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f00e84606c
* configure.ac: Use pkg-config to check for X. Really Check for GL libs. Make gtk binding optional. Cleanup a little. * Makefile.am: * gtk/Makefile.am: Make gtk binding optional * clutter/clutter-element.c: Cleanup a little, notify on size change. * clutter/clutter-texture.c: Lots of cleanups. Add waste prop. Add filter quality prop. * clutter/clutter-clone-texture.c: Make object construction simpler to work better with bindings. * clutter/clutter-stage.c: * clutter/clutter-timeline.c: Minor reformating, cleanups. * examples/test-text.c: (main): Random experimentation
498 lines
11 KiB
C
498 lines
11 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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#include "clutter-timeline.h"
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#include "clutter-main.h"
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#include "clutter-private.h" /* for DBG */
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G_DEFINE_TYPE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT);
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#define FPS_TO_INTERVAL(f) (1000/f)
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struct ClutterTimelinePrivate
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{
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guint timeout_id;
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guint fps;
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guint nframes;
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guint current_frame_num;
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gulong last_frame_msecs;
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gulong start_frame_secs;
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gboolean loop;
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};
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enum
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{
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PROP_0,
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PROP_FPS,
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PROP_NFRAMES,
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PROP_LOOP
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};
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enum
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{
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SIGNAL_NEW_FRAME,
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SIGNAL_COMPLETED,
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LAST_SIGNAL
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};
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static int timeline_signals[LAST_SIGNAL] = { 0 };
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static void
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clutter_timeline_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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ClutterTimeline *timeline;
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ClutterTimelinePrivate *priv;
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timeline = CLUTTER_TIMELINE(object);
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priv = timeline->priv;
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switch (prop_id)
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{
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case PROP_FPS:
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clutter_timeline_set_speed (timeline, g_value_get_int (value));
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break;
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case PROP_NFRAMES:
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priv->nframes = g_value_get_int (value);
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break;
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case PROP_LOOP:
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priv->loop = g_value_get_boolean (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_timeline_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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ClutterTimeline *timeline;
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ClutterTimelinePrivate *priv;
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timeline = CLUTTER_TIMELINE(object);
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priv = timeline->priv;
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switch (prop_id)
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{
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case PROP_FPS:
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g_value_set_int (value, priv->fps);
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break;
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case PROP_NFRAMES:
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g_value_set_int (value, priv->nframes);
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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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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_timeline_finalize (GObject *object)
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{
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G_OBJECT_CLASS (clutter_timeline_parent_class)->finalize (object);
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}
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static void
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clutter_timeline_dispose (GObject *object)
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{
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ClutterTimeline *self = CLUTTER_TIMELINE(object);
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ClutterTimelinePrivate *priv;
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priv = self->priv;
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if (priv != NULL)
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{
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if (priv->timeout_id)
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{
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g_source_remove (priv->timeout_id);
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priv->timeout_id = 0;
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}
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}
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G_OBJECT_CLASS (clutter_timeline_parent_class)->dispose (object);
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}
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static void
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clutter_timeline_class_init (ClutterTimelineClass *klass)
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{
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GObjectClass *object_class;
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object_class = (GObjectClass*) klass;
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object_class->set_property = clutter_timeline_set_property;
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object_class->get_property = clutter_timeline_get_property;
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object_class->finalize = clutter_timeline_finalize;
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object_class->dispose = clutter_timeline_dispose;
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g_type_class_add_private (klass, sizeof (ClutterTimelinePrivate));
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g_object_class_install_property
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(object_class, PROP_FPS,
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g_param_spec_int ("fps",
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"Frames Per Second",
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"Timeline frames per second",
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0,
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1000,
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50,
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G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
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g_object_class_install_property
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(object_class, PROP_NFRAMES,
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g_param_spec_int ("num-frames",
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"Total number of frames",
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"Timelines total number of frames",
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0,
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G_MAXINT,
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0,
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G_PARAM_CONSTRUCT_ONLY | G_PARAM_READWRITE));
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g_object_class_install_property
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(object_class, PROP_LOOP,
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g_param_spec_boolean ("loop",
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"Loop",
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"Should the timeline automatically restart",
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FALSE,
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G_PARAM_CONSTRUCT | G_PARAM_READWRITE));
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timeline_signals[SIGNAL_NEW_FRAME] =
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g_signal_new ("new-frame",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, new_frame),
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NULL, NULL,
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g_cclosure_marshal_VOID__INT,
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G_TYPE_NONE,
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1, G_TYPE_INT);
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timeline_signals[SIGNAL_COMPLETED] =
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g_signal_new ("completed",
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G_TYPE_FROM_CLASS (object_class),
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G_SIGNAL_RUN_LAST,
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G_STRUCT_OFFSET (ClutterTimelineClass, 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_timeline_init (ClutterTimeline *self)
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{
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self->priv = G_TYPE_INSTANCE_GET_PRIVATE(self,
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CLUTTER_TYPE_TIMELINE,
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ClutterTimelinePrivate);
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}
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static gboolean
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timeline_timeout_func (gpointer data)
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{
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ClutterTimeline *timeline = CLUTTER_TIMELINE(data);
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ClutterTimelinePrivate *priv;
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GTimeVal timeval;
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gint nframes;
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gulong msecs;
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priv = timeline->priv;
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/* Figure out potential frame skips */
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g_get_current_time (&timeval);
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/* Fire off signal */
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g_signal_emit (timeline, timeline_signals[SIGNAL_NEW_FRAME],
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0, priv->current_frame_num);
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/* Signal frees timeline ? */
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if (timeline == NULL)
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return FALSE;
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/* Signal removes source ? */
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if (!priv->timeout_id)
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{
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clutter_timeline_stop (timeline);
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return FALSE;
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}
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if (priv->last_frame_msecs)
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{
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/* Check time diff from out last call and adjust number
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* of frames to advance accordingly.
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*/
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msecs = ((timeval.tv_sec - priv->start_frame_secs) * 1000)
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+ (timeval.tv_usec / 1000);
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nframes = (msecs - priv->last_frame_msecs ) / (1000 / priv->fps);
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if (nframes < 0) nframes = 1;
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if (nframes > 1)
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CLUTTER_DBG("*** Skipping %i frames ***", nframes);
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}
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else
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{
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/* First frame, set up timings.*/
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priv->start_frame_secs = timeval.tv_sec;
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msecs = timeval.tv_usec / 1000;
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nframes = 1;
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}
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priv->last_frame_msecs = msecs;
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/* Advance frames */
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priv->current_frame_num += nframes;;
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/* Handle loop or stop */
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if (priv->current_frame_num > priv->nframes)
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{
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priv->current_frame_num = priv->nframes;
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if (nframes > 1)
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g_signal_emit (timeline, timeline_signals[SIGNAL_NEW_FRAME],
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0, priv->current_frame_num);
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if (priv->loop)
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clutter_timeline_rewind (timeline);
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else
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{
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clutter_timeline_stop (timeline);
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g_signal_emit (timeline, timeline_signals[SIGNAL_COMPLETED], 0);
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return FALSE;
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}
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}
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return TRUE;
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}
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/**
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* clutter_timeline_start:
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* @timeline: A #ClutterTimeline
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*
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* Starts the #ClutterTimeline playing.
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**/
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void
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clutter_timeline_start (ClutterTimeline *timeline)
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{
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ClutterTimelinePrivate *priv;
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priv = timeline->priv;
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if (!priv->timeout_id)
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priv->timeout_id = g_timeout_add (FPS_TO_INTERVAL(priv->fps),
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timeline_timeout_func,
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(gpointer)timeline);
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}
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/**
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* clutter_timeline_pause:
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* @timeline: A #ClutterTimeline
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*
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* Pauses the #ClutterTimeline on current frame
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**/
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void
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clutter_timeline_pause (ClutterTimeline *timeline)
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{
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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if (timeline->priv->timeout_id)
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g_source_remove (timeline->priv->timeout_id);
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timeline->priv->timeout_id = 0;
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timeline->priv->last_frame_msecs = 0;
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}
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/**
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* clutter_timeline_stop:
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* @timeline: A #ClutterTimeline
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*
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* Stops the #ClutterTimeline and moves to frame 0
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**/
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void
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clutter_timeline_stop (ClutterTimeline *timeline)
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{
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clutter_timeline_pause (timeline);
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clutter_timeline_rewind (timeline);
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}
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void
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clutter_timeline_set_loop (ClutterTimeline *timeline, gboolean loop)
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{
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timeline->priv->loop = loop;
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}
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/**
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* clutter_timeline_rewind:
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* @timeline: A #ClutterTimeline
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*
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* Rewinds #ClutterTimeline to frame 0.
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**/
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void
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clutter_timeline_rewind (ClutterTimeline *timeline)
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{
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clutter_timeline_advance (timeline, 0);
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}
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/**
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* clutter_timeline_advance:
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* @timeline: A #ClutterTimeline
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* @nframes: Number of frames to skip
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*
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* Advance timeline by requested number of frames.
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**/
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void
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clutter_timeline_skip (ClutterTimeline *timeline, guint nframes)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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priv->current_frame_num += nframes;
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if (priv->current_frame_num > priv->nframes)
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priv->current_frame_num = 1;
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}
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/**
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* clutter_timeline_advance:
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* @timeline: A #ClutterTimeline
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* @frame_num: Frame number to advance to
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*
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* Advance timeline to requested frame number
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**/
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void
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clutter_timeline_advance (ClutterTimeline *timeline, guint frame_num)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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if (frame_num < priv->nframes)
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priv->current_frame_num = frame_num;
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}
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/**
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* clutter_timeline_get_current_frame:
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* @timeline: A #ClutterTimeline
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*
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* Request the current frame number of the timeline.
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*
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* Return Value: current frame number
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**/
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gint
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clutter_timeline_get_current_frame (ClutterTimeline *timeline)
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{
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g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
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return timeline->priv->current_frame_num;
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}
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/**
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* clutter_timeline_get_n_frames:
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* @timeline: A #ClutterTimeline
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*
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* Request the totle number of frames for the #ClutterTimeline.
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*
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* Return Value: Number of frames for this #ClutterTimeline.
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**/
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guint
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clutter_timeline_get_n_frames (ClutterTimeline *timeline)
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{
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g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
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return timeline->priv->nframes;
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}
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/**
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* clutter_timeline_get_current_frame:
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* @timeline: A #ClutterTimeline
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* @fps: New speed of timeline as frames per second
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*
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* Set the speed in frames per second of the timeline.
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**/
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void
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clutter_timeline_set_speed (ClutterTimeline *timeline, guint fps)
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{
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ClutterTimelinePrivate *priv;
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g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
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priv = timeline->priv;
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priv->fps = fps;
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/* if the timeline is playing restart */
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if (priv->timeout_id)
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{
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g_source_remove (priv->timeout_id);
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priv->timeout_id = g_timeout_add (FPS_TO_INTERVAL(priv->fps),
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timeline_timeout_func,
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(gpointer)timeline);
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}
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}
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/**
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* clutter_timeline_is_playing:
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* @timeline: A #ClutterTimeline
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*
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* Query state of a #ClutterTimeline instance.
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*
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* Return Value: TRUE if timeline is currently playing, FALSE if not.
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*/
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gboolean
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clutter_timeline_is_playing (ClutterTimeline *timeline)
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{
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return (timeline->priv->timeout_id != 0);
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}
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/**
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* clutter_timeline_new:
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* @nframes: #ClutterTimeline number of frames
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* @fps: #ClutterTimeline frames per second
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*
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* Create a new #ClutterTimeline instance.
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*
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* Return Value: a new #ClutterTimeline
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*/
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ClutterTimeline*
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clutter_timeline_new (guint nframes,
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guint fps)
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{
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return g_object_new (CLUTTER_TYPE_TIMELINE,
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"fps", fps,
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"num-frames", nframes,
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NULL);
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}
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