker
* attached to that time.
*
* A marker can be removed with clutter_timeline_remove_marker(). The
* timeline can be advanced to a marker using
* clutter_timeline_advance_to_marker().
*
* Since: 0.8
*/
void
clutter_timeline_add_marker_at_time (ClutterTimeline *timeline,
const gchar *marker_name,
guint msecs)
{
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (marker_name != NULL);
g_return_if_fail (msecs <= clutter_timeline_get_duration (timeline));
clutter_timeline_add_marker_internal (timeline, marker_name, msecs);
}
struct CollectMarkersClosure
{
guint msecs;
GArray *markers;
};
static void
collect_markers (const gchar *key,
TimelineMarker *marker,
struct CollectMarkersClosure *data)
{
if (marker->msecs == data->msecs)
{
gchar *name_copy = g_strdup (key);
g_array_append_val (data->markers, name_copy);
}
}
/**
* clutter_timeline_list_markers:
* @timeline: a #ClutterTimeline
* @msecs: the time to check, or -1
* @n_markers: the number of markers returned
*
* Retrieves the list of markers at time @msecs. If @frame_num is a
* negative integer, all the markers attached to @timeline will be
* returned.
*
* Return value: (array zero-terminated=1 length=n_markers): a newly
* allocated, %NULL terminated string array containing the names of
* the markers. Use g_strfreev() when done.
*
* Since: 0.8
*/
gchar **
clutter_timeline_list_markers (ClutterTimeline *timeline,
gint msecs,
gsize *n_markers)
{
ClutterTimelinePrivate *priv;
gchar **retval = NULL;
gsize i;
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
priv = timeline->priv;
if (G_UNLIKELY (priv->markers_by_name == NULL))
{
if (n_markers)
*n_markers = 0;
return NULL;
}
if (msecs < 0)
{
GList *markers, *l;
markers = g_hash_table_get_keys (priv->markers_by_name);
retval = g_new0 (gchar*, g_list_length (markers) + 1);
for (i = 0, l = markers; l != NULL; i++, l = l->next)
retval[i] = g_strdup (l->data);
g_list_free (markers);
}
else
{
struct CollectMarkersClosure data;
data.msecs = msecs;
data.markers = g_array_new (TRUE, FALSE, sizeof (gchar *));
g_hash_table_foreach (priv->markers_by_name,
(GHFunc) collect_markers,
&data);
i = data.markers->len;
retval = (gchar **) g_array_free (data.markers, FALSE);
}
if (n_markers)
*n_markers = i;
return retval;
}
/**
* clutter_timeline_advance_to_marker:
* @timeline: a #ClutterTimeline
* @marker_name: the name of the marker
*
* Advances @timeline to the time of the given @marker_name.
*
* <note><para>Like clutter_timeline_advance(), this function will not
* emit the #ClutterTimeline::new-frame for the time where @marker_name
* is set, nor it will emit #ClutterTimeline::marker-reached for
* @marker_name.</para></note>
*
* Since: 0.8
*/
void
clutter_timeline_advance_to_marker (ClutterTimeline *timeline,
const gchar *marker_name)
{
ClutterTimelinePrivate *priv;
TimelineMarker *marker;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (marker_name != NULL);
priv = timeline->priv;
if (G_UNLIKELY (priv->markers_by_name == NULL))
{
g_warning ("No marker named '%s' found.", marker_name);
return;
}
marker = g_hash_table_lookup (priv->markers_by_name, marker_name);
if (!marker)
{
g_warning ("No marker named '%s' found.", marker_name);
return;
}
clutter_timeline_advance (timeline, marker->msecs);
}
/**
* clutter_timeline_remove_marker:
* @timeline: a #ClutterTimeline
* @marker_name: the name of the marker to remove
*
* Removes @marker_name, if found, from @timeline.
*
* Since: 0.8
*/
void
clutter_timeline_remove_marker (ClutterTimeline *timeline,
const gchar *marker_name)
{
ClutterTimelinePrivate *priv;
TimelineMarker *marker;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (marker_name != NULL);
priv = timeline->priv;
if (G_UNLIKELY (priv->markers_by_name == NULL))
{
g_warning ("No marker named '%s' found.", marker_name);
return;
}
marker = g_hash_table_lookup (priv->markers_by_name, marker_name);
if (!marker)
{
g_warning ("No marker named '%s' found.", marker_name);
return;
}
/* this will take care of freeing the marker as well */
g_hash_table_remove (priv->markers_by_name, marker_name);
}
/**
* clutter_timeline_has_marker:
* @timeline: a #ClutterTimeline
* @marker_name: the name of the marker
*
* Checks whether @timeline has a marker set with the given name.
*
* Return value: %TRUE if the marker was found
*
* Since: 0.8
*/
gboolean
clutter_timeline_has_marker (ClutterTimeline *timeline,
const gchar *marker_name)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
g_return_val_if_fail (marker_name != NULL, FALSE);
if (G_UNLIKELY (timeline->priv->markers_by_name == NULL))
return FALSE;
return NULL != g_hash_table_lookup (timeline->priv->markers_by_name,
marker_name);
}