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237496fa75
* clutter/clutter-behaviour-path.h: * clutter/clutter-behaviour-path.c: Add a "knot-reached" signal, which is emitted when the path reaches a node in the nodes list; flesh out the documentation a bit; sync the parameters names so that gtk-doc doesn't complain about missing stuff. * clutter/clutter-behaviour.h: * clutter/clutter-behaviour.c: Add the alpha value to the ClutterBehaviour::alpha_notify vfunc, so you don't have to get the value from the alpha inside the behaviour implementations; add more documentation. * clutter/clutter-alpha.c: Flesh out the description. * clutter/clutter-actor.h: Update the header. * clutter/clutter-behaviour-opacity.c: * clutter/clutter-behaviour-scale.c: Update docs.
284 lines
7.9 KiB
C
284 lines
7.9 KiB
C
/*
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* Clutter.
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*
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* An OpenGL based 'interactive canvas' library.
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*
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* Authored By Matthew Allum <mallum@openedhand.com>
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*
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* Copyright (C) 2006 OpenedHand
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/**
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* SECTION:clutter-behaviour
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* @short_description: Class for providing behaviours to actors
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*
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* #ClutterBehaviour is the base class for implementing behaviours. A
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* behaviour is a controller object for #ClutterActor<!-- -->s; you can
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* use a behaviour to control one or more properties of an actor (such
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* as its opacity, or its position). A #ClutterBehaviour is driven by
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* an "alpha function" stored inside a #ClutterAlpha object; an alpha
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* function is a function depending solely on time. The alpha function
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* computes a value which is then applied to the properties of the
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* actors driven by a behaviour.
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*
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* Clutter provides some pre-defined behaviours, like #ClutterBehaviourPath,
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* which controls the position of a set of actors making them "walk" along
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* a set of nodes; #ClutterBehaviourOpacity, which controls the opacity
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* of a set of actors; #ClutterBehaviourScale, which controls the width
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* and height of a set of actors.
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*
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* In order to implement a new behaviour you should subclass #ClutterBehaviour
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* and override the "alpha_notify" virtual function; inside the overridden
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* function you should obtain the alpha value from the #ClutterAlpha
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* instance bound to the behaviour and apply it to the desiderd property
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* (or properties) of every actor controlled by the behaviour.
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*/
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#include "config.h"
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#include "clutter-actor.h"
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#include "clutter-behaviour.h"
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G_DEFINE_ABSTRACT_TYPE (ClutterBehaviour,
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clutter_behaviour,
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G_TYPE_OBJECT);
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struct _ClutterBehaviourPrivate
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{
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ClutterAlpha *alpha;
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guint notify_id;
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GSList *actors;
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};
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enum
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{
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PROP_0,
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PROP_ALPHA
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};
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enum {
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SIGNAL_LAST
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};
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#define CLUTTER_BEHAVIOUR_GET_PRIVATE(obj) \
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(G_TYPE_INSTANCE_GET_PRIVATE ((obj), \
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CLUTTER_TYPE_BEHAVIOUR, \
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ClutterBehaviourPrivate))
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static void
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clutter_behaviour_finalize (GObject *object)
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{
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ClutterBehaviour *self = CLUTTER_BEHAVIOUR (object);
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clutter_behaviour_set_alpha (self, NULL);
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g_slist_foreach (self->priv->actors, (GFunc) g_object_unref, NULL);
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g_slist_free (self->priv->actors);
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G_OBJECT_CLASS (clutter_behaviour_parent_class)->finalize (object);
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}
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static void
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clutter_behaviour_set_property (GObject *object,
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guint prop_id,
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const GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviour *behaviour;
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behaviour = CLUTTER_BEHAVIOUR(object);
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switch (prop_id)
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{
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case PROP_ALPHA:
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clutter_behaviour_set_alpha (behaviour, 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 (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_get_property (GObject *object,
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guint prop_id,
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GValue *value,
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GParamSpec *pspec)
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{
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ClutterBehaviour *behaviour;
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ClutterBehaviourPrivate *priv;
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behaviour = CLUTTER_BEHAVIOUR(object);
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priv = CLUTTER_BEHAVIOUR_GET_PRIVATE(behaviour);
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switch (prop_id)
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{
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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 (object, prop_id, pspec);
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break;
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}
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}
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static void
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clutter_behaviour_class_init (ClutterBehaviourClass *klass)
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{
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GObjectClass *object_class = G_OBJECT_CLASS (klass);
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object_class->finalize = clutter_behaviour_finalize;
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object_class->set_property = clutter_behaviour_set_property;
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object_class->get_property = clutter_behaviour_get_property;
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g_object_class_install_property (object_class,
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PROP_ALPHA,
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g_param_spec_object ("alpha",
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"Alpha",
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"Alpha Object to drive the behaviour",
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CLUTTER_TYPE_ALPHA,
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G_PARAM_CONSTRUCT |
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G_PARAM_READWRITE));
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g_type_class_add_private (klass, sizeof (ClutterBehaviourPrivate));
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}
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static void
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clutter_behaviour_init (ClutterBehaviour *self)
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{
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ClutterBehaviourPrivate *priv;
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self->priv = priv = CLUTTER_BEHAVIOUR_GET_PRIVATE (self);
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}
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void
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clutter_behaviour_apply (ClutterBehaviour *behave,
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ClutterActor *actor)
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{
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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if (g_slist_find (behave->priv->actors, actor))
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{
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g_warning ("The behaviour of type %s already applies "
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"to the actor of type %s",
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g_type_name (G_OBJECT_TYPE (behave)),
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g_type_name (G_OBJECT_TYPE (actor)));
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return;
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}
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g_object_ref (actor);
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behave->priv->actors = g_slist_prepend (behave->priv->actors, actor);
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}
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void
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clutter_behaviour_remove (ClutterBehaviour *behave,
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ClutterActor *actor)
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{
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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if (!g_slist_find (behave->priv->actors, actor))
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{
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g_warning ("The behaviour of type %s does not apply "
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"to the actor of type %s",
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g_type_name (G_OBJECT_TYPE (behave)),
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g_type_name (G_OBJECT_TYPE (actor)));
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return;
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}
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g_object_unref (actor);
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behave->priv->actors = g_slist_remove (behave->priv->actors, actor);
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}
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void
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clutter_behaviour_actors_foreach (ClutterBehaviour *behave,
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GFunc func,
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gpointer userdata)
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{
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (func != NULL);
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g_slist_foreach (behave->priv->actors, func, userdata);
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}
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ClutterAlpha*
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clutter_behaviour_get_alpha (ClutterBehaviour *behave)
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{
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g_return_val_if_fail (CLUTTER_IS_BEHAVIOUR (behave), NULL);
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return behave->priv->alpha;
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}
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static void
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notify_cb (GObject *object,
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GParamSpec *param_spec,
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ClutterBehaviour *behave)
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{
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ClutterBehaviourClass *klass;
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klass = CLUTTER_BEHAVIOUR_GET_CLASS (behave);
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if (klass->alpha_notify)
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{
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guint32 alpha_value;
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alpha_value = clutter_alpha_get_alpha (behave->priv->alpha);
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klass->alpha_notify (behave, alpha_value);
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}
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}
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void
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clutter_behaviour_set_alpha (ClutterBehaviour *behave,
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ClutterAlpha *alpha)
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{
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ClutterBehaviourPrivate *priv;
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g_return_if_fail (CLUTTER_IS_BEHAVIOUR (behave));
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g_return_if_fail (CLUTTER_IS_ALPHA (alpha));
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priv = behave->priv;
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if (priv->notify_id)
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{
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g_signal_handler_disconnect (priv->alpha, priv->notify_id);
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priv->notify_id = 0;
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}
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if (priv->alpha)
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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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if (alpha)
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{
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priv->alpha = alpha;
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g_object_ref_sink (priv->alpha);
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priv->notify_id = g_signal_connect (priv->alpha, "notify::alpha",
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G_CALLBACK(notify_cb),
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behave);
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}
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}
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