mirror of
https://github.com/brl/mutter.git
synced 2024-12-03 21:30:41 -05:00
617bd87c5a
* clutter-animation.sgml: Add new animation docs. Needs work.
479 lines
14 KiB
Plaintext
479 lines
14 KiB
Plaintext
<chapter id="clutter-animations">
|
|
<chapterinfo>
|
|
<author>
|
|
<firstname>Matthew</firstname>
|
|
<surname>Allum</surname>
|
|
<affiliation>
|
|
<address>
|
|
<email>mallum@openedhand.com</email>
|
|
</address>
|
|
</affiliation>
|
|
</author>
|
|
</chapterinfo>
|
|
|
|
<title>Creating Animations with Clutter</title>
|
|
|
|
<para>
|
|
|
|
With Clutter using hardware accelration for graphics rendering,
|
|
complex and fast animations are possible. This chapter describes basic
|
|
techniques and the utilitys Clutter provides in aiding animation
|
|
creation.
|
|
|
|
</para>
|
|
|
|
<section id="clutter-animation-basic">
|
|
<title>Basic Animations</title>
|
|
|
|
<para>
|
|
|
|
The most basic way to create animations with Clutter is via the use of
|
|
the <code>g_timeout_add</code>. This enables a callback function to be
|
|
called at a definefine interval. The callback function can then modify
|
|
actors visual properties as to produce an animation.
|
|
|
|
</para>
|
|
|
|
<example id="clutter-timeout-example">
|
|
<para>
|
|
Simple Rotation...
|
|
</para>
|
|
<programlisting>
|
|
|
|
FIXME
|
|
|
|
guint g_timeout_add (guint interval,
|
|
GSourceFunc function,
|
|
gpointer data);
|
|
|
|
|
|
</programlisting>
|
|
</example>
|
|
|
|
<note><title>Prioritys</title>
|
|
<para>
|
|
|
|
G_PRIORITY_DEFAULT should always be used as the timeouts priority
|
|
(in case of g_timeout_add_full) as not to intefere with Clutters
|
|
schueduling of repaints and input event handling.
|
|
|
|
</para>
|
|
</note>
|
|
|
|
</section>
|
|
<section id="clutter-animation-timelines">
|
|
<title>Timelines</title>
|
|
<para>
|
|
Clutter Timelines abstract a set period of time with a set rate at
|
|
which to call a provided call back function.
|
|
</para>
|
|
<para>
|
|
They essentially extend g_timeout like functionality further by;
|
|
</para>
|
|
<orderedlist>
|
|
<listitem><para>Having a set duration (in milliseconds) and a set 'frame rate'. Essentially the rate at which the callback is called.</para></listitem>
|
|
<listitem><para>Passing current position information to the callback.</para></listitem>
|
|
<listitem><para>Handling 'dropped frames' in guarenteeing the set duration and skipping over frames if Clutter cannot keep up with set rates.</para></listitem>
|
|
<listitem><para>Query the number of milliseconds elapsed between current and previous callback.</para></listitem>
|
|
<listitem><para>Allowing the timeline to be modified on the fly as well as being stoped, started, looped, rewound, reversed.</para></listitem>
|
|
<listitem><para>Using the ClutterTimeoutPool to more efficiently schedule multiple timeout istances.</para></listitem>
|
|
</orderedlist>
|
|
<para>
|
|
A Timeline is created with;
|
|
</para>
|
|
<programlisting>
|
|
clutter_timeline_new (guint n_frames, guint fps);
|
|
</programlisting>
|
|
<para>
|
|
Taking a number of frames and a frames per second, or by;
|
|
</para>
|
|
<programlisting>
|
|
clutter_timeline_new_for_duration (guint msecs);
|
|
</programlisting>
|
|
<para>
|
|
|
|
Which takes the duration of the timeline in milliseconds with a
|
|
default frame rate (See #clutter_get_default_frame_rate())
|
|
|
|
</para>
|
|
<para>
|
|
|
|
The speed, duration and number of frames of the timeline then be
|
|
modifed via the objects properties and API calls. The timeline can
|
|
be made to loop by settings it "loop" property to TRUE.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
The timelines is started via #clutter_timeline_start () and its
|
|
playback further manipulated by the #clutter_timeline_pause (),
|
|
#clutter_timeline_stop (), #clutter_timeline_rewind () ,
|
|
#clutter_timeline_skip () calls.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
By attaching a handler to the timelines "new-frame" signal a timeline
|
|
can then be used to drive an animation by altering actors visual
|
|
properties in this callback. The callback looks like;
|
|
|
|
</para>
|
|
<programlisting>
|
|
|
|
void on_new_frame (ClutterTimeline *timeline,
|
|
gint frame_num,
|
|
gpointer user_data)
|
|
</programlisting>
|
|
<para>
|
|
|
|
The new-frame signals 'frame_num' parameter is set to the timelines
|
|
current frame number this is between 0 and the "num-frames"
|
|
property. This value can be used to compute the state of a
|
|
particular animation that is dependant on the current timeline
|
|
position. The function #clutter_timeline_get_progress () can also be
|
|
used to get a normalised value of the timelines current position.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
Timelines can also be played in reverse
|
|
#clutter_timeline_set_direction() and a one-time delay set before
|
|
they begin playing #clutter_timeline_set_delay ().
|
|
|
|
</para>
|
|
<para>
|
|
|
|
When using a timeline to control a physical simulation using
|
|
#clutter_timeline_get_delta() allows retrieving the number of frames
|
|
and milliseconds since the previous callback to ensure the physics
|
|
simulation to be able to take the actual time elapsed between
|
|
iterations into account.
|
|
|
|
</para>
|
|
|
|
<example id="clutter-timeline-example">
|
|
<para>
|
|
The following example demonstrates rotating an actor with a timeline.
|
|
</para>
|
|
<programlisting>
|
|
#include <clutter/clutter.h>
|
|
|
|
void
|
|
on_new_frame (ClutterTimeline *timeline,
|
|
gint frame_num,
|
|
gpointer data)
|
|
{
|
|
ClutterActor *actor = CLUTTER_ACTOR(data);
|
|
|
|
clutter_actor_set_rotation (actor, (gdouble)frame_num,
|
|
clutter_actor_get_width (actor)/2,
|
|
clutter_actor_get_height (actor)/2);
|
|
}
|
|
|
|
int
|
|
main (int argc, char *argv[])
|
|
{
|
|
ClutterTimeline *timeline;
|
|
|
|
ClutterActor *stage, *actor;
|
|
GdkPixbuf *pixbuf;
|
|
|
|
clutter_init (&argc, &argv);
|
|
|
|
stage = clutter_stage_get_default ();
|
|
|
|
pixbuf = gdk_pixbuf_new_from_file ("an-image.png", NULL);
|
|
|
|
actor = clutter_texture_new_from_pixbuf (pixbuf);
|
|
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
|
|
|
|
clutter_actor_set_position (actor, 100, 100);
|
|
|
|
timeline = clutter_timeline_new (360, 60); /* num frames, fps */
|
|
g_object_set(timeline, "loop", TRUE, NULL); /* have it loop */
|
|
|
|
g_signal_connect (timeline, "new-frame", G_CALLBACK (on_new_frame), actor);
|
|
|
|
clutter_actor_show_all (stage);
|
|
|
|
clutter_timeline_start (timeline);
|
|
|
|
clutter_main();
|
|
|
|
return 0;
|
|
}
|
|
</programlisting>
|
|
</example>
|
|
|
|
<note><para>
|
|
Multiple timelines can be sequenced in order by means of the
|
|
#ClutterScore. See the #ClutterScore documentation for more details on
|
|
using this.
|
|
</para></note>
|
|
|
|
</section>
|
|
<section id="clutter-animation-behaviours">
|
|
<title>Timelines</title>
|
|
<para>
|
|
|
|
With a large application containing many animations, the use of just
|
|
timelines can become unweldy and difficult to manage with much code
|
|
duplication in the new-frame handlers that can require over complex
|
|
code changes for minor animation modifications. To ease these
|
|
problems the #ClutterAlpha and #ClutterBehaviour classes were created.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
#ClutterAlpha and #ClutterBehaviour attempt to generalise the
|
|
new-frame function by defining common actions or behaviours that can
|
|
be quickly modified, applied to multiple actors or mixed on a single
|
|
actor.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
A ClutterAlpha is simply a 'function of time' (not pixel alpha!). It
|
|
is created by referencing a source timeline and a function which
|
|
produces a value between 0 and %CLUTTER_ALPHA_MAX dependant on the
|
|
timeline position. Various prebuilt alpha functions are included
|
|
with Clutter these include
|
|
|
|
</para>
|
|
<para>
|
|
|
|
%CLUTTER_ALPHA_RAMP_INC
|
|
%CLUTTER_ALPHA_RAMP_DEC
|
|
%CLUTTER_ALPHA_RAMP
|
|
%CLUTTER_ALPHA_SINE
|
|
%CLUTTER_ALPHA_SINE_INC
|
|
%CLUTTER_ALPHA_SINE_DEC
|
|
%CLUTTER_ALPHA_SINE_HALF
|
|
%CLUTTER_ALPHA_SQUARE
|
|
%CLUTTER_ALPHA_SMOOTHSTEP_INC
|
|
%CLUTTER_ALPHA_SMOOTHSTEP_DEC
|
|
%CLUTTER_ALPHA_EXP_INC
|
|
%CLUTTER_ALPHA_EXP_DEC
|
|
|
|
</para>
|
|
<para>
|
|
|
|
A Behaviour is created with a #ClutterAlpha and a set of limits for
|
|
whatever the behaviour modifys actor wise. The current #ClutterAlpha
|
|
value is then mapped to a value between these limits and this value
|
|
set on any applied actors. With the #ClutterAlpha's underlying
|
|
timeline playing the produced value will change and the behaviour
|
|
will animate the actor.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
A #ClutterBehaviour is effectively 'driven' by a supplied #ClutterAlpha and
|
|
when then applied to an actor it will modify a visual property or
|
|
feature of the actor dependant on the Alpha's value. For example a
|
|
path based behaviour applied to an actor will alter its position
|
|
along the path dependant on the current alpha value over time. The
|
|
actual motion will depend on the chosen #ClutterAlphaFunc - a
|
|
#CLUTTER_ALPHA_RAMP_INC making it to move at constant speed along the
|
|
path, a #CLUTTER_ALPHA_SINE making it alternate from one end of the
|
|
path to the other with non constant speed.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
Multiple behaviours can of course be applied to an actor as well as
|
|
a single behaviour being applied to multiple actors. The separation
|
|
of timelines, alphas and behaviours allows for a single timeline to
|
|
drive many behaviours each potentially using different alpha
|
|
functions. Behaviour parameters can also be changed on the fly.
|
|
|
|
</para>
|
|
|
|
<para>
|
|
|
|
<figure id="behaviour-path-alpha">
|
|
<title>Effects of alpha functions on a path</title>
|
|
<graphic fileref="path-alpha-func.png" format="PNG"/>
|
|
<blockquote>
|
|
The actors position between the path's end points directly correlates
|
|
to the #ClutterAlpha's current alpha value driving the behaviour. With
|
|
the #ClutterAlpha's function set to %CLUTTER_ALPHA_RAMP_INC the actor
|
|
will follow the path at a constant velocity, but when changing to
|
|
%CLUTTER_ALPHA_SINE_INC the actor initially accelerates before quickly
|
|
decelerating.
|
|
</blockquote>
|
|
</figure>
|
|
|
|
</para>
|
|
<para>
|
|
|
|
The behaviours included with clutter are
|
|
|
|
</para>
|
|
<para>
|
|
|
|
#ClutterBehaviourBspline
|
|
#ClutterBehaviourDepth
|
|
#ClutterBehaviourEllipse
|
|
#ClutterBehaviourOpacity
|
|
#ClutterBehaviourPath
|
|
#ClutterBehaviourRotate
|
|
#ClutterBehaviourScale
|
|
|
|
</para>
|
|
|
|
<example id="clutter-timeline-example">
|
|
<para>
|
|
The following example demonstrates an ellipse behaviour in action.
|
|
</para>
|
|
<programlisting>
|
|
#include <clutter/clutter.h>
|
|
|
|
int
|
|
main (int argc, char *argv[])
|
|
{
|
|
ClutterTimeline *timeline;
|
|
ClutterBehaviour *behave;
|
|
ClutterAlpha *alpha;
|
|
ClutterActor *stage, *actor;
|
|
GdkPixbuf *pixbuf;
|
|
|
|
clutter_init (&argc, &argv);
|
|
|
|
stage = clutter_stage_get_default ();
|
|
|
|
pixbuf = gdk_pixbuf_new_from_file ("ohpowers.png", NULL);
|
|
|
|
actor = clutter_texture_new_from_pixbuf (pixbuf);
|
|
|
|
clutter_container_add_actor (CLUTTER_CONTAINER (stage), actor);
|
|
|
|
timeline = clutter_timeline_new (100, 26); /* num frames, fps */
|
|
g_object_set(timeline, "loop", TRUE, NULL); /* have it loop */
|
|
|
|
/* Set an alpha func to power behaviour */
|
|
alpha = clutter_alpha_new_full (timeline,
|
|
CLUTTER_ALPHA_SINE,
|
|
NULL, NULL);
|
|
|
|
behave = clutter_behaviour_ellipse_new (alpha,
|
|
200, /* center x */
|
|
200, /* center y */
|
|
400, /* width */
|
|
300, /* height */
|
|
CLUTTER_ROTATE_CW, /* direction */
|
|
0.0, /* angle begin */
|
|
360.0); /* angle end */
|
|
|
|
clutter_behaviour_apply (behave, actor);
|
|
|
|
clutter_actor_show_all (stage);
|
|
|
|
clutter_timeline_start (timeline);
|
|
|
|
clutter_main();
|
|
|
|
return 0;
|
|
}
|
|
|
|
</programlisting>
|
|
</example>
|
|
|
|
<note>Behaviour parameters can be changed whilst a animation is running</note>
|
|
|
|
<para>
|
|
There can be many ClutterAlpha's attached to a single timeline. There can be
|
|
many Behaviours for a ClutterAlpha There can be many Behaviours applied to an
|
|
actor. A ClutterScore can be used to chain many behaviour togeather
|
|
</para>
|
|
|
|
<warn>combining behaviours that effect the same actor properties
|
|
(i.e two seperate paths) will cause unexpected results. The values
|
|
will not be merged in any way with essentially a the last applied
|
|
behaviour taking precedence.</warn>
|
|
|
|
<para>
|
|
FIXME: actually move subclassing behaviours here?
|
|
</para>
|
|
|
|
</section>
|
|
<section id="clutter-animation-effects">
|
|
<title>Effects</title>
|
|
|
|
<para>
|
|
|
|
ClutterEffect's provide a simplified abstraction for firing simple
|
|
transitions from code. ClutterEffects are created from
|
|
ClutterEffectTemplate s which are an abstraction of a timeline and
|
|
an alpha. An effect template can be created with:
|
|
|
|
</para>
|
|
<programlisting>
|
|
ClutterEffectTemplate *etemplate;
|
|
|
|
etemplate = clutter_effect_template_new_for_duration (
|
|
2000, CLUTTER_ALPHA_RAMP_INC);
|
|
</programlisting>
|
|
<para>
|
|
|
|
This will create an effect template lasting 2000 milliseconds (2
|
|
seconds) and use an alpha function of CLUTTER_ALPHA_RAMP_INC, there
|
|
are other more advanced forms for creating effect templates from
|
|
existing timelines, as well as attaching a callback to be called
|
|
with user_data when the effecttemplate is destroyed.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
When we have an effect-template we can create a temporary behaviour
|
|
animating an actor simply by issuing:
|
|
|
|
</para>
|
|
<programlisting>
|
|
clutter_actor_move (etemplate, actor, 23, 42, NULL, NULL);
|
|
</programlisting>
|
|
<para>
|
|
and the actor will move to the coordintes 23, 42 in 2 seconds, if we at the
|
|
same time issued:
|
|
</para>
|
|
<programlisting>
|
|
clutter_actor_fade (etemplate, actor, 0x0, NULL, NULL);
|
|
</programlisting>
|
|
<para>
|
|
The actor would fade out at the same time.
|
|
</para>
|
|
<para>
|
|
|
|
Clutter effects return a timeline, you can stop an effect from
|
|
immediatly happening by calling clutter_timeline_stop () on the
|
|
returned timeline. This returned timeline can also be used to then
|
|
use effects in the ClutterScore etc.
|
|
|
|
</para>
|
|
</section>
|
|
<section id="clutter-animation-conclusion">
|
|
<title>Conclusion</title>
|
|
<para>
|
|
|
|
Clutter provides a number of utility classes to aid animations and
|
|
complex animations can be produced by combining the various features
|
|
provided.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
Of course animations can be created outside of Clutter Utilities,
|
|
they are not expected to cover every kind of possible animation
|
|
scenario.
|
|
|
|
</para>
|
|
<para>
|
|
|
|
The animation functionality in clutter is primarily suited to building animations with a set or finite running time - i.e transitions and the like. For animations involving variable input (such as touchscreen handling) physical simulations may be more suited.
|
|
|
|
</para>
|
|
|
|
</section>
|
|
</chapter>
|