mutter/clutter/clutter-timeline.c
Emmanuele Bassi 7ec975ed3d timeline: Add progress functions
The whole progress computation should not be done using a separate
class: it should be part of the Timeline class.
2012-02-23 11:23:15 +00:00

2174 lines
61 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, see <http://www.gnu.org/licenses/>.
*
*
*/
/**
* SECTION:clutter-timeline
* @short_description: A class for time-based events
* @see_also: #ClutterAnimation, #ClutterAnimator, #ClutterState
*
* #ClutterTimeline is a base class for managing time-based event that cause
* Clutter to redraw a stage, such as animations.
*
* Each #ClutterTimeline instance has a duration: once a timeline has been
* started, using clutter_timeline_start(), it will emit a signal that can
* be used to update the state of the actors.
*
* It is important to note that #ClutterTimeline is not a generic API for
* calling closures after an interval; each Timeline is tied into the master
* clock used to drive the frame cycle. If you need to schedule a closure
* after an interval, see clutter_threads_add_timeout() instead.
*
* Users of #ClutterTimeline should connect to the #ClutterTimeline::new-frame
* signal, which is emitted each time a timeline is advanced during the maste
* clock iteration. The #ClutterTimeline::new-frame signal provides the time
* elapsed since the beginning of the timeline, in milliseconds. A normalized
* progress value can be obtained by calling clutter_timeline_get_progress().
* By using clutter_timeline_get_delta() it is possible to obtain the wallclock
* time elapsed since the last emission of the #ClutterTimeline::new-frame
* signal.
*
* Initial state can be set up by using the #ClutterTimeline::started signal,
* while final state can be set up by using the #ClutterTimeline::completed
* signal. The #ClutterTimeline guarantees the emission of at least a single
* #ClutterTimeline::new-frame signal, as well as the emission of the
* #ClutterTimeline::completed signal.
*
* It is possible to connect to specific points in the timeline progress by
* adding <emphasis>markers</emphasis> using clutter_timeline_add_marker_at_time()
* and connecting to the #ClutterTimeline::marker-reached signal.
*
* Timelines can be made to loop once they reach the end of their duration, by
* using clutter_timeline_set_repeat_count(); a looping timeline will still
* emit the #ClutterTimeline::completed signal once it reaches the end of its
* duration.
*
* Timelines have a #ClutterTimeline:direction: the default direction is
* %CLUTTER_TIMELINE_FORWARD, and goes from 0 to the duration; it is possible
* to change the direction to %CLUTTER_TIMELINE_BACKWARD, and have the timeline
* go from the duration to 0. The direction can be automatically reversed
* when reaching completion by using the #ClutterTimeline:auto-reverse property.
*
* Timelines are used in the Clutter animation framework by classes like
* #ClutterAnimation, #ClutterAnimator, and #ClutterState.
*
* <refsect2 id="timeline-script">
* <title>Defining Timelines in ClutterScript</title>
* <para>A #ClutterTimeline can be described in #ClutterScript like any
* other object. Additionally, it is possible to define markers directly
* inside the JSON definition by using the <emphasis>markers</emphasis>
* JSON object member, such as:</para>
* <informalexample><programlisting><![CDATA[
{
"type" : "ClutterTimeline",
"duration" : 1000,
"markers" : [
{ "name" : "quarter", "time" : 250 },
{ "name" : "half-time", "time" : 500 },
{ "name" : "three-quarters", "time" : 750 }
]
}
* ]]></programlisting></informalexample>
* </refsect2>
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "clutter-debug.h"
#include "clutter-easing.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-scriptable.h"
#include "clutter-timeline.h"
static void clutter_scriptable_iface_init (ClutterScriptableIface *iface);
G_DEFINE_TYPE_WITH_CODE (ClutterTimeline, clutter_timeline, G_TYPE_OBJECT,
G_IMPLEMENT_INTERFACE (CLUTTER_TYPE_SCRIPTABLE,
clutter_scriptable_iface_init));
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 */
gint64 elapsed_time;
/* The elapsed time since the last frame was fired */
gint64 msecs_delta;
GHashTable *markers_by_name;
/* Time we last advanced the elapsed time and showed a frame */
gint64 last_frame_time;
/* How many times the timeline should repeat */
gint repeat_count;
/* The number of times the timeline has repeated */
gint current_repeat;
ClutterTimelineProgressFunc progress_func;
gpointer progress_data;
GDestroyNotify progress_notify;
ClutterAnimationMode progress_mode;
guint is_playing : 1;
/* If we've just started playing and haven't yet gotten
* a tick from the master clock
*/
guint waiting_first_tick : 1;
guint auto_reverse : 1;
};
typedef struct {
gchar *name;
guint msecs;
GQuark quark;
} TimelineMarker;
enum
{
PROP_0,
PROP_LOOP,
PROP_DELAY,
PROP_DURATION,
PROP_DIRECTION,
PROP_AUTO_REVERSE,
PROP_REPEAT_COUNT,
PROP_PROGRESS_MODE,
PROP_LAST
};
static GParamSpec *obj_props[PROP_LAST] = { NULL, };
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);
}
}
/*< private >
* clutter_timeline_add_marker_internal:
* @timeline: a #ClutterTimeline
* @marker: a TimelineMarker
*
* Adds @marker into the hash table of markers for @timeline.
*
* The TimelineMarker will either be added or, in case of collisions
* with another existing marker, freed. In any case, this function
* assumes the ownership of the passed @marker.
*/
static inline void
clutter_timeline_add_marker_internal (ClutterTimeline *timeline,
TimelineMarker *marker)
{
ClutterTimelinePrivate *priv = timeline->priv;
TimelineMarker *old_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);
old_marker = g_hash_table_lookup (priv->markers_by_name, marker->name);
if (old_marker != NULL)
{
g_warning ("A marker named '%s' already exists at time %d",
old_marker->name,
old_marker->msecs);
timeline_marker_free (marker);
return;
}
g_hash_table_insert (priv->markers_by_name, marker->name, marker);
}
static inline void
clutter_timeline_set_loop_internal (ClutterTimeline *timeline,
gboolean loop)
{
gint old_repeat_count;
old_repeat_count = timeline->priv->repeat_count;
if (loop)
clutter_timeline_set_repeat_count (timeline, -1);
else
clutter_timeline_set_repeat_count (timeline, 0);
if (old_repeat_count != timeline->priv->repeat_count)
g_object_notify_by_pspec (G_OBJECT (timeline), obj_props[PROP_LOOP]);
}
/* Scriptable */
typedef struct _ParseClosure {
ClutterTimeline *timeline;
ClutterScript *script;
GValue *value;
gboolean result;
} ParseClosure;
static void
parse_timeline_markers (JsonArray *array,
guint index_,
JsonNode *element,
gpointer data)
{
ParseClosure *clos = data;
JsonObject *object;
TimelineMarker *marker;
GList *markers;
if (JSON_NODE_TYPE (element) != JSON_NODE_OBJECT)
{
g_warning ("The 'markers' member of a ClutterTimeline description "
"should be an array of objects, but the element %d of the "
"array is of type '%s'. The element will be ignored.",
index_,
json_node_type_name (element));
return;
}
object = json_node_get_object (element);
if (!(json_object_has_member (object, "name") &&
json_object_has_member (object, "time")))
{
g_warning ("The marker definition in a ClutterTimeline description "
"must be an object with the 'name' and 'time' members, "
"but the element %d of the 'markers' array does not have "
"either",
index_);
return;
}
if (G_IS_VALUE (clos->value))
markers = g_value_get_pointer (clos->value);
else
{
g_value_init (clos->value, G_TYPE_POINTER);
markers = NULL;
}
marker = timeline_marker_new (json_object_get_string_member (object, "name"),
json_object_get_int_member (object, "time"));
markers = g_list_prepend (markers, marker);
g_value_set_pointer (clos->value, markers);
clos->result = TRUE;
}
static gboolean
clutter_timeline_parse_custom_node (ClutterScriptable *scriptable,
ClutterScript *script,
GValue *value,
const gchar *name,
JsonNode *node)
{
ParseClosure clos;
if (strcmp (name, "markers") != 0)
return FALSE;
if (JSON_NODE_TYPE (node) != JSON_NODE_ARRAY)
return FALSE;
clos.timeline = CLUTTER_TIMELINE (scriptable);
clos.script = script;
clos.value = value;
clos.result = FALSE;
json_array_foreach_element (json_node_get_array (node),
parse_timeline_markers,
&clos);
return clos.result;
}
static void
clutter_timeline_set_custom_property (ClutterScriptable *scriptable,
ClutterScript *script,
const gchar *name,
const GValue *value)
{
if (strcmp (name, "markers") == 0)
{
ClutterTimeline *timeline = CLUTTER_TIMELINE (scriptable);
GList *markers = g_value_get_pointer (value);
GList *m;
/* the list was created through prepend() */
markers = g_list_reverse (markers);
for (m = markers; m != NULL; m = m->next)
clutter_timeline_add_marker_internal (timeline, m->data);
g_list_free (markers);
}
else
g_object_set_property (G_OBJECT (scriptable), name, value);
}
static void
clutter_scriptable_iface_init (ClutterScriptableIface *iface)
{
iface->parse_custom_node = clutter_timeline_parse_custom_node;
iface->set_custom_property = clutter_timeline_set_custom_property;
}
/* Object */
static void
clutter_timeline_set_property (GObject *object,
guint prop_id,
const GValue *value,
GParamSpec *pspec)
{
ClutterTimeline *timeline = CLUTTER_TIMELINE (object);
switch (prop_id)
{
case PROP_LOOP:
clutter_timeline_set_loop_internal (timeline, g_value_get_boolean (value));
break;
case PROP_DELAY:
clutter_timeline_set_delay (timeline, 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;
case PROP_AUTO_REVERSE:
clutter_timeline_set_auto_reverse (timeline, g_value_get_boolean (value));
break;
case PROP_REPEAT_COUNT:
clutter_timeline_set_repeat_count (timeline, g_value_get_int (value));
break;
case PROP_PROGRESS_MODE:
clutter_timeline_set_progress_mode (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 = CLUTTER_TIMELINE (object);
ClutterTimelinePrivate *priv = timeline->priv;
switch (prop_id)
{
case PROP_LOOP:
g_value_set_boolean (value, priv->repeat_count != 0);
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;
case PROP_AUTO_REVERSE:
g_value_set_boolean (value, priv->auto_reverse);
break;
case PROP_REPEAT_COUNT:
g_value_set_int (value, priv->repeat_count);
break;
case PROP_PROGRESS_MODE:
g_value_set_enum (value, priv->progress_mode);
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);
if (priv->is_playing)
{
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;
}
if (priv->progress_notify != NULL)
{
priv->progress_notify (priv->progress_data);
priv->progress_func = NULL;
priv->progress_data = NULL;
priv->progress_notify = NULL;
}
G_OBJECT_CLASS (clutter_timeline_parent_class)->dispose (object);
}
static void
clutter_timeline_class_init (ClutterTimelineClass *klass)
{
GObjectClass *object_class = G_OBJECT_CLASS (klass);
g_type_class_add_private (klass, sizeof (ClutterTimelinePrivate));
/**
* ClutterTimeline:loop:
*
* Whether the timeline should automatically rewind and restart.
*
* As a side effect, setting this property to %TRUE will set the
* #ClutterTimeline:repeat-count property to -1, while setting this
* property to %FALSE will set the #ClutterTimeline:repeat-count
* property to 0.
*
* Deprecated: 1.10: Use the #ClutterTimeline:repeat-count property instead.
*/
obj_props[PROP_LOOP] =
g_param_spec_boolean ("loop",
P_("Loop"),
P_("Should the timeline automatically restart"),
FALSE,
CLUTTER_PARAM_READWRITE | G_PARAM_DEPRECATED);
/**
* ClutterTimeline:delay:
*
* A delay, in milliseconds, that should be observed by the
* timeline before actually starting.
*
* Since: 0.4
*/
obj_props[PROP_DELAY] =
g_param_spec_uint ("delay",
P_("Delay"),
P_("Delay before start"),
0, G_MAXUINT,
0,
CLUTTER_PARAM_READWRITE);
/**
* ClutterTimeline:duration:
*
* Duration of the timeline in milliseconds, depending on the
* ClutterTimeline:fps value.
*
* Since: 0.6
*/
obj_props[PROP_DURATION] =
g_param_spec_uint ("duration",
P_("Duration"),
P_("Duration of the timeline in milliseconds"),
0, G_MAXUINT,
1000,
CLUTTER_PARAM_READWRITE);
/**
* ClutterTimeline:direction:
*
* The direction of the timeline, either %CLUTTER_TIMELINE_FORWARD or
* %CLUTTER_TIMELINE_BACKWARD.
*
* Since: 0.6
*/
obj_props[PROP_DIRECTION] =
g_param_spec_enum ("direction",
P_("Direction"),
P_("Direction of the timeline"),
CLUTTER_TYPE_TIMELINE_DIRECTION,
CLUTTER_TIMELINE_FORWARD,
CLUTTER_PARAM_READWRITE);
/**
* ClutterTimeline:auto-reverse:
*
* If the direction of the timeline should be automatically reversed
* when reaching the end.
*
* Since: 1.6
*/
obj_props[PROP_AUTO_REVERSE] =
g_param_spec_boolean ("auto-reverse",
P_("Auto Reverse"),
P_("Whether the direction should be reversed when reaching the end"),
FALSE,
CLUTTER_PARAM_READWRITE);
/**
* ClutterTimeline:repeat-count:
*
* Defines how many times the timeline should repeat.
*
* If the repeat count is 0, the timeline does not repeat.
*
* If the repeat count is set to -1, the timeline will repeat until it is
* stopped.
*
* Since: 1.10
*/
obj_props[PROP_REPEAT_COUNT] =
g_param_spec_int ("repeat-count",
P_("Repeat Count"),
P_("How many times the timeline should repeat"),
-1, G_MAXINT,
0,
CLUTTER_PARAM_READWRITE);
/**
* ClutterTimeline:progress-mode:
*
* Controls the way a #ClutterTimeline computes the normalized progress.
*
* Since: 1.10
*/
obj_props[PROP_PROGRESS_MODE] =
g_param_spec_enum ("progress-mode",
P_("Progress Mode"),
P_("How the timeline should compute the progress"),
CLUTTER_TYPE_ANIMATION_MODE,
CLUTTER_LINEAR,
CLUTTER_PARAM_READWRITE);
object_class->dispose = clutter_timeline_dispose;
object_class->finalize = clutter_timeline_finalize;
object_class->set_property = clutter_timeline_set_property;
object_class->get_property = clutter_timeline_get_property;
g_object_class_install_properties (object_class, PROP_LAST, obj_props);
/**
* 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 #ClutterTimeline::completed signal is emitted when the timeline's
* elapsed time reaches the value of the #ClutterTimeline:duration
* property.
*
* This signal will be emitted even if the #ClutterTimeline is set to be
* repeating.
*/
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;
self->priv = priv =
G_TYPE_INSTANCE_GET_PRIVATE (self, CLUTTER_TYPE_TIMELINE,
ClutterTimelinePrivate);
priv->progress_mode = CLUTTER_LINEAR;
}
struct CheckIfMarkerHitClosure
{
ClutterTimeline *timeline;
ClutterTimelineDirection direction;
gint new_time;
gint duration;
gint delta;
};
static gboolean
have_passed_time (const struct CheckIfMarkerHitClosure *data,
gint msecs)
{
/* Ignore markers that are outside the duration of the timeline */
if (msecs < 0 || msecs > data->duration)
return FALSE;
if (data->direction == CLUTTER_TIMELINE_FORWARD)
{
/* We need to special case when a marker is added at the
beginning of the timeline */
if (msecs == 0 &&
data->delta > 0 &&
data->new_time - data->delta <= 0)
return TRUE;
/* Otherwise it's just a simple test if the time is in range of
the previous time and the new time */
return (msecs > data->new_time - data->delta
&& msecs <= data->new_time);
}
else
{
/* We need to special case when a marker is added at the
end of the timeline */
if (msecs == data->duration &&
data->delta > 0 &&
data->new_time + data->delta >= data->duration)
return TRUE;
/* Otherwise it's just a simple test if the time is in range of
the previous time and the new time */
return (msecs >= data->new_time
&& msecs < data->new_time + data->delta);
}
}
static void
check_if_marker_hit (const gchar *name,
TimelineMarker *marker,
struct CheckIfMarkerHitClosure *data)
{
if (have_passed_time (data, marker->msecs))
{
CLUTTER_NOTE (SCHEDULER, "Marker '%s' reached", name);
g_signal_emit (data->timeline, timeline_signals[MARKER_REACHED],
marker->quark,
name,
marker->msecs);
}
}
static void
check_markers (ClutterTimeline *timeline,
gint delta)
{
ClutterTimelinePrivate *priv = timeline->priv;
struct CheckIfMarkerHitClosure data;
/* shortcircuit here if we don't have any marker installed */
if (priv->markers_by_name == NULL)
return;
/* store the details of the timeline so that changing them in a
marker signal handler won't affect which markers are hit */
data.timeline = timeline;
data.direction = priv->direction;
data.new_time = priv->elapsed_time;
data.duration = priv->duration;
data.delta = delta;
g_hash_table_foreach (priv->markers_by_name,
(GHFunc) check_if_marker_hit,
&data);
}
static void
emit_frame_signal (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv = timeline->priv;
/* see bug https://bugzilla.gnome.org/show_bug.cgi?id=654066 */
gint elapsed = (gint) priv->elapsed_time;
g_signal_emit (timeline, timeline_signals[NEW_FRAME], 0, elapsed);
}
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 void
set_is_playing (ClutterTimeline *timeline,
gboolean is_playing)
{
ClutterTimelinePrivate *priv = timeline->priv;
ClutterMasterClock *master_clock;
is_playing = is_playing != FALSE;
if (is_playing == priv->is_playing)
return;
priv->is_playing = is_playing;
master_clock = _clutter_master_clock_get_default ();
if (priv->is_playing)
{
_clutter_master_clock_add_timeline (master_clock, timeline);
priv->waiting_first_tick = TRUE;
priv->current_repeat = 0;
}
else
{
_clutter_master_clock_remove_timeline (master_clock, timeline);
}
}
static gboolean
clutter_timeline_do_frame (ClutterTimeline *timeline)
{
ClutterTimelinePrivate *priv;
priv = timeline->priv;
g_object_ref (timeline);
CLUTTER_NOTE (SCHEDULER, "Timeline [%p] activated (cur: %ld)\n",
timeline,
(long) 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);
check_markers (timeline, priv->msecs_delta);
g_object_unref (timeline);
return priv->is_playing;
}
else
{
/* Handle loop or stop */
ClutterTimelineDirection saved_direction = priv->direction;
gint elapsed_time_delta = priv->msecs_delta;
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 we clamp elapsed time, then we need
* to correpondingly reduce elapsed_time_delta to reflect the correct
* range of times */
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
{
elapsed_time_delta -= (priv->elapsed_time - priv->duration);
priv->elapsed_time = priv->duration;
}
else if (priv->direction == CLUTTER_TIMELINE_BACKWARD)
{
elapsed_time_delta -= - priv->elapsed_time;
priv->elapsed_time = 0;
}
end_msecs = priv->elapsed_time;
/* Emit the signal */
emit_frame_signal (timeline);
check_markers (timeline, elapsed_time_delta);
/* 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: %ld, tot: %ld)",
timeline,
(long) priv->elapsed_time,
(long) priv->msecs_delta);
priv->current_repeat += 1;
if (priv->is_playing &&
(priv->repeat_count == 0 ||
priv->repeat_count == priv->current_repeat))
{
/* We stop the timeline now, so that the completed signal handler
* may choose to re-start the timeline
*
* XXX Perhaps we should do this earlier, and regardless of
* priv->repeat_count. Are we limiting the things that could be
* done in the above new-frame signal handler?
*/
set_is_playing (timeline, FALSE);
}
g_signal_emit (timeline, timeline_signals[COMPLETED], 0);
if (priv->auto_reverse)
{
/* :auto-reverse changes the direction of the timeline */
if (priv->direction == CLUTTER_TIMELINE_FORWARD)
priv->direction = CLUTTER_TIMELINE_BACKWARD;
else
priv->direction = CLUTTER_TIMELINE_FORWARD;
g_object_notify_by_pspec (G_OBJECT (timeline),
obj_props[PROP_DIRECTION]);
}
/* 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->repeat_count != 0)
{
/* 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;
/* If we have overflowed then we are changing the elapsed
time without emitting the new frame signal so we need to
check for markers again */
check_markers (timeline,
priv->direction == CLUTTER_TIMELINE_FORWARD
? 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;
set_is_playing (timeline, 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;
set_is_playing (timeline, 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;
set_is_playing (timeline, 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.
*
* This function is equivalent to calling clutter_timeline_set_repeat_count()
* with -1 if @loop is %TRUE, and with 0 if @loop is %FALSE.
*
* Deprecated: 1.10: Use clutter_timeline_set_repeat_count() instead.
*/
void
clutter_timeline_set_loop (ClutterTimeline *timeline,
gboolean loop)
{
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
clutter_timeline_set_loop_internal (timeline, loop);
}
/**
* clutter_timeline_get_loop:
* @timeline: a #ClutterTimeline
*
* Gets whether @timeline is looping
*
* Return value: %TRUE if the timeline is looping
*
* Deprecated: 1.10: Use clutter_timeline_get_repeat_count() instead.
*/
gboolean
clutter_timeline_get_loop (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
return timeline->priv->repeat_count != 0;
}
/**
* 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().
*
* <note><para>The only cloned properties are:</para>
* <itemizedlist>
* <listitem><simpara>#ClutterTimeline:duration</simpara></listitem>
* <listitem><simpara>#ClutterTimeline:loop</simpara></listitem>
* <listitem><simpara>#ClutterTimeline:delay</simpara></listitem>
* <listitem><simpara>#ClutterTimeline:direction</simpara></listitem>
* </itemizedlist></note>
*
* Return value: (transfer full): a new #ClutterTimeline, cloned
* from @timeline
*
* Since: 0.4
*
* Deprecated: 1.10: Use clutter_timeline_new() or g_object_new()
* instead
*/
ClutterTimeline *
clutter_timeline_clone (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), NULL);
return g_object_new (CLUTTER_TYPE_TIMELINE,
"duration", timeline->priv->duration,
"loop", timeline->priv->repeat_count != 0,
"delay", timeline->priv->delay,
"direction", timeline->priv->direction,
NULL);
}
/**
* clutter_timeline_new:
* @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_by_pspec (G_OBJECT (timeline), obj_props[PROP_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_by_pspec (G_OBJECT (timeline), obj_props[PROP_DURATION]);
}
}
/**
* clutter_timeline_get_progress:
* @timeline: a #ClutterTimeline
*
* The position of the timeline in a normalized [-1, 2] interval.
*
* The return value of this function is determined by the progress
* mode set using clutter_timeline_set_progress_mode(), or by the
* progress function set using clutter_timeline_set_progress_func().
*
* Return value: the normalized current position in 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;
/* short-circuit linear progress */
if (priv->progress_func == NULL)
return (gdouble) priv->elapsed_time / (gdouble) priv->duration;
else
return priv->progress_func (timeline,
(gdouble) priv->elapsed_time,
(gdouble) priv->duration,
priv->progress_data);
}
/**
* 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_by_pspec (G_OBJECT (timeline), obj_props[PROP_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)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
if (!clutter_timeline_is_playing (timeline))
return 0;
return timeline->priv->msecs_delta;
}
/*
* clutter_timeline_do_tick
* @timeline: a #ClutterTimeline
* @tick_time: time of advance
*
* Advances @timeline based on the time passed in @tick_time. This
* function is called by the master clock. The @timeline will use this
* interval to emit the #ClutterTimeline::new-frame signal and
* eventually skip frames.
*/
void
_clutter_timeline_do_tick (ClutterTimeline *timeline,
gint64 tick_time)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
/* Check the is_playing variable before performing the timeline tick.
* This is necessary, as if a timeline is stopped in response to a
* master-clock generated signal of a different timeline, this code can
* still be reached.
*/
if (!priv->is_playing)
return;
if (priv->waiting_first_tick)
{
priv->last_frame_time = tick_time;
priv->msecs_delta = 0;
priv->waiting_first_tick = FALSE;
clutter_timeline_do_frame (timeline);
}
else
{
gint64 msecs;
msecs = tick_time - priv->last_frame_time;
/* if the clock rolled back between ticks we need to
* account for it; the best course of action, since the
* clock roll back can happen by any arbitrary amount
* of milliseconds, is to drop a frame here
*/
if (msecs < 0)
{
priv->last_frame_time = tick_time;
return;
}
if (msecs != 0)
{
/* Avoid accumulating error */
priv->last_frame_time += msecs;
priv->msecs_delta = msecs;
clutter_timeline_do_frame (timeline);
}
}
}
/**
* 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)
{
TimelineMarker *marker;
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));
marker = timeline_marker_new (marker_name, msecs);
clutter_timeline_add_marker_internal (timeline, marker);
}
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 @msecs is a
* negative integer, all the markers attached to @timeline will be
* returned.
*
* Return value: (transfer full) (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 **) (void *) 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);
}
/**
* clutter_timeline_set_auto_reverse:
* @timeline: a #ClutterTimeline
* @reverse: %TRUE if the @timeline should reverse the direction
*
* Sets whether @timeline should reverse the direction after the
* emission of the #ClutterTimeline::completed signal.
*
* Setting the #ClutterTimeline:auto-reverse property to %TRUE is the
* equivalent of connecting a callback to the #ClutterTimeline::completed
* signal and changing the direction of the timeline from that callback;
* for instance, this code:
*
* |[
* static void
* reverse_timeline (ClutterTimeline *timeline)
* {
* ClutterTimelineDirection dir = clutter_timeline_get_direction (timeline);
*
* if (dir == CLUTTER_TIMELINE_FORWARD)
* dir = CLUTTER_TIMELINE_BACKWARD;
* else
* dir = CLUTTER_TIMELINE_FORWARD;
*
* clutter_timeline_set_direction (timeline, dir);
* }
* ...
* timeline = clutter_timeline_new (1000);
* clutter_timeline_set_repeat_count (timeline, -1);
* g_signal_connect (timeline, "completed",
* G_CALLBACK (reverse_timeline),
* NULL);
* ]|
*
* can be effectively replaced by:
*
* |[
* timeline = clutter_timeline_new (1000);
* clutter_timeline_set_repeat_count (timeline, -1);
* clutter_timeline_set_auto_reverse (timeline);
* ]|
*
* Since: 1.6
*/
void
clutter_timeline_set_auto_reverse (ClutterTimeline *timeline,
gboolean reverse)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
reverse = !!reverse;
priv = timeline->priv;
if (priv->auto_reverse != reverse)
{
priv->auto_reverse = reverse;
g_object_notify_by_pspec (G_OBJECT (timeline),
obj_props[PROP_AUTO_REVERSE]);
}
}
/**
* clutter_timeline_get_auto_reverse:
* @timeline: a #ClutterTimeline
*
* Retrieves the value set by clutter_timeline_set_auto_reverse().
*
* Return value: %TRUE if the timeline should automatically reverse, and
* %FALSE otherwise
*
* Since: 1.6
*/
gboolean
clutter_timeline_get_auto_reverse (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), FALSE);
return timeline->priv->auto_reverse;
}
/**
* clutter_timeline_set_repeat_count:
* @timeline: a #ClutterTimeline
* @count: the number of times the timeline should repeat
*
* Sets the number of times the @timeline should repeat.
*
* If @count is 0, the timeline never repeats.
*
* If @count is -1, the timeline will always repeat until
* it's stopped.
*
* Since: 1.10
*/
void
clutter_timeline_set_repeat_count (ClutterTimeline *timeline,
gint count)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (count >= -1);
priv = timeline->priv;
if (priv->repeat_count != count)
{
priv->repeat_count = count;
g_object_notify_by_pspec (G_OBJECT (timeline),
obj_props[PROP_REPEAT_COUNT]);
}
}
/**
* clutter_timeline_get_repeat_count:
* @timeline: a #ClutterTimeline
*
* Retrieves the number set using clutter_timeline_set_repeat_count().
*
* Return value: the number of repeats
*
* Since: 1.10
*/
gint
clutter_timeline_get_repeat_count (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), 0);
return timeline->priv->repeat_count;
}
/**
* clutter_timeline_set_progress_func:
* @timeline: a #ClutterTimeline
* @func: (scope notify) (allow-none): a progress function, or %NULL
* @data: (closure): data to pass to @func
* @notify: a function to be called when the progress function is removed
* or the timeline is disposed
*
* Sets a custom progress function for @timeline. The progress function will
* be called by clutter_timeline_get_progress() and will be used to compute
* the progress value based on the elapsed time and the total duration of the
* timeline.
*
* If @func is not %NULL, the #ClutterTimeline:progress-mode property will
* be set to %CLUTTER_CUSTOM_MODE.
*
* If @func is %NULL, any previously set progress function will be unset, and
* the #ClutterTimeline:progress-mode property will be set to %CLUTTER_LINEAR.
*
* Since: 1.10
*/
void
clutter_timeline_set_progress_func (ClutterTimeline *timeline,
ClutterTimelineProgressFunc func,
gpointer data,
GDestroyNotify notify)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
priv = timeline->priv;
if (priv->progress_notify != NULL)
priv->progress_notify (priv->progress_data);
priv->progress_func = func;
priv->progress_data = data;
priv->progress_notify = notify;
if (priv->progress_func != NULL)
priv->progress_mode = CLUTTER_CUSTOM_MODE;
else
priv->progress_mode = CLUTTER_LINEAR;
g_object_notify_by_pspec (G_OBJECT (timeline), obj_props[PROP_PROGRESS_MODE]);
}
/*< private >
* _clutter_animation_modes:
*
* A mapping of animation modes and easing functions.
*/
static const struct {
ClutterAnimationMode mode;
ClutterEasingFunc func;
const char *name;
} _clutter_animation_modes[] = {
{ CLUTTER_CUSTOM_MODE, NULL, "custom" },
{ CLUTTER_LINEAR, clutter_linear, "linear" },
{ CLUTTER_EASE_IN_QUAD, clutter_ease_in_quad, "easeInQuad" },
{ CLUTTER_EASE_OUT_QUAD, clutter_ease_out_quad, "easeOutQuad" },
{ CLUTTER_EASE_IN_OUT_QUAD, clutter_ease_in_out_quad, "easeInOutQuad" },
{ CLUTTER_EASE_IN_CUBIC, clutter_ease_in_cubic, "easeInCubic" },
{ CLUTTER_EASE_OUT_CUBIC, clutter_ease_out_cubic, "easeOutCubic" },
{ CLUTTER_EASE_IN_OUT_CUBIC, clutter_ease_in_out_cubic, "easeInOutCubic" },
{ CLUTTER_EASE_IN_QUART, clutter_ease_in_quart, "easeInQuart" },
{ CLUTTER_EASE_OUT_QUART, clutter_ease_out_quart, "easeOutQuart" },
{ CLUTTER_EASE_IN_OUT_QUART, clutter_ease_in_out_quart, "easeInOutQuart" },
{ CLUTTER_EASE_IN_QUINT, clutter_ease_in_quint, "easeInQuint" },
{ CLUTTER_EASE_OUT_QUINT, clutter_ease_out_quint, "easeOutQuint" },
{ CLUTTER_EASE_IN_OUT_QUINT, clutter_ease_in_out_quint, "easeInOutQuint" },
{ CLUTTER_EASE_IN_SINE, clutter_ease_in_sine, "easeInSine" },
{ CLUTTER_EASE_OUT_SINE, clutter_ease_out_sine, "easeOutSine" },
{ CLUTTER_EASE_IN_OUT_SINE, clutter_ease_in_out_sine, "easeInOutSine" },
{ CLUTTER_EASE_IN_EXPO, clutter_ease_in_expo, "easeInExpo" },
{ CLUTTER_EASE_OUT_EXPO, clutter_ease_out_expo, "easeOutExpo" },
{ CLUTTER_EASE_IN_OUT_EXPO, clutter_ease_in_out_expo, "easeInOutExpo" },
{ CLUTTER_EASE_IN_CIRC, clutter_ease_in_circ, "easeInCirc" },
{ CLUTTER_EASE_OUT_CIRC, clutter_ease_out_circ, "easeOutCirc" },
{ CLUTTER_EASE_IN_OUT_CIRC, clutter_ease_in_out_circ, "easeInOutCirc" },
{ CLUTTER_EASE_IN_ELASTIC, clutter_ease_in_elastic, "easeInElastic" },
{ CLUTTER_EASE_OUT_ELASTIC, clutter_ease_out_elastic, "easeOutElastic" },
{ CLUTTER_EASE_IN_OUT_ELASTIC, clutter_ease_in_out_elastic, "easeInOutElastic" },
{ CLUTTER_EASE_IN_BACK, clutter_ease_in_back, "easeInBack" },
{ CLUTTER_EASE_OUT_BACK, clutter_ease_out_back, "easeOutBack" },
{ CLUTTER_EASE_IN_OUT_BACK, clutter_ease_in_out_back, "easeInOutBack" },
{ CLUTTER_EASE_IN_BOUNCE, clutter_ease_in_bounce, "easeInBounce" },
{ CLUTTER_EASE_OUT_BOUNCE, clutter_ease_out_bounce, "easeOutBounce" },
{ CLUTTER_EASE_IN_OUT_BOUNCE, clutter_ease_in_out_bounce, "easeInOutBounce" },
{ CLUTTER_ANIMATION_LAST, NULL, "sentinel" },
};
static gdouble
clutter_timeline_progress_func (ClutterTimeline *timeline,
gdouble elapsed,
gdouble duration,
gpointer user_data G_GNUC_UNUSED)
{
ClutterTimelinePrivate *priv = timeline->priv;
ClutterEasingFunc easing_func;
g_assert (_clutter_animation_modes[priv->progress_mode].mode == priv->progress_mode);
g_assert (_clutter_animation_modes[priv->progress_mode].func != NULL);
easing_func = _clutter_animation_modes[priv->progress_mode].func;
return easing_func (elapsed, duration);
}
/**
* clutter_timeline_set_progress_mode:
* @timeline: a #ClutterTimeline
* @mode: the progress mode, as a #ClutterAnimationMode
*
* Sets the progress function using a value from the #ClutterAnimationMode
* enumeration. The @mode cannot be %CLUTTER_CUSTOM_MODE or bigger than
* %CLUTTER_ANIMATION_LAST.
*
* Since: 1.10
*/
void
clutter_timeline_set_progress_mode (ClutterTimeline *timeline,
ClutterAnimationMode mode)
{
ClutterTimelinePrivate *priv;
g_return_if_fail (CLUTTER_IS_TIMELINE (timeline));
g_return_if_fail (mode < CLUTTER_ANIMATION_LAST);
g_return_if_fail (mode != CLUTTER_CUSTOM_MODE);
priv = timeline->priv;
if (priv->progress_mode == mode)
return;
if (priv->progress_notify != NULL)
priv->progress_notify (priv->progress_data);
priv->progress_mode = mode;
/* short-circuit linear progress */
if (priv->progress_mode != CLUTTER_LINEAR)
priv->progress_func = clutter_timeline_progress_func;
else
priv->progress_func = NULL;
priv->progress_data = NULL;
priv->progress_notify = NULL;
g_object_notify_by_pspec (G_OBJECT (timeline), obj_props[PROP_PROGRESS_MODE]);
}
/**
* clutter_timeline_get_progress_mode:
* @timeline: a #ClutterTimeline
*
* Retrieves the progress mode set using clutter_timeline_set_progress_mode()
* or clutter_timeline_set_progress_func().
*
* Return value: a #ClutterAnimationMode
*
* Since: 1.10
*/
ClutterAnimationMode
clutter_timeline_get_progress_mode (ClutterTimeline *timeline)
{
g_return_val_if_fail (CLUTTER_IS_TIMELINE (timeline), CLUTTER_LINEAR);
return timeline->priv->progress_mode;
}